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Hear us, Paradox.

Even now, years after the silence, here we are—typing, hoping, wishing. Imperator: Rome may be labeled a "dead game," but look around—there are still people here, pouring their thoughts, their ideas, their time into this forum. This is not just a list of suggestions. This is the voice of a community refusing to let go.

Why? Because we believe in what this game could have been—and still could be. The potential was undeniable. The ambition was there. The systems, the world, the scope—it all promised greatness. And yet... here we are. Hoping. Wishing. Begging for just one sign that someone, somewhere, at Paradox still cares about this game.
I continue my ideas to increase the possibilities of modding.
-Have as for Ck3, CK2 or stellaris a tab to have game rules (game_rules). Invictus has created some but having this created in the game and easily created would be good.
-Have an on_action for when a woman gets pregnant like in Ck2 or ck3.
-Have flags already built (like in ck3) that could be used easily to avoid the conversion of a character, not that he is adopted, that he does not change culture, etc ....
This could allow easy compatibility between mods.
-Have the possibility that certain titles (office) are only held by a specific character, especially for religious titles. For example when we want to do the Christian religion that the recipient of the title is always a member of the clergy and not a layman.
-Make the triggered character modifiers work. When you want to create some it doesn't work even though it would be very useful but they seem to be hard coded.
-I don't know if it's possible but do as in ck3 add sexuality to the characters.
-Be able to produce a resource using a building (for example, we create a resource and it would only be usable if we build the building that produces it.
-Allow the governorship to be defined as hereditary allowing the junction to the Middle Ages and Ck2 or ck3 in the conversions.
-Allow the slave revolts that have been removed, but also the cultural, religious or peasant revolts which would bring more dynamics.
-Make it so that migrating peoples can plunder the provinces they cross (even for the AI) without this triggering a war between two countries but just a hostility like for the plunderers of Ck2 or Ck3.
-Make it so that during an annexation by another country certain characters who are not from the great families can be transferred to the new country. This could be guaranteed by a flag or have a list directly in the event where we would add the conditions.
-Make it so that the policy governors can have conditions. For example, add a governor_policy that would only exist if I have a culture, a religion or other variables.
-I don't know if it's possible but being able to put opinions between countries according to their religion, their doctrine, etc.... I haven't tried it yet and it may be possible but as an example I would give a penalty to a country that does not have at least equality for women in a country with a matriarchal culture for example. Doing it dynamically and automatically would be cool.

If you have other ideas, don't hesitate, I haven't tested everything. For the developers of Invictus, your opinion on certain limits that you have encountered would be appreciated to give more ideas, hoping that they will be treated by the developers.

While the concept of hereditary governorships is mostly associated with the Middle Ages it was also a thing in Antiquity.

For example I can name an example from the Achaemenid Empire in the case of the Hecatomnids who by all accounts ruled as hereditary governors of Caria.

Not to mention that, I am not an expert on Roman history, Octavianus pretty much inherited an army from Caesar after the Ides of March. So there might be a case for having disloyal armies and cohorts be inherited as well, under the right circumstances.

https://en.wikipedia.org/wiki/Hecatomnids

Possibly one could add this as a game rule if these things could be inherited as it would make it potentially harder for the player when you can't simply wait for a disloyal character to die and then regain control over a province or army.

EDITED: And I should also mention the Barca quasi-private empire in Spain before and during the Second Punic War (although I'm not 100% correct if hereditary positions would be the correct way to represent that).

These posts aren’t just idle chatter. They’re the cries of people who loved what Imperator could have become, who still dream of mechanics like hereditary governorships, dynamic revolts, more flexible modding tools, and so much more. These aren’t just ideas; they’re gifts from a dedicated fanbase, still clinging to the faint hope that someone is listening.

How long must we wait in silence?
How many more years will pass before the developers—or the company itself—acknowledge us? Every forum post, every comment, every idea shared here is a testament to the love people still have for this game. A dead game? Maybe. But the passion of this community refuses to die.

So, Paradox, if you're out there, hear us. Don’t let this be the end.
 
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I am trying to decide if this is trolling or a legitimate complaint. How does any patch work, even thought it may be "small", bad?
trolling is 17 negative marks to my comment criticizing that you abandoned the game and gave out this pitiful handout. You can release such patches to hearts of iron, but the emperor needs to be fully developed.
 
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trolling is 17 negative marks to my comment criticizing that you abandoned the game and gave out this pitiful handout. You can release such patches to hearts of iron, but the emperor needs to be fully developed.
Ok. I am just glad for any patch.
 
set_can_marry = bool

- The game plays as usual when this is set to true for a character. However this allows modders to play around with marriage, as setting this to false means the character can never marry, unless it is set to true again.

Does this mean minor family characters can be modded to allow them to marry and have kids?
 
Please, give us non-ironman achievements! Have Imperator:Rome suscribe to the logic of your newer games! Pleaaaaasssseeee!!!!!!
 
A few drops of water to a parched man ... thank you!

But I'd kill for a better/fixed Pirates and Trade System ...
For espionage and pirates, Paradox has made a post about gathering community feedback on similar issues in Stellaris. They used forms to collect opinions on systems like Espionage and Pirates, which helped highlight what the community wanted and where improvements were needed.

Maybe something similar could be done for this game. The feedback form you shared is a good example of how the community’s thoughts can be collected—or even a way to see if the community is still active. A survey could at least provide insights into how many players are still interested, and if there’s enough engagement, it might encourage developers to create a similar game in the future, using the feedback to shape its design.
 
Would be nice to get more console commands. Game is quite severely limited in that respect compared to other Paradox games. A major source of fun for me when playing Paradox games is being able to use the command console to set things up how I want.

Like "win war" "war score" "instant mission complete" etc.

It would also be nice to be able to determine what happens to a city's buildings/Pops after it is conquered. Rather than the whole thing being mostly random/automated like it is currently. I don't know if this requires new modding code or not. Just putting the idea out there.

It would also be nice if there was a way to stop the AI from destroying all the Holy Sites. Maybe a Game Rule. Or at least an easy way to bring them back after they are destroyed. Meaning, the game shows you where they were and has a button or something that says "Rebuild Temple". I don't know if this requires new modding code or not. Just putting the idea out there.

Would also like to be able to see previously completed Missions/Mission Trees. And view Mission Trees without activating them.

Add a way to enter the territory of other nations in Greece when the scripted barbarian invasions happen to fight the barbarian armies off. You get an invasion and events but you cannot help unless you have military access. Doesn't make sense the way it works.

Would also like command to spawn Pops.

Please add a console command to change diplomatic range.

Add a console command that enables clicking on a mission to instant finish it.

Please make it possible to access the command console without having to run the command line debug mode at all times.

Would also like command to add Research/Innovations. (that doesn't affect all the other AI nations)

Would also like a Wonder map mode.

Add a Diplomatic Range mapmode.

Please add the ability to sell multiple Territories at once not just one at a time and requiring a 30 day break between each sale.

Add a way to change the Government type of your subjects and nations you defeat in war.

Please add a way to demote/devolve a Client State into a Tributary and the other lesser forms of vassalage. Please add a way to select what kind of subject is created when you release a territory/province.

Please add the ability to determine whether a released subject becomes a Client State or Military March. Military March should not be forced via the tech tree.

Would like an instant build command that doesn't affect AI.

Would also like a Game Rule to remove restrictions on Mercenary hires.

Would also like an instant move command like "TP" in HOI4. So I can transport units around the map instantly.

Would also be nice to be able to send a custom amount of Gold to a country. So you can subsidize them to help them. Or a specific Subsidize button.

Would be nice to have a simple fog of war console command that works.

Would like to be able to NOT call subjects into war automatically. You are currently forced to which doesn't make sense.

Would like a console command to instantly reinforce armies with manpower.

It would be nice if the river crossing penalty and terrain defender bonus were shown in the UI more consistently. They show up as tiny squares on the battle screen when a battle starts. But you can't see them in the UI anywhere before that. I often attack into a bad territory and lose because of it or at least suffer a lot more casualties than I otherwise would.

The terrain penalty to Sieges also needs to be shown in the UI more consistently. It does not appear at all on the Siege window.

Please add an instant fabricate claim command.

Please add a button to automatically assume control of sieges.

Please add the ability to choose government type of released subjects and opponents defeated in war.

Please add the diplomatic ability to sell TERRITORIES not just entire Provinces.

Please add the Administration ability to RELEASE TERRITORIES not just entire Provinces.

Please add the ability to Fabricate Claim on a Territory not just entire Provinces.

Please add a way to change the leader of a Defensive League.

Please add a way to invite a nation which is already in a Defensive League into your own.

Please fix the "Release Nation" peace deal option. The way it works currently doesn't make sense. It releases nations with territory that they never owned in the first place. I'm not sure what it is doing exactly. It seems to be release a nation as the whole Province even if they never owned those territories.

Please fix/improve the "Liberate" peace deal ability. For whatever reason the option to "Liberate" a nation rarely appears as an option in the peace deal screen. It's not clear to me why or what the conditions are for it to appear. Liberation is one of the most basic diplomatic option in a grand strategy game. Every nation that exists on the map at game start should have their "homeland" and be able to be liberated if you capture the territory.

The game has a real diplomacy/administration problem where small nations are wiped out (often quickly after game start) and then there is no way or no good way to bring them back. Diplomacy is very subpar in this game in its current state especially compared to the gold standard of EU4.
 
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