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Anniversary Maintenance Patch - 2.0.4 (Open Beta)

ImperatorSocial.png

Avē!

First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio green (studio working Stellaris). But still, from outer space I look back at earth and think of Imperator sometimes and decided to make a small maintenance patch, fixing some of the issues that modders & other people ran into.

Without further ado, the patch notes:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Upped the maximum number of tags (countries) from 2048 to 8192
- Fixed levy calculations being inversed
- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoners for you, even though they are local prisoners.
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.

# Other
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)

# Other
- Achievements now only require that the game is in ironman mode and you achieve them within the timelimit (ingame years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.


As you can see, this is a minor patch, and for now it will be released as an open beta on steam & windows only. The plan is to release this on all platforms at some point in the undetermined future. Please leave feedback (or links to bug reports that you want to see fixed) in the comments section, I am quite bad at replying, but I will read them.

Thanks to all the people that helped me with this!


Available now on the steam beta branch: 2.0.4 - open beta

I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.
 
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I get a bit weary with all the tedium of social drama pop-ups in the game. Especially the "He cheated on me, do something" type nonsense.

It would be more interesting if you Dev's gave us an extra option among our multiple-choice options, and here's my proposal:
- D. Throw all of them to the Lions in the Arena, and gain +100 Food (fewer mouths to feed, including Lions).

And choosing that option puts a Fear Factor on all the people who then don't complain about such drivel for at least 50 game years.
 

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I managed to reproduce the issue with pops of cultures with only citizen civil rights ignoring that limitation and promoting to nobles anyway. I posted about it earlier in the thread and both @IsaacCAT and @hurleyef expressed the desired to see it getting fixed as well, so I invested some time to properly reproduce it under 2.04.

My new report is here (with the inital post showing that the restriction is ignored at game start with Maurya as example and the following post showing a case where the game is ignoring it during a playthrough):


For the sake of completeness as usual also the inital and older bug thread of user Volkirius with my older confirming save:


---

I'm usually not bringing stuff up again I have already posted about, but the reason here is that I feel this is a quite far reaching bug, which directly impacts a great feature and also negatively affects the balancing. With the citizen-only-restriction being ignored, we are currently in a situation where integrating is a very one dimensional thing - integrate and get nobles. Not to talk of this opening a cheap exploit to avoid the extra penalty you are suppoed to get when integrating cultures and allowing nobles...currently you just pick "citizen", circumvent the penalty that way and enjoy nobles anyway because of the restriction not working.

Maybe a fix is not so easy as I imagine it to be, which would be really sad, but of course we would have to except it...but it would be really unfortunate, if this just falls off the table unchecked or a fix fails because of a lacking fresh example. That's why I put in the effort I linked above and that's why I kindly ask you @PDX_Gorion to have a least a quick look on the matter :) Thanks in advance and once more - you already did great things to the game and for the IR community with what you included in the current version of this "small" patch!
 
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Edit:
Sorry, I seem to be a bit blind. Missed the Windows only

It seems to me that the 2.0.4 update does not work on Linux. It simply refuses to do any updating when I change from no-beta to the 2.0.4. beta and I keep getting Steam giving me below error message when I then try to launch. Using Ubuntu 22.04.2 LTS and never had such a problem with any other Paradox title before, nor with the other betas of Imperator.

This problem does not appear when I use Proton (this does slow down everything and reset the mod configs...)

1683796930549.png
 
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It seems to me that the 2.0.4 update does not work on Linux. It simply refuses to do any updating when I change from no-beta to the 2.0.4. beta and I keep getting Steam giving me below error message when I then try to launch. Using Ubuntu 22.04.2 LTS and never had such a problem with any other Paradox title before, nor with the other betas of Imperator.

This problem does not appear when I use Proton (this does slow down everything and reset the mod configs...)

View attachment 980595
As I said in a previous post, the beta patch is only avilable to Windows.

Edit: That also is said in the opening statement by Gorion.
 
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2. I see that Civil Wars have been altered in the beta to prevent them being too small, but now they appear to always be massive (half the nation every time) even if only a small percentage of the powerbase is disloyal. I tested this in my Egypt Campaign by intentionally triggering a Civil War with a single disloyal character (the governor of Nubia with 2 provinces who was a family head) through a failed 'Bring to Trial' interaction. In this scenario he has 10% of the total powerbase, needing 14% to begin the Civil War countdown.

When Civil War errupts from the single disloyal character from a failed 'Bring to Trial' half of the Country revolts (with about 50% of the population). Trying this with random other governors that weren't Family Heads, with no other disloyal characters of governors, still causes a massive devastating Civil War that is always half the nation. I understand Civil Wars are not meant to be tiny revolts and sometimes be devastating but shouldn't the size of the Civil War side against the player be somewhat proportional to the amount of disloyal characters and the disloyal powerbase?

With high tyranny which often is used late game to keep aggressive expansion low as it becomes more managable, the threshold for Civil War can be very low, so it only takes one or two characters with a small powerbase to be disloyal to somehow convince half of the entire nation to join them and tear the country apart. This seems reasonable when the disloyal powerbase is 50% for a 50/50 civil war or perhaps even a 75/25 for a 75% disloyal powerbase, or for special event/mission Civil Wars like the Roman Eastern Dictatorship but having it always be massive even when the disloyal powerbase is more region or even province sized seems unreasonable and can completely derail a playthrough when the 'Egyptian/Armenian/Persian/etc Revolt' always starts with half the nation despite the disloyal powerbase being small and these can be far to frequent with high tyranny/poor conditions so one can spend decades at a time putting down a civil wars when they should have only taken a few years or even months if it was one angry governor.
On civil wars not being proportional to the disloyal characters, I have been thinking and I believe it is true to the spirit. When the conflict explodes, all characters are faced by the question of who they support. Independently of their status, some can be turned when a faction rebels and a civil war usually means splitting the nation in two.

Your are with me or against me, type of situation.
 
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On civil wars not being proportional to the disloyal characters, I have been thinking and I believe it is true to the spirit. When the conflict explodes, all characters are faced by the question of who they support. Independently of their status, some can be turned when a faction rebels and a civil war usually means splitting the nation in two.

Your are with me or against me, type of situation.
In general in Paradox's entire game catalogue, I've always considered the portrayed rebellions to be far overpowered in contrast to more reality. It's not just the fact that by appearances - an army of far too large a size appears, but this other consideration -- the level of quality/training/gear would be substandard in contrast to "regular" forces, especially a Legion-type standing army. Paradox games, in general, do not portray effectively the nuances in training/organization differences that occur between a "regular army" and a hodge-podge ("let's go, boys") type of ad-hoc army.
Frankly, this is how the "300" defend off a massive invasion, and many other historic stories of "regular" well-trained forces defeating much larger disorganized forces.

How to portray this difference in training, organization, and equipment in-game? Simplest nerf would be a -20% or more reduction in Discipline of that army (since Discipline most directly factors into "killing" ability of our virtual armies in game).
 
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On civil wars not being proportional to the disloyal characters, I have been thinking and I believe it is true to the spirit. When the conflict explodes, all characters are faced by the question of who they support. Independently of their status, some can be turned when a faction rebels and a civil war usually means splitting the nation in two.

Your are with me or against me, type of situation.
I understand that it might be larger than the few initially disloyal characters and their powerbase, but always being 50% of the country no matter what seems to be far too much. Sometimes it should be bigger than 50% perhaps if the government/ruler is incredibly unpopular, but having one disloyal governor that is your rival refusing to be removed because of low loyalty while the rest of your nation and characters are both loyal and stable that you decide to use 'bring to trial' to remove (which is what it is for - removing characters that are a large problem from your court or provinces that have too much power/important position(s) to simply be thrown in jail with no consequences by trying to imprison them through a trial which can have multiple outcomes: success/failure with stab hit/failure with civil war) being able to convince half of the entire nation to rebel when they overall have few greivances with the administration is both unrealistic and not fun.

Engaging in a Civil War in this period was extremely dangerous (has been throughout history) and could result in complete confiscation of all property, loss of noble status, mass execution of leaders and nobles involved (and you have that option upon winning to 'forgive' or 'punish' the rebels) so convincing someone to commit treason was usually somewhat difficult, especially when the initial rebellion was small so had a small chance of success. Thus, when given the option of 'with or against me' for the rebellion of a single councilor, governor, or family head most people are going to respond with 'Certainly not, I like my head being attached to my shoulders and my skin not being flayed'. As per the rebellion expanding, that does happen when more provinces get occupied and immediately flip, so even a single governorship rebelling could become a massive problem if your forces are elsewhere and they carpet siege multiple regions, thus encouraging the player to be careful and proactive with dealing with dissent and rebellion.

Large Civil Wars that immediately start with 50% of the country, often half your capital region too, are a massive pain and can take decades to put down and completely wreck you, and if any other power decides to attack you the playthrough can effectively be over. Now, that should certainly be possible, that half the nation rises against you, but it should not be for every single civil war - there should certainly be gradations of Civil War from province-governorship(s)-quarter/half/more than half the country depending upon the circumstances, both within and without the player's control. The initial complaint about some of them being too small was perhaps warranted, and perhaps they should have been enlarged, but having every single one be 50% is too much. A 10% disloyal powerbase should not be able to 100% of the time get 50% of the nation to revolt - perhaps there should be a chance that it ends up larger, even significantly larger, than the initial disloyal powerbase, but it should not be the only option.

As for the historic precedent, many Civil Wars happened that were not half the population. A significantly powerful individual that has enough of a grudge, or was likely to lose everything anyway might, and did, go for a last resort 'all or nothing' and this is simulated through a single powerful individual/small group being threatened with complete imprisonment in the 'Bring to Trial' action. Having a low Civil War threshold from an unstable country also might prompt a smaller group to 'try their luck' and in game if you are stretched thin and weak, they might succeed too.

I have less of a problem with the strength of the rebellion's troops (a province levy will be able to pick up arms in the same way if their governor raises them) and a defecting legion will bring it's skills, but the sheer initial size being completely disproportional to those prompting the revolt I feel should be altered to more reasonable gradations.

An all-out Civil War can be fun and has it's place when your realm is very unstable and disloyal, or is shifiting governments, or going through a mission/event like the Roman Eastern Dictatorship, but it seems wrong for it to always be massive and half the country, because they often weren't and it allows one character to destroy your large loyal realm. The current state is so disruptive and would make using 'bring to trial' never usable because it now becomes 'roll for chance of 50% civil war to remove one disloyal governor' which is never worth it unless you are a tiny country, to the extent that I actually preferred the inital system as it did allow large ones too, even if some were perhaps too small.
 
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Achievements in multiplayer as well?!
That is amazing since IR is the best Pdox MP game.
 
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Thank you for working on this one last patch for Imperator, this is one of my favourite games and I really liked making mods for it as well.

Speaking of which, since this game will be kept alive mostly through mods, could you look into the possiblity of allowing us to mod the types of succession, I would really appreciate it.
 
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1. Scrolling through here I don't think anyone has mentioned the 'Levy-Merging Ruler Popularity Bug' that seems to be in the game, which may be related to the merging Legion bug where merging a Legate and a Tribune's forces together, thus removing the Tribune from command, gives a loyalty malus for revoking his office.

When one reconstitutes the Capital Region Levy (merging them back together after splitting the forces up), the ruler, who commands the Capital Levy, loses popularity. This is especially irritating when one is trying to pass the 'Divinity Statue' Law which requires 90 popularity and the ruler's popularity is constantly decreasing from merging levies while at war. It is not the splitting that causes any popularity loss, but only the merging, and it can be quite extreme, if one remerges say thirty singular cohorts back together after carpet sieging an area in a civil war or Imperial Challenge War, going from 95 popularity straight to 0 from a single click. This takes place whenever one merges ruler led troops back together, say after splitting off a small stack to assault a fort, but obviously merging many in a short time will drop it all the way to 0. I assume this is unintentional.

This has probably been overlooked and unnoticed by many as unless one constantly checks ruler popularity (for example when trying to reach 90 to pass 'Divinity Statute') one won't notice the drop, and won't be able to determine the cause unless one messes around doing tons of actions to see what causes it.
Replying to myself to add to the 'Levy-Meging Ruler Popularity Bug'. It also seems that disbanding the ruler's levy also removes popularity for some reason. I am not sure what is causing this in the code, but it is certainly strange. Something is definitely going on with merging/disbanding split capital province/ruler stacks that absolutely demolishes ruler popularity for some reason.