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RedWalrus

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Jun 19, 2012
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The design around Ideas in this game is a great example of why the world in this game seems... dead. Not alive. Boring and static.

The current method of choosing 2-3 ideas (depending on government type) for the moment isn't very good as it is very "you pick what you want at the moment and that's it." It's still directed by the game in which ideas you should choose but I think that is a poor design choice as it is boring, gives the player a way to influence their nation that is too direct, and doesn't offer any good background mechanics to create a breathing world atmosphere that is SORELY lacking in Imperator.

Changing this creates a good opportunity for a people to further personalize their people. It would be interesting if there were a set of ideas being constantly active and they would gain experience based on actions you take in game. For example, one of the ideas currently in the game is Permanent Shipyards.

Instead of choosing it for a while arbitrarily and choosing something else later, it can be set to a scale of levels 0-4. 0 being there is no bonus, you hardly create ships and so you have no need of having permanent shipyards, to level 4 being you have skilled laborers working night and day to build ships for war. This scale would level up based on your ship creation and degrade over time if not building ships.

This would create a scenario where based on the different actions many nations are taking, they are further characterized in game. There would be a clear distinction between who has powerful navies and trade empires, who has a strong martial background, etc. I feel like it is this kind of depth that would make the game much more healthy in the long run. In a way, it can be likened to while in CK3 you play an rpg with characters that are part of a dynasty, with experience and skill trees in lifestyles, in Imperator you could focus on playing an rpg with the people/culture that are the head of the state with a ever-changing skill-tree levelling system that defines your people.
 
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