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Arheo

Game Director - Hearts of Iron
Paradox Staff
51 Badges
Feb 13, 2018
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At the time of writing, it has been two whole years since the launch of Imperator. It would be remiss of me to let such a momentous occasion pass without any acknowledgement, so in time honored tradition, I shall begin the trawl through our early development archives to find some anecdotal and/or interesting snippets :)

I will not be covering anything to do with upcoming content, so fair warning - if you were expecting that, you can safely skip this post ;).

For me, the journey on Imperator began in Content Design - putting together the map region by region while working remotely from the UK. Of course, there is a vast amount of work done on games before and during this stage, although such work is often less visible.

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For many months, everyone in the world was Egyptian. You can also see that a great deal of work went into figuring out the likely state of the coastal lowlands later on in development. The question on why Dogger Bank is not submerged in this early screenshot remains... unanswered.

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At one point we tried more organic looking sea-zones; but didn't feel this added much aside from making sea boundaries more confusing. You can also contrast this Sicily with some of the changes that have occurred to the region in Magna Graecia (and beyond).

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The 'important' nations are added. Icons are shamelessly borrowed from other games! Wars were quite interesting to observe when the map was as empty as this, and as the AI began to undergo development.

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This is one of the earliest concept spreads we have for the 4 (now deprecated) 'power' types. Interestingly, you'll see that whereas we shipped the game with the 3rd concept style, the UI rework that came with 2.0 was strongly influenced by the first and earliest concept here.

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At some point, something fairly vital disappeared from the game.

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A before and after - this should be a testament as to the incredible talent of our art team.

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One of our most troubling and long-standing bugs was trying to discover why certain large greek nations would end up looking like swiss-cheese in our overnight runs. This persisted for several months. The culprit, is transpired, was the Olympics event. It would target and send governors to the olympics, who, rather than travel alone, would transfer ownership of the capital state of their governorship to the country holding the Olympics.

The olympic event has proven to be responsible for causing or identifying numerous issues and bugs over the course of development. Without it, we would also not have realized that babies born to mothers in country A would instantly arrive at the location of their father in country B, presumably by means of some mediterranean child cannon.

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The OG megacity.

Severe Bordergore Warning

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If you thought the Imperial Challenge CB could lead to bordergore, you ain't seen nothin' until you've experienced pre-release builds.

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Of course, this is all material from before the release of the game. After the release, a huge amount of work was put into changing and developing core features and mechanics.

The 1.1 Pompey patch snuck in under the radar a little, but had some pretty cool features - my favorite of which were the sadly rare volcanic eruptions:

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The 1.2 Cicero update is still one of the most comprehensive overhauls of core system mechanics I can imagine in a live game; perhaps comparable to the Stellaris or Imperator 2.0 updates.

Regardless of the continuous debate around reception and fanbase, the 1.2 update, to me, signaled the point at which many things fell into place about what Imperator was going to be. The defining and unique identity as a Civilization Builder. The pop simulation and expansions to the granularity of the administrative process (cities, settlements, trade etc) organically led to a design to tie more and more of these systems together into a very neat and interconnected simulation - culminating most recently in the 2.0 update.

The Religion (1.4), Culture (1.5), and finally Warfare (2.0) updates were each built successively upon the foundation of their predecessor - the warfare update could not have existed without first having a robust and diverse population cultural management system, for example.

Ultimately, I feel the game has made great strides towards where I wanted it to be. I see great fondness in the words of our dedicated fans, for the experience that Imperator offers them, which is an experience that is unique to it.

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All of the successes and hard work you see in our live game and in the anecdotes/screenshots above has been created by a passionate and talented team, the membership of which has changed over the years in development, but whose collective ability to adapt and overcome still inspires me.

There are so many things to say about the development of Imperator - many tangents I wish to follow, from the UI rework down to details about AI, feature implementation, and funny bugs - but I'd be here all day. Instead, you'll have to make do with the meandering ramble above!

I'll do my best to answer any questions below, with the obvious caveat that I won't answer anything about future features/content/development.

You can also track my own metamorphosis from keen, naive, eager content designer with hair, through to autocratic Imperator (with no hair), here:

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I've sometimes wondered about this. The 1.1 update feels like it was going to come regardless on how imperator was received and you probablly talked about the 1.1 patch before 1.0 was released?

The 1.2 patch in comparison really shifted quite afew core mechaincs of the game. Do you think the game would have evolved in a simular manner from 1.2 onwards if imperator had a better reception at launch? If not what would have been the biggest differences?

To answer question 1: this isn't unusual in game development. Final builds often need to be frozen many months before release (for many reasons). It wouldn't be vastly productive to sit there twiddling our thumbs and waiting for release, so work is done on prospective future updates.

To answer to second: No. The old adage, 'if it ain't broke, don't fix it' comes to mind. Whilst evolution on a successful game is entirely possible, I don't think it would have been possible to justify the magnitude of change in any scenario other than that with which we were presented.

As to what it might have looked like; well, I think 1.2 lit a fire under the simulation balloon. PDS games always involve simulation, but I think we took it to the 'next level' in 1.2. I guess imagine Imperator without those changes.
 
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I'm wondering if there are any idea that you had for previous versions of Imperator that are never going to see the light because the game ended up going into a different direction. Especially things like "Before the launch (of 1.0), what did you think was going to be part of 1.2?" or "When doing the culture rework, did you already know that you wanted to have levies?"

Well, there's never a shortage of ideas. I don't think there's often a subject that is totally locked out by other design choices In the case of levies, this was part of the plan for a fairly long time, yeah, and though changes were made to tie it more securely into the culture system, having connections between the various 'system reworks' is part of our core design theory.

Also, let me just use this opportunity to point out that the new innovation system is easily my favourite technology system in any game. Especially since you took the opportunity to slip in a bunch of features that I had been clamoring for since 1.0 - like the ability to turn a guaranteed country into a subject. I really hope you continue to expand on the trees in the future, especially by adding more inventions that significantly alter the way you play the game (e.g. Mayor syncretism or Coloniae).

I agree, as I think I've stated in a few interviews. The innovation trees themselves are a super simple way of giving design a massive amount of freedom to structure and deliver their ideas. It grew out of a fairly off-hand idea that someone had and iterated on as a side-project. We realized pretty soon after that, that the system had a lot of merit and scope for expansion, so we threw more time that way.
 
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Hi @Arheo !

Are odd things related to cultures (Hebrew jewish pops outside Judaea, Greeks in Sri Lanka, Wrong cultures in Aetolia and Boeotia a leftover of this?

No.

Since neither of the 2 roadmaps was not finished, what exactly caused their derailment?

As we've been very careful to point out, roadmaps are not promises. I don't consider any of our roadmaps to have been 'derailed'. Same applies to the 'delay of Autumn of War' question. It wasn't delayed - the roadmap was a rough indication of where we wanted to be. Reality never matches planning, even with the best will in the world.

Why was the release day NOT April 21 2019?

Because we base our decision making on practical affairs, not meme value ;)

You mentioned 1.2 solidifying the game identity as a civilization building. In the talks leading up to this moment, were there alternative identities still being entertained?

Not really. That's what I saw the game as needing to be, and that was my driving vision before and after I became the Game Director here.
 
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I worked on I:R during the beta period. One of my favorite bugs was where units would gain speed the more people died in a unit. And if you reached 0 men (fully depleted) the unit would gain max speed (like 200) and move one province per tick - ZOOM-ZOOM elephants! :p
 
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