Well damn, after the flurry of disappointment from last week, you guys managed to turn me back to thoroughly exited in only a week.
I can't help but feel like this whole debacle could've been avoided if this DD was swapped with the last one, but alas, turning the opinion around like that is definitely worthy of high praise.
As for
what is getting me this exited, I could very well say "all of it", but this particular one is the biggest to me:
Pacing
I want to achieve a more consistent and choice-based progression to the flow of the game. As of right now, much of what the game offers you is available to you from the very beginning, and there are fewer ways to customise your playstyle than I would like. We’ll be looking at overhauling the inventions system and the military traditions system in order to effect a more intuitive system of progression that allows for a sense of advancement and identity to develop over the course of a game.
This doesn’t solely mean gating existing mechanics, however, this will also tie strongly to new features and additions coming in 2.0.
This is, imo, the most understated aspect Imperator doesn't get right at all atm.
In all other PDX games you can clearly tell that the world has advanced a lot through time.
- In CK, tech will have you progress from a largely levy based army to a standing one, as well as unlock buildings, succession laws and many other features which allows you to centralize your realm.
- In EU, you'll have progressed from a tax based society to a production and trade based one, religious wars and even revolutions might've created rifts in the world, and armies will have gone from being composed mainly from pikeman infantry to riflemen and artillery.
- In Victoria, the most drastic one imo, the very core of nations will be shaken in severe ways. Ideologies will arise and be the cause of turmoil (perhaps even revolutions), great wars and nationalism can break and give rise to some of the mightiest empires in history, and industrialization will change the scale which goods are produced and move large populations to urban areas. In the military, you can see the transition from sail to steam, mobilization will allow you to engage in wars with millions and millions, wars which themselves will have changed to endless meat grinders, and in the end give rise to tanks and airplanes.
- Even HoI, in a much shorter period, manages to portray the advancements on its own scope. By the end, light tanks give space to modern armor, biplanes to jet aircraft, perhaps even infantry to mechanized, and of course, nukes. You can clearly see an army going from a WW1 structure into the modern era.
Imperator doesn't give any of these feelings at all, besides which colors the map is now painted in, you'd be hard pressed to see any real change to the world.
Perhaps one or two big cities have emerged somewhere, perhaps a lot of roads have been built, but in practical terms, nothing really has changed in a palpable way.
This gives me a big hit to engagement through a campaign tbh, to see a world this static (it was much, much worse before 1.2, granted, where even pops couldn't move on their own), though I'm not sure if that'd be just me.
But I'm indeed very, very pleased to see this on this list of priorities for this all new version of the game.
Edit: also, with all the focus on characters as well, and the new CK3 tech, I can't help but imagine an Imperator with fully animated character models.
I'd definitely not put that on high priority, and would probably be a bigger resource drain than any return it might give, but it's a nice thought nonetheless.