Hi guys! Been playing the hell out of imperator rome since 2.0 hit and it's massivly cool. This is going to be a pretty random list of more or less minor things that kept popping up that need to be addressed somehow. These include mostly smaller issues and should be relativly easy to address (I think). Everything is ofc only my own experience with the game so pls correct me if I'm in the wrong at any of this. I'll include small suggestions or ideas how to fix them as well. If you have some other problem that I missed, feel free to answer on this thread and I'll add them to the list.
Problem 1: There is no way to check if client states of other nations are loyal or not.
Solution 1: Add an icon and a number.
Problem 2: Disloyal vassals don't act passivly in a defensive war - even tho they should according to the wiki or like in eu4.
Solution 2: This just seems like a bug tbh. Should be easily fixable. Came up a lot while playing parnia - the event to kick off a war with the seleucids gives bactria a massive loyalty malus. They still go out of their way to siege you out. Confirmation for their disloyalty was given by them joining a seleucid revolt/civil war on the civil wars side a few months into the war. Which they only do if they are disloyal. (This happened every time)
Problem 3: Big empires are too stable right now. You never see them collapse. They rarely have civil wars, that most of the time don't really hinder them much - especially in the long term. Regular provincial revolts don't do anything at all. (Applies to players, too.)
Solution 3: Bunch provincial revolts up or buff them is some way, so they become more deadly than an annoyance. Give more meaningful ways to interact with enemy governors or civil war factions. Maybe something like supporting them and becoming an automatic ally with them if the civil war fires. (Getting land in return maybe?) Also there needs to be a way to actually break an empire with internal revolts. They bounce back way to easily after winning (or losing for that matter) against a civil war.
Problem 4: There is no incentive to go for legions at all. Why? Your levy size decreases SO much from switching to the legion law, it's not even funny. This means your troops may be specialised at that point. But they are expensive as hell and you will have maybe half of the troop count that you had before. Also: Training troops might be worth it for small realms with a limited legion size. On larger empires training them becomes super expensive and you'll have to train all of them to gain a significant amount of military experience. While playing without them doubles your cohorts that participate in fights and in larger wars that gives you MUCH more military experience after the war that however much you lose from not being able to train troops.
Solution 4: Nerf the amount of army experience you get from dispanding levies or make it scale with your empire size. That way it becomes more meaningful for small realms (where it basically doesn't have any effect at all) and less overpowered for larger realms. Also, make legions cheaper or decrease the impact on levy size multiplier - a more interesting way to deal with this would be to exclude a pop group from being able to join regular levies, while still counting for legion size and being able to be deployed in legions. It's hard to give a great solution here, but this needs to be rebalanced somehow.
Problem 5: (Migratory) Tribes don't have a good way to generate army experience in the early to mid game. Since they can't tech efficiently they don't have any advantage over more civiliced nations.
Solution 5: Basically see above. Since they are not able to recruit legions ever and their armies start out as very small they have no efficient way of getting army experience. Making them get more army experience would be a cool way to balance the fact they can't tech up very well (having not a lot of starting cities and getting a debuff for tech points while having below 100% centralization). Maybe give tribes just a big modifier to army experience gain or allow them to gain army experience from raiding cities. Alternatevly buff the amount of research points they get from raizing cities of more advanced neighbours/scale the amount with the amount of techs you are behind the target nation. Basically making teching through stealing and looting tech somewhat viable.
Problem 6: Spawned levies default to shock tactics and have their cohort arrangement defaulted. This is super annoying to micro for larger empires and tribes with a lot of individual non mergable stacks.
Solution 6: Either allow us to fill out a template for every culture or region or alternativly save previously filled out tactics till the next time you raise the same troops.
Problem 7: The alexander cb and its other iterations are terrible and don't do what they are supposed to. What I mean with that is, that the cb is supposed to conquer a lot of land without hitting the 100% warscore limit. This doesn't work and is more annoying than it should be for 2 reasons: Provinces need to be sieged manually again instead of being sieged as a whole once you conquer the capital and everytime you resiege some random province that your enemy occupied you get ae again. This results in the war giving you MUCH more ae than a regular conquest war would have, while increasing the tedium a lot. Example: The seleucids and the antigonids wage war using this cb. The fighting is a back and forth and bot sides take the border provinces and lose them again. Result: Both sides ammassing massive amounts of ae for no gain at all.
Solution 7: First, please make provinces flip ownership as a whole instead of cities flipping individually. Second, give each province a cooldown modifier, so that if you conquer a province, it flips, gives you ae, then it gets a cd modifier for let's say 2 years, in which this province can be flipped back and forth by both sides without giving them more ae.
Problem 8: Migratory tribes needing stab to migrate provinces is clunky and turnes the whole early game into a boring waiting game and don't forget you need stab on changing laws too.
Solution 8: Introducing a new ressource for tribal nations - like cohesion or sth that is affected by migrating instead of stab. Maybe link that to army experience somehow (see above). (Maybe even replacing stab as a whole for migratory tribes
Problem 9: The Rome AI never conquers southern Gaul and very rarely iberia. They always go for greece first (that makes sense, so good), then Illyria (also nice), sometimes they get some stuff from carthage in northern africa and spain (after being dragged into a war, not really by choice), and then they just conquer the tribes north of illyria instead of conquering the more useful cities on the mediteranian coastline. This makes the game even more eastern centric than it allready is, there's barely anything goin gon in the west. Britains doing nothing all game, spain is boring and after carthage loses the rome (they always do), it becomes even more stale and gaul is super non interventional too.
Solution 9: Incentivise the Rome AI to take their mission trees that lead to gaul/iberia. I think that would hint them in the right direction. Also give tribes a way to form a sort of coalition against larger civilised threats like rome - rn confederations are lackluster for tackling larger foes in a more preemptive/aggressive way.
Problem 10: Barbarian AI's don't build cities ever. Resulting in them never teching and being a joke overall. Playing in gaul makes you the only one needing to build cities, so you'll have to reach a similiar city density in gaul like it is in italy or greece for example. Which is tedious, annoying and gives you a massive disadvantage.
Solution 10: Give Settled Tribes a new generic mission tree focused on improving their home province (not state, province!), that gives you a choice in the end to make your capital a city or get some temporary buffs instead. (maybe focus it around cohesion and army experience too?). Maybe allow this mission tree to pop up for any province as long as an accepted culture is in the majority in that province or sth. This would make gaul, hispania, britain and germania much more interesting and increase the population size for the late game a lot. (I mean rome DID have a hard time fending off some germanic tribes even at the height of their power. (More pops, cohesion system or at least better army experience gain, coalition/confederation system and potential way to tech by raiding would gibe them a much better shot in the later stages of the game.)
Problem 1: There is no way to check if client states of other nations are loyal or not.
Solution 1: Add an icon and a number.
Problem 2: Disloyal vassals don't act passivly in a defensive war - even tho they should according to the wiki or like in eu4.
Solution 2: This just seems like a bug tbh. Should be easily fixable. Came up a lot while playing parnia - the event to kick off a war with the seleucids gives bactria a massive loyalty malus. They still go out of their way to siege you out. Confirmation for their disloyalty was given by them joining a seleucid revolt/civil war on the civil wars side a few months into the war. Which they only do if they are disloyal. (This happened every time)
Problem 3: Big empires are too stable right now. You never see them collapse. They rarely have civil wars, that most of the time don't really hinder them much - especially in the long term. Regular provincial revolts don't do anything at all. (Applies to players, too.)
Solution 3: Bunch provincial revolts up or buff them is some way, so they become more deadly than an annoyance. Give more meaningful ways to interact with enemy governors or civil war factions. Maybe something like supporting them and becoming an automatic ally with them if the civil war fires. (Getting land in return maybe?) Also there needs to be a way to actually break an empire with internal revolts. They bounce back way to easily after winning (or losing for that matter) against a civil war.
Problem 4: There is no incentive to go for legions at all. Why? Your levy size decreases SO much from switching to the legion law, it's not even funny. This means your troops may be specialised at that point. But they are expensive as hell and you will have maybe half of the troop count that you had before. Also: Training troops might be worth it for small realms with a limited legion size. On larger empires training them becomes super expensive and you'll have to train all of them to gain a significant amount of military experience. While playing without them doubles your cohorts that participate in fights and in larger wars that gives you MUCH more military experience after the war that however much you lose from not being able to train troops.
Solution 4: Nerf the amount of army experience you get from dispanding levies or make it scale with your empire size. That way it becomes more meaningful for small realms (where it basically doesn't have any effect at all) and less overpowered for larger realms. Also, make legions cheaper or decrease the impact on levy size multiplier - a more interesting way to deal with this would be to exclude a pop group from being able to join regular levies, while still counting for legion size and being able to be deployed in legions. It's hard to give a great solution here, but this needs to be rebalanced somehow.
Problem 5: (Migratory) Tribes don't have a good way to generate army experience in the early to mid game. Since they can't tech efficiently they don't have any advantage over more civiliced nations.
Solution 5: Basically see above. Since they are not able to recruit legions ever and their armies start out as very small they have no efficient way of getting army experience. Making them get more army experience would be a cool way to balance the fact they can't tech up very well (having not a lot of starting cities and getting a debuff for tech points while having below 100% centralization). Maybe give tribes just a big modifier to army experience gain or allow them to gain army experience from raiding cities. Alternatevly buff the amount of research points they get from raizing cities of more advanced neighbours/scale the amount with the amount of techs you are behind the target nation. Basically making teching through stealing and looting tech somewhat viable.
Problem 6: Spawned levies default to shock tactics and have their cohort arrangement defaulted. This is super annoying to micro for larger empires and tribes with a lot of individual non mergable stacks.
Solution 6: Either allow us to fill out a template for every culture or region or alternativly save previously filled out tactics till the next time you raise the same troops.
Problem 7: The alexander cb and its other iterations are terrible and don't do what they are supposed to. What I mean with that is, that the cb is supposed to conquer a lot of land without hitting the 100% warscore limit. This doesn't work and is more annoying than it should be for 2 reasons: Provinces need to be sieged manually again instead of being sieged as a whole once you conquer the capital and everytime you resiege some random province that your enemy occupied you get ae again. This results in the war giving you MUCH more ae than a regular conquest war would have, while increasing the tedium a lot. Example: The seleucids and the antigonids wage war using this cb. The fighting is a back and forth and bot sides take the border provinces and lose them again. Result: Both sides ammassing massive amounts of ae for no gain at all.
Solution 7: First, please make provinces flip ownership as a whole instead of cities flipping individually. Second, give each province a cooldown modifier, so that if you conquer a province, it flips, gives you ae, then it gets a cd modifier for let's say 2 years, in which this province can be flipped back and forth by both sides without giving them more ae.
Problem 8: Migratory tribes needing stab to migrate provinces is clunky and turnes the whole early game into a boring waiting game and don't forget you need stab on changing laws too.
Solution 8: Introducing a new ressource for tribal nations - like cohesion or sth that is affected by migrating instead of stab. Maybe link that to army experience somehow (see above). (Maybe even replacing stab as a whole for migratory tribes
Problem 9: The Rome AI never conquers southern Gaul and very rarely iberia. They always go for greece first (that makes sense, so good), then Illyria (also nice), sometimes they get some stuff from carthage in northern africa and spain (after being dragged into a war, not really by choice), and then they just conquer the tribes north of illyria instead of conquering the more useful cities on the mediteranian coastline. This makes the game even more eastern centric than it allready is, there's barely anything goin gon in the west. Britains doing nothing all game, spain is boring and after carthage loses the rome (they always do), it becomes even more stale and gaul is super non interventional too.
Solution 9: Incentivise the Rome AI to take their mission trees that lead to gaul/iberia. I think that would hint them in the right direction. Also give tribes a way to form a sort of coalition against larger civilised threats like rome - rn confederations are lackluster for tackling larger foes in a more preemptive/aggressive way.
Problem 10: Barbarian AI's don't build cities ever. Resulting in them never teching and being a joke overall. Playing in gaul makes you the only one needing to build cities, so you'll have to reach a similiar city density in gaul like it is in italy or greece for example. Which is tedious, annoying and gives you a massive disadvantage.
Solution 10: Give Settled Tribes a new generic mission tree focused on improving their home province (not state, province!), that gives you a choice in the end to make your capital a city or get some temporary buffs instead. (maybe focus it around cohesion and army experience too?). Maybe allow this mission tree to pop up for any province as long as an accepted culture is in the majority in that province or sth. This would make gaul, hispania, britain and germania much more interesting and increase the population size for the late game a lot. (I mean rome DID have a hard time fending off some germanic tribes even at the height of their power. (More pops, cohesion system or at least better army experience gain, coalition/confederation system and potential way to tech by raiding would gibe them a much better shot in the later stages of the game.)
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