• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Imperator Dev Diary, 2/3/2020

Salvete Omnes!

Welcome back for another Imperator dev diary. While we have some further additions to the religious aspect of Imperator awaiting you, I want to have something to show you, and so we’ll leave these until next week. Indeed, the site of them might interest you greatly.

Today however, I’d like to inform you that we’ll be bringing a few highly requested minor features, fixes, and changes to the table in the 1.4 update.


Deny Trade Requests

In patch 1.4, you will be able to specify which Trade Goods you wish to deny requests for, on a national level. Simply put, the AI will no longer consider these goods as valid when searching for a trade. Switching a good from permitted to denied will not cancel current exports; you will still have to do that manually.

V7JE9E-Le0bhuAbyh4123tHRjbV6YbmtgtN59TQS3q5JP4bpGyABBmj1y99cqXADiA0mIsbuF-Dq2OBmxQRRhKVQsJEXDtZ1r2PmRps7cpI2shdH_TKyAvc8qi0k4psYeXsAfU1p



City Graphical Culture

In patch 1.4, the graphical culture of a city will represent that of the dominant culture present in the territory. Practically, this will mean the city appearance changing when the dominant culture eventually does, creating a much more dynamic experience for those wishing to convert the culture of any given territory.

This was a tricky subject; on one hand, cities throughout history have built around the creations of former owners, resulting in wonderful hybrid architectural styles that are so common in many parts of the world. All this said, the map is designed to be a representative viewport, intended to give you an overview of information relevant to your game. As such, we’ve opted to make this change.


The Continue Button

Yes, in patch 1.4 you will be able to continue a game that has reached the end-date. There will be no new content past this point, and techs will continue to scale indefinitely. Achievements will not be available for those in ironman mode, past the intended game end-date.


AI Control (MP)

Those who enjoy multiplayer games may be pleased to know that you will now be able to decide how much control to give the AI over your nation in the event of disconnection or missing a session.


r-Bqu75gK3nR7S0XmOic7OduQdNILJv1_8sa45HO2Cphyerb0bOZ2HRbo0Cov0MVJNZCq0__V_T9QbubHiBk6JRy_a8sxlymuHVooeB3xNPyD3Lh92Wc3QungHs5izlN7GvTOthu



Historical Characters

One small thing that has changed in the Archimedes update is that we can now set up dead characters that existed before the start of the game. This has very little effect in the game, and in most cases there are few such characters that it would be meaningful to have, we will however be adding some important family history here and there.


You may well find some known faces among the previous rulers of your country for instance:


vDaep1kA5QQgdDfglmKZmiDXgp9TBat2tkYPOczg9nf6nbbXHXvLAtFlvlwk2OwBo2NnrJYatq3i0oLrduoaYDuGqZFJ89PyarpzjlprdoEDfcoO0jWG08B1EQIJbhzb3GNADp7V


sMb6QOBd_0KDM5W7z7kvScxytdAc9hj9aYd1EIeriGixvWhxkyJCHaKlHeRskMgbHLMiyDs3aZ8PaLrZ2U-OeORVjr6b5sIYYXICdEFGqRQYXKB5inlFMi5JSzxlf8Vz0d1S8cuj



This said, there may have been an ulterior motive behind this… you’ll just have to wait and see.

/Arheo
 
  • 1Like
Reactions:
@Arheo It would be useful if Deny Trade was implemented at the provincial level as well. For example I want to trade Horses outside my realm, but I want my capital province to keep them.
You can turn on "preserve capital surplus" and then trad is auto-denied if it would make you loose capital surplus.
 
Can something be done about broken pop in game and i mean tribeman. Now how do i mean broken?
Example is a city, if you demote/promote a pop it usualy takes 1 to 2 years ,depends of the city population, but that rule doesnt apply for tribeguys, if they take both slots to demote/promote , the same can last for 12 to even 20 years ingame what basically means that in that time your city haves equal value like some farm or slave estate ,perfect example can be seen in newly founded cities full of tribechokers. you cant use the potential of it for almost 10 % of game time only because of 1 pop, if there is more, your city will pro/dem them for entire run , 270 years to do that for 20 pops ?
 
You can turn on "preserve capital surplus" and then trad is auto-denied if it would make you loose capital surplus.

He's looking to over stack, not to create a capitol surplus.
Rome/Latinum will need more then just 2 of each Food Resource, to grow big and strong. That cities food supply was not exactly a simple grocery delivery.
Nevermind Pop Capacity and Output increasers.

And there are other provinces that need a lot of those imports too, because they just got enough cities to worry about that.
 
These tweaks sound good, you almost get further with your chioce of "Empire" by being crafty and cunning as you do simply bashing any and all with brute force . . even if fun. However as I'm presently having issues loading/opening games saved with previous versions please tell me you guy can upgrade to 1.4 and still play 1.3 campaigns?
 
Rome/Latinum will need more then just 2 of each Food Resource, to grow big and strong. That cities food supply was not exactly a simple grocery delivery.
Nevermind Pop Capacity and Output increasers.

And there are other provinces that need a lot of those imports too, because they just got enough cities to worry about that.
Rome could benefit alot from a migration rework since it is a landbased city it don't get many migrants.

Basically all cities in a port province should be able to get seaborn migrant and migration should probably work on a regional rather than provincial level.
 
Dear Pro Consul @Arheo

Potential change idea - But what about trade export bonus, We need to be able to trade away one of a trade good on a national level then potentially keep the rest in only specific provinces (in the case of food). I believe controlling it on a provincial level would be better.

Quality of Life Fix - Also please fix the trade window that opens from the province window to not open on top of the province window. As I basically always have to move it to the side.
upload_2020-2-3_17-33-36.png


How it should be.
upload_2020-2-3_17-34-19.png



Basically, please watch Lamberts youtube video on it. As he is spot on. -

Very many thanks!
Kris
 
Finally. Graphical changes of city appearance and trade fixes are most welcome. This DD is great, but people also want the bloody stuttering to be fixed as well.
 
This said, there may have been an ulterior motive behind this… you’ll just have to wait and see.
Indeed, the site of them might interest you greatly.

Well played.

In patch 1.4, the graphical culture of a city will represent that of the dominant culture present in the territory. Practically, this will mean the city appearance changing when the dominant culture eventually does, creating a much more dynamic experience for those wishing to convert the culture of any given territory.

This was a tricky subject; on one hand, cities throughout history have built around the creations of former owners, resulting in wonderful hybrid architectural styles that are so common in many parts of the world. All this said, the map is designed to be a representative viewport, intended to give you an overview of information relevant to your game. As such, we’ve opted to make this change.

Probably would be far more effort than it is worth with the current engine, but having new buildings being impacted by dominant culture as they rise, while leaving alone existing buildings (unless destroyed) is probably the compromise you're looking for.
 
So Julius Caesar could become a spawnable character (perhaps even an late-game challenge for those not playing as Rome)?
It is only about characters that are dead in the start date.
Historical Characters

One small thing that has changed in the Archimedes update is that we can now set up dead characters that existed before the start of the game. This has very little effect in the game, and in most cases there are few such characters that it would be meaningful to have, we will however be adding some important family history here and there.