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Elmaz

Corporal
Community Ambassador
Dec 18, 2019
39
312
Here we go again, citizens!
Our ranking of last week's suggestions is ready, and as usual, we thank all those who participate in feeding the SPQR with their ideas and votes.

The suggestion in the first position is largely in the lead this week, with 21 positive votes. The "Simiquia " thread posted by @EricMN93 In which he proposes an idea to make small nations more attractive has definitely won your approval.
Imperator Rome is getting better and better and the news looks very good but I have the feeling that small nations are left behind.


Historically, small nations made "confederations and" federations "that allowed them to hold out for a while against great powers. I think that that section could be improved much more.

Defensive leagues

We currently have the defensive leagues but there are traps and little tricks to eliminate a defensive league.

Forming a defensive league should unlock a new mechanic in the government or military tab called council.

Advice:

This mechanism will only be available for city states and local powers of the same cultural group, in it laws can be approved and each member can vote in favor, against or abstention.

Council Laws (Defensive League)

1-Add member
IF someone wants to join the league all members must vote, it will depend on their relationships with the new member to vote in one way or another.

2-Expel member:

Any member can elect another to be expelled, the rest of the council will vote depending on their opinion with the affected member.

3-Internal peace:

Members will choose whether wars can be declared internally or not.

4-Advance the relationship.

Members will vote whether to advance in a better union beyond a defensive league.

If the majority of members vote yes and someone votes no, this member may choose to leave the league or accept the result.


* To activate the council there must be a defensive league with a minimum of three members.

* Members may make alliances, wars and external treaties independently.

* If someone attacks a member of the league, everyone will come to the aid, as it happens now.

* IF there are only 2 members alive the league will automatically disband

Tips section idea example:

View attachment 653363

Simaquia


The simmachy (συμμαχια - "fight together", in the Greek language-) is an institution of Ancient Greece that, in the original sense of the term, functions as a «collaboration for combat».
It is a military alliance concluded between two or more polis (independent city-states) with the aim of going to war against a common enemy or providing mutual aid in the event of an attack against one of the allies.

The Simaquia is a natural evolution of a defensive league, in it the council (synedrion) made the decisions that affected the entire alliance and the figure of the "hegemon" could also be established.

In the game the defensive league council would change to synedrion (maybe it could have other names, depending on the culture) and in it more important decisions would be made with unique mechanics.

Apart from the previous laws there would be these:

1-Declare a common enemy.

A common enemy will be chosen and all members will be able to vote for, against or abstain. If the majority of the alliance votes in favor, all members will be forced to go to war (both offensively and defensively) against that common enemy.

2-Internal trade

IF this law goes ahead, the members of the alliance must necessarily trade internally and when nobody needs anything, continue trading externally.

3-Common external ally

If it comes out in favor, the Simaquia will have a common external ally. The ally must help any member of the alliance and vice versa.

4-Declare hegemon / withdraw the hegemon (Depending on the culture it could be called different)

A member of the alliance will be chosen to become the military leader.

If this law is approved, the hegemon will control all the armies / levies of the alliance in times of war. Each civilization will continue to pay for its armies

Having losses, disbanding units, spending a long time at war will reduce relationships with affected members.

Winning wars and having few casualties will heighten the opinion of the allies.

Being hegemon will allow you to unlock unique diplomatic relationships with alliance members.

Hegemon:

The hegemon is the "leader" of the simachy, although it continues to depend on the support of the other members.

Support: All members of the Simaquia will have a level of support with the hegemon. Anger -100 to +100. Giving benefits to allies will increase their support, hurting allies will reduce their support.

Hegemon interactions:

1-Give territory.
A territory will be delivered. Support will increase +25
2-Give gold.
The hegemon will give an amount of gold x to the member.
Variable positive support (depending on the amount of money)
3-Duty please:
The hegemon will owe the member a favor.
4-Move pops
The hegemon will give x amount of slaves to a member (must be adjacent territories)
+10 support

In exchange of...

Any hegemonic interaction will have a hand on the side. This option means that this action will be taken in exchange for the next decision being supported by the synedrion.

The member may accept or refuse, like any other diplomatic interaction.

* Taking the action "in exchange for" ... will replace the bonus of the diplomatic action with an equivalent penalty.

Example:

Give territory in exchange for ... -25 support.

What is the support for?

It is used to centralize or decentralize the government in the synedrion tab.

In case of having low support and having a bad opinion of the hegemon, they can propose to choose another hegemon, rebel or leave the alliance.

Centralization

They are laws that can only be proposed by the hegemon and that the rest of the members must vote. Simply by having a majority, the law can be applied, but members who vote against it could lose support and make decisions.

Unlike other laws, centralization does not depend on YES or NO, there are three options and members can choose one or the other, something similar to the economic tab to understand us.

Control of the economy.
1-Individual.
Each civilization will control its economy.
2-Collective.
Each member will give 50% of their monthly money to the alliance and it will be distributed by the hegemon.

In practice, it represents that the hegemon gets more money but must distribute it better to prevent members from losing support.

3-Controlled.

The entire economy will be controlled by the hegemon.

Diplomacy:
1-Individual.
Each member controls their diplomacy.
2-Advisory.
Each diplomatic decision of a member will be voted on by the syndreion.
3-Restrictive.
Only the hegemon can decide what to do and what not to do.

Control

1-Individual:
Each civilization is independent and can leave the alliance at any time.
2-Vassals.
All members accept the authority of the hegemon by becoming vassals.
3-Union. All members will unite in a new greater civilization. The type of government of the hegemon will be maintained and a new label will be created depending on the culture and characteristics of the hegemon.

Death of the hegemon

The view of the council and the simaquia will be seen by civilizations, however when their ruler dies, relations will be restarted (only in case of being a monarchy or a tribe).

When the ruler of the hegemon country dies or is removed from office, the position will be vacant.

A new one can be chosen. In the absence of the hegemon, everything will be voted on in the council as well as in the defensive union.


These ideas can be used both for the Greek world and to represent barbarian confederations, an alternative history style that could have happened with vercingentorix.

These are just some very superficial ideas to make small states more attractive, feel free to contribute your ideas.

View attachment 653364

The second place of this ranking is occupied by @IsaacCAT 's thread, "The godfather simulator", in which he suggests taking back some control from the nation and giving it to the Heads of family and Government Officers. He got 4 votes.
Preface: characters and families are managed directly by the player with instant interactions (buttons) and mechanisms (scorned families). Families are represented in the game as a group of individuals with a head of family or clan chief and an expected number of jobs for the members of the major families. The family members share the same surname, but they do not share other behavior or mechanic (except for some missions where families play a role).

Observation: IMHO families should represent lobbying groups of our nation. In addition, nation direct interaction with characters feels weird because they represent the spirit of the nation interacting through a character (the leader).

Suggestions:

I would like to breathe life into families and character interaction, taking back some control from the nation (player) and giving it to the Heads of family and Government Officers (simulation).

Families shall take care of their family members health, wealth and the continuity of the lineage. The nation is not concerned about these issues. That means no more scorned families or character interaction buttons, as the program handles all family matters with the following motives/objectives for each family:
  1. Assure lineage: try to marry all family characters using schemes, money or any other means to have as many children as possible.
  2. Take care of health of their members: spend money to treat illness, spend money to avoid assassination schemes, pay ransoms to liberate their relatives. etc...
  3. Increase family wealth and prestige up to a point. When a family reaches high prestige and money, they will stop seeking more prestige and money and lose it over time while achieving objectives 1) and 2). When overall prestige and money reach a low point, they will try again to gain prestige and money. This simulates the rise and fall of families.
To achieve these objectives, each family will interact with the nation through the head of family or clan chief with the following actions:
  1. The Head of a family will ask for position on government/governorship/general for family members. This is already an event but shall be more frequent and only for the families that need to achieve objective number 3). The player will be able to deny or negotiate the proposal, but petitions from Head of family that are refused will make the whole family less loyal. One option on the negotiation dialogue should be bribing the Head of family to satisfy its demands.
  2. The Head of a family could ask the nation to ransom one of its members if the family wealth is not enough to pay the ransom. Again, petition can be given with or without conditions, implying corruption, loyalty, etc...
  3. The Head of a family could ask the nation to give one of its members a cohort to send it adventuring.
  4. The Head of a family could ask to Hold Triumph for one of its members that has won battles as a General/Governor
  5. The Head of a family asks for a marriage for one of their sons/daughters to another family. Normally marriages are automatic, but sometimes could be interesting to give the player the option (specially in monarchies/Empires, but also in Republics and Tribes for flavor).
  6. The Head of a family could ask to Grant Holdings for one of its members
Every time a character from a family is rewarded by the nation, the family will add to the family pool prestige, wealth and some loyalty for all its characters.

Interactions between characters like rivalries and friendships will be managed by the program. The nation will not have a say on characters rivalry or friendship and will only be notified. Even if the leader of the nation is also the Head of the family. The nation interaction with characters will be limited to accept, negotiate or deny the Heads of the Family petitions or the Government Officers petitions described below.

Other petitions will come from the Government offices (*), that can be lawful or interested:
  • The Emperor asks to arrange a Marriage for himself. Normally marriages are automatic, but in this case is special as it is the ruler, and we want to give some choice to the player (3-4 options).
  • Emperor could ask to Give Free Hands or Hold Triumph for a disloyal character
  • High Priest will ask to execute prisoners if they are from other religions and has high Zeal.
  • Court Philosopher will ask to impose Corruption Sanctions and Bring to Trial corrupt Characters.
  • Steward will propose to Revoke Holdings from characters
  • Chancellor will suggest Proscribing families
  • Marshall can ask to Reward Veterans to reduce power from important Generals
  • Physician can ask for medical treatment for an ill character
  • Master of the Guard can ask to Hold Triumph for a High Martial General or Ransom imprisoned High Martial Generals
(*) Government offices’ names taken from Empire type of government

For example, the Emperor asks his Government to Give Free Hands to a Character. The Player can choose three outcomes or more depending on traits:
  • Accept: usual outcome
  • Deny: decreased legitimacy and -10 loyalty to all government officers for 12 months.
  • Forced: usual outcome + Tyranny
The player (nation) will have to manage the same loyalty and characters, but decisions will be indirect, prompted by game actors. Already there are events that do that, but besides these events the player can always click some buttons to get his will done. I would like to manage characters only by events.

The pace of these petitions will have to be tested to achieve enough choice for the player without unnerving him/her with constant petitions.

Objectives:
  • Differentiate nation from character roles
  • Eliminate unnecessary mechanisms (scorned families, character to character interaction)
  • Identify the family with the Head of the Family, giving them an important role alongside with the Officers of your government.
I have borrowed ideas from these threads:



In the third position comes the "Old heroes of the ancient world" thread by @Tomikek, who takes a look at the possibility of wars between nations being waged on a character level with the ability to pick champions with high prowess stat who could fight side by side against the enemy champions.
Inspired by the great Illiad, I came to an idea. As of right now, wars between nations are being waged on a military level but why not on a character lvl too.

My proposal is this. Just like in ck3 we should be able to pick champions with high prowess stat and those champions should be able to fight side by side against the enemy champions making Imperator much more immerse with Thing like Troian vs Greek heroes style of fights which we have in the never-old Epic of Illiad.


Like, we can conclude pretty certaintly that in ancient Greece everybody wanted to be a great hero and die valiantly in a battle like Achilles did much more than they wanted to in medieval times. And for that reasons there should be a little intrigue between warring countries families too.


Like for an example stealing enemy rulers wife and making it your concubine or stealing provinces (already ingame) by flipping disloyal enemy governor to your side or myb even making one of enemy family betray them etc.

The role of these champions

Unlike in ck3 where champions have a great effect on the outcome of the battle, in Imperator champions will only have impact on Ur troops morale, and myb sometimes could change the outcome of the battle by killing enemy general.


Let's talk about mercenaries in 2.0


IMHO mercanaries in 2.0 should be somewhere in between levies and legions strength wise. They should work like retinues like legions do and be somewhat professional like them, and experienced too but have poor equipment like levies myb little better.


Another proposal of mine is that mercanaries get a history behind them like legions have and cool traits. In that way, they will be more immersive since you'll get to know their history of who was recruiting them and their great victories/defeats.

Generals of mercenary armies IMO should be legendary characters that have an interesting backline, and they should be good in prowess.


Aight that would be it guys for today's post. Sorry that it's not as well articulated as my previous posts, it's because it's late and im tired + I was typing this on my phone instead of my computer. Thank you for ur understanding! Hope this inspires the devs.



Feel free to continue to contribute to these threads and create new ones!

See you next week, citizens!
 
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