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it is immersion breaking for me because i know that people will name their cities with inappropriate names, all in the name of appropriatness ironically enough

yes alexander did that and so did seleukids renamed/created couple cities but the players are not seleucids , they are seleucididis.

i d be fine if renaming a city would cost something. i d rather us have "create city" mechanic than ''rename city"
You still didn't answer
Why does other people renaming their city in their game break the immersion you get in your own game

There might be something I'm missing, but I can't understand the thought process
 
Thanks for the sunday morning post.

When you are doing stuff to the the macro builder don't forget to add info on map about what a building etc will actually DO. So if I have a market selected tell me oon each city what impact it will have.

That is the plan.

So for me personally I would say while this may be true (never played EU:R) its impossible to not compare I:R features to similar features in your other game. !

Understandable
 
What about soundtrack DLC? Are you planning to continue this treacherous policy against PDX (already former) fans?

I'm not aware of it.
 
I'd say that one of my biggest issues in the game is the lack of events to entertain me during peace time. Right now, there are what... 10 ? 15 different events ? When you compare to CKII, which has hundreds of different events, it hurts. I know that CKII is the product of years and years of work, and that multiple DLCs have refined the game slowly over the time, adding each time 50-60 events to the game... But the base game of I : P should at least contains a hundred of events. Like, 30 to 40 generic events that everyone can have, then 5-6 events related to a particular form of government, then a few events that are related to your culture, and then again, something like 20 events that are character-related (character traits). I think it should be a decent number for the base game.
 
The Perceived Shallowness section was music to my ears
Little touches like that really add to the immersion. I'm surprised you didn't include it already because it is clearly happening in game.
Top stuff
 
it is immersion breaking for me because i know that people will name their cities with inappropriate names, all in the name of appropriatness ironically enough

yes alexander did that and so did seleukids renamed/created couple cities but the players are not seleucids , they are seleucididis.

i d be fine if renaming a city would cost something. i d rather us have "create city" mechanic than ''rename city"


Are you talking about MP? because if you're not this is utter nonsense, there's absolutely no way me renaming Rome in my SP game in my house to 'Sluglife' can possibly break your immersion in your game in your house, and there's absolutely no need to have a cost attached to it either, that makes absolutely no sense whatsoever.
 
Why? I don't think anyone is very clear on this. The only justification you gave in the opening post was that it makes the game easier to balance, and if that's true, then even then you still have a very large problem because mana is Imperator: Rome is not at all balanced - Religious Power is almost useless, whereas Oratory Power is constantly running out.
to be fair its matter of language.

you could let it be known that religious power is a secondary power, something like tier 2 (tier 1 being oratory and civic). you could create such interface to justify religious power as some side thing. but in general yes, i dont agree with johan
 
Could you consider to have a limit on stocking mana ? like on Stellaris where ressources are capped ?

could always be added, but we are adding other things so you don't want to stockpile it.
 
Oh, and I heard that you were thinking about unique mechanics related to each of the existing government forms that you'll add in the 1.1 patch. I hope you'll talk about this a little bit in the next diary. That's exactly the kind of thing the game needs, some special features for religions/cultures/governments. ;)
 
Look, it's very unfortunate for you, because you released a game that a lot of people are unhappy with. There's not really much of anything you can do to prevent this. There's no like, magic fix that will make people happy, which again, is very unfortunate. It's not that you didn't make the game deeper in every way than EU:Rome, it's that you made EU:Rome 2 and didn't make a game anyone likes. In 18 months the game might be good, but it's not very good now.
 
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. Instead, different religions and cultures need to have different mechanical differences. But you don't have room for that because all of Imperator's mechanisms are abstracted into mana. There's no meat and bones, only timers.

Before EU4/CK2 expansions, religions all basically worked the same in our games.

We added unique mechanics for religions in expansions there, and adding that to future expansions could be doable in Imperator as well.
 
I believe what makes the AI seem unresponsive is the fact that it is too cautious about war. Sure it will make claims but will it act on them? Or perhaps war is too harsh on the AI. I am not sure.

As for too barebones it is more that things aren't accessible. Pop interaction is very obscure once you get big enough. The fact that moving them is such a pain. You put the interface in backwards there. Why can't I click the city I want to move pops to, and then click all the pops I want to go to that city? And perhaps to all boarding province capitals?

Instead of pop, city, pop, city, pop, city, ect forever. It is prohibitively tedious.

Then there is the fact there is no migration mechanism which was in Vicky and Stellaris. I know you never talked about such thing being added but I believe people wanted more of what you learned in Stellaris to be added. Pops feel dead. They don't act without your input. Which makes no sense.

In Stellaris they did things. Needed things. Here they just don't. They don't even move without your ok.

I know you are pulling from EU4 and Ck2 which don't have pops. But perhaps you should consider adding pop mechanics from your games that have pops?

For characters, I know there is good stuff there. I have tried to find it. I can see glimpses of it. But it is hidden. There is a very limited number of things I can do with them.

How do I increase their loyalty without just straight up bribing them?
It doesn't say.

I would love to have regional or even province courts to interact with. Not manage. Interact.

As for mana, ya you don't seem to get it. The player doesn't control mana. The player controls resources. There is absolutely no player input or control.

We can't craft our own religious ideas into our nations.

We can't craft our own administration with focuses and thing to back us up if we get a bad monarch or leader.

We can't make a more specific diplomatic policy towards other nations. There aren't even spheres!

We can't guide or own economy. There isn't much of an economy to begin with. Trade is so restricted and shallow and gives these massive nonsense buffs that would be better to craft into military or civic policies and doctrines.

I think the problem with mana is that it limits these facts. They hide all of these possibilities behind just random numbers.
 
TI have to add, it is perplexing to read that you are surprised with regards to porting everything from eu rome, a game from a decade ago, not being enough. I remember that the game did ok for Paradox, but wasn't a slam hit. .

We released another game 1.5 years after Rome called Victoria2 that sold about the same.

What would you think would happen if we ever made a sequel to that game and it was NOT the same features as the base?
 
Are you talking about MP? because if you're not this is utter nonsense, there's absolutely no way me renaming Rome in my SP game in my house to 'Sluglife' can possibly break your immersion in your game in your house, and there's absolutely no need to have a cost attached to it either, that makes absolutely no sense whatsoever.
as much as i am afraid of your own stupidity i am also even more afraid of my own stupidity

(context:tendency to do stupid stuff in -game)
 
Hey Johan, thanks for adressing us this openly. You have been honest with us throughout development and there really is nothing anybody should feel disapointed about. This game was wide in the open well in advance and everybody knew what they signed up with.

My personal feelings of the game are that it is a very sollid and promising foundation upon which I hope PDS wll be building it out as I'm used from you. At the moment though I'm allready having lots of fun allready.

My main gripes at the moment are the UI (espectially at the province level) which makes dealing with pops a bit of a clickfest and that it's hard to really stay on top of the whole politcal game between factions, families and characters. I also can see where people disapointed with the diversity come from allthough I'd say that having 3 or 4 different governement forms is pretty good.

From all these points your posts give me quit a bit of faith in that you guys are on the right track, I really feel there's a lot going on between factions and characters and it's all there just waiting on a UI that allows us to understand what's happening and allows us to engage in it in a fun way. The changes you have been showing look good, as does the new provincial UI.

So keep up the good work and please don't worry too much about what everybody thinks. The level of ambition that is shown in the Stellaris patches and the incredible moddability of this game gives me a lot of hope that we will see many of wonderfull things being added to the game in the future.

For those people that state that they find the game lacking purpose / focus / soul or whatever allow me to quote one of your very first dev diaries. Looking back at that one I'd say that you've done a pretty good job, for me this game is about dealing with internal politics while building your empire and let's be honest, the civil war mechanics are vastly superior to everything I've seen in other games of you guys.

Hello everyone and welcome to the first development diary for Imperator: Rome! Each monday until release, except when the team is on holiday, we’ll be giving you a development diary!

Today we’ll be talking about the vision for this game. We have often talked about how close we are with the community, but this is the first game we have made where a post from a forum-member is quoted at the top of our Game Design.

The balance between CK2 and EU4/Vic2 should remain in Rome2. Rome was a fantastic mix between CK1(characters), EU3 (diplomacy, and war) and Vic1(parties, provinces system and population dynamic) and its own feature like barbaric migration and the best civil wars in Paradox games - @Leon_Aditzu https://forum.paradoxplaza.com/foru...e-2-if-it-happens.769694/page-5#post-19193193

This was such a great post describing Rome, so that when we started with Imperator, it was a natural to use.


In this game we’ve wanted to stay true to this vision, while implementing the knowledge we’ve learned in the last decade of making games with better UX and player agency, while increasing the depth and complexity enormously.

There were a few main things with the original that was really bad though, and that we have decided to remove or change.
  • We’re removing characters as envoys, as that was a bad mechanic, and you primarily used to get rid of people.
  • Omens and Religious Prestige were not very fun, and have been changed.
  • Trade was lots of micromanagement, this have been reworked for a more interesting and fun mechanic.

All in all, whenever possible we’ve strived to be adding more depth and complexity to the game, to make this into the ultimate GSG.

Here's a quick look of Iberia!

View attachment 373707


Next week we’ll take a deep look into the map, cities and provinces!
 
There seems to be a great deal of confusion, generally, in Johan's post. He expresses confusion as to why people are disappointed when Imperator improves on the aspects of Europa Universalis: Rome. This is the first I've ever heard it implied by Paradox that Imperator was even supposed to be a sequel to EU: Rome.

https://imperator.paradoxwikis.com/Imperator_Rome

https://forum.paradoxplaza.com/foru...development-diary-1-28th-of-may-2018.1101600/

lots of interviews around announcement etc

https://www.polygon.com/2018/5/19/17371952/imperator-rome-windows-pc
 
Before EU4/CK2 expansions, religions all basically worked the same in our games.

We added unique mechanics for religions in expansions there, and adding that to future expansions could be doable in Imperator as well.

That's not really true, though. Even in EU3, Catholics had access to the unique Papacy mechanics. Moreover, Sword of Islam came out for CK2 in 2012. You're effectively saying "Imperator: Rome has a feature set equivalent to a 2012 release"; but we're now in 2019 and you're a much bigger developer than you were back then.

EDIT: That said, the fact you are responding to us is really appreciated. A lot of people have taken it much too far with the criticism and when I am making any replies I am trying to be quite careful to make sure it is focused points and not general complaining; I hope that comes across. Thanks for engaging with us.
 
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