Name | Imperator: Rome | ||
Developer | Paradox Development Studio | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | Coming Soon! | ||
GameBillet | 31.97 / € | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  532  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 2603 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 4000 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Imperator: Rome Linux [246.09 M] Imperator: Rome Launcher Linux [141.66 M] Imperator: Rome Launcher Content Linux [531 ] | ||
DLC | Imperator: Rome - Deluxe Edition Upgrade Pack Imperator: Rome - Complete Soundtrack Imperator: Rome - The Punic Wars Content Pack Imperator: Rome - Magna Graecia Content Pack Imperator: Rome - Heirs of Alexander Content Pack |
Av! |
Av! |
Hi everyone, today we're happy to release the small 2.0.3 patch. It contains the following changes: |
Greetings, citizens! |
Welcome to another Imperator 2.0 guide! |
We keep guiding you through your discovery of 2.0, citizens! |
Greetings, citizens! |
While you're walking in the dust of the road to victory, here's another video tutorial to help you get through all the changes brought by 2.0! |
Heirs of Alexander Content Pack is out! |
Raise your army, the big day has arrived: ! |
Episode 2 of our tutorial series is available, citizens! |
Greetings all! |
Knowledge is power, and you must be prepared for the challenges of the upcoming Marius Update! |
Greetings, citizens. |
Salutations, conscript fathers; free people of the republic, and honored travelers from distant lands. |
Greetings all, |
Greetings all, |
Greetings citizens, |
Greetings, citizens! |
Greetings all, |
Hi everybody! |
Salvete omnes ! |
Hello, and welcome to another diary about warfare changes in the Marius update for Imperator: Rome! |
Salvete, citizens, and welcome to another Development Diary for the Imperator: Rome - Marius update. |
Good day, citizens! |
Hi all! |
Hello and welcome to another development diary for Imperator: Rome. |
Welcome to another development Diary for Imperator: Rome, and the 2.0 Marius Update. |
Salvete, omnes! |
Start the week with fresh news! |
Salvete, citizens! |
Take part in our new community challenge, citizens! |
Salvete citizens! |
Salvete citizens, |
Welcome them, citizens! |
Greetings, citizens! |
Greetings, citizens! |
Today is Monday, which means our latest DD is out, Citizens! |
Greetings, citizens! |
Epirus Content Pack is out! |
As they say, good news never comes alone, citizens! So here's a piece of additional information you might enjoy: The Menander update includes multiplayer that is no longer tied to your choice of store. |
Build an empire of many cultures: MENANDER UPDATE IS OUT! |
Today marks the end of your wait: Our latest DD is out, citizens! |
Salvete omnes! |
Steam Summer Sale: Enjoy 50% off on Imperator |
Salvete, citizens! |
Salvete omnes! |
Salvete omnes. |
Salvete omnes! |
Salvete omnes! |
Let's travel back in time together! |
Our latest DD awaits you, citizens! |
Salvete citizens! |
Embrace your competitive spirit by taking up our new Community Challenge. |
Salvete Omnes! |
When the rulers of Messana invited Roman protection for their Sicilian city, they could not have expected that they were igniting a fierce rivalry that would set the Western Mediterranean aflame for over a century. Carthage had traditionally seen Sicily as its sphere of influence and it could accept no equal on the island. Rome and Carthage would go to war in 265 BC, in the first of three wars that would finally end with the sack of Carthage in 146 BC.
https://store.steampowered.com/app/1173860/Imperator_Rome__The_Punic_Wars_Content_Pack/ |
Greetings, citizens! |
Make every minute count, and rise above the sand of the Imperator arena! |
.4.2 patch has arrived and should be updating for you as you read this. Based on the excellent feedback you provided for the previous Archimedes versions, this build includes a bunch of balance tweaks and bug fixes. |
After going through your reports from the release of Archimedes and prioritizing the most high-value fixes, 1.4.1 hotfix is out now and ready to be played over the weekend. It includes a bunch of good bugfixes and some small tweaks to gameplay and balance as well. |
Imperator defies your sense of conquest and challenge in the Magna Graecia Content Pack. |
Archimedes Update is live and the ancient gods are ready to grant you their favors! Make your way to glory and fulfill your epic destiny among the riches of this new Update by trying it out for free until Apr.5, 22:00 CEST.
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Salvete omnes! |
Salvete omnes. |
Salvete omnes!
MAGNA GRAECIA Restore The Might of Hellas
https://store.steampowered.com/app/1252870/Imperator_Rome__Magna_Graecia_Content_Pack/ We hope you like what you see and invite you to read our latest DD here to know more about some new exciting mechanics to come! |
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Here is a piece of good news! |
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We just released a upgraded version of our tutorials for Imperator! Make sure to check it out, we cover basic steps to understand the game's features and mechanics! |
Hi all, just want to let you know that after a weekend in open beta with no new, severe issues being introduced, we are putting 1.3.2 fully live on all platforms right now. The objective is to have a stable version available for all over the holiday break, without further gating desirable gameplay fixes and balance tweaks behind a beta. |
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Hi all, Jamor here with some news: today we are releasing patch 1.3.2 as an open beta on the imperator_test beta branch. In line with our occasional practice at PDS, we want to get this build in to the hands of our most dedicated players early so you can try it out and give us your feedback. The objective is to gather data on how it performs over the weekend, then put it fully live when stability is confirmed. The advantage for you is that you get early access to a bunch of desirable fixes. See the full list below: |
Our Free Trial is slowly reaching its end! Thank you all for trying out Imperator, we are truly humbled! If you liked what you saw, you still have a full day to grab our game with a 33% discount! Our sale ends on December 9, 19:00 CET! |
4 hours, citizens, 24 hours is what you have left to try out Imperator: Rome for free and feast your eyes on the tremendous job done by our development team over the past six months! The game is still discounted at a good 33% OFF! |
Only 48 hours left to our Free Trial on Steam! In addition, we have extended our 33% discount on Imperator: Rome until December 9, 19:00 CET! |
Starting with version 1.3 Livy, Music Modding is now available on Imperator!
Total runtime: 70 minutes |
The changelog is short and concise. Stand by for more post launch support in future patches. |
Imperator: Rome is Free to Play for until Dec. 8, 19:00 CET! Our team has put their heart and soul into delivering three updates and a free content pack for the game since its release. Make sure to try it out! And if you like what you see, Imperator is currently 33% OFF! |
The Livy Update and the Free Punic Wars Content Pack are available now! They were the labor of love from our development team. And dont hesitate to let us know how you feel about the changes brought to the game! Patchnotes and information are available here! |
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Ave citizens! Imperator: Rome is currently 33% OFF! Our development team has been working hard to bring significant changes to the game with the Pompey and Cicero Updates! So don't hesitate to try it out and let us know what you think! |
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Free Punic Wars Content Pack:
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As a rule Minor Characters are ambitious characters that have risen from obscure families because of their abilities. When a minor character is very successful one of the big families might adopt this character through script (see the section on adoption). There is nothing to stop a Minor Character from holding office, even the Consulship in a Republic, but relying on Minor Characters to a large degree does risk your Great Families becoming scorned. Scorned & Grateful Families (Yes, even though your ruler is always loyal his family will still expect offices from a member in power) Instead of expecting to hold a certain wage as in previous version, Great Families will be scorned if they do not hold what they consider their share of jobs and titles in the country. Since this is an age of Aristocracy families will expect to share 80% of all possible jobs in your country between them. Any Great Family holding less than its share of jobs will be considered scorned, and all members will lose substantial loyalty over time. This includes: All Governorships, all Offices and any Armies or Navies that have a commander (leaderless armies or navies do not factor into these expectations). Likewise any family that gets double the share of work in the state that it expects will be Grateful, increasing loyalty, lowering the wages and facilitating Statesmanship buildup among all members. (note: the minor_mac family shown here is not a proper family but extra information that I see because this screenshot was taken in debug mode) Adoption: (This particular character is cheaper to adopt since it is my ruler's bastard son) Heads of family may adopt successful minor characters to increase their family power and to ensure their survival. At all times families will strive to have slightly more characters that are able to hold offices than they would require to not be scorned. Every time a family performs an adoption the prestige of that family will be decreased slightly, hurting their power base in the short term. (Stubborn characters may resist adoption) If playing a monarchy the player can use a character interaction to adopt minor characters. Something a Minor Character will generally agree to unless they have a particularly stubborn or proud disposition. Falling from Grace & Rising from Obscurity As country rank increases or decreases the number of allowed families in a country may change. Falling from Grace If a country has a higher number of families than it is allowed to have then the least prestigious family will be removed. This will not be immediate but will happen through an event firing and removing the family from all members of the appropriate family (they will turn into minor characters and eventually die since they cannot have children). Rising from Obscurity If a country has a lower number of families than it is allowed to have then an event will pop to let you pick a successful Minor Character to found a new family. The selection of characters will depend on your government type, in a Republic the senate will propose candidates, in a Monarchy the most powerful characters will be selected, and in a Tribe Clans are going to be Great Families. Another example of major vs minor characters. In this case as shown when selecting a candidate for a job. All in all this creates a game in which families are a lot more present and a lot more relevant. Heads of families now wield considerable power and scorning a family will be a big deal. Together with Statesmanship this makes the choice of who to assign to a particular job harder. We feel that focusing on Families and the role of character's within them rather than all individual characters is both relevant to our era and something that will give Imperator: Rome a more unique take on characters going forward, different from what Crusader Kings II (and III) yet more involved than in the pure country level games such as Europa Universalis. As we move forward we hope to build more on this system and incorporate families in new mechanics we add, make them relevant in missions, etc. That was all for this week! :) Next week we will be back to talk about Roman Missions. You can read and discuss this diary on our forums here. |
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Imperator: Rome 1.3 - the Livy Update The most recent update to Imperator: Rome is named for Titus Livius, the Roman historian whose work was the foundation of schoolboy learning well into the modern age. His wrote stories about heroic Romans like Horatius, Camillus and Decius laying the foundation of a great city, providing role models for centuries. The Free 1.3 Livy Update to Imperator: Rome is also concerned with characters and how they create lasting legacies, drawing you into the drama of history being written before your eyes.
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This gives the following benefits to the game experience.
One thing that fans of the Crusader Kings series recognise and have been requesting since they first saw the game, is the ability to name your rulers children. In Livy, the popup for newborns for your ruler will allow you to edit the name to anything you want. Another Quality of Life option which have been requested, that is also being added to Livy is the possibility for you to see what trait your ruler would gain or lose from an event, and be able to to tooltip the icon to show the impact. Stay tuned for next week, when my padawan Peter Nicholson will explain what the new button in the top screen is for. You can read and discuss the original post on our forums here. |
Challenging Political Game
Greater variety in nations
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Salvete Citizens, |
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Hello and welcome to another development diary for Imperator:Rome! |
You can discuss the original post on our forums here! |
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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 nations 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:
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 Click here to discuss this week's development diary with our team! |
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Settlement Buildings
As is appropriate for the era, cities will be able to be founded from settlements, allowing you to shape the world to your own desire. An important part of this rework is the visual appearance of territories on the world map. Whereas previously, each territory showed buildings appropriate to the population of said territory, only Cities and Metropolises will now do so: To accompany the cities rework, we are introducing a Food mechanic, to simulate the importance of a constant supply in the ancient world. A modicum of food will be produced by all territories depending on their terrain type. Food itself will be stored on a Province level, and consumed by the pops living within the Province, based on their type. In the beginning of the game, most Provinces will likely be able to sustain their own population, however, as the population of territories increase and more cities are founded, they will start taxing the food supply of a Province greatly. This brings me to the more intriguing aspect of the food supply system. Various trade goods such as Grain, Fish, Livestock, and Vegetables, will now provide a flat increase to monthly food. These will be traded in the same way as before, however, the importance of these goods to large cities should not be understated. As a burgeoning urban area such as Latium begins to grow, more and more food will be needed to sustain the population there. Of course, food is not solely a negative consideration. Province food storage can be enhanced by constructing granaries in constituent Cities or Metropolises. Bonuses to population growth and local defensiveness within the Province will be applied for every 12 months of stored food present in the Province Food Supply. Empires focusing on wide play will not find the need to interact with this to a large degree, or at most, to focus on the core Provinces within their realm. Naturally, food ties in strongly to warfare, with friendly units who would otherwise take attrition instead consuming a relative amount of food within a Province. Additionally, if a Province Capital falls to an enemy, they will be able to use the food supply to prevent attrition for their own troops. Sieges, blockades, and occupation will reduce the food production of a Territory, which, in the case of Provincial Capitals, will also reduce any imported food, eventually starving a Province of its food supply. If supply reaches 0, a severe penalty will be applied to all cities within the state, rendering them much easier to siege, and increasing the migration speed of pops within the Province. As a secondary consideration, being over the population capacity in a territory will no longer be quite as severe as it previously was. It will gradually decrease the migration attraction in a territory, and can be considered more of a soft cap than before. You can view the original thread or discuss the diary on our forum thread here! See you next week. |
Which pop is picked for migration will be random but a slave will never be picked unless the city is over its population capacity and the slave is not required for a holding. A pop that is currently migrating cannot be picked for Promotion, Assimilation or Conversion. It will also only be picked for starvation if it is the last existing pop in the city. The speed of Migration can be increased or decreased by modifiers such as a city being looted, or a certain governor policy being used. Pop Promotion If the population of a certain pop type is below 33% in a given city then a random pop is picked for promotion. This pop will then over time start promoting to the underrepresented pop type. The speed of promotion will be dependent on modifiers as well as using the Social Mobility governor policy. Pop Assimilation and Conversion Similarly to Pop Promotion Assimilation and Conversion will happen to one selected pop at a time. Unlike the other two there will always be one pop chosen as long as there are pops of the non-state Religion or culture. The speed at which conversion takes place is dependent on a number of local and national modifiers however which means that de facto the pop may not be assimilating/converting. As you can see below, the pop interface is in the process of being completely reworked for Cicero. As the impact of governor policies now scales with Finesse, you need a really good governor, and perhaps a few special buildings to be able to convert and assimilate cities with another dominant religion and culture. You can still manually move slaves as you like between cities, for a price in gold, but the UI have been completely changed, so instead of selecting a pop then a target, you instead go to the city you want slaves in, and then select what type of pop you want, and its origin and click for as many as you want in the same UI. You can discuss the dev diary on our forum here. This will be our last development diary before our July hiatus, but we will be back next month with more! |
Known Issues
EDIT: PSA 1.1 Pompey will not work with older save games, so there is a 1.0.3 - Old Version rollback branch on Steam and GOG for players who wish to continue their current games. |
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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 hasnt 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! |
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:
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 todays diary on quality of life changes. I will be back next week with a diary on Pirates, Storms and things that go kaboom. --- Join the discussion with our devs on our forum! Click right here! |
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Also, there are three different abilities you can do in each city.
Buildings have changed with the population rework mentioned earlier, and by the trade rework mentioned today.
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.
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 dont 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: |
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Monarchies
Tribes
(And there is more new things for tribes, mentioned in a later development diary.) Power Base & Civil Wars In Pompey each character in your realm can have a potential power base. This is both an abstract gauge of how influential they are in a country as well as a meter for how many troops they could raise in a civil war. The total power base in a country will range up to around 300 and it is scaled within that country. Power base is primarily derived from:
It can also be modified by interactions, events and other script content... For purposes of Civil Wars the game will no longer count Loyal Cohorts but instead the Power Base of all disloyal characters. The threshold for civil war is 33%, with positive stability increasing it, and negative decreasing it. Character Interactions We will go deeper in a later developer diary about the new abilities we will be adding, we can now mention that we are rebalancing the costs quite heavily for them, removing the power costs, and using the new abilities to impact Aggressive Expansion, Tyranny or Stability from it. Recruiting a character from another nation wlll increase your AE, while bribing will be done with the rulers own personal money. Next week well talk about playing tall, changes to barbarians, trade & slave distribution, while going into more detail about heritages. ----- Go here to read the original post, and to interact with the developers |
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Capturing ships When a ship reaches 0 morale while not yet being at 0 strength there is a chance it will be captured. Capture chance will be based on the type of ship that was targeting the removed ship and the removed ship itself. Mediums and heavies have slightly higher chances to capture lighter ships, but since lighter ships deal more morale damage they will get more chances to capture ships overall. A fleet of only light ships is far more likely to take a higher number of prizes in any given battle. A captured ship is still removed from battle but will be added to the opposing navy that the capturing ship belonged to. Naval Tactics With more ship types available the Tactics system is going to be used at sea as well. Depending on your composition different tactics will have varying efficiency. Choice of tactic can also affect how likely the battle is to result in the capture of ships. Naval Power Projection Unit Abilities:
Naval Range (debug mapmode screenshot to illustrate the extent of range) All countries will now have a naval range, calculated from their closest owned port. While naval range will be somewhat forgiving ships in navies that go outside of their naval range will take heavy attrition. Navigable Rivers (WIP screenshot of navigable rivers, these rivers will have a different look to more clearly show them as navigable though they do not right now) While most rivers would not have been fit for the galleys of this era to make much use of them some rivers will now be navigable. For land units such a river will have to be crossable at fording points (similar to straits). Land provinces adjacent to a great river will also have an increased population capacity (more on that in a later diary). Naval Terrain (Screenshot of naval terrain in the simple terrain mapmode) Not all sea areas are created equal. In Pompey patch there will be 3 different terrain types which also have an effect on which ships are more efficient there and in some cases may confer a defender advantage.
To summarize these changes to naval battles the goal we aim for is for Naval combat to be more dynamic and for what type of navy you want to build to be more of a choice and dependent on your circumstances. We also want it to have a stronger relation to how naval battles were fought and theorized in the era, and make it possible for navies to play a role in projecting your military ability overseas, as was done by the successor commanders such as Demetrius Poliorcetes. If you want to spend the resources on it you should be able to build a naval force adept at capturing islands and ports which should be especially useful in the Aegean. Making maintaining a navy more meaningful both offensively and defensively. Omens & Religions (Buddhist Omens for a Mauryan empire with very low Religious Unity/Omen Power) As was mentioned in Johans Design Corner post yesterday another thing we want to achieve in the Pompey patch is to give more variety in how different countries play. One of the things we will be doing to achieve this is the addition for base country bonuses for religions, so a Tuistic state will for instance have an easier time migrating their pops. The other part of it is we have implemented different Omens depending on your religion and culture. Roman and Greek Omens will no longer be identical in what they do and further removed religions such as Kemeticism or Buddhism will have a completely different set of omens to choose from. The system, which is fully moddable, will also support special cases. Some countries will also have access to their patron deities for omens, as long as they stay with their native religion. Egypt will also have different Omens depending on if they adopt the Serapis cult or if they stay with their traditional greek pantheon, but the Serapis omens are also different from the ones native Egyptians have access to. (Current Roman Omens - more familiar in many ways than the ones for Buddhism) Converting Religion On release only a handful of countries (mainly the Dharmic countries, Bactria and Egypt) could easily switch their country religion. With religions now being more different a more generalized approach has been taken to changing state religion, especially as a number of countries in this era did adopt a foreign religion. As long as you have at least one character in your country of a foreign religion you will be able to see what it would take to change to that characters religion. The requirements currently are:
The effects of switching religion can be far reaching, so it is not always a decision to be taken lightly however.
That was all for today, but far from all of the things that are planned for the Pompey patch. Next week Johan Andersson will be back to talk about some changes to internal politics. :) --- Go here to read the original post, and to interact with the developers |
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Whilst we have already started towards patch 1.1, we will continue to look at fixing any major issues that come up between now and then as well. Johan Andersson For the list of currently known issues click here. And if you are interested about the development of Imperator: Rome and why certain elements are not yet in the game Johan created a thread on the subject right here! |
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We are putting up an FAQ on our forums with the currently experienced issues! Thank you all for your feedback, we are working hard to fix these nasty bugs! Make sure to share this with your friends to help them out! |
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Be a Hannibal. Be a Ptolemy. Be a Caesar. The riches and majesty of the ancient Mediterranean are yours for the taking. Seize the day! |
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The release of Imperator: Rome is just a few hours away! To celebrate we will host a grand 24-hour release stream! No matter where you are on the globe, make sure to tune in on Twitch from April 24, 18:30 CEST until April 25, 18:30 CEST! https://www.twitch.tv/paradoxinteractive |
We think that is important for members of our community be able to play with each other online no matter where they buy their game. This is not the case right now. For example, if you buy Imperator: Rome from GOG, you can currently only play with other GOG customers or people who play with a Paradox Store purchase. Likewise, people who use a Steam account to play the game can only play with other Steam customers (or people who buy from the Paradox Store but redeem the code on Steam). |
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Ave Citizens! Only 18 days until release and the development diaries just keep piling up! Today we will talk about Unit Objectives and the starting situation for the Balkans and Dacia. |
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Ave citizens! Another monday, another development diary - without April Fool (we are not barbarians). Speaking of which, today's development diary showcases barbarians, as well as the Tarim Basin and Tibet! |
Our Dev Clash resumes at 15:00 CEST on Twitch! |
Come and join Blondie and HotRod later today on Twitch to discover and learn more about Tribes and how to play them in Imperator: Rome! The stream will be live from 18:00 CET until 19:20 CET! You just have to click here: https://www.twitch.tv/paradoxinteractive |
Here is a freshly carved development diary! Today we shall delve even further into military operations: from shattered retreats to movement lock and changes to combat tactics. Have a look! |
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Good day fellow citizens and freemen! Republic of Play just released a new video in which he tackles 6 great starting positions in Imperator: Rome! If you were to play Imperator: Rome, which of these 6 countries would you start with? Click the link below to take a look! |
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Here is a new development diary for you citizens! This week we discuss changes made to mercenaries forts and tribes but there is more! We also have a list of achievements formable countries for you! |
Greetings citizens! In todays development diary we will go back to diplomacy, breaking down management of expansion and foreign relations. We will touch upon the subject of Tyranny and the starting situation in the Horn of Africa! |
To ensure you are all up to date with the development of Imperator, Republic Of Play just released a video distilling the features of developer diaries 28 to 35. Click the link below to watch the full video! |
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Ave citizens! Here is today's development diary! We will start by talking about changes brought to alliances and country ranks. In addition, we shall delve into India and its military traditions! |
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Ave citizens! In today's development diary we shall talk about families! We will also take a look at Scandinavia, a region that will eventually be known for its great production of Grand Strategy Games! |
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Welcome back for another development diary citizens! Today we shall go back to tribes and take a deeper look at their migration mechanics. We will also have a look at Germania at the start of the game! |
Join us today at 15:00 CET for the first episode of Imperator Dev Clash! 27 players will be engaged in a multiplayer campaign spread over months, every Tuesday at 15:00 CET! Each week you will get to vote for the Best Warmonger! https://www.twitch.tv/paradoxinteractive
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Good day citizens! Today we shall talk about subject states, civil wars and rebellions! And DON'T FORGET tomorrow the#ImperatorDevClash starts at 15:00 CET on Twitch! Make sure to tune in! |
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Join us tomorrow on Twitch at 17:00 CET for a special 2 hours stream! We will resume the Egypt stream, it is going to be a wild ride citizens! |
Welcome citizens to a new development diary! Today we will take a closer look the the Ambitions of characters, Persian Military Traditions and the situation at the start of the game for the Caucasus and the Black Sea. |
Citizens! Join Johan and Rod on Twitch for a special stream of 2 hours! At 15:00 CET we shall discover the wonders of tribal chiefdoms and at 16:00 CET we will host a streamed Q&A! Click here to reach our Twitch channel! |
Ave citizens! We have a new development diary for you! Today we shall talk about Tribal Chiefdoms, Kingdoms and Federations as well as the region of Gaul at the start of the game! |
Here is a "serus" development diary due to issues on our forums. This week we shall talk about navies, war diplomacy and geopolitical situation of Bactria and Parthia at the start of the game! |
The people have spoken! Tomorrow we shall resume our Egypt stream and conquer the Red Sea! We shall talk about the economy, laws and war! See you on Tuesday 22nd at 15:00 CET on Twitch! |
Our second gameplay walkthrough of Imperator: Rome is now available on YouTube! In this episode we will focus on Egypt and its monarchy. Discover the luxurious Nile valley and some of the key mechanics of Imperator: Rome! |
In today's development diary, we shall delve a bit more into Monarchies and geopolitical situation of the Persian Region. |
Congratulations citizens! You have unlocked a streamed Q&A with Game Director Johan Andersson by reaching 20,000 subscribers to our newsletter! And you get to submit your questions beforehand! The Q&A will take place on January 29 at 16:00 CET on Twitch straight after our weekly stream. See you all on January 29! |
We hope you enjoyed our first stream for Imperator! Next week, we shall take a look at Egypt. Dont forget to tune in on Twitch, January 15, 15.00 CET! Here is some historical background while you wait! Missed the first stream? Click here! |
Ave citizens! Here is a new development diary. Today we will learn how mercenaries will work in Imperator: Rome. In addition, we will take a look at the political map of the Arabian Peninsula. |
Happy New Year citizens! Starting on January 8 at 15:00 CET we will start streaming Imperator with Game Director Johan Andersson! The first stream will showcase Rome. See you in a week on Twitch!
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Here is the last development diary of 2018 citizens! Today, while Trin Tragula is on holidays, we shall discuss changes brought to interface and mechanics in the last months with Johan Andersson. |
Citizens here is a little present for you: a development diary on the geopolitical situation of Hispania at the start of Imperator. Click here to read more and merry Christmas! |
Ave citizens! Here is the latest development diary! Today we will delve deeper into trade and diplomacy. We shall also take a look at the geopolitical setup of the British Isles. |
Si vis pacem para bellum. In today's development diary we shall return and delve deeper into combat mechanics, more specifically, we will look at battles and deployments, the battle indicator and attrition. |
Dies Lunae is synonymous with development diary citizens. This week we shall delve some more into pops, colonization, the map of the Levant as well as the Traditions of Levantine and Arab countries. |
In today's development diary we shall delve deeper into the economy mechanics of Imperator. Additionally we will take a closer look at Egypt's geography and the starting countries in the region. |
In today's development diary we will review the 36 National Ideas available in Imperator. In addition, we shall take a look at the starting situation for the Southwestern region of the Mediterranean Sea. |
Belated development diary. Today we shall delve deeper into religion and the starting setup in Anatolia and the Aegean. |
The latest development diary for Imperator is now live on our forum citizens! Today, Trin Tragula (Game Designer on Imperator) shall walk us through the political state of the Italian Peninsula in 450 AUC. |
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The fourteenth development diary for Imperator is now live! This week we will have a look at offices and laws in the Republic and their respective benefits. |
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The tenth development diary for Imperator is out! Today we will have a look at the state ranking system. Click here to learn more about City States, Local, Major and Great Powers - Click here to read the latest Dev Diary by Johan Andersson |
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The eighth development diary of Imperator is now live on our forum. This week we will discover how the trade system works. |
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Imperator: Rome is scheduled for a 2019 release. |