Imperator: Rome - Para_Rod


The sixth development diary for Imperator is here. This one focuses on the economy and buildings in a city – essential features to increase your income.

Click here to read the latest Dev Diary by Johan Andersson
Imperator: Rome - Paradox_bus


The fifth Development Diary for Imperator: Rome is here. This week we'll delve deeper into one of the most anticipated features, the population mechanics - Click here to read the latest Dev Diary by Johan Andersson

Click here to read the latest Dev Diary by Johan Andersson
Imperator: Rome - Paradox_bus


The fourth dev diary is here. This time we’ll take a look at the different types of units an army can have in Imperator - Click here to read the latest Dev Diary by Johan Andersson

Click here to read the latest Dev Diary by Johan Andersson
Imperator: Rome - Paradox_bus


The enemies of the republic reside both within and outside its borders, war is inevitable. A clash between developers is now a milestone goal, sign up now.
Imperator: Rome - Paradox_bus


Imperator will have a set of different resources that you need to master to efficiently rule and conquer, some familiar, some new. Read more about them in this week's dev diary - Click to read the latest Dev Diary by Johan Andersson

Click to read the latest Dev Diary by Johan Andersson
Imperator: Rome - Paradox_bus


The second development diary for Imperator is here. This one is focused around the map, arguably the biggest and most detailed one we have had made for a game ever.

Click to read the latest Dev Diary by Johan Andersson
Imperator: Rome - Paradox_bus


The first development diary for Imperator: Rome is now available. We have often talked about how close we are with the community, but this is the first game we have made where a post from a forum-member is quoted at the top of our Game Design.

Click to read the latest Dev Diary by Johan Andersson
Imperator: Rome - contact@rockpapershotgun.com (Fraser Brown)

Imperator

When Paradox unveiled the map for its latest grand strategy romp, Imperator: Rome, I don t mind admitting that I made an involuntary noise that normally only comes out of me when I m biting into something delicious and unhealthy. It is excellent map porn. Zoomed out, it s clean and no-nonsense, but when you narrow your focus, it explodes with colour and detail, particularly on the coast, where golden beaches hit seas gorgeous enough that you ll want to lap them up. Europa Universalis looks drab in comparison.

It makes an excellent first impression, but it doesn t have many opportunities to make a second one. While Imperator is due out in 2019, the build I got to see is still so early on that, were I to get a glimpse of any other corner of the map, I d only see barren wastelands waiting for the touch of an artist.

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Imperator: Rome - contact@rockpapershotgun.com (Brock Wilbur)

Screen Shot 2018-05-19 at 10.51.55 AM

I think we’ve all been there. You’ve centralized power by taking over most of the known world. You’re feeling pretty chill about your choices and how you’ve bent the continent to your iron will. That’s when some of your buddies are like “nah brah” and you get super-stabbed to death. Not chill. Not chill at all. Well, now you can bring home all the fun of this highly relatable situation, via Paradox Interactive’s upcoming grand strategy title Imperator: Rome.

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Imperator: Rome

Imperator: Rome is Paradox's big new grand strategy game, due out in 2019.

The game, made by Paradox's internal development studio (Europa Universalis, Crusader Kings), lets you explore alternative histories. Here's the set-up:

"What we think of as 'western civilisation' was not guaranteed. Imagine Alexander's empire centralised under one successor. Italy might never have been unified under Roman rule, strangling a juggernaut in its cradle. A world without Caesar. Now you can explore these alternate histories in Imperator: Rome."

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