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Hello. Could you possibly increase the tag limit to 32,768, or add a define to change the value in this update?

The tag limit is currently hardcoded in the engine as 8,192, which is certainly a greatly appreciated from the previous 2000 value, (where almost every mod had to massively constrain any gameplay related to instability and rebellion-) but 8,192 is still too constricting I feel for mods that wish to balance Imperator Rome for a longer (600+ year) playthrough that has reasonable challenge and historicity.

I think 32,768 would be a great value, as most mods still are balanced around not going over the 8,192 tag limit, and therefore any additional 'lag' would not be an issue even for players playing a save for hundreds of years continuously. However, there is a large group in the community that plays "Timeline extension mods" for the purposes of Megacampaigns, or special challenge runs.

I humbly request increasing the tag limit to 32,768, and I think you will find many mods that increase the historicity of Imperator Rome, and many players who have an interest in Imperator Rome for the purpose of 'Megacampaigns' (I anecdotally know 8 people who purchased Imperator Rome for this exact purpose, it being the 'earliest' paradox game) and a small change to help mods balanced around Megacampaigns (converting a save file of an Imperator Rome game into a CKIII mod, and then continuing into Eu4, ect.) --mods meant for Megacampaigns are definitely something Paradox should consider assisting, as these Megacampaigns get huge social media attraction, (YouTube, ect.) and encourage players to purchase all of the main Historical Paradox Games and their respective DLC. This will also help future projects like EU5, as a CKIII to EU5 converter will very likely be created-

Making this small change I think would be a great addition to the Game and also help more than just Imperator, far beyond the perspective risk of minor lag compared to some improperly balanced mod slowly creating tags over hundreds of years without the player realizing, and this issue could be solved with a Defines file for max tag limit.
(Reposted from steam after discovering this forum)
 
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Is it possible that we can set for a particular pop type whether or not it can assimilate, rather than having it hinge on how "high up" that pop type is?

That would be a dream.
 
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Not sure if this is possible or not already but want to suggest it from reading/watching so many Roman history videos. It would be cool if Pops could have two cultures (mixed culture) and things like loyalty could be affected by the culture of a Pop. Late Rome was very mixed culture with many "barbarian" peoples in the empire and serving the empire and there was all kinds of intrigue and backstabbing going on as a result of that. A lot of animosity and basically anti-immigrant prejudice in the ruling class even though many "barbarians" were loyal and serving the empire excellently.
 
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Thank you so much!
I appreciate all work done on Imperator. I never really play any betas, but looking forward to play the official release in the future.

I hope there's more stuff coming in the future, but I'm an adult and I know that it actually takes MONEY to develop anything.
Question on this topic - Paradox already experimented with selling some modder created content in other games, e.g. Hearts of Iron IV: Content Creator Pack Soviet Union 2D Art.
Wouldn't Imperator as a "dead game" without any official expansion releases be the right game to make such experiments?
Any chances for not only patches created in cooperation with modding community, but simply a new modder-led DLC?
Will Happily vote with my wallet to support the development of the game & show the modding community & the team working on this game how much I appreciate their work.
Love you guys.
 
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Thank you for another moddability patch!
Additionally, I’m not making any promises here, but don’t hesitate to suggest additional improvements for future updates if we manage to get to that point.
I have one suggestion.
An -export_coa launch option for exporting game-generated flags. Similar to the coat_of_arms console command, but not requiring a full launch of the game and executing the command through ExecuteConsoleCommands in the GUI.
It would be used like this:
Code:
./imperator.exe -export_coa <absolute path of the save file> <list of tags>

Reasoning:
Per I:R wiki, the coat_of_arms console command "is the only way to see the script for game-generated flags". Because of this, the I:R to CK2 and I:R to CK3 save converters can't use these flags without launching the game, extracting the flags using the console command, and parsing the game.log file to extract the flag definitions.
With a launch option, it would be way simpler, more reliable, and probably way faster.

EDIT:
An alternative would be to just include the game-generated flag definitions in a useful format in the save, but I don't know if it's possible.
 
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I respectfully want to say that this is a mockery. To release such small patches and spit on the development of the game. Let the sycophants praise you, but I am speaking honestly
 
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