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Imperator: Rome Dev Diary, 17th of February 2020

Hello!

This week we are taking a look at a unique set of missions for Syracusae; the dominant Greek power in Sicily known for its tyrants, resistance to siege, and, of course, the mathematician Archimedes.

The Magna Graecia content pack will include 4 mission trees for this city which centre on securing control of eastern Sicily, expelling the Carthaginians from the island, and dominating the Italiote colonies of southern Italy. A fourth tree will give you the chance to unseat the tyrant of Syracuse and re-establish a republic, but coups are not exactly certain affairs…

Let's take a look at these trees one by one and cover the opportunities they present to this historic city.

Leadership of the Siceliotes
Syracuse has been scrapping with the other Siceliote cities for centuries, and the latest tyrant Agathokles has almost succeeded in securing total control of the east. Starting as a humble potter, he rose to power with the financial backing of his wife’s father, eventually crowning himself king of all Sicily in emulation of the diadochi.

Below we can see the tree, edited into one image.

syracuse1.png


This tree focuses on dominating all of eastern Sicily and developing Syracuse itself after the strife, purges, and constant warfare suffered by the city. This is intended to be the first tree of a Syracuse play-through and to put them in good stead to go toe-to-toe with the Carthaginians.

Securing the rival city of Akragas will allow you to reap the benefits of its many temples (and their treasuries), there are opportunities for making eastern Sicily into a agricultural powerhouse through its famous grain, and the island of Ortygia's fortifications and Holy Site to the nymph Arethousa can be expanded.

soldiersoffortune.png


If the situation is dire, the famous Italic mercenaries who have made a living off centuries of warfare on the island can be approached, granting a significant but temporary reduction in the cost of their services.

Punic Rivalry
The Sicilian-Punic conflicts could easily be a game in their own right, spanning centuries of bitter struggles, always resulting in an uneasy stalemate. In recent history, the defeat of Dionysios I of Syracuse was close, but lead to Carthaginian domination of the Hellenic cities of Selinous, Herakleia Minoa, and Therma. Avenging these defeats is the first step to reconquering western Sicily.

After deposing Dionysios' son and restoring a republic, Timoleon only narrowly succeeded in defending Hellenic Sicily from a huge Carthaginian invasion, purportedly defeating their army despite almost impossible odds and slaughtering their native contingent - creating a general Punic reluctance to send their own sons to battle, instead relying mainly on mercenaries.

Not long ago, Agathokles was repulsed after an initially successful invasion of Carthaginian Africa, and an uneasy peace has once again ceded western Sicily to Punic subjugation.

syracuse2.png


Expanding the Syracusan navy, fortifying strategic locations, and igniting revolt in the subdued Hellenic cities will help turn the tide against the Punics once and for all.

Rebuilding the levelled city of Himera would be a symbolic victory over the Carthaginians, who slaughtered its entire Greek population over a hundred years earlier.

himera.png


If enough of the island is reconquered, the Punics may be persuaded to at last cut their losses and cede the rest for a fair sum.

Hegemon of Magna Graecia
With the throne of Sicily secure, the natural avenue of expansion is southern Italy across Charybdis’ strait. The squabbling Italiote cities cry out for aid against their growing Italic neighbours, and Syracuse has many opportunities in the region.

syracuse3.png


This tree will be available after completing either of the above, and will provide alternative methods for bringing the Italiote cities under your influence as well as a few other boons as a reward for becoming the leading Greek power in Magna Graecia.

Italiote feudatories seeking protection from the Italic tribes may be acquired diplomatically, the powerful Greek states to the east may support you as a bulwark of Hellenic civilisation, and the benefits of the historic cities of Kroton and Taras can be reaped in exchange for investment.

seleukidsupport.png


Next we'll take a look at a tree of an entirely different kind.

Death to Tyrants
Sicily is known for its cruel tyrants; ambitious men who seized power of their cities and introduced delights such as the Brazen Bull of Phalaris. This tree will allow you to overthrow the illegitimate monarchy of Syracuse and restore the old republic, though you will need some help.

syracuse4.png

After selecting a suitable leader, republican revolutionaries will be able to choose between starting a civil war or attempting a coup, both of which will result in a republic being established if successful.

To Arms will start a civil war, but help must be secured from another country; either a Greek republic (attempting to recreate Timoleon's expedition) or a foreign power nearby such as Carthage (though they will want something in return).

toarms.png


Damokles' Lesson will attempt a coup after securing the support of the tyrant's heir or their mercenaries, the latter of which will demand payment if successful.

None of these potential plots are guaranteed to succeed, and there a number of ways for your best laid plans to go wrong even after the tyrant has been removed.

If you do manage to succeed, Syracusae will become a republic once more, restoring Timoleon's laws and undoing the wrongs of Agathokles. If not, this tree can be repeated, though you will have to wait 20 years between attempts.

-EDIT-

Arheo here, and I believe I promised some info on the retake of the holdings mechanic!

Holdings

With the advent of Archimedes, I took the opportunity to enhance the holdings system a little. Due to the sheer amount of territories, subdividing each territory N times by creating multiple holdings therein, was difficult to display - as well as make them matter to a player.

Now, there will only be one ‘holding’ per territory. This holding, rather than a physical structure, represents the controlling stake in the industry of a territory. This also gives us the opportunity to represent the Holding owner with a portrait, giving the mechanic a little more character:

DluJZ7Nkgk7Fm47W9jt7kz6aN453rXUpjTSqa6xZl9h4Lcn43Cl8PU3XPXfk5p1rAt2o6MSw1VBUBDF_2aLCDZd5M0zR9RxbLmwWk5xE8mACjt-5OKZniIHSTYqP1j5YpomF0w_D



Holdings will still grant the owner Powerbase and income, with the income relative to the output of the territory in which the holding is present.

Holdings will predominantly be purchased and owned by Heads of Family, and they’ll continue to squabble and scheme over them, with even more ferocity than before. Holdings can in fact only be granted to heads of family, although in some cases, they can end up being owned by other characters. We’ve also abolished a holding limit: the only thing stopping characters owning more holdings, is wealth.

Holdings now have their own map-mode, so you can easily see the distribution of power in your nation, as well as foreign nations:

9e-zgX7zLTpBE9xNxUKt5qrdvhotpKdZRjFi7f9BrHEA_No36pcQ-Ib5ANBvNeVmImqRwSoX4iZEYbogT-anGjqcBmn7S2qbhORLf6cM0Q0tX6e_rFnK_vXNT-g2J85kXbz2i73X



Overall, this leads to some interesting power dynamics that occur with the death of heads-of-family, as all holdings immediately transfer to the next in line, putting an awful lot of power suddenly in the hands of a potentially disloyal character. In addition, the rise and fall of families can lead to some interesting holding-related power mechanics, as fallen families will eventually shed holdings, as the ex-HoF passes away.

Nb: Characters who join a civil war will try to bring along territories in which they have a controlling stake. This can lead to some... fun situations.

That's all for this DD; see you next week for more.
 
Last edited by a moderator:

Bebou

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@Chopmist Great info and thank you for the updates. I have one quick question since I am quite a new player so maybe this was already asked. I was just curious why the emblem or banner of Syracuse is the same as the one of Sicily from the Middle Ages, rather than the Octopus motif that they (apparently) had on their shield?...Maybe this is strange to ask but I always loved that Octopus emblem and was kind of hoping it would come with an update.

This is the one I meant:
octopus-terracotta-roundel-magnagreece-syracusecoin (2).jpg
 

PDX_Chop

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@Chopmist Great info and thank you for the updates. I have one quick question since I am quite a new player so maybe this was already asked. I was just curious why the emblem or banner of Syracuse is the same as the one of Sicily from the Middle Ages, rather than the Octopus motif that they (apparently) had on their shield?...Maybe this is strange to ask but I always loved that Octopus emblem and was kind of hoping it would come with an update.
View attachment 547016

Ancient states did not have universal motifs by any stretch, and the ancient triskelion is a symbol that was used among a variety of others including the octopus by Syracuse, like the famous Arethusa portraits on many Syracusan coins. We decided to use this symbol as it both fits historically and symbolises Sicily in a more universal sense. There are no plans to change it currently.
 

Bebou

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Ancient states did not have universal motifs by any stretch, and the ancient triskelion is a symbol that was used among a variety of others including the octopus by Syracuse, like the famous Arethusa portraits on many Syracusan coins. We decided to use this symbol as it both fits historically and symbolises Sicily in a more universal sense. There are no plans to change it currently.

Aww I am sorry to hear that but thanks for the response non the less and keep up the great work!
 

Denkt

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Is there gonna be actual good changes? Like subject interestions?: Maybe subject autonomy level, similar to HOI4 (I think it'd fitted this game well too), being able to go from one type of vassal to another in some cases? PErsonally I want expanded vassal mechanics as soon as possible. It would've added game more dimensions.
Subjects have been mentioned but not in 1.4 but a later date if I remember correctly.
 

AlleyTheToaster

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You mean like the ones they've shown off so far?

What's so good about some mission tree above actual gameplay mechanics?

Subjects have been mentioned but not in 1.4 but a later date if I remember correctly.

imo they should try and push more on mechanics like that rather then mission trees. They added quite few vassal types, and a lot ways to get vassals, but there's not too much sense in them.
 

tsf4

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Missions are too specific to the nation. Literally, if I play anything other than vanilla, it won't be around.

So, I agree they are nice to have but it seems like thats all the devs are planning. Yikes?
 

AlleyTheToaster

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I care. I would like mechanical changes to remain in the free patches.

But you gotta be realist. Even Though I agree, since they added vassal mechanics as a dlcs to eu4, ck2, hoi4, so maybe they should add a little bit from each of those for free. But I'd rather pay and get interesting in-depth content then not get it at all cuz all they do is missions packs. They are gonna do only what makes profit. Although, I will agree again, and say even if I'll pay for it, doesn't guarantee really well done content, I think that eu4's vassal interactions are shallow and dry, they lack some... dimension. Everything happens instantly and with no consequences.
 

Wethospu

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Mechanics won't go into the DLC, else we will have the same issue we had with EU4 and CK2. The mechanics, which we have been shown some of, comes with Archimedes.
I would expect it to be like HOI4, where major mechanics / reworks are free but then smaller subfeatures might require a DLC. They just have to be very careful what to include as DLC because those features can never be used in the core game.
 

Don Wing

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Holdings Should not only be at hands of the HOF, perhaps the other members can have their own, in use but sharing a litthe of it income to the HOF.
Also the system where there could be many holdings in a territory is preferable, example Roma, should have many holdings.

Holdings in territories can also be the way to interesting events, for example if producing iron and a war is on roar, if famine and food is produced, etc
Holdings owners could help the republic by granting food, materials ( usually translated as money) to help the effort, gaining prominence and prestige in the action.
 

Bovrick

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Holdings will predominantly be purchased and owned by Heads of Family, and they’ll continue to squabble and scheme over them, with even more ferocity than before.

Would it be possible to make more relevant the process of governors helping themselves to estates, carving out their own petty kingdoms if left unattended for too long? It might be a way to give governors some lasting powerbase from their position.

It would be nice to see a system whereby governors are more likely to build contiguous holdings. Perhaps varying with factors such as governor corruption, distance from the capital, state stability, finesse of the current owner, etc. Maybe even the currently underpowered Court of Law buildings could be a bulwark against rapacious governors, making it easier for holdings to stay with their owners.
 

Denkt

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Would it be possible to make more relevant the process of governors helping themselves to estates, carving out their own petty kingdoms if left unattended for too long? It might be a way to give governors some lasting powerbase from their position.
Would not just that add more Micro and annoyances to the game. The idea itself may be fine but currently with 1 button you can replace the governor so that would maybe have to be a bit reworked to begin with.
 

antrachton

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I think the previous holding mechanics - with regards to how many per city - was better. At least you could satisfy more of your greedy characters.
If there is no city in a territory, I'd leave just one holding per territory as it is now in 1.4.