Imperator: Rome - PDS sitt nye GSG!

fnwilborn

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Trådstarter #4
Btw, fra reddit:


So far I've got this:

Full map and Johan stated that they've added a ton of Germanic, Scandinavian and other tribes since this screenshot. Reports say it's convex and is probably projected on a globe - Reddit

First developer diary hopefully next week (week of the 28th of May) - Reddit

List of a few trade goods. - Reddit

Capability of zooming in and out seemingly much greater than in previous games. - Reddit

Allegedly there's a pretty straightforward way of promoting pops to citizens. Slaves show up in your capital when you sack a city. Citizens provide research. Free men and tribesmen provide manpower and taxes. - Reddit

There are around 40 unique trade goods and 12 different kinds of military units but all this subject to change, though. - Reddit

The resources used in the game. Civic are laws and domestic issues, oratory is diplomacy, tyranny was explained as a resource you get for using tyrannical actions, like crucifying your political enemies. - Private Message (Person wishes to remain anonymous)

End date is approximately around the end of the Republic (~727 AUC or 27 BCE) so a campaign has 277 years of normal play. - Reddit

More stuff thanks to (u/nothingtoseehere____) ❤

Roman Soldiers can build roads - some roads will start on game start

There is research "Not EU4 style, not a tech tree, something unique"

The Terra Incognita on the map is a mixture of unfilled so far (Spain) and unfilled wasteland (Russia). Some of which is colonizable

Manual pop promotion (from Vicky 1) is back, and is much more easier

Wood in a province (or wood exported to that province via trade routes ) is needed to build ships.

Possibility to stack bonuses from exporting goods (e.g. exporting loads of grain to Rome to make its population skyrocket)

There will only be one start date
 

Vedlegg

fnwilborn

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Trådstarter #5
Bilder fra en eksklusiv presentasjon gjort på PDXCon for gjester, funnet på det offisielle forumet:





Trådstarter[/siz
 
Sist redigert:

fnwilborn

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Trådstarter #6
Et par videoer om spillet, første er en youtuber som gir noen tanker, andre er hele presentasjonen fra lørdag - inkludert det nye Age of Mythology og DLC til de eksisterende spillene i PI-stallen:


 

GrinderX9

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#7
Blir sikkert bra :) . Hadde vært fint om de utvidet kartet utover dert området som tradisjonelt blir brukt i Romerriket spill. F.eks hele Skandinavia. Amerika osv. For å gjøre what if scenarier.

Men jeg ser på bildet av kartet at vi ikke ser "hele" kartet. Så bare å krysse fingrene for at det er STORT :)
 

fnwilborn

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Trådstarter #8
Det går fra sørspissen av Skandinavia til Nord-Afrika og fra Herkules' Søyler til India og grenselandet mot Kina. :) Antar de vil legge til Kina på sikt via DLC, slik de har utvidet kartet i CK2 før, men det er spekulasjoner. :) Ellers så har vi jo sett store deler av kartet allerede på screenshots, men vit at ikke alle land er lagt inn ennå. Blant annet mangler en del av Iberia.
 

fnwilborn

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Trådstarter #9
@kaieivindm Jeg har linket til fire bilder over. Prøvd både å kopiere inn bildet her, slik jeg pleier, og å legge til direktelink. Begge deler fungerer på andre forum, og det fungerte her i går, men nå vises bare ett av bildene her på forumet, uansett hva jeg gjør?
 

fnwilborn

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Trådstarter #13
Endelig! Vi plebeiere fikk endelig tilgang til presentasjonen til Johan Anderson om Imperator: Rome, som han ga på PDXCon! :D
 

fnwilborn

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Trådstarter #14
Johan, sjefutvikleren, kommer med teasere hver helg og en ny utviklerdagbok hver mandag. Dagens teaser viser handelskartet, og det er DETALJERT! :D De uutfylte områdene er sannsynligvis ikke ferdig utviklet ennå, vi har sett kartet ble mer og mer fylt opp over tid tidligere på det politiske plan. :)

 

fnwilborn

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Trådstarter #15
Utviklerdagbok 1:

Hello everyone and welcome to the first development diary for Imperator: Rome! Each monday until release, except when the team is on holiday, we’ll be giving you a development diary!

Today we’ll be talking about the vision for this game. 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.

The balance between CK2 and EU4/Vic2 should remain in Rome2. Rome was a fantastic mix between CK1(characters), EU3 (diplomacy, and war) and Vic1(parties, provinces system and population dynamic) and its own feature like barbaric migration and the best civil wars in Paradox games - @Leon_Aditzu https://forum.paradoxplaza.com/foru...e-2-if-it-happens.769694/page-5#post-19193193

This was such a great post describing Rome, so that when we started with Imperator, it was a natural to use.


In this game we’ve wanted to stay true to this vision, while implementing the knowledge we’ve learned in the last decade of making games with better UX and player agency, while increasing the depth and complexity enormously.

There were a few main things with the original that was really bad though, and that we have decided to remove or change.
  • We’re removing characters as envoys, as that was a bad mechanic, and you primarily used to get rid of people.
  • Omens and Religious Prestige were not very fun, and have been changed.
  • Trade was lots of micromanagement, this have been reworked for a more interesting and fun mechanic.

All in all, whenever possible we’ve strived to be adding more depth and complexity to the game, to make this into the ultimate GSG.

Here's a quick look of Iberia!

2018_05_28_2.png



Next week we’ll take a deep look into the map, cities and provinces!
 

fnwilborn

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Trådstarter #16
Hello everyone, and welcome to the second development diary for Imperator! This time we’ll talk about our map!

This is arguably the biggest and most detailed map we have had made for a game ever. More is not always better though, as of which the original release of HoI3 is a great example. We have taken good care into making a game where you can have interesting situations both while playing a small state, and while playing a vast empire.

In various games before, we’ve worked with organising entities on the maps in various ways, with States being groups of provinces tracing back to Vicky1. In Imperator we’ve been designing the game from the ground up with having 2 layers of interaction. The smallest part of a map is what we call a city, which corresponds to about a province in previous games. A city holds a city (or village, or metropolis), a bunch of pops, produces a trade-goods and may have a few buildings. A Province is a group of cities all belonging to the same country. A province is usually about 10 to 12 cities, and this is the entity you interact with to control trade and assign governors to.

Let us quickly compare how Sicily have been depicted in our previous games, as this is where we’ll take a look today.
  • Eu2 had 2 provinces
  • CK2 has 5 provinces.
  • Eu4 has 3 provinces
  • HoI4 has 9 provinces

In Imperator, Sicily has 23 cities (provinces in previous games), and 4 impassable mountain range areas.

This creates a much more interesting military campaign, and also more variety in your peacetime activities.

2018_06_04_6.png


Of course, as you would expect from a game with Rome in its title, we have the entirety of Mare Nostrum covered, but there is far more of the world in the game than just that area. And with those words I’ll hand over the keys to @Arheo & @Trin Tragula , our research team!

One of the major reasons behind our choice of start date, aside from being a particularly interesting period in Roman history, is the state of the successor kingdoms in the east. We’ll go into depth about those in another development diary, however, it is worth noting that many of our decisions to include certain territories were down to their relevance within the hellenistic world, as being fascinating in their own right.

Britain made up a sizeable portion of historical Roman conquests, and played an important part in the tin trade throughout the bronze age, into the iron age. Data on pre-roman Britain is scarce, particularly for the period preceding 150 BC, and some liberties have therefore been taken regarding the extrapolation of tribal territory as known to Caesar.

The inclusion of southern Scandinavia, despite it being the epitome of all modern civilization (enough of that now - Editor), was a calculated decision. Our start date of 304 BC places us during the migration (not to be confused with the Migration Period, which occurred as of the 4th century AD) of the original Germanic tribes from modern-day Scandinavia, into northern and central Germany. The displacement of the native inhabitants (about whom very little is known), and latterly some of the celtic tribes, occurred over the course of the next several hundred years. As with Britain, very little concrete data exists on the exact nature of the locations and names of tribal groupings towards the beginning of this period.

The recorded history of the Ethiopian region extends back far further than our timeline, however, none of the contemporary sources we were able to discover, were particularly detailed regarding location data or political situation. Even now, structures built by the D’mt kingdom around 700 BC still stand, a testament to the advanced civilizations out of which the contemporaries of our start date grew. The Nile has always been the lifeblood of north-eastern africa, and we felt it was worthwhile including as much of it as possible.

The inclusion of the Indian subcontinent is something we considered as vitally necessary to complete the world that was relevant to the Hellenistic era. A state of conflict had already existed for some time between the recently established Mauryan Empire, and Seleucus Nicator, self-proclaimed King, by the time we begin. Greek traders had long-since been visiting west Indian trading ports, trading in fabrics, gemstones and spices, and indeed, many of the ancient names we have for these locations appear also in Greek, or show Greek influence.

Last of all, since we only have one start date, we have wanted to include as many interesting things as possible in it. This means that we have also tried to identify interesting states that can reasonably start as subjects of others, rather than directly owned by governors, both to better cover the political realities of far off regions like northern Anatolia or Judea, and to allow the player the choice of taking over the reins of many unique polities in these regions.

Over the course of development, we have used a great number of sources, texts and maps in order to craft what we believe, is an immersive, living world, which is as close to history as is possible. One invaluable reference tool for our Roman areas which deserves special mention, is the Digital Atlas of the Roman Empire, compiled at Lund University, using data from the Pelagios Project.

Additional sources include (but are far from limited to):
  • The Schwartzberg Historical Atlas of South Asia
  • An Atlas of Ancient Indian History - Habib & Habib
  • Perseus Digital Library
  • Pelagios Project
  • Pleiades Gazetteer
It should be noted that while these have been great resources we have sometimes had to take liberties to create as full a map as possible. As such, any errors are likely to be ours and the reference materials we have used should not be faulted.


If there are any significant reference materials you believe might be relevant, we always welcome suggestions from our posters.
 

fnwilborn

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Trådstarter #17
Hello everyone, and welcome back to another development diary for Imperator. This time we’ll talk about the resource system in the game

First of all, we have gold which you gain from tax and trade, and spend on development and military. The second resource is manpower, which is required mostly for building and reinforcing armies.

There are also four other types of resources, which do not scale with growth, but instead act as a great balancing tool against snowballing always being better.

These four resources, are referred to as power. There are four types of power in Imperator, each corresponding to a character attribute . Each with their own use and benefits.

You primarily get power from the quality of your current ruler, but there is also a bonus in monthly power for having your national ideas match the categories your government want ideas in.

military.png
The first power is the Military Power, which represents the ‘Virtus’. This is based primarily of the martial abilities of your ruler. Military power is used to get new military traditions, inspiring devotio, as well as all unique unit abilities.

civic.png
The second power is called Civic Power, which represents ‘Gravitas’, and is based primarily on the finesse attribute of your ruler. You use civic power to get inventions, set up trade routes, and moving your pops about, amongst other things.

oratory.png
The third power is the Oratory Power, which represents the ‘Dignitas’ This is based on the the charisma attribute of your ruler, and you spend this power on Fabricating Claims, Improving Relations, Enacting Laws, Endorsing Parties and many other things where a silver tongue is useful.

religious.png
The fourth and final power is Religious Power, also known as the ‘Pietas’. This is based on the zeal attribute of your ruler. Some of the things you use religious power on is to stab pigs, convert pops and call omens.


Then there is lots more of abilities and interactions, that may or may not use a combination of power to use, but your technology progress is depending on your citizens output, not on your spending of power.
2018_06_11_2.png

Next week we'll take a look at the units of Imperator!
 

fnwilborn

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Trådstarter #18
Hello everyone, and welcome to the fourth development diary for Imperator!

This time we’ll take a look at the different types of units an army can have in the game.

archers.png
Archers

These units can assault, prefer to fight from the second row, and can be built by anyone. They are good versus infantry, but weaker versus cavalry. They are cheap and fast to build.

camels.png
Camels
These units prefer to fight on flanks, and require the camel trade-goods to be built. They are quick to build, and move quickly. Strong versus lightly armored types.

cavalry.png
Cavalry

These units prefer to fight on flanks, and require the horse trade-goods to be built. They are more expensive to build, and move quickly. Countered by heavy infantry and warelephants, but very good against everything else.

chariots.png
Chariots

These units can be built if you have the celtic or mauryan traditions. They are rather cheap to build. They are very good against light infantry, but weaker against other units.

heavy_infantry.png
Heavy Infantry

These units can assault, and require the iron trade-goods to be built. They are not cheap, but are really good against cavalry, light infantry and chariots.

horse_archers.png
Horse Archers

These units prefer to fight from the second row, and require the steppe horse trade-goods to be built. They cost similarly to cavalry, and are deadly to slower moving units.

light_cavalry.png
Light Cavalry

These units prefer to fight on flanks, and require the horse trade-goods to be built. They are not very expensive to build, and move very quickly. Weak against most units, but strong against archers and light infantry.

militia.png
Light Infantry

These units can assault, and can be built by everyone. They are are cheap and quick to build, but weak against every other type of unit.

warelephant.png
Warelephants

This unit requires the elephant trade-goods be built. They are very expensive to build, but are very good against units that can not quickly run away.

One interesting thing for modders is that you can add and make as many unit-types as you’d like, and they are all written like this.

Kode:
archers = {
    army = yes
    assault = yes
    is_second_rank = yes
    
    
    enable = yes

    maneuver = 1
    movement_speed = 2
    build_cost = 2
    build_time = 45
    

    light_infantry = 2.0
    heavy_infantry = 1.25
    cavalry = 0.75
    warelephant = 1.0
    horse_archers = 1.0
    archers = 1.0
}

Next week we’ll talk about pops for a bit!
 

fnwilborn

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Trådstarter #19
Hi and welcome to the fifth development diary for Imperator! This time we delve into the population mechanics.

The population in the game is divided into population units, or “pop” for short, just like Vicky or Rome1.

Each individual pop has its own religion, culture and happiness . So yes, there are minorities in Imperator!

While there are ways to increase happiness of pops, including ideas, inventions and access to trade-goods, they tend to be less happy if they are not of the same culture-group, or if they belong to a different religion. Happiness impacts two thing on the pop, first of all, a pops happiness directly affects how productive they are. Secondly, low happiness increases unrest in a city.

There are four different types of pops in the game.
  • Citizens - They provide research and commerce income. These represent the patricians in Rome, and nobility in monarchies
  • Freemen - They provide manpower. The plebs of Rome is included in this group.
  • Tribesmen - These provide a tiny amount of manpower and tax income. These are the barbarians or uncivilized parts of your areas.
  • Slaves - These provide tax income
So how do you get a more pops in a city?

First of all, there is always a single pop either in growth or decline, depending on the population growth of the city. When this pop is fully grown or totally dead, either a current pop is picked for death, or a new random pop is created that will slowly grow.

Terrain, Civilization value, amount of pops in the city and access to trade-goods impact the growth in a city.
growth.png

Secondly, you can also gain pops through warfare. As you sack cities you will take some of their pops back to your main capital, and your provincial capitals as slaves.

One other aspect of conquest is that when a city formally becomes yours, citizens becomes freemen, and freemen becomes slaves.


If you need more citizens or freemen of your pops, you can always promote pops to a higher class of society, where promoting a slave or tribesmen to freemen currently have a base price of 10 religious power, and promoting a freemen to citizen costs 10 oratory power.

If you permanently want to increase a pops happiness, you can always spend some religious power to convert them to the state religion.

We’ll talk a fair bit more about pops in the development diary about colonisation and internal movement later on.

Of course, any modder can define how many pop-types they want and what they are used for freely. Here is an example of the freemen poptype.

Kode:
freemen = {
    local_manpower = 0.05
    can_promote_to = citizen
    demotes_to = slaves
}
Another cool modding aspect is that everything that costs power, manpower or money use the same “price”-mechanic internally, so you can base everything on money if you so desire. Here is a few scripts from the price database.

Kode:
freemen_promotion = {
    religious = 10
}

assault = {
    manpower = 2
    military = 20
}

send_gift = {
    scaled_gold = 0.2
}
Next week, we’ll be back looking at the economy system.
 

fnwilborn

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Trådstarter #20
Hi everyone and welcome to another development diary for Imperator. Today we’ll talk about the economy and the buildings in a city.

First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income.

Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well.

There are also various economic policies that affects your income and expenses on a country level, but we’ll go through these in a later development diary.

Finally, each city has a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.

Currently these are the effects of the building types, but that may change during development.
  • Training Camps : Gives +10% Manpower, and +10% experience to units built in the city.
  • Fortress: Each gives +1 fort level.
  • Marketplace: Each gives +20% Commerce Income
  • Granary: -1 Unrest and +10% Population Growth

Each building type can be built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
2018_07_02_3.png

Next week we’ll delve deep into our characters!
 

fnwilborn

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Trådstarter #21
Hello everyone and welcome to the seventh developer diary for Imperator. This time we take a look at our characters!

The characters in Imperator are deeply detailed, and together with the pops and the politics are part of what makes a vibrant living world.

They have portraits that age gradually, with lots of different ethnicities covering the world.

There are four attributes that characters have.
  • Martial represents a character's ability to fight and lead troops. Characters with high martial skills make excellent generals.
  • Charisma is a character’s ability to charm and persuade others.
  • Zeal is a character's ability to inspire faith in other characters, and also in calling upon the favour of the gods.
  • Finesse represents a character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent researchers and governors.

For those of you that played the original Rome or the Crusader Kings series will not be surprised to hear that our characters have traits. Traits on a character can be gained or lost.


Traits can be categorized in the following categories.
  • Personality - This includes being Brave or Coward, Cruel or Merciful. These impacts the character attributes and stats directly, as well as…..
  • Military - Usually a character has a maximum of one of those, that may give a bonus or penalty
  • Health - Stressed, Maimed, Lunatic etc. Not beneficial to the character in most cases.
  • Status - Some exceptional traits that can be given from actions, like Conqueror
Traits can also unlock a variety of unique event options, each tailored to the specific trait in question. Those of you familiar with CKII will be (dis)pleased to see the return of the Lunatic trait.

A Character also has his or her personal wealth, and four primary stats.
  • Popularity - Popularity is a measure of how the people see the character. In republics high popularity characters are more likely to elected leader of the republic. However even monarchies cannot ignore popular people.
  • Loyalty - Loyalty is a measure of a character's loyalty to the state. Disloyal characters are more likely to cause problems to a ruler than loyal ones. However even the most loyal of characters has their limit.
  • Prominence - Prominence represents the fame of the character. Jobs and titles help bring characters to public attention.
  • Corruption - Corruption is a measurement of this character’s willingness to engage in underhanded practices. Greed, bribery and the bending of rules come hand-in-hand with high corruption.

Characters have parents, will be able to marry and get children, just as you’d expect. They can also have friends and rivals.

Characters can be given various roles. Besides being ruler of a country, they could be assigned to govern a province, command an army, handle research or be given a role in the government. Some countries allow women to be given offices, and some do not.


There are lots of different interactions you can do with and on your characters, including arranging marriages, bribe them, loan from them, or even sacrifice them if your religions so permit and desire. There will be a deep development diary on those later in development.

We’ll also talk about the factions characters can be in, what holdings are, and other character related things in future development diaries, but next week we’ll go into trade.
2018_07_09_2.png
 

fnwilborn

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Trådstarter #22
Hello everyone and welcome to the 8th development diary for Imperator. Today we’ll talk about trade system in the game.

The trade in Imperator is about getting access to goods for your cities to make them better, and meanwhile earn money on trade happening. A Trade-Route is import of one trade-goods from another province, either foreign or your own, where it is in surplus, to one of your provinces.

You can always import any trade goods you have a surplus of from your other provinces, but from foreign nations you need to have negotiated trade access first, and if you fight a war against each other, the import will be cancelled.

A province can only export if that province provides a surplus, ie, if it in total produces more than 1 of that trade-goods. A city produces 1 trade-goods, and for each additional 30 population it produces an additional +1 trade goods. There is no limit to how how many exports a province has, other than the amount of surplus goods it has.

You can always import a trade-goods if you already have a surplus of it, and that gives you a smaller additional bonus.

Surplus in the capital province gives a special bonus on the country level and Surplus is clearly indicated in the UI.

Only the capital city in each province gets the benefit of the stacked goods. The other provinces gets counted as they have access to 1 of the trade-goods. Only the province stacking bonus can be applied multiple times, so you can import 20 grain if you so desire to keep up a huge population.

Please remember that creating a new import route costs you civic power!

As default you can import one trade goods to your capital province.

There are multiple ways to get more allowed import routes to your provinces. Larger nations get more import routes to their capitals, there are ideas that allow more import, and there are inventions that can either increase all provinces trade routes or the capitals. There is also economic policies for trade, where you can forgo your income from trade for having more trade routes, or the opposite.

Income from Trade uses something we call Commerce in this game. Each commerce level building in a city provides +20% commerce to that city, and citizens will also provide a level of commerce. Trade Income is based upon total amount of trade-routes in & out in province multiplied by commerce.
2018_07_16_2.png

The List of tradegoods include the following..

Grain, Salt, Iron, Horses, Wine, Wood, Amber, Stone, Fish, Spices, Elephants, Base Metals, Precious Metals, Steppe Horses, Livestock, Earthenware, Dyes, Furs, Olives, Leather, Woad, Marble, Honey, Incense, Hemp, Vegetables, Gemstones, Camels, Glass, Silk, Dates, Cloth, Papyrus, Wild Game


Next week we’ll talk about Diplomacy, or more specifically about opinions,
 

GrinderX9

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#23
I total war spillene, kunne det ta SYKT lang tid når man var ferdig med en runde, når AI statene surra rundt og forsøkte å gjøre noe fornuftig. Haha håper dette spillet er bedre optimalisert. Men det er det sikkert, da de har holdt på med disse spillene en stund :)
 

fnwilborn

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Trådstarter #24
I total war spillene, kunne det ta SYKT lang tid når man var ferdig med en runde, når AI statene surra rundt og forsøkte å gjøre noe fornuftig. Haha håper dette spillet er bedre optimalisert. Men det er det sikkert, da de har holdt på med disse spillene en stund :)
Johan skrev dette for halvannen måned siden:

Hoi4 specs should be good enough I guess.

My work PC is a Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 CPUs), ~3.4GHz, with 16gb ram, and a NVIDIA GeForce GTX 1060 3GB.

It takes about 28 seconds to run the first month in HoI4 at max speed on it.

It takes about 28.5 seconds to run 1445 in EU4 on max-speed.

Current version of Imperator takes about 21 seconds to run the first year in.
Selvsagt, spillet er ikke ferdigutviklet ennå og de legger til features fremdeles, men dette viser nok hvor ca det vil ligge. :)
 

fnwilborn

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Trådstarter #25
Hello everyone and welcome to the 9th development diary for Imperator. Today we’ll start talking a bit about diplomacy, and cover a few of the features of that type.

Imperator follows the “new” generation of games, if we still consider CK2 new, in that opinions are two-way, where you can love someone that hate you, and you can see in detail what is causing the numbers to be that way.

And as has been common in our games since CK2, the AI will tell you exactly why it will accept or decline a certain diplomatic action.​
2018_07_23_2_cut.png

Aggressive Expansion is a concept we liked in EU4, but it was awkwardly implemented. In Imperator we have an AE value in your country, kind of like badboy in older games, so you can see how it is decaying etc. This is then applied in the opinion calculations with each nation, depending on where they are and their status with you.

A nation, depending on its rank, can have a number of diplomatic relations. Each Alliance and Tributary counts as 1 relation, while a defensive league occupies just 1 slot, no matter how big it is. For each relation over your limit, all your power costs are increased by 10%.

One cool new thing in Imperator is the Defensive Leagues. This is a purely defensive alliance that allows multiple nations in it, and it is defensive towards anyone outside of the league attacking it. The leader of a league is the one that invites people in. A defensive league takes only 1 relation slot, no matter how many members. Only City States and Minor Powers can be members of a defensive league.



The Diplomatic Actions include the following.
  • Declare War / Sue for Peace
  • Offer/Dissolve Alliance
  • Proclaim Guarantee
  • Ask/Cancel Military Access
  • Offer/Cancel Military Access
  • Demand/Break/Cancel Tribute
  • Request/Cancel Trade Access
  • Support Rebels
  • Fabricate Claims
  • Invite/Kick/Leave Defensive League
  • Improve Relation
  • Send Gift
  • Intervene in War
  • Threaten War
  • Enforce Peace
  • Sell City
2018_07_23_1.png

Next week we’ll talk about country ranks, and how that impacts what you can do.
 

fnwilborn

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Trådstarter #26
Hello everyone and welcome to the tenth development diary for Imperator. This time we take a quick look at the country-rank system.

Each country in the game is determined to be of a certain rank, depending on their size, and different ranks give different bonuses and abilities. Please be aware that all values will be tweaked constantly during development.

City State

This is only possible if your country is only 1 city large. A City State can be a part of a defensive league, and have the following bonuses.
  • +20% Commerce Income
  • +20% Defensiveness
  • +1 Diplomatic Relation

Local Power

This is countries that have less than 10 cities. Local Powers can be part of defensive leagues, and they have the following bonuses.
  • +2 Diplomatic Relation

Major Power

This is countries that at least 10 cities. They can use the diplomatic abilities Threaten War and Guarantee, and they have the following bonuses.
  • +3 Diplomatic Relation
  • +1 Trade Route in Capital
  • +1 of each Power for matching Ideas to Government Form for a total of +2.

Great Power

These are countries with at least 20 provinces, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War and Guarantee, and they have the following bonuses.
  • +5 Diplomatic Relation
  • +2 Trade Route in Capital
  • +2 of each Power for matching Ideas to Government Form for a total of +3.
egypt_gp.png



Intervene in War
You can join on any side in a war, where you have good relation with the warleader.


Enforce Peace
You can force a white-peace on a nation in a war, if you have good relations with their enemies.


Guarantee
You can protect any nation of lower rank from being attacked, giving you casus belli on anyone attacking them.


Threaten War
You can use a claim, to demand a nation to secede a city or province to you, to avoid an expensive war.


Next week, we’ll talk about unit abilities.
 

fnwilborn

Moderator
Promotør
Medlem
Trådstarter #27
I morgen kommer en ny dev diary fra Paradox, denne gang om senatet i Imperator. Vi fikk i dag en teaser fra sjefutvikler Johan Anderson:

 

fnwilborn

Moderator
Promotør
Medlem
Trådstarter #28
Poster kopi av hva jeg har skrevet på det offisielle forumet:

So, there's a meetup of journalists and youtubers now as you know, which will be covered in a series of articles etc come Monday. Lots of tweets, some posted here, some not. I think we need to go cover this guys. ;)
Quill18 seems impressed:


T.J. Hafer has some insights:




The Spiffing Brit:


And a German:
 
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