Hello everyone, I hope you are having a great day!
Today i want to speak about the fundamental importance of the non-military progression system for the games of grand strategy genre. These are the "peacetime" systems that encourage goals other than "map-painting".
Each Paradox title has it's own distinct non-military progression system that makes the gameplay feel unique and challening to a varying degree.
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For Crusader Kings 2 - it's dynasty, family and character gameplay mechanics, while in CK3 more emphasize will be on ruler's lifestyle, which is a welcoming addition as it adds more variability. (Dynasty)
Europa Universalis IV - has been weak from a gameplay perspective until it fleshed out it's non-military mechanics such as development & reforms. (State)
Loved by many Victoria 2 - had the non-military progression as probably the most important gameplay mechanic - thanks to a deep economic management system. Warfare was just one of the tools, rather than the main gameplay element. (Economy)
HOI4 - being the most military centric titles among all, has Infrastructure building, technology research and idea development, which make the gameplay so interesting. (Military Industry)
Stellaris - many many things, such as space exploration, science, pop management etc. (Civilisation)
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The question is, does Imperator have one? And is the absence of a distinct and well developed one is the main reason of initial Imperator's failure? Many people will agree that there aren't many things to do except map-painting and current non-military features feel very lacklustre and generic compared to other titles.
So my suggestion is to continue fledging out non-military gameplay in Imperator (military gameplay was solid at launch), but via unique mechanics, the ones that make it a distinct title. (Not borrowing from other games a short version as it does now).
And the mechanic which I believe that fits the setting the most is (Culture). The Imperator Era features nations that are heavily based on the culture of the people that make it up (Each nation is a separate culture). As well this era is historically an era of a cultural melting pot, where lot's of new cultures have emerged as the result of progression and development.
So what i suggest to create a dynamic culture melting pot system, which will allow every nation to further deviate it's culture and shape it to be unique. The experience should be something similiar to a "nation builder" in EU4 where you pick up the national ideas you want, but obviously be much more fledged out and gradual, so you build your cultural traits through gameplay progression.
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The way i see it is like acquiring and upgrade of perks that are obtainable through gameplay.
The optimal implementation for me would be like choosing from a preset of missions, and then you are required to complee all the objectives to add this perk to ur culture forever, and then you can further upgrade it by further completing objectives. And the selection of different objectives is unlocked based on the type of resources your nation posses, the terrain it's located, probably some religion and culture group influence etc. (As well i believe it should feature dynamic renaming of the culture based on certain factors, there could be some fixed requirement to get unqiues names such as Franks, Goths, Rus and etc.)
An example would be for a nation that contains a steppe horse resource, to build 50 units of steppe archers in order to get a permanent +10% steppe archers combate bonus. Generic one could be like building 50 "Market" buildings to get a permanant nationwide commerce bonus.
The perk slots should obviously be limited, maybe up to 8, and have around 4 tiers of progression for each. Let's say additional 2 are available from the start and represent current culture group bonuses. Moreover, culture group would show the list of avaiable unique cultural names available, upon reaching certain conditions. If you are scandinavian, there could be a few, among them "Goths", if you meet historical Goths conditions. (Settling in certain region etc.)
This will unlock an infinite possibility of unique playthroughs, as players will be trying to figure out the best combination of cultural perks for themselves. They start with the vision of what their people will be good at and are given the tools to make it a reality and to relate to their people better.
Feel free to share your thoughts!
Today i want to speak about the fundamental importance of the non-military progression system for the games of grand strategy genre. These are the "peacetime" systems that encourage goals other than "map-painting".
Each Paradox title has it's own distinct non-military progression system that makes the gameplay feel unique and challening to a varying degree.
---------------------------------------------------------------------------------------------------------------------------------------------------------
For Crusader Kings 2 - it's dynasty, family and character gameplay mechanics, while in CK3 more emphasize will be on ruler's lifestyle, which is a welcoming addition as it adds more variability. (Dynasty)
Europa Universalis IV - has been weak from a gameplay perspective until it fleshed out it's non-military mechanics such as development & reforms. (State)
Loved by many Victoria 2 - had the non-military progression as probably the most important gameplay mechanic - thanks to a deep economic management system. Warfare was just one of the tools, rather than the main gameplay element. (Economy)
HOI4 - being the most military centric titles among all, has Infrastructure building, technology research and idea development, which make the gameplay so interesting. (Military Industry)
Stellaris - many many things, such as space exploration, science, pop management etc. (Civilisation)
-------------------------------------------------------------------------------------------------------------------------------------------------------
The question is, does Imperator have one? And is the absence of a distinct and well developed one is the main reason of initial Imperator's failure? Many people will agree that there aren't many things to do except map-painting and current non-military features feel very lacklustre and generic compared to other titles.
So my suggestion is to continue fledging out non-military gameplay in Imperator (military gameplay was solid at launch), but via unique mechanics, the ones that make it a distinct title. (Not borrowing from other games a short version as it does now).
And the mechanic which I believe that fits the setting the most is (Culture). The Imperator Era features nations that are heavily based on the culture of the people that make it up (Each nation is a separate culture). As well this era is historically an era of a cultural melting pot, where lot's of new cultures have emerged as the result of progression and development.
So what i suggest to create a dynamic culture melting pot system, which will allow every nation to further deviate it's culture and shape it to be unique. The experience should be something similiar to a "nation builder" in EU4 where you pick up the national ideas you want, but obviously be much more fledged out and gradual, so you build your cultural traits through gameplay progression.
-------------------------------------------------------------------------------------------------------------------------------------------------------
The way i see it is like acquiring and upgrade of perks that are obtainable through gameplay.
The optimal implementation for me would be like choosing from a preset of missions, and then you are required to complee all the objectives to add this perk to ur culture forever, and then you can further upgrade it by further completing objectives. And the selection of different objectives is unlocked based on the type of resources your nation posses, the terrain it's located, probably some religion and culture group influence etc. (As well i believe it should feature dynamic renaming of the culture based on certain factors, there could be some fixed requirement to get unqiues names such as Franks, Goths, Rus and etc.)
An example would be for a nation that contains a steppe horse resource, to build 50 units of steppe archers in order to get a permanent +10% steppe archers combate bonus. Generic one could be like building 50 "Market" buildings to get a permanant nationwide commerce bonus.
The perk slots should obviously be limited, maybe up to 8, and have around 4 tiers of progression for each. Let's say additional 2 are available from the start and represent current culture group bonuses. Moreover, culture group would show the list of avaiable unique cultural names available, upon reaching certain conditions. If you are scandinavian, there could be a few, among them "Goths", if you meet historical Goths conditions. (Settling in certain region etc.)
This will unlock an infinite possibility of unique playthroughs, as players will be trying to figure out the best combination of cultural perks for themselves. They start with the vision of what their people will be good at and are given the tools to make it a reality and to relate to their people better.
Feel free to share your thoughts!
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