Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire.
Recent Reviews:
Mostly Negative (194) - 30% of the 194 user reviews in the last 30 days are positive.
All Reviews:
Mostly Negative (9,094) - 38% of the 9,094 user reviews for this game are positive.
Release Date:
Apr 25, 2019
Publisher:

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Curator Review

Not Recommended
By 51st Regiment May 7

“The latest Paradox title suffers from trying to emulate too many other PDX games. Its barebone state on release leaves much to be desired as well which will undoubtedly be 'fixed' by paid DLC.”

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Recent updates View all (111)

August 19

Development Diary #60 - Reworking Monarch Power



Welcome back to another Dev Diary for Imperator: Rome!

Once again, we’ll be covering some information that those of you using the open beta branch will already have been playing with.

Monarch Power
Before we dive in to the mechanics and solutions behind the monarch power rework, I’d like to explain a little bit about the impetus behind the changes, and the varying factors at play.

One of the more controversial aspects of the game at release, was the implementation of Monarch Power. After reading reams of feedback on the subject, and considering the available options, we elected to look at reworking the entire concept of Monarch Power in the Cicero update.

The community issues with the 1.0 monarch power system could broadly be boiled down into two main categories:
  • The lack of control over the stats that your monarch or ruler has.
  • The inconsistency of the varying purposes power was intended to be used for.
In essence, we needed a system that acted as an anti-snowballing mechanic, felt like something a player had control over, and which avoided any unnecessary abstraction both conceptually and in terms of practical use.

Enter Political Influence. PI is intended to represent exactly what it describes: the influence that a government or nation has over their own political establishment.

The way in which it is produced is also related directly to the political establishment. Each primary Office holder in your nation will contribute to the PI gain of your nation, based on their loyalty to your cause. The more loyal your cabinet, the less practical power you will have to perform the various actions associated with PI.

Which leads me comfortably to the next topic we covered as part of the power rework, and point two of the community issues surrounding Monarch Power. A huge variety of actions that previously had a token power cost, have been redesigned to use one of our newer, more dynamic resources. Tyranny, Stability, Political Influence, Corruption and even Aggressive Expansion have a more clear-cut purpose; the logical solution was to use these to represent the consequences of your actions, rather than attach an abstract cost:value ratio to things such as Bribery, selection of National Ideas, inviting investment, and more.



Of course, there are still actions that demand the use of more conventional currency. Gold still plays a large part in a functional government of Antiquity, perhaps even more so in the Cicero update. The power cost for inventions, for example, has been replaced with a scaling gold cost, representing the direct cost of investment into research and development:



In addition to reworks to the cost of many actions and abilities, it became quickly apparent that many actions needed no cost at all, and functioned as their own opportunity cost, or had a consequential cost. An example of this would be the Assault ability for armies; the manpower lost during an assault vastly outweighed any token power cost, and as such, has no action cost in Cicero. Citing an example of opportunity cost, Omens will no longer have an up-front price; the opportunity cost comes of being tied to your chosen omen for the entire duration, unable to switch or cancel the ongoing omen.

The one instance that we felt was not covered by any of our new or old systems, was the Military Tradition mechanic. This needed something unique, and as such, we needed a unique method by which to unlock and acquire traditions.

It felt appropriate to treat Traditions as a self-contained system, and the Cicero update will include a Military Experience resource. This will be generated over time at a modest base rate, but is modified by the average combat experience level of your national cohorts.

Military Drill is introduced alongside this, as a way for armies to maintain a certain level of experience during peacetime. The employment of Mercenary forces will detract from a nation’s Military Experience gain, but have been made vastly cheaper to maintain, to compensate for this.



Rulers will not be entirely without merit in the Cicero update, with each of the four statistics granting you bonuses to certain stats, scaled by the value of the stat itself:
  • Martial: Manpower Recovery and Land Morale Recovery
  • Finesse: Commerce Modifier and Build Cost
  • Charisma: Monthly Tyranny Decay and Claim Fabrication speed
  • Zeal: Monthly Stability Increase and War Exhaustion Decay
A skilled ruler will therefore still be important to a state, and a weak one will be noticeably less potent.

To conclude, we realised early on in the testing cycle for these changes, that it felt more organic, dynamic, and most importantly fun, to utilise resources in this way. That said, if you wish to be the judges of this yourselves, the open beta for the Cicero update is still underway, we invite you to try it out!

/Arheo

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August 12

Development Diary #59 Population Simulation



Greetings all!

In today’s dev diary, we’ll be covering the details of the reworked population simulation in the Cicero update. As a small note: those opting in to the Cicero open beta will already have experienced many of these changes in action.

Reworking the Simulation

Perhaps one of the largest tasks in the Cicero update has been the creation of an organic, living population simulation, which reacts to, and interacts with, the fabric of the game.

Up to and including the Pompey update, the manipulation of pops required direct player involvement, either through manual pop conversion/assimilation, or through the invoking of an appropriate governor policy.

In Cicero, all aspects of the pop simulation will be dynamic, driven by situation, and occur over time in any given territory.

Each poptype will have unique base speeds for assimilation, conversion, promotion and migration, which will be modified by numerous local factors such as local unrest, differing dominant culture or religion, and city/settlement status.



In addition, territories will have a desired ratio for each poptype, and population will promote or demote to attempt to fill this ratio. Promotion and demotion will increase in speed based on the size of the territory they are resident within, rendering it possible for large cities to have functional social mobility.

Migration

Migration is a new concept to Imperator, both replacing and augmenting in equal measure the pop movement feature included in the base game.

Every territory will now have a Migration Attraction value, derived primarily from how much free pop capacity is present.

Pops within a territory will consider any territory that is either neighboring, within the same Province, or if coastal, a Port province, as a valid migration target. If the attraction of a potential target is higher than the territory in which they reside, a migration will begin. Only 1 pop can be migrating from a territory at any one time.

Importantly, Slaves will not migrate of their own volition, they must instead by moved manually. For Tribal nations, tribesmen may be moved manually. Both these actions will cost gold, and rather than moving each pop individually, a more accessible menu has been created:



Sieges, low food supply, and outright starvation will cause pops to flee their homes, bringing a new dynamic to warfare and attrition.

Interaction with the City and Settlement feature detailed in last week's dev diary is high; you will be experiencing a much more centralized, city-weighted population distribution as the game progresses, using settlements primarily as resource production sites.

As before, these changes are available in the Cicero open beta branch if you feel like checking them out.

/Arheo

----

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Reviews

“Huge, inventive and the reason I'm sleep deprived. It's brilliant.”
92/100 – PC Gamer

“Imperator: Rome feels like it's yet another step in Paradox's attempts to make the perfect grand strategy game. It pulls bits from Paradox's storied past in the genre and adopts it for the ancient era.”
9/10 – Destructoid

Deluxe Edition Content


The empire of Alexander is torn into separate kingdoms as former generals and functionaries squabble over his mantle. In Egypt, the famous Ptolemy holds the body of the great conqueror and the riches of the Nile. Seleucus has consolidated his power in Persia while Antigonus has built a base in Anatolia. The cruel Lysimachos dominates Thrace, and Macedonia, the heart of the empire, has fallen to Cassander the usurper.

This pack adds new color to the Wars of the Diadochi, including new units models and game flavor.


  • 4 New Army Models: Unique army designs for Macedonia, Phrygia, the Seleucids and Thrace.
  • 4 New Ship Models: Unique warship designs for Egypt, Macedonia, Phrygia, and the Seleucids, including depictions of the famous Hellenistic superships.
  • Special On Map Monuments: The Mausoleum of Alexander, the Acropolis of Rhodes, the Acropolis of Pergamon, the Palace at Ay Khanum, the Library of Alexandria, and the Argead Palace of Macedonia,
  • Six Hellenistic Flavor Events: About the Legacy of Alexander, the veterans of Alexander's wars, the Spread of Hellenistic Culture, City Athletic Events, and Trade.
  • Alexander’s Body Event Chain: Try to steal the remains of Alexander the Great and erect a monument to his memory.
  • New Event Art: Dedicate new art for the included unique events.
  • New music: Special music composed specifically for the Hellenistic players.

Receive your free EU4 DLC now!

About This Game

Alexander. Hannibal. Caesar. These great men and dozens like them shaped the destiny of a continent. Mighty kings, clever generals and would-be gods made their mark on the ancient Mediterranean. Around this sea, close knit nations tested their mettle and virtue against each other in fierce combat, their cultural and political legacy now inseparable from what we understand as Western Civilization. But nothing was guaranteed. Can you change the course of history in Imperator: Rome?

Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire, Imperator: Rome invites you to relive the pageantry and challenges of empire building in the classical era. Manage your population, keep an eye out for treachery, and keep faith with your gods.


A living world of characters with varying skills and traits that will change over time. They will lead your nation, govern your provinces and command your armies and fleets. We also introduce our new, more human-like character art.


Citizens, freemen, tribesmen and slaves - each population with its own culture and religion. Whether they fill your armies, fill your coffers or fill your colonies, keep an eye on their happiness - your success depends on their satisfaction.


Choose your approach before battle to counter the stratagems of your foes.


Each culture has a unique way of waging war. Romans and Celts have different options available to them. Unlock unique bonuses, abilities and units.


Manage the senate in a Republic, hold your court together in a monarchy, answer to the clans in a tribal system.


Migrating barbarians may sack or settle your best land, while disloyal governors or generals can turn against you - taking their armies with them!


Goods provide bonuses to their home province. Will you take advantage of stockpiles for local strength or trade excess goods to spread the wealth around?


Invest in buildings, roads and defences to make your kingdom stronger and richer.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 7 Home Premium 64 bit SP1
    • Processor: Intel® iCore™ i3-550 or AMD® Phenom II X6 1055T
    • Memory: 4 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 460 or AMD® Radeon™ HD 6970
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 10 Home 64 bit
    • Processor: Intel® iCore™ i5- 3570K or AMD® Ryzen™ 3 2200G
    • Memory: 6 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 660 or AMD® Radeon™ R9 380
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 10.14 (Mojave)
    • Processor: Intel® iCore™ i5-6500
    • Memory: 8 GB RAM
    • Graphics: AMD® Radeon™ R9 M380 with 2GB Vram
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: 10.14 (Mojave)
    • Processor: Intel® iCore™ i5-6500
    • Memory: 8 GB RAM
    • Graphics: AMD® Radeon™ R9 M380 with 2GB Vram
    • Additional Notes: TBC
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 16.04
    • Processor: Intel® iCore™ i3-550 or AMD® Phenom II X6 1055T
    • Memory: 4 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 460 or AMD® Radeon™ HD 6970
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 16.04
    • Processor: Intel® iCore™ i5- 3570K or AMD® Ryzen™ 3 2200G
    • Memory: 6 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 660 or AMD® Radeon™ R9 380

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