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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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For immersion purposes, is it possible to make it so that freeman also bring some income.

It is odd tthat slave and tribesman give taxes and citizens give trade income and that is it.
I do not get the immersive logic behind it. Could it not be made in a way to diversify incomes and have more events related to economics of different classes?
 
For immersion purposes, is it possible to make it so that freeman also bring some income.

It is odd tthat slave and tribesman give taxes and citizens give trade income and that is it.
I do not get the immersive logic behind it. Could it not be made in a way to diversify incomes and have more events related to economics of different classes?
It would be cool if freemen could produce goods instead of slaves in cities
 
Currently freemen live in a parallell society, completely self sufficient and contribute nothing to society other than some Manpower, in fact freemen is more tribesmen than the actual tribesmen pops.

Obviously the free part mean they are free from society and the man part means expect from contributing Manpower which Obviously realistically represent 33% of the population on an ancient society, expect it don't.

It would be cool if freemen could produce goods instead of slaves in cities
Or in addition to slaves.
 
For immersion purposes, is it possible to make it so that freeman also bring some income.

It is odd tthat slave and tribesman give taxes and citizens give trade income and that is it.
I do not get the immersive logic behind it. Could it not be made in a way to diversify incomes and have more events related to economics of different classes?

I like this suggestion, all pops should generate wealth in some way. Alternatively, if freemen are supposed to be farmers when they're not at war, perhaps they could increase food output in some way (which is also an indirect boost to the economy).

It's only a small thing but it feels nice when you can see every pop helping your economy grow larger and more powerful.
 
If a boost to freemen make them overpowered, you can Always nerf their Manpower to tribesmen or even lower level which would make nations have less Manpower which would maybe be a bit more realistic, especially as large nations currently can have milions of Manpower. Also less Manpower would make mercenaries more useful. If it mean too Little Manpower, why not make Citizens provide some too?

Freemen could for example:
  • Produce goods, maybe only in cities and metropolises
  • Pay tax or Commerce income
  • Provide some research
  • Do something else or addition to things above
 
It is odd tthat slave and tribesman give taxes and citizens give trade income and that is it.
I do not get the immersive logic behind it

It is because it was not done for immersion.
At the start each of the base three gave different things. Citizens provided research, freeman provided manpower, and slave provided gold. Tribes got gold and manpower from tribesmen and raided for research.
 
I bought this game recently despiting negative reviews in steam...ofc it is far from perfect, but I am really enjoying it. Maybe it needs more love here and there, but it is a good game overall. BTW I only played cicero beta.Thank you and keep the good work improving it.
 
Few minor suggestions for the next beta update.

1.Currently Federated Tribes have a bonus to promotion speed.

Ive always thought Federated tribes as halfway to becoming republics or monarchies. And that bonus to promotion speed as a way to reduce the promotion speed malus that tribes had. Now tribes do not have that malus to promotion speed but is tied to the tribesmen pop.

It would be nice to turn that into a 10-15% create city discount to mitigate the +25% creat city cost for tribes.


2. Tribes have an inherent +25% cost to creat cities and another +50% tied to a law that could be changed in the centralized path. To follow more with the tribal theme.

Please add an inherent -25% cost to revoke cities and another -50% cost to revoke cities tied to the same law. For a total of -75% thus costing only 1.25 tyranny and 12.5 political influence for non centralized tribes.

This would give an added choice for centralized tribes since changing the law that increases the cost to create cities would now make cities cost more to turn into settlements.


3. Tribes men currently have a 0.25 base promotion, assimilation, and conversion speed.

Which is ok for tribesmen flavor purposes. But it also has an added effect of slowing down the pop conversion, assimilation and promotion of the other 3 pops since it takes hell long for tribesmen to change thus it would be a longer time before it would be the turn of citizens, freemen, and slaves to change.

It would be nice for pops to have weights to be chosen for assimilations, conversions, and promotions instead of having it purely random. Have it tie to the base assimilation, conversion, and promotion speed of the pop.

4. Currenly pop promotions have so many modifiers specialy the pop size of the city which gives 5% per pop of the city. These modifiers stacking up to easily 200% for moderate sized settlements making that 25% from trade surplus or jianism feel more like 8%. Making jianism one of the weaker religions bonus wise.

I suggest to change the bonuses from jianism and livestock. Turn that 25% pop promotion speed to +2 pop promotion and that 10% from surplus livestock to +0.5 promotion.
 
One issue I've been having since the beggining is changing the STATE RELIGION. Originally that was impossible, then Pompei made it possible and the way it worked was fine. Now, since moving specific pops (aside slaves) has been removed (I love the new pop system by the way - the instant click - change was terrible), I can't fill the capital with the religion I desire. My desire is to create Chaldeic - Greeks (pretending it's Seleukid version of "Serapis Cult" syncretism, so to convert Seleucid Empire to Chaldeic religion I need this 50% Chaldeans in the capital). Moving slaves and promoting them doesn't do it - they get converted to hellenism before achieaving the 50% treshold (and require insane funds). Changing the capital + moving slaves? Possible but unnecessarily mundane and costly. Either please allow changing the capital to whatever the Megas Basileos wishes, or remove the need of 50% religion/culture in the new capital thing. A new Greeko-Babylonian/Persian "Serapis-type" cult event? Ptolemy did it, so why Seleukos can't?

Amazing work on the Pompei and Cicero guys, keep it up and this game will be better than EUIV

Greeks of Ishtar FTW!
 
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! :)

Absolutely.

Food should be a special case when it comes to trading.
There should be a toggle switch to allow/disallow trading away of food.

And I would very much appreciate some say where captured slaves get sent.
 
When is the next BETA update being released?

I suspect that every time someone aks this question, that release is posptoned by two days.

... srsly though, im starting to manage my own expectations that there may not be one. Next week is september - so they might instead release a live version of the patch that early - they may not want to have more internal deadlines between now and then.

... it all hinges on whatever markering strategy they’ve got cooked up to bring more eyes and hands onto the game come live release.
 
When is the next BETA update being released?
My guess is that the next beta will be released when the cost of pushing it out is exceeded by the benefit of the information that that dev team would glean from our feedback.