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Imperator Dev Diary - 8/26/19

Greetings all!

Today I’m joined by @Trin Tragula who will bring you up to date on some of the rebalancing and tweaking that has taken place in the Cicero update, after I’ve explained a little about the changes we’ve made to the food and pop systems. These changes are not currently live on the open beta, so those of you who have kindly opted in to the beta to help us out, will have some new information to read.

It has been rightly pointed out that the way that starvation applies in the current beta iteration results in some undesirable results. To solve this, starvation will no longer be applied at a flat rate, which caused Settlements to dwindle away when a large city is present in a Province.

Instead, provinces which run out of food will apply a -75% total multiplier to the population capacity of all Province territories. Overpopulation will now yield a small (-0.03%) population growth malus for every pop over the threshold, alongside the happiness penalties previously implemented. This solves a number of issues we had when playing with Cicero, and feels like a much more organic solution to starvation and overpopulation. Territories that exceed their population capacity will begin to slowly grow fewer pops, organically reaching a stable population point, and starvation will no longer punish Settlements unduly.

In addition to these food changes, we’ve taken a pass over the initial setup of the territory map, adding food resources to a few Provinces that were lacking access to a renewable food source, and removed a series of buildings that were erroneously lurking in territories of the wrong category.

A seemingly minor, but important change coming to population, is in the way that ratios are calculated. It was previously possible to raise the desired ratio of a pop-type to well above 100%, and depending on the order (from left to right) in which it appeared, would be given precedence over other types. In an effort to solve this problem, and provide a better baseline with which to balance setups, we’ve elected to normalise pop ratios across the board.

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In practical terms, this means that a territory which in the old system had 20% Desired Citizens and 10% Desired Freemen, would now have 66.6% Desired Citizens, and 33.3% Desired Freemen.

This system is much easier to balance around, and should never result in a situation where it becomes impossible to gain any pops of a specific type in a territory.

Some valuable feedback regarding the cost of founding a city has been given and received, and we’ve changed the cost from a scaled gold cost, to a flat gold cost. This seems logical, as the benefit from a city does not scale linearly with national income, as a scaling cost would imply.


Now I shall hand over to @Trin Tragula , to explain some of the balance changes we’ve made, in the Cicero update!


/Arheo


Hello and welcome to this second part of today’s Dev Diary. Here I will show some of the changes that Cicero brings on the balancing side. One of the greater benefits of an open beta is that we have been able to change things based on the feedback players provide as they try out features. Some of this you will already be aware of if you have been playing the open beta, some of it will be new even if you have.


Military Traditions:

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Traditions are in many ways the main thing that differentiates countries in various parts of the map, and in some cases they also unlock things that you cannot otherwise make use of. As such there will likely always be many opinions on them and their relative balance.

Offense, Defence and Discipline: Something that has been frequently mentioned by the community is the fact that traditions have not always seen to the full picture when it comes to the use of unit specific Offense, Defence and Discipline modifiers. As of the Cicero Update almost all such modifiers from traditions have been changed. Some have increased, others have decreased and in many cases a Discipline bonus has been turned into one for Offense or Defence.

Levantine Traditions: When traditions were originally conceived the intention was always that Egypt make use of the Levantine set. This later changed to make the successor kingdoms all use the same (Greek) Tradition set. In the name of variety Cicero has brought the Levantine set back to Egypt, while also reshuffling it a bit to make the middle path able to unlock Mega Polyremes. The Legacy of the Builders tradition will now also provide extra building slots in cities.

‘Barbarian’ Traditions: Perhaps our most wide reaching set, that of the Barbarian Traditions, have seen an increase in bonuses related to Light Infantry and Chariots.


Military Units:

A fair bit of the feedback we have been getting during the open beta has related to unit type balance. In some ways the new food system has meant that units with a higher weight are more valuable now, and to some degree this feedback has just related to general concerns present since 1.1 or before.


Elephants:
While elephants themselves have not been changed their general viability has increased with the introduction of food. Having a healthy food storage, and taking control of the enemy food storage in offensive warfare, have made these giant beasts of the battlefield a much more viable option in many cases.

Horse Archers & Light Cavalry:
The effectiveness of flanking means that both Horse Archers and Light Cavalry are very useful, more so than is warranted by their cost and availability. As of the Cicero patch we have increased the attrition weight of both, reflecting the great need for food of horses. Mounted archers will now also take extra morale damage and therefore retreat more quickly from the field of battle if they are opposed, much like archers do when deployed as skirmishers.

Chariots:
Chariots are a tricky unit type balance wise since they were largely outdated in many ways by the start of our game, yet they were still in frequent use in some societies. As of the Cicero patch Chariots are cheaper to recruit (from a cost of 8 to 6) and traditions that boost them have been further increased.

Heavy Cavalry:
While expensive Heavy Cavalry was a central part of a number of prominent armies in this timeline. Cicero patch increases the viability of Heavy Cavalry by reducing their price to 10 (this is further reduced by Military Traditions in many cases).

Mega Polyremes & Octeres:
The idea of the Heavy ship class was always that its main use would be the special abilities that they have access to, that allow them to influence land warfare and help more directly with naval invasions than other types. This is why their maneuverability is low enough that they can only target a ship directly in front of them, but even given that these ships have tended to perform very well against other ship types. More so than intended, even given their high cost.

For this reason both Mega-Polyremes and Octeres have now lost their greater ability to absorb strength damage, making them slightly less useful in ship to ship encounters.


National Ideas:

Even if the need to match your national idea to your government type remains in Cicero the removal of monarch power has made it more important that national ideas can compete with each other for utility.

The bonuses have therefore been revisited, both with an eye on their value and to adopt them to our new game mechanics such as food or conversion.

Central Urban Spaces:
Province loyalty gain increased from 3% to 5% to make the idea more worthwhile.

City Planning:
With the introduction of cities a national idea that gave more building slots in only cities turned out to be of limited use. Instead this idea now gives a general increase in Population Capacity.

Standard Construction:
With buildings playing a larger role in the game, and with the more expensive buildings in settlements this idea has grown more useful. It will remains o but the discount for buildings have been decreased from 20% to 15%.

Grain Stockpile:
Instead of increasing population growth directly this idea will now increase Food output as well as the food capacity in every Province in your empire.

Institutional Proselytism:
This idea will now increase population conversion speed in your nation.

Siege Training:
In order to make this idea more worthwhile the bonus to Siege Ability is now 15%.


That was all for today. It is however by no means the only tweaks coming to the Cicero update! We will cover more changes, as well as more of the general features of the Cicero Update next week. :)
 
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Great changes but I want three things solved and implemented.

1. Ensure that if food is either imported or grown at the province DOES NOT get cancelled/traded away that will result in the province starving.
2. A way to designate and decide where slaves are being sent.
3. A more detailed overview which explains what factors and what building encourage more slaves/freemen/citizens.

Thanks! :)
 
It was granery spaming before and aqueducts is amongst the most realisitic buildings in the game in terms of what it actually do. Spamming training camps or tax offices give far more unrealistic results with each training camp increase productivity of all manpower producing pops which have lead to exponentional gains with large cities.

While its realistic that large cities ended up with multiple aquaducts (Rome had 7-8 by the end of the game) I'd like to see other buildings increase pop cap + something else (and adding something else to aquaducts) to reduce the spam and encourage more diverse city building.
 
2. A way to designate and decide where slaves are being sent.
Generals will send slaves to their holdins and slaves will be mostly sent to the provinceal capitals so the game do have some ways to control where slaves are sent but they are not really explained.

While its realistic that large cities ended up with multiple aquaducts (Rome had 7-8 by the end of the game) I'd like to see other buildings increase pop cap + something else (and adding something else to aquaducts) to reduce the spam and encourage more diverse city building.
Pop cap don't represent stuff such as housing but how many people can actually live in the city so lack of water and food reducing pop cap make sense and aqueducts increasing it also make since they provide more water for the city population. I don't think the game really encourage spamming aqueducts since food is going to limit the city anyway and the aqueducts themself provide pretty much no economic benefit which make it amongst the weaker buildings in most situations but in certain cases they are the strongest building since a single large optimized city can provide more resources than a small nation.
 
On a kind of relevant note, it looks like this patch is basically done and all they're doing is balancing. That being said, with the release of Cicero almost here, will we be getting any new information on Livy and what that one will cover?
 
OH something I Wanted to say but didn't want to make a thread of it's own on:

Please make every single debt event remove 5 stability. It's a little too easy right now to just debt farm.
Just to reinforce this: It's a legitimate strategy to force yourself in to debt early game to buy all the inventions/buildings for your country, or to buy a bunch of high tier units to win early wars that you can't afford.
 
On a kind of relevant note, it looks like this patch is basically done and all they're doing is balancing. That being said, with the release of Cicero almost here, will we be getting any new information on Livy and what that one will cover?
Livy is coming 'Q4 2019' so likely means November/December timeframe. I imagine they are gonna let Cicero stew for a bit, hope it revives interest in the game, before ramping up Livy. They already are chipping away at it though as shown in that accidental tweet about the navigable Danube.
 
Why would egypt share with the arabs, the arabs are just a bunch of desert nomads at this point while Egypt is the oldest civilisation on earth. They are about as far from each other as one can get in every way except geography.
 
I have always thought it is weird that the Serapis cult event doesn't affect the military traditions of Egypt. Would be cool if Egypt could go down a different military tradition tree based on whether they focused on Greek or Egyptian culture (even cooler if the middle route lead to a unique Egyptian tree that was a blend of Greek and Levantine military ideas).

That said, if Egypt can't switch military trees (either for design or technical reasons), I do like the switch to the Levantine military ideas to make them a little more unique.
 
A seemingly minor, but important change coming to population, is in the way that ratios are calculated. It was previously possible to raise the desired ratio of a pop-type to well above 100%, and depending on the order (from left to right) in which it appeared, would be given precedence over other types. In an effort to solve this problem, and provide a better baseline with which to balance setups, we’ve elected to normalise pop ratios across the board.

In practical terms, this means that a territory which in the old system had 20% Desired Citizens and 10% Desired Freemen, would now have 66.6% Desired Citizens, and 33.3% Desired Freemen.

This system is much easier to balance around, and should never result in a situation where it becomes impossible to gain any pops of a specific type in a territory.

Interestingly, these changes make it possible to completely remove the pop system. You could just have a single "population" value per territory, in the order of the thousands, and just use the % to determine how many are citizens, freemen, etc. and how much they produce. Really, if I had a supercomputer I could do it myself, just by increasing pops amount 100x times and adjusting some modifiers, and it would come close enough to what I already described. I don't know if this could change much other than being more precise and if it's worth doing, but it's an interesting idea.
 
I have always thought it is weird that the Serapis cult event doesn't affect the military traditions of Egypt. Would be cool if Egypt could go down a different military tradition tree based on whether they focused on Greek or Egyptian culture (even cooler if the middle route lead to a unique Egyptian tree that was a blend of Greek and Levantine military ideas).

That said, if Egypt can't switch military trees (either for design or technical reasons), I do like the switch to the Levantine military ideas to make them a little more unique.
Them being able to switch would be the best solution, though it feels wrong that the Aegyptos of Soter is represented with levantine ideas.
 
You need to decide whether you want to be British or wrong! :p
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I did see anything about camels though, they need a bit of a buff. Could you guys give them either a innate bonus in desert combat like how the first two ship classes have an innatr bonus in rivers or you could give them a -x% attrition.
 
I did see anything about camels though, they need a bit of a buff. Could you guys give them either a innate bonus in desert combat like how the first two ship classes have an innatr bonus in rivers or you could give them a -x% attrition.

Nerfing LC makes camelry slightly better, they will now be the best flanking unit with only 1 unit weight which feels like a good place for them to be.
 
I think PDS is usually wrong, as wrong is the bigger market.
:( That shouldn't be true, wrong has only the USA, whereas British has everyone who speaks English as a second+ language.

I really wish someone would make a localisation pack to change the game into the proper version of English.
 
:( That shouldn't be true, wrong has only the USA, whereas British has everyone who speaks English as a second+ language.

I really wish someone would make a localisation pack to change the game into the proper version of English.
I'm still waiting for the LINGVA·LATINA pack.
 
so those of you who have kindly opted in to the beta to help us out, will have some new information to read.
I feel like this is speaking directly to me :D