Development Diary #58 - Cities, Settlements, Food New Buildings
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.
[ 2019-08-05 11:29:09 CET ] [ Original post ]
Greetings all!
Now that the summer hiatus is over, dev diaries for the Cicero update will be getting back into full swing, starting with the explanation of a few features that we've been tinkering with recently.
To start with, well be taking a look at the introduction of the categorization of Territories. Prior to 1.2, all our base level administrative units were known as Cities. As part of the redesign here, our collective noun for these will now be Territories.
A Territory can be assigned any one of the following categories:
- Settlement: Representing a sparsely populated area of land, settlements have penalties to output, migration speed, and poptype ratio. Settlements will only support one building, but will have their own unique set of powerful buildings, so you can specialize them accordingly.
- City: Cities have a large bonus to population capacity, and will act as focal urban centers for your empire. Cities will be able to support all the buildings youve grown accustomed to in the Cicero beta thus far, but will feel a lot more unique as a result of their scarcity. Cities will also have a penalty to trade good production - they will tend to consume, rather than create, resources.
- Metropolis: A metropolis can be designated when a city reaches a large number of pops, and are considered the peak of a citys urban evolution. A metropolis will not have access to any unique buildings, but will improve living conditions for certain pop classes.
-
[spoiler]
- Latifundia: 40% Local Slave Output, 25% Local Population Capacity. Latifundia are limited to territories where Mines are not applicable.
- Mine: -5 Local Slaves Per Good, 25% Local Population Capacity. Requires Marble, Stone, Precious Metals, Base Metals or Iron.
- Farm: +50% Local Food Modifier, -5 Local Slaves Per Good, -10% Freemen Ratio, 25% Local population Capacity. Requires Vegetables, Grain, Fish or Livestock.
- Hill Fort: 20% Local Freemen Happiness, 40% Local Freemen Output, 25% Local Population Capacity.
- Provincial Legation: 75% Migration Speed Modifier, 20% Local Pop Assimilation Speed.[/spoiler]
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.
Imperator: Rome
Paradox Development Studio
Paradox Interactive
Coming Soon!
Strategy Singleplayer Multiplayer
GameBillet
9.95 /
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Game News Posts 216
🎹🖱️Keyboard + Mouse
Mixed
(18743 reviews)
https://www.gameimperator.com/
https://store.steampowered.com/app/859580 
The Game includes VR Support
Imperator: Rome Linux [246.09 M]Imperator: Rome Launcher Linux [141.66 M]Imperator: Rome Launcher Content Linux [531 ]
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
Alexander. Hannibal. Caesar. These great men and dozens like them shaped the destiny of a continent. Mighty kings, clever generals and would-be gods made their mark on the ancient Mediterranean. Around this sea, close knit nations tested their mettle and virtue against each other in fierce combat, their cultural and political legacy now inseparable from what we understand as Western Civilization. But nothing was guaranteed. Can you change the course of history in Imperator: Rome?
Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire, Imperator: Rome invites you to relive the pageantry and challenges of empire building in the classical era. Manage your population, keep an eye out for treachery, and keep faith with your gods.
Imperator: Rome is the newest grand strategy title from Paradox Development Studio. Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire, Imperator: Rome invites you to relive the pageantry and challenges of empire building in the classical era. Manage your population, keep an eye out for treachery, and keep faith with your gods.
Imperator: Rome’s features include:
Character Management:
A living world of characters with varying skills and traits that will change over time. They will lead your nation, govern your provinces and command your armies and fleets. We also introduce our new, more human-like character art.Diverse Populations:
Citizens, freemen, tribesmen and slaves - each population with its own culture and religion. Whether they fill your armies, fill your coffers or fill your colonies, keep an eye on their happiness - your success depends on their satisfaction.Battle Tactics:
Choose your approach before battle to counter the stratagems of your foes.Military Traditions:
Each culture has a unique way of waging war. Romans and Celts have different options available to them. Unlock unique bonuses, abilities and units.Different Government Types:
Manage the senate in a Republic, hold your court together in a monarchy, answer to the clans in a tribal system.Barbarians and Rebellions:
Migrating barbarians may sack or settle your best land, while disloyal governors or generals can turn against you - taking their armies with them!Trade:
Goods provide bonuses to their home province. Will you take advantage of stockpiles for local strength or trade excess goods to spread the wealth around?Provincial Improvement:
Invest in buildings, roads and defences to make your kingdom stronger and richer.MINIMAL SETUP
- OS: Ubuntu 20.04
- Processor: Intel iCore i3-550 or AMD Phenom II X6 1055TMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD Radeon HD 6970
- OS: Ubuntu 20.04
- Processor: Intel iCore i5- 3570K or AMD Ryzen 3 2200GMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: Nvidia GeForce GTX 660 or AMD Radeon R9 380
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