Jun 24, 2019
Imperator: Rome - Para_Rod


Hello everyone and welcome to another Imperator Development Diary. Today we are in a bit of a “filler” development diary mode, as we have already told you all about the Pompey update, and you can already try it as a beta. Our goal is to have the patch finalised this week though..

So let’s take a look at the most popular nations to play in the last 2 weeks.

Rome 19.85%
Sparta 4.92%
Egypt 4.17%
Macedon 4.16%
Carthage 2.85%
Epirus 2.46%
Seleucids 1.92%
Ulutia 1.60%
Phrygia 1.53%
Judea 1.43%
Athens 1.32%
Byzantion 1.29%
Brigantes 1.23%
Syracuse 1.14%
Knossos 0.94%
Massilia 0.90%
Bosporan 0.87%
Maurya 0.81%
Armenia 0.80%
Caledonia 0.79%

It is clear that Rome is the most popular nation by far, even before adding in the new events and co-consuls for the Pompey Update.

We hope to be back with some more interesting diaries next week.
Imperator: Rome - xRaenboe


Ave citizens! The 1.1 Pompey Update is now available as an Open Beta! We’d love to hear your feedback on the update before it goes live on the 26th of June. You can talk about the open beta or view the changes on our forums here.

Due to so many mechanics being reworked, please be aware that previous saves will not be compatible with 1.1
Imperator: Rome - xRaenboe


Ave citizens! Tomorrow we will be taking a first look at the 1.1 Pompey Update.

Join us live on Twitch at 14:00 CEST with Blondie and Arheo as they explore the patch together! https://twitch.tv/paradoxinteractive
Imperator: Rome - xRaenboe


Hello and welcome to another diary for Imperator: Rome!

Today's diary is entirely devoted for the showing of the patch notes for the coming Pompey patch, which we hope to release as an open beta on Steam and Gog in the not too distant future.

These patch notes include:
New Features; Dual rulers, Province & City improvements, the Naval rework, the Holdings Rework, the Ledger, Government Interactions and Macrobuilder improvements.

Game Balance; Economy, Government, Characters, Units, War & Peace, Technology, Traditions, Cities & Provinces, Mercenaries, Pops, Tradegoods, Barbarians and more.

AI; Economy, Diplomacy, Military and more.

Interface; Alerts, Map, Macrobuilder and more.

User Modding; New functionality, Effects, Modifiers, Triggers, Scopes & Lists, UX and more.

Setup & Script; Decisions, Events, Setup and Map.

And of course, bug fixes.

The full patch notes were too much for Steam's character limit, so you can read and discuss them here on our forums.

Enjoy!
Imperator: Rome - xRaenboe


Hello and welcome to this developer diary for the Pompey patch! Today I will be talking about more changes coming to the naval part of the game (the general rework of naval combat can be found here), as I will cover Storms and Pirates, as well as some more historical and geographic flavor in the form of added events as well as the new on map Volcanoes.


Pirates


In Imperator: Rome Pirates spawn and block ports indefinitely, this is a nuisance for the strong, and very disruptive to those who are weak with no navy as they block their ability to “break free” from their home ports. Apart from laws blocking the creation of pirates from your own ports entirely, or permanently placing a fleet outside your ports there is little you can do to stop them. Meaning your options are to withstand constant penalties or turn them off completely. Neither is very engaging.

Nonetheless Pirates were a natural part of maritime life in the period the game covers and should be a natural part for the game.

The aim for Pompey patch has therefore been an implementation of pirates that:
  1. Offer something, instead of just being harmful.
  2. Have a clear way for the player to do something about them, instead of spawning surprisingly.
  3. Is less bothersome on the whole than the constantly maintained blockade just out of the coast of your land.

Hellenistic Era Pirates in history:

Contrary to what one might expect Pirates in this era was frequently employed as seaside mercenaries to supplement the regular navy. They were not small individual groups with a ship but would rather often be a group of ships (sometimes a very large group), with a commander and seaside plunder and warfare as their way of life. Usually they would be hired, just like mercenaries, to augment forces in times of war, generally they would have many light ships and the Antigonid (Phrygian) navy at our start the commanders of such forces would even be styled an “Archpirate”. When not hired they would act as brigands and raid around the countryside near and round ports.

In times of peace Pirates were generally not hired as the interest countries had in them was as part of their navies. Their raids during such times would often be seen as quite bothersome by local states who would sometimes embark on entire campaigns with troops as well as ships to pacify them. This was famously the case for Pompey the Great, the namesake of this patch, but there are many other examples such as the recently deceased Eumelos, king of the Bosporan kingdom.


The new Piracy Mechanic:


What this means for us is that Pirates will be present around the map at start, much like mercenaries are. They can also be hired, with commander and all by any country within range, to supplement the navy. This may be useful both for when you need to quickly supplement your navy (as ships take some time to build) or if you are playing a country that hasn’t really invested in one yet. Pirates will only ever use Light Ships.

Unlike Mercenaries however the locations where Pirates call home are predetermined. They will exist in Pirate Havens all around the map. These havens provide a small benefit to the owner of the port but they are also the permanent home for a group of Pirates as long as they are not at sea.

If Pirates go unemployed for long enough (this is currently 2 years) they will set out on a raid, leaving their port and turning hostile to other fleets. They will head for a port that is not protected by a fort in another region than their home and raid it, leaving destruction in their path, before returning home and being open to new offers. If a pirate fleet is destroyed it will be recreated at 0 strength in its home port where it will regain strength over time.



Now not everyone likes Pirates. In times of war a unit in a Pirate Haven will be able to cleanse that city of its Haven and remove the Pirates permanently. Every country will also have access to a law to outlaw piracy, which will give them a Casus Belli on all countries that harbor pirates.

Likewise every country will have access to a law to condone Piracy, which will create a new Pirate Haven in one of your ports.



To accommodate these changes the mercenary view has been split into two tabs. One for land units and one for Pirate groups. Pirates, much like mercenaries, can also be hired by clicking on their unit on the map.

The aim of these changes are to make pirates into something you can deal with in more than one way. You can encourage them and strengthen your local economy, and have access to extra ships in times of need, or you can actively go after them and eradicate them from the seas completely.


Sea Storms


Apart from pirates another certainty at sea is recurring harsh weather. Storms have ravaged the Mediterrenean, the Baltic, the Indian Ocean and the Atlantic longer than anyone has dared to sail them. WIth the Pompey patch recurring storms can strike at sea (exactly during which part of the year varies depending on the sea in question but they are generally more common in the open sea than near land) and will impose a harsh attrition penalty on the affected sea zones for 2 months, before ebbing away. Storms will be clearly visible as animated rain, wind, clouds and lightning will cover the affected areas during this period.


Desert Storms


The harsh effects of weather is not really unique to the sea. In the Pompey patch Desert areas will also run a risk of storms, manifesting themselves in great sandstorms visible in the desert cities themselves, potentially turning an already inhospitable route into a much more taxing affair.


Winter Storms


In the parts of the map where snowfall exists the winter may now also bring snow storms, sometimes quite great in size, causing attrition to all units in an area. As with the other two storms Winter storms will be shown clearly on the map and will remain in place for 2 months.

Volcanoes


Volcanoes hold a very significant place in Roman history, as the eruption of Vesuvius has given us both a detailed snapshot of what a Roman city looked like just 100 years after our game ends, and the name for a Plinian eruption themselves after the man who left a description of it to the world. In the region covered by our game a large number of Volcanoes were active at the time, and many of them remain active to this day. Just outside the era we cover Volcanic eruptions greatly influenced the course of history, with Mount Aetna even stopping a Carthaginian invasion 100 years prior.

In Pompey patch we will build on and expand the existing Volcanic eruption events, which could occur and ravage the area around a volcano until a nearby power spent the resources to put the area back to use, after which it will benefit from the addition of volcanic soils.

We have now added a large number of new volcanoes, all visible on the map, and searchable in the province finder.

When an eruption occurs you will be prompted by an event, and the volcano in question will visible spew forth fire and lava over the land around it. In a normal play-through there will be 1 - 2 eruptions.

(Mid-eruption screenshot of Mount Aetna)


Flavor Events


As is often the case in our patches Pompey will come with a number of new events. In this case the focus has been on additional flavor events for Rome, Carthage and the various states if Italy as well as on events focusing on the relationship between the state and Slavery.

Lastly a number of new events have been added to expand on the relationship between the first and second consul (or, in monarchies the ruler and their consort).



That was all for today on changes that are coming to you soon with the Pompey patch.

If you want to discuss this development diary click right here!

Imperator: Rome - Para_Rod


Hello and welcome to another Development Diary for Imperator: Rome! Today we will be talking about a number of Quality of Life improvements that are coming with the Pompey Update.

Road Building



While Roads are a great way to create highways through your country, allowing your armies to quickly move from one end of your empire to another, they can also be cumbersome to construct due to requiring a new order to be given for every new connected city. In Pompey patch you will be able to select a destination for a road and have the army tasked with the job continue until the road is done.

Release Subject



One of the changes coming in the Pompey patch is the ability to grant autonomy to a local dynasty in a conquered land. This allows you to better handle big areas of foreign culture and it was a modus operandi often chosen by the Romans themselves in their wars of expansion.

Any owned Province can be made into a Client State from the country overview screen and the new country will take the state culture and religion from what is dominant in that province.

The new subject will inherit the government, technology and inventions of its old owner and it will be ruled by a native character.

View Foreign Characters



A number of character interactions (such as subverting enemy governors or, supporting pretenders, assassinations) exist that lets you further your designs on foreign countries but it can often be hard to identify a proper foreign target. In Pompey Patch we have added a button in the diplomacy view where the character lists for another country can be accessed, with the same possibilities for sorting and filtering that you would have in your own country.

Macro Builder Improvements



One of the things that was sorely missed by many when coming to Imperator: Rome from our older released games was the ability to see what effects buildings, pop promotion, and religious conversion of pops would have when using the Macro Builder.

In the Pompey patch when you click on the Macro Builder tabs for Buildings and Pops a sortable list will be shown of all places where you can take the selected action, with information about what benefits this would bring. By hovering the location itself you will see a full tooltip of all affected values.


Full effects of promoting a pop in Myos Hormos to a Freeman.​

Ledger



Another often requested quality of life feature has been to have a Ledger, with details on the current happenings in the world, easily organized and sortable. In the Pompey update a ledger has been added with the following pages:
  • Overview: This is a page that has comparative information for all countries in the entire game. This is the same information that you would normally find in the Diplomacy view for each individual country, but here it is organized for easy comparisons.
  • Rulers: This is a page with all the currently living rulers in the entire world at any given time.
  • Provinces: An overview of all provinces currently under your control, with information about pops, trade routes, loyalty, commerce and tax.
  • Inventions: A list of all inventions purchased up until now, and their effects.
  • Our Rulers: A list of all characters who have ruled your country from the start of the game up until the present date.

Ledger page for Inventions.​

Alerts



Apart from adding Alerts on the top of the screen for new features such as being outside of Naval Range we have also added alerts for when you have a decision available and when you have not yet picked National Ideas for all of your possible Idea slots.

Province Interface​



The fact that the province interface was covering the center of the screen is something we were never quite happy with. With the addition of new features to the province interface we took the opportunity to address some of these problems.



In Pompey the Province interface is more clearly divided into a city and Province part. With the Province portion of the interface being retractable for when you are only interested in the city itself.

The Province portion of the interface now shows circle diagrams based on the population in the province as a whole as well as the income from tax and commerce for the entire province.



The city list is no longer shown at all times, but can be extended from the side. The reason for this is that we found that while not many used it we still wanted to keep the information for those that did.

Government​




One change we have made to office holders in 1.1 Pompey is that the effect of the benefit they provide is now scaled on how loyal they are. This means that we have to show their loyalty in the government view and together with the addition of dual rulers and the government interactions we have had to revamp the government interface. In doing so we have broken it up into 3 tabs:


  • Show Government: This screen shows your ruler and co-ruler or Consort. It also contains your clan leaders, heirs and party leaders, depending on government type.
  • Show Offices: Shows all currently employed officers, what benefit you get from them as well as their loyalty.
  • Show Laws: Now displays all 8 categories of laws in one window, instead of only 4.




Another very minor but hopefully helpful change in Pompey is that characters shown in the event window will now have their full name displayed, rather than just their family name.

That was all for today’s diary on quality of life changes. I will be back next week with a diary on Pirates, Storms and things that go kaboom.

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Join the discussion with our devs on our forum! Click right here!
Imperator: Rome - Para_Rod


Ave citizens! We are now ready to share the roadmap of Imperator: Rome for the coming year! Alea iacta est!
Imperator: Rome - Para_Rod


Hello and welcome to another Development Diary for Imperator: Rome!

One of the things that we want to address in Pompey Patch is that we want to make the internal life of your country more visible. Today I will be talking about that, together with a number of improvements to internal management in the patch. :)

Preferred Clan Retinue Units​



While Clan retinues are a tool for your Clan Chiefs to assert their own authority, as well as a resource for your tribe when at war, it can at times be a problem that the Chiefs get to pick what unit types they recruit themselves. Since unit types are so important to the general balance of warfare tribes will in the Pompey Patch be able to specify which units that your Clan Chiefs are allowed to recruit to their armies (as well as how they deploy them) in their government view.
Overall Clan Retinues have also been adjusted to be smaller than they currently are in release.

Holdings Rework​



One thing we were looking to improve in the 1.1 Pompey Patch is Holdings. In release Holdings are currently things you hardly interact with. While they provide income for your characters you have little control over how they acquire them and you have little reason to get invested in where someone currently owns holdings.

In Pompey we want holdings to be more relevant. They should be the base of power for many of your characters, and they should be the means by which those with no government employment get their income. They are intended as a way to reward characters or harm them, should you take them away. They will also tie a character more to the cities on the map in your empire.

A Holding in Imperator is an estate in a city, with associated slaves, and a holding is always owned by a character. This provides the character with both income and increases their power base ( as described in this diary ).

For it to be possible for a character to have a Holding in a city, the city needs to have at least 10 slaves. An additional Holding in the same location can be added with every additional 10 slaves.



Once a holding exist the 10 slaves associated with it cannot be moved, or promoted. But they can still starve.

Characters will over time use their wealth to purchase holdings themselves, but you can also grant them directly to characters for a large loyalty boost. The number of holdings each character own at the same time is limited by their finesse skills, and when they die their children will inherit it.



Privately held holdings can be confiscated using the existing Proscription interaction, if you have imprisoned a character.

Events, civil wars and other content will make use of a character's holding going forward.


New Governor Policies

In order to make it easier to redistribute your population, Pompey update will add two new governor policies, which will let you impact your population in your province in a way you prefer.



Centralize Population
This Policy reduces output from the province by 10%, as it will move one pop every 3rd month from a random city in the province, and put that pop in the capital city of the province, if the capital is below the population cap.

Decentralize Population
This also reduces the output from the province by 10%, and it moves one pop every 3 months from a higher populated city in the province to a lower populated city in the province, evening out the population in the province over time.

Trials



A big change in the Pompey patch is that Disloyal Employed characters such as office holders and commanders can no longer be dismissed. Instead there is a new character interaction to bring someone to Trial. The starting chance of success will be dependent on a number of things, among them how corrupt the character is, or how large their power base is.



The actual trial itself however is an event chain in which your actions will affect the outcome. Bringing someone to Trial may also misfire and a failed trial may lead to the accused character using their power base to ignite a Civil War.

Create Mercenary

In a monarchy you can at any point send away a loyal member of the Royal Family to be a mercenary in foreign service. This potentially gets rid of family members that could be troublesome in the future, but it is not a permanent fix. The mercenary prince may well return one day with expectations on their new home life after their foreign adventures.

With that I will leave the word to @Arheo to talk about the new Schemes system:

Schemes​



Character events in Imperator have been a great source of fun from the inception of the character system. A surprising amount of events occur for characters in a court or country, and can have a variety of effects from murder to jailbreaks.



This said, it became clear from feedback after launch, that these events were rarely being experienced, and when they were taking place, did not provide enough (if any) feedback to the player. In an effort to make these more visible, as well as to provide a framework for additional and future work on the character system, we have reworked the Ambition system to act as a tool for expressing a variety of character-focused content. You may not have realised, for example, that a number of your more brawny characters engage in underground pit-fighting on an occasional basis; or indeed, that your powerful senators have been stealing from one another behind your back.

Mechanically, schemes are a type of ambition that a character can perform, having a clear goal (for example, to assassinate a political rival, or purchase a holding), and a finite duration. The target and duration of a scheme will be displayed in the character menu, and be visible in the character tooltip.

The outcome of a scheme can vary, and you may find yourself responding to more character events than before, however the frequency of this is being closely monitored by the system to prevent being constantly bothered by popups.

Whilst primarily a vessel for displaying the web of subterfuge that goes on in a court, the player will also be able to interact with certain schemes to assist or interfere, or in some cases, convince a character to drop their scheme altogether.

In addition to this, a player’s Ruler has a selection of schemes available to them, accessed through the character interactions menu. These are designed to address existing issues, and enhance some of the new features coming in 1.1.

Ruler Schemes
Since your ruler is a character more closely tied to your country you are able to pick what schemes they pursue. Including:



Siphon Funds:
The ruler will attempt to divert state funds to enlarge their personal wealth.

Influence Character:
If there are characters in your country that are more gifted than your current monarch you may attempt to influence them to put their expertise to use.

Assassinate Character
Among the schemes you can adopt for your ruler is one to assassinate someone, either abroad or in your own country.



Prove Legitimacy:
In monarchies the ruler can try to improve their legitimacy by researching their lineage. While any type of research will increase the perceived legitimacy of your ruler there is also a small chance of discovering a long lost link to one of the blood lines in the game, if you are Hellenic.
Imperator: Rome - xRaenboe


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Imperator: Rome - Para_Rod


Hello and welcome to another development diary for the Pompey update! This time we’ll talk about new benefits to playing tall, and also discuss changes to barbarians, slaves and much more.

Trade Changes
We have done some changes to trade that may not seem that impactful to you at a glance, but gives us more tools in making the game deeper and more flavorful.

We removed the sources of easy extra trade routes in all provinces, as it was too powerful, and was a no-brainer to always go for those, and they also made for a huge snowball of trade.
We also made trade entirely handled as a province activity, and not a city activity. While each city provides some commerce from its citizens, the income from commerce is handled at a province level, so you can see the income from a trade-route at the one place it happens.

We removed the hardcoded benefits on a trade that were going to be exported, and instead we have 2 unique modifiers increases the value of your foreign imports and your foreign exports. The economic policy for commerce is now used for whether you want to strength your benefits from exports or your benefits from imports.

Improving your Provinces
One problem we identified was the lack of options at times when playing tall, and that you had too much resources that you had no use for when you were not busy conquering. Now he have added 4 new province level abilities, that each cost 400 power of its given type, and starts a process that 2 years later will give you a permanent bonus to that province. These can then be repeated as much as you like, but you can only have one process going on in a province at the time.
  • Install Provincial Procurators - Military Power for 2% Population Output and 0.01 Monthly Province Loyalty
  • Promote Infrastructure Spending - Civic Power for +1 Building Slot.
  • Entice Business Investments - Oratory Power for +1 Import Routes
  • Make Religious Endowments - Religious Power for +3% State Religion Happiness in Province
  • There are also other ways to do these State Investments, other than spending lots of power. There are events and decisions, like country-forming, that will give you an amount of free state investments, which is then used instead of the power cost.

Also, there are three different abilities you can do in each city.
  • Move Capital - First of all, you can move your capital to that city, for a large cost of civic power cost, where it becomes cheaper to move to a bigger city, and more expensive to move to a smaller city.
  • Relocate Provincial Capital - You can change which city is the capital city of a province for 50 civic power . Province Capital will be set at start of the game, and only change otherwise if conquered by another nation.
  • Coordinate Urban Development - Pay 100 Civic Power to start a process that at the end of 2 years time, you will get +1 local civilization in that city until the end of the game. This can be repeated as much as you want, but you can’t do it more than once in a city at the same time.



Buildings have changed with the population rework mentioned earlier, and by the trade rework mentioned today.
  • Marketplaces : +10% Tax Income from City
  • Training Camp: +10% Manpower
  • Fortress: +1 Fort Level
  • Granary: +5 Population Capacity

Now some of these may make you go “what the hell?”, I like to point out that granaries just don't give +5 pop capacity in most cases.. As there are modifiers like Grain giving +10%, Adjacent to Major River +50%, Warm Climate +90% etc...

Barbarian Rework
A lot of things regarding Barbarians work similar to have they did in the original EU: Rome, and that was just not good enough anymore. In Pompey you will now see the following changes to barbarians.
  • Paid off barbarians will no longer loot your territory.
  • Barbarians that have not fought in a battle will never accept to surrender.
  • Barbarians will no longer care about “potential strength” when you negotiate with them, only about armies in the same general area.
  • Barbarians are no longer clever enough to use zone of control propagation, even if they do take a fort.
  • Barbarian have no longer any attrition in unknown provinces.
  • Barbarians reinforce twice as quick when not siegeing.
  • Barbarians will now grow in size as they take over provinces containing tribesmen.

Zone of Control Changes
There have also been two major advantages to friendly zone of control in Pompey. First of all, they now protect against all the nasty things barbarians do on your territory, but most importantly, friendly zone of control now protects against the attrition you get from bad climate. This makes is so that you don’t lose half your army because you live in a desert, nor will you take a huge hit every single winter as a German tribesman.

Slaves Distribution
We did some changes to slave distribution in Pompey, in that each time you take a city, the amount of possible cities getting slaves are far larger, and not weighted towards 50% reaching your capital. Now it will consider more provinces the bigger your nation is, and also add in ports, and not just provincial capitals, and cities where the commander has holdings etc, to get a better spread.

Heritages
One of the biggest complaints we had with the release was that nations felt the same. While we had a wide variety of countries, with different populations and governments, there needed to be a bit more of identity to them. Even if any city state on Crete would have a great number of similarities with other City states on the same island, there were also differences. This is why we are adding Heritages to the Pompey Update.

A Heritage has 2 benefits and 1 drawback, so give a sort of identity to your country. There is a dozen different generic heritages that depends on your geographical position, for instance you would get Seafaring Heritage if you start with a port, and Desert Heritage if your capital has desert terrain.

Over 20 countries will have unique Heritages in Pompey, and we will keep adding more in future patches. Some are for powers that have their glory days behind them while others are for countries that would rise to become influential in the future. As an example here are some that we have added for Egypt, Carthage, Syracuse and Athens:




...