Edit: As of release, I can say 2 things.
1) I was 100% correct in everything I said below..
2) I enjoy it more than I thought I would, but.. the "Grand" is definetly not there.
I'm an avid lover of CK2, Europa, Vic, and HOI (albeit I hate 4 with a passion, as its too simplistic).
When originally hearing about Imperator I was super excited. Taking the best bits of CK2, Europa, Vic and compiling it into a roman era? Holy frack, miracles do exist! A pseudo hybrid game where you have a family and playing as a ruler, but focusing more on the grand empire "paint the map" like Europa, but where the make up of your people actually matter (unlike CK2).
But.. the more I watch lets plays, the more I watch PDX's dev clashes, etc. The more iffy I feel about Imperator.
-----------------------
Dev Clashes:
This was a huge red flag one to me, and made me watch things more closely over all. Where 80% of the dev clash was just headbutting armies non stop. Very little actual internal building, or problems. Very little internal politics, which was supposedly something that was supposed to matter, where general loyalties, province loyalties, etc. was supposed to stop aggressive expansion, and AE itself being a huge internal issue.. but it never was. Not once.
Maybe they nerfed how much of a problem this was originally going to be because of how short the time frame is, but that just leads to things being meaningless.
Lets Plays:
It's one of the things I noticed in most of PDX"s later games. They begin to add mechanics that are worthless, meaningless, and add nothing of value when they should on a grander scale, or larger scale, as I mentioned above..
Example is for instance religion in Imperator.. seems to be completely pointless as a whole other than to modify a few %'s that are utterly worthless as a whole itself. The Dev Clash, and other lets plays nearly almost always ignore this point, religious differences, etc. at this point in time should be HUGE, as much so as cultural differences, which also is barely worth mentioning, when again that should be HUGE....
ANother example is when people were going to colonize.. Already having pops in area's, or taking over countries.. Yea ok your provinces are disloyal, unhappy, but not much comes of it. Ontop of that, all you have to do to convert their culture and religion to yours is press 2 buttons, and instant conversion over night...
This is even more dumbed down and simplistic than Europa's where you had to actually wait a good while for the conversion to go through, and through that time you would be causing even more unrest. It was a trade off, a meaningful choice, at least more meaningful than right now...
------------------------
The more I watch, and the more I really get into the nitty gritty the less I like what I see. They took the best of 3 awesome games, watered down those mechanics to near pointlessness, and then bashed them all together in the hopes they'll work each other out is the ultimate feeling I'm getting from what I'm seeing..
Then you have red flags of complete lazy game design, like the trade system. On the surface it seems in depth and awesome, but then you realize just how lazy it was when you get down too it and take the wool from your eyes.
Why would exporting Iron suddenly make my soldiers discipline better? lol.. "Hey you soldier! Don't worry you'll be able to take orders from me better under a hail of arrows because our empire is now exporting Iron!" How fking stupid is that lol...
You realize the trade system is so simplistic when you realize a basic programmer with almost no programming knowledge could re create it in less than a day, and probably with deeper mechanics to boot.
Exporting should of been less lazily done, making breaking alliances much more costly, and creating alliances much more important. Add that in with much harder and more meaningful Vic mechanics where your peoples culture, and religious differences can cause bigger problems, and you have a game about empire building + stability + trade + alliances that matter, etc. Because getting that Iron isn't as easy as gobbling up the nearest 4 countries, gg, oh now you need Fur, gobble up the next 2... ahh don't worry you have enough monarch points now, just spam those into stability and convert your provinces culture instantly GG......
My visions of the games may be somewhat skewed because of the state of HOI4 being incredibly dumbed down in comparison to 3, (the only argument I keep hearing is that the UI, and management was better done, which it was, but everything else was insanely dumbed down), and then Stellaris being an absolute mess since release... I LOVE stellaris still.. but... its a royal mess of mechanics that barely function, over half of it meaningless (like governments, still mean NOTHING as a whole, or the traits, or anything in the grand scheme of things), and its just a mess... I'm am worried Imperator will just end up being the same..
Edit: 4/15/2019
I just wanted to add a little more to it.
From what I can see, Imperator:Rome is a shallow game, pretending to be a grand strategy. Every mechanic is shallow and simple, from trade, to armies, to generals, to family, to culture, and to religion.
More mechanics does not = deeper grander strategy.. Just because a pool of water stretches a mile, doesn't mean its suddenly deep and expansive.
This game has alot of different shallow mechanics, but those don't sum up to a grand strategy game.
Disloyal generals can be killed off easily by being sacrificed in a battle, and swooping your army in as a second attack. You can even do this quite easily without ultimately losing much more than you normally would have, and buying out a few extra merc armies to cover the loss isn't that hard.
Again trade is.. eh... It doesn't seem to effect much... I do love the fact you need to trade wood, horses, iron, etc. to be able to use the units for it. That is awesome, but again.. why the flipping F#@# do my heavy infantry suddenly get a bonus just because I'm exporting some iron? makes no flipping sense what so ever and just rips out the immersion in front of you.
Diplomacy seems to actually be the only deep part of this game, which makes me happy, but again.. with everything else in the game being so simplistic and shallow... It just adds to the over all disappointment.
Culture, and religion makes no real problems, internal civil wars, etc. are easy as hell to deal with, and with a magical press of a button and throwing some make believe points that mean nothing at the screen, you too can wash away that evil cultulre or religion over night for a mere price of a few monarch points! is utterly retarded... That stuff has no place in a game that markets itself as a GRAND strategy.
I feel like everyone is ignoring the "grand" part of the grand strategy... I:R is a great strategy, diplomacy game set in the ancient rome era, but it certainly is by no means a "Grand Strategy"...
1) I was 100% correct in everything I said below..
2) I enjoy it more than I thought I would, but.. the "Grand" is definetly not there.
I'm an avid lover of CK2, Europa, Vic, and HOI (albeit I hate 4 with a passion, as its too simplistic).
When originally hearing about Imperator I was super excited. Taking the best bits of CK2, Europa, Vic and compiling it into a roman era? Holy frack, miracles do exist! A pseudo hybrid game where you have a family and playing as a ruler, but focusing more on the grand empire "paint the map" like Europa, but where the make up of your people actually matter (unlike CK2).
But.. the more I watch lets plays, the more I watch PDX's dev clashes, etc. The more iffy I feel about Imperator.
-----------------------
Dev Clashes:
This was a huge red flag one to me, and made me watch things more closely over all. Where 80% of the dev clash was just headbutting armies non stop. Very little actual internal building, or problems. Very little internal politics, which was supposedly something that was supposed to matter, where general loyalties, province loyalties, etc. was supposed to stop aggressive expansion, and AE itself being a huge internal issue.. but it never was. Not once.
Maybe they nerfed how much of a problem this was originally going to be because of how short the time frame is, but that just leads to things being meaningless.
Lets Plays:
It's one of the things I noticed in most of PDX"s later games. They begin to add mechanics that are worthless, meaningless, and add nothing of value when they should on a grander scale, or larger scale, as I mentioned above..
Example is for instance religion in Imperator.. seems to be completely pointless as a whole other than to modify a few %'s that are utterly worthless as a whole itself. The Dev Clash, and other lets plays nearly almost always ignore this point, religious differences, etc. at this point in time should be HUGE, as much so as cultural differences, which also is barely worth mentioning, when again that should be HUGE....
ANother example is when people were going to colonize.. Already having pops in area's, or taking over countries.. Yea ok your provinces are disloyal, unhappy, but not much comes of it. Ontop of that, all you have to do to convert their culture and religion to yours is press 2 buttons, and instant conversion over night...
This is even more dumbed down and simplistic than Europa's where you had to actually wait a good while for the conversion to go through, and through that time you would be causing even more unrest. It was a trade off, a meaningful choice, at least more meaningful than right now...
------------------------
The more I watch, and the more I really get into the nitty gritty the less I like what I see. They took the best of 3 awesome games, watered down those mechanics to near pointlessness, and then bashed them all together in the hopes they'll work each other out is the ultimate feeling I'm getting from what I'm seeing..
Then you have red flags of complete lazy game design, like the trade system. On the surface it seems in depth and awesome, but then you realize just how lazy it was when you get down too it and take the wool from your eyes.
Why would exporting Iron suddenly make my soldiers discipline better? lol.. "Hey you soldier! Don't worry you'll be able to take orders from me better under a hail of arrows because our empire is now exporting Iron!" How fking stupid is that lol...
You realize the trade system is so simplistic when you realize a basic programmer with almost no programming knowledge could re create it in less than a day, and probably with deeper mechanics to boot.
Exporting should of been less lazily done, making breaking alliances much more costly, and creating alliances much more important. Add that in with much harder and more meaningful Vic mechanics where your peoples culture, and religious differences can cause bigger problems, and you have a game about empire building + stability + trade + alliances that matter, etc. Because getting that Iron isn't as easy as gobbling up the nearest 4 countries, gg, oh now you need Fur, gobble up the next 2... ahh don't worry you have enough monarch points now, just spam those into stability and convert your provinces culture instantly GG......
My visions of the games may be somewhat skewed because of the state of HOI4 being incredibly dumbed down in comparison to 3, (the only argument I keep hearing is that the UI, and management was better done, which it was, but everything else was insanely dumbed down), and then Stellaris being an absolute mess since release... I LOVE stellaris still.. but... its a royal mess of mechanics that barely function, over half of it meaningless (like governments, still mean NOTHING as a whole, or the traits, or anything in the grand scheme of things), and its just a mess... I'm am worried Imperator will just end up being the same..
Edit: 4/15/2019
I just wanted to add a little more to it.
From what I can see, Imperator:Rome is a shallow game, pretending to be a grand strategy. Every mechanic is shallow and simple, from trade, to armies, to generals, to family, to culture, and to religion.
More mechanics does not = deeper grander strategy.. Just because a pool of water stretches a mile, doesn't mean its suddenly deep and expansive.
This game has alot of different shallow mechanics, but those don't sum up to a grand strategy game.
Disloyal generals can be killed off easily by being sacrificed in a battle, and swooping your army in as a second attack. You can even do this quite easily without ultimately losing much more than you normally would have, and buying out a few extra merc armies to cover the loss isn't that hard.
Again trade is.. eh... It doesn't seem to effect much... I do love the fact you need to trade wood, horses, iron, etc. to be able to use the units for it. That is awesome, but again.. why the flipping F#@# do my heavy infantry suddenly get a bonus just because I'm exporting some iron? makes no flipping sense what so ever and just rips out the immersion in front of you.
Diplomacy seems to actually be the only deep part of this game, which makes me happy, but again.. with everything else in the game being so simplistic and shallow... It just adds to the over all disappointment.
Culture, and religion makes no real problems, internal civil wars, etc. are easy as hell to deal with, and with a magical press of a button and throwing some make believe points that mean nothing at the screen, you too can wash away that evil cultulre or religion over night for a mere price of a few monarch points! is utterly retarded... That stuff has no place in a game that markets itself as a GRAND strategy.
I feel like everyone is ignoring the "grand" part of the grand strategy... I:R is a great strategy, diplomacy game set in the ancient rome era, but it certainly is by no means a "Grand Strategy"...
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