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Tiene toda la pinta de ser ya el último diario de desarrollo, antes de "listar" el contenido del parche. Supongo que la idea es que salga con las rebajas de Steam (comienzan el 25 de junio). Recoge los cambios menores:

1) Más contenido para las guerras de los Diádocos, con un casus belli propio (el legado de Alejandro) y eventos para Tracia, Capadocia...

2) La felicidad de los esclavos ya no será casi por sistema del 100%, aunque sus efectos no serán tan graves sobre el descontento de cara a rebeliones como las de otros POPs, ni afectará a su rendimiento económico.

3) Como ya se indicó, integrar una cultura (que sus POPs puedan promocionar hasta al menos la clase de los ciudadanos) reducirá la felicidad de las culturas ya integradas en tu país. Este efecto será mayor si se les autoriza promocionar hasta nobles. Será más costoso integrar culturas de grupos distintos del tuyo.

4) Se adaptan la estabilidad, la tiranía y la agresión expansiva a los cambios ya anunciados sobre los POPs. La estabilidad pierde prácticamente todos sus efectos directos para influir ahora casi en exclusiva sobre el nivel de felicidad de los POPs; la tiranía tendrá un papel sobre las guerras civiles (sustituye a la estabilidad en la reducción del nivel de poder requerido a los personajes desleales para que estallen), y la agresión expansiva seguirá siendo el factor principal sobre nuestras relaciones exteriores, pero niveles altos también repercutirán negativamente en nuestra estabilidad.

5) Más integración del Senado con la estabilidad (no contar con su aprobación general reducirá aquella), y la tiranía.

6) Los fuertes reducirán el nivel de descontento en la provincia donde se ubiquen.

7) Se hacen más diversas culturalmente algunas regiones (Italia, África).

Hello and welcome to another Development Diary for Imperator: Rome, Menander Update!

Today’s diary will not be about any single big feature, but rather cover some of the small to medium-sized things we have done in the Menander update. Some of this is additional iteration done on already described systems, while others are things we wanted to do to address older things in the game that we weren’t happy with.

Diadochi Wars

wargoalinfo.png

First up is a change to everyone’s favorite successor kings.
When our game starts the conflict over Alexander the Great’s empire was still very much alive, with the Antigonids facing off against all the other Diadochi, seemingly on their way to defeating them all single-handedly.

Last update saw the introduction of a scripted ramp up to the continuation of the Diadochi Wars. In the Menander update we have further built on those changes, and introduced some other tweaks to this dynamic:

1. Legacy of Alexander War Goal

legacywargoal.png
First of all, there is a new War Goal available to all the successors from the point they get their claims on the other parties and up until they trigger the “Epigoni” event when their initial kings die (or in the case of the Antigonids, when the king after Antigonus dies). This superiority war goal is only viable against other Diadochi, and allows you to cheaply demand large amounts of land from them if you win.

2. Phrygia is no more.

antigonidname.png

The kingdom of Antigonus is now referred to as the “Antigonid Kingdom” instead of Phrygia :) Back in the day we wanted a geographic name for this country, so Phrygia was chosen after Antigonus' Satrapy. At the end of the day though, the state is much more well known as the Antigonid Kingdom so we are now reverting to that.

3. Cappadocian Revolt

cappadocia.png

The event chain for accepting Ariarathes back into Cappadocia has been changed to be less deterministic in when it triggers. This means it is more likely to happen before or during the war between the Antigonids and the other Diadochi. Cappadocia will now also become a tributary of Armenia if they should accept, pulling them out of the Diadochi wars even if they have already joined the fighting. The Antigonids will be able to choose if they will let Cappadocia go, or if they want to add Cappadocia and Armenia to their enemies and declare war.

4. Thracian War Entry

thraceevent.png

Thrace now has its own separate event for joining or staying out of the war, instead of being passively pulled in by Macedon.

Last but not least, the scripted wars will now always call any relevant subjects into them. Modders will likely be happy to know that you can now scope to a war in script and add participants :)
Egypt can now more efficiently opt out of the whole war if they so desire (this is still not really possible for the Antigonids however, who were deeply involved in the conflict long before the game starts and were in no position to withdraw without surrendering).

Slave Happiness

slave.png
With the revisions to pop happiness in Menander we have also revisited slave happiness. Up until now they have been your happiest pop type, unaffected by most things that would upset others.
In the Menander update slave happiness will generally be abysmal, but slaves only contribute a third of what a free pop would to unrest, and will always produce full output regardless of happiness.

Additionally, Settlements no longer have a desired ratio of 100% slaves. Instead Slaves and Freemen will coexist in these locations unless buildings change the desired pop type ratios.

Changes to Integration: Nobles vs Citizens

noblerights.png
As described in previous diaries in Menander any culture which has at least citizen rights is considered integrated. Integrated cultures will use the same happiness modifiers as your primary country culture and be immune to assimilation.
Each additional integrated culture also reduces the happiness of all other integrated cultures, as well as your primary culture by 5%.

To further differentiate Nobles and Citizens, which are both civic right statuses that count as giving integrated, there is now an additional penalty of 5% for each culture that is given noble rights. Meaning that every culture granted noble rights will dilute the happiness of all cultures even further than those given Citizen rights. Think carefully about who you ennoble!

All countries that start with integrated cultures now have these at citizen rights, with only their primary culture granted rights of Nobility.

Last but not least, there are now things that affect how long it takes to integrate cultures, beyond how many pops they have.
Each cultural right you have granted a culture will make it quicker to integrate, thereby reducing the stability you will lose in the process.

It also now takes 50% longer to integrate a culture from another culture group, making it costlier to integrate cultures that are more distant from yours.

Stability, Tyranny, & Aggressive Expansion

The Menander update has in general taken a long, deep look at how happiness and province loyalty works in the game, and such a revision could not be done without also looking at what these attributes do, and how they've changed.

Stability

stability.png
As before, Stability represents how safe and stable your country is: at low stability life is chaotic and the state weak, while at high stability your country is in a Golden age of internal peace and prosperity.

With the focus being on pops, and having removed the Rebellion threshold for a more local rebellion system as described in previous diaries, we have decided to redesign the effects of stability to focus more on the people of your nation, the pops themselves.
Stability has lost most of its direct effects and will now have influence on Population happiness, decreasing it by as much as 50% when at its lowest point.
Likewise positive stability will now have a beneficial effect for population happiness in your entire empire, in addition to increased population growth and research.

Since cultural decisions and integration have introduced a number of new ways to lose stability (either over time, when integrating a new culture, or immediately when granting cultural rights) each such decision will have to weight the long term happiness gain for the specific culture against the overall happiness of your empire.

Tyranny

tyranny.png
Tyranny represents how authoritarian your rule is, how prone to exercise power through violence and arbitrary decrees from the ruler rather than through tradition and laws.
As before Tyranny is not all bad. It will still decrease the cost of decisions such as Imprisonment and Execution, and it will also still increase the output of slaves. Additionally tyranny now increases the pace at which Aggressive Expansion is reduced in your country.

On the negative side, Tyranny will decrease the loyalty of all characters in your entire country, while also increasing the chance that cohorts become loyal to their commanders rather than the state. Tyranny will also decrease the threshold for how much power base disloyal characters need to start a civil war, the effect that was dropped from Stability.

Aggressive Expansion

AE.png
Aggressive expansion represents the reactions towards your country’s foreign policy. The main source Aggressive Expansion remains declarations of war and annexations.

With Stability now being the main influence on Population Happiness, Aggressive Expansion will primarily affect your foreign relations, and how loyal your subject states are.
Its effect on happiness is not gone however: the more aggressive expansion you acquire the harder it will now be to keep Stability at or above the 50% mark, leading to a slow rise in dissent the more aggressively you act.
At above 50 Aggressive expansion more severe effects on things such as integrated culture happiness and political influence gain also start to kick in.

Republics and Senate Support

tyrannyburningfromsenate.png
As described in a previous diary we have reworked Republics to use a senate system where votes are tied to characters and the Senate will approve of your actions based on how approving its parties are of your governance.
We have since played more with the system and decided that we would like to vest some more authority with the Consuls, but also tie how well you handle the demands of the senate to the well being of the state.

Rather than being completely hindered to act at less than 50% Senate support, you can now still take action as long as you do not have 70% of the Senate against you. Taking any decision with less than the support of 60% of the Senate will however result in gaining scaled tyranny, making all such actions very costly.

senatetyrrany.png
Additionally Senate Support, ie the number of seats that would vote in your favor, is no longer only useful for approving your actions. Any Republic with a total Senate Support of over 50% will now benefit from a passive reduction of tyranny per month, relative to how big a majority they wield.

On the other hand, if your government finds itself weak and lacking the support of the Senate, your pops will now see you for the lame duck that you are. Republics with a Senate Support of below 50% will now see a scaling stability decrease over time, slowly reducing the happiness of the people all over your country.

Last but not least the members of a party will now receive or lose loyalty based on how much their party approves of your governance.

Unrest & Forts

forts.png
Overall there is a lot more to keeping pops happy in Menander, from importing goods to enacting cultural decisions or integrating foreign elites. Unhappiness also has a more immediate risk associated with it since it increases unrest which can spark local rebellions.

Sometimes it will still be more efficient however to fight the symptoms rather than the causes of unhappiness. In the Menander update you will likely still want to assign troops to your Governors to reduce the unrest in their entire Governorship.

New in Menander in the same vein is that you can now decrease the unrest of all territories in a province by constructing forts there. This reflects the second use of stationary fortifications throughout history, beyond their usefulness in direct warfare. Their cost has also been increased to reflect their new wider utility in maintaining civil order.

Last but not least in this diary about the many little new things, I will leave you with some screenshots of the work that has been done on diversifying the starting populations in the world. Making pops more diverse where broad cultural groups meet, and adding cultural minorities has been an ongoing process for many updates but its effect on gameplay has perhaps never been as pronounced as in Menander.

italydominant.png


(Dominant Cultures in Italy)

etruscans.png


(Etruscan presence, including minorities)

ligurians.png


(Ligurians in Italy, including minorities)

africamajorities.png


(Dominant Cultures in Africa)

Massylians.png


(Massylians including minorities)
We hope you will enjoy 1.5 Menander!
 
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Han puesto en el foro que se van pillando vacances, dejarán de hacer dds y el parche parece ser que para agosto. :(

Muy desabrido y extraño el mensaje cuando la semana pasada terminaron con un 'disfrutad el parche'. Supongo que los testadores habrán encontrado más bugs de lo aceptable, lo que teniendo en cuenta los antecedentes de Paradox debe de ser algo XD.

Creo que esto deja poco espacio a Imperator, ya que el 1 de septiembre tenemos el lanzamiento del CK3. Mi impresión es que 1.5 será el parche final para amortizar lo que puedan, y pasar a otros proyectos.
 
Con su Content Pack, pero veo el 2021 muy negro para el imperium. A ver si lo ponen al 75% en navidad.
Lo que pase en 2021 me da más o menos igual. Si este parche me gusta tanto como creo que me va a gustar y el que viene sobre la guerra le da alguna vuelta que no me disguste, a mí no me hace falta que le hagan mil dlcs con mil mecánicas nuevas por que sí y lo conviertan en un frankenstein como el EUIV.
 
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Con su Content Pack, pero veo el 2021 muy negro para el imperium. A ver si lo ponen al 75% en navidad.

Yo soy pesimista incluso respecto al de la guerra. Viendo que no cumplen plazos ni con este, que lo tenían ya bastante amarrado (incluso recortando alguna mecánica previamente anunciada), difícil veo el lanzamiento del bélico para diciembre de 2020.

El problema es el que es... Junio ha terminado como el mes con menos jugadores, pese al (modesto) repunte que tuvo tras 1.3 y 1.4, y sigue bajando. Verano habría sido una buena oportunidad para relanzarlo con este parche, que pinta muy bien, pero... han preferido posponerlo a poner más recursos en terminarlo a tiempo. Este hecho me parece bastante informativo, y ojalá me equivoque, porque ahora es cuando se le ve cierto potencial al equipo tras el juego.
 
La verdad es que la primera expansión que estaba prevista para el 2q2020 se ha esfumado. Quizá nos sorprendan y la anuncien para finales de año; pero yo creo que caerá otro content pack.
 
Según acaban de anunciar, mañana se publica el parche.

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Greetings all!

As promised, today marks the return of developer diaries for Imperator: Rome. Today is a little special, as we are also announcing the release of the 1.5 Menander update coming tomorrow, as well as the augmented re-release of the Epirus content pack.

The Epirus pack was previously released as a pre-order bonus, but many of you have been asking for a way to acquire the content. As such, we decided to augment the pack with a new set of missions and a bloodline trait, which will be automatically applied for owners of the pre-order DLC.

What you've all been waiting for, however, is the collected patch notes for 1.5, which alongside the suite of new features we covered in previous dev diaries includes a large than usual collection of bugfixes, adjustments, and minor content.

As usual, we provide these for you a day early, so you can go wild and speculate!

###################
# Expansion Features
###################
  • A new set of missions has been added to the Epirus pack.
  • Pyrrhus now possesses a bloodline trait, for owners of the Epirus pack.
  • Any added content will be applied retrospectively for those who pre-ordered the game.
  • The Epirus pack is made available for purchase.
  • If Epirus dlc is active, Prove Legitimacy may acquire Pyrrhus’ bloodline

###################
# Free Features
###################
  • Cultural Integration: Added cultural integration feature, allowing you to grant or remove citizenship (or other poptype) rights for individual cultures within your borders.
  • Cultural Integration: Added Culture UI, giving you an overview of the cultural situation in your nation.
  • Cultural Integration: Added cultural decisions feature, letting you make important decisions on your treatment of individual cultures.
  • Cultural Integration: Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
  • Pops: Nobles poptype added. Nobles generate research and traderoutes, and have a high political weight
  • Pops: Political weight added. This simulates the influence of pops when generating unrestlow numbers of nobles with a high weight will generate more unrest than large numbers of slaves with a low political weight.
  • Rebellion Rework: Provinces can now rebel separately when their provincial loyalty reaches 0. Neighboring provinces will join in a rebellion if their loyalty reaches 0 while a revolt is ongoing.
  • Rebellion Rework: Provinces that rebel will declare their rebellion war using a new offensive wargoal that sets their own capital as the target.
  • Rebellion Rework: Subjects
  • Senate rework: characters now exercise their influence by controlling votes.
  • Senate rework: Nations now have 3 main senate factions, as opposed to 5. 3 unique factions are added for Rome, as well as a set for other republics.
  • Senate rework: senate approval now applies to most actions you may wish to take. Keeping the senate happy will reward you with more absolute power, but displeasing them will cause your rule to be ineffectual.
  • Senate Rework: Approval is now a global statistic, not balanced for each individual action.
  • Senate rework: Faction issues feature added. Fulfilling a faction's agenda will please them, however if they are elected they may attempt to push their agenda without your consent.
  • Trade rework: Trade goods now have a route-price, depending on the goods type. This is modified by whether a trade route is domestic, import, or export, and will generate commerce income for both parties.
  • Trade rework: Citizens and Nobles now generate trade routes for the Provinces in which they reside.
  • Trade rework: Tradegoods have been entirely rebalanced, reducing modifier quantity to a more manageable level, as well as now focusing on poptype modifiers.
  • Added ‘seek spouse’ character interaction.
  • Cross store multiplayer enabled for all our currently supported stores (Steam, Gog, Plaza, and MS Store)

###################
# Game Balance
###################
#Characters
  • Added new faction impact to character interactions
  • Increased disloyalty modifier of pretenders in Succession Crisis event from -10 to -25 and increased threshold for removing the Popular Successor character modifier from +33 to +40 loyalty
  • Influence a Character interaction now correctly requires the target to have at least 50 prominence
  • Plotting Quietly loyalty modifier is now correctly removed if the scheme is aborted
  • In order to attend a Triumph a commander will leave his army if one is held for them. A Triumph now requires that a character has at least 20 loyalty.
  • Adoptions are now restricted to primary state culture characters unless the cultural decision "Ease Restrictions on Citizenship" has been enacted.
# Economy
  • Slaves happiness no longer affects their output.
  • Slave output reduced marginally to account for the above.
  • Slave default happiness drastically reduced.
  • Slave political weight reduced.
  • Flat commerce income removed from all poptypes
# Governments
  • Revolts of Maurya, Seleukids and Antigonids will no longer be given generic empire names
# Religion
  • Added new apotheosis effect for converting pops to Nobles.
# Units
  • We now show country flags on units instead of just their colors
#Other
  • All characters that arrive in your country due to you annexing their homeland will now have a loyalty penalty for 5 years.
  • Country ranks Regional power, Major Power and Great Power now gives -5%, -10% and -15% War Score Reduction respectively.
  • Forming Persia is now possible for Anatolian and Caucasian culture countries, but requires that Persian culture is integrated.
  • Important foreign families that are taken in after annexation will now try to bring female members as well.
  • Reduced assimilation for all pop types.
  • Rome now have a unique invention that removes some of the requirements to intervene in wars
  • The Invention Career Negotiators now Gives War Score Cost Reduction.
  • The Invention Diplomatic Immunity now gives increased Subject Opinions.
  • The Invention Humane Conduct now gives War Score Cost reduction.
  • The Invention Noble Envoys now gives +1 Diplomatic relations.
  • The Invention Open Negotiations now gives +2 Diplomatic Reputation instead of +1.
  • The National Idea "Casus Belli" now gives War Score Cost reduction.
  • Deified rulers giving free investments will now never give more than 1.
  • Triumphs now give a more substantial loyalty boost, for 20 years, and their price is 30 Political Influence. A character being given a Triumph will gain either Victorious or Conqueror traits if they do not have a Status trait already, which will increase their Senate influence.
  • Added new culture map mode functionality. Cultures can be selected individually.
  • Added province selection secondary mode for culture and religion map modes
  • Stability, Tyranny, and Aggressive Expansion have now all been rebalanced. The primary effect of AE is now on internal stability.

###################
# AI
###################
# Diplomacy
  • Fixed huge AI budget reservation for opinion_diplomacy and removed it and army and navy_construction maximums from hardcode and put into script.
# Economy
  • AI now decides where to build forts partially decided on the economic value of its states
# War
  • AI armies will now prefer to deep strike less.
  • AI calculation for target number of generals and admirals have been made independent, helping nations with lots of fleets (e.g. Carthage).
  • AI invasions should be a bit more conservative selecting armies that could walk to goal
  • AI is a bit better at gathering its armies together into fewer stacks to match leader count.
  • AI may now decide to use its navies to blockade enemy fleets and ports if it doesn't have anything better to do and thinks it is safe.
  • AI will now achieve donkey
  • Fixed AI declaring war with non-adjacent claim somewhere far away when they could get a much closer claim by fabricating.
  • Fixed big AI countries like Maurya and Seleucids scheduling lots of naval invasions on land.
  • Made sure big AI countries are more keen to fight each other (WAR_POWER_FACTOR in defines).


###################
# Interface
###################
  • Added culture UI to track all cultures in a nation
  • Senate UI updated with new changes
  • Senate approval now tracked in top bar for republics

###################
# Script
###################
# Events
  • Added a backup solution if Pyrrhos decided to stay at home in the pre-order event chain.
  • Added a handful of flavour events for specific deities.
  • Added minor events on completion of provincial investments
# Setup
  • Added new barbarians for the two new culture groups that were split from Gallic
  • Added new Scythian cultures: Sakan, Thyssegetian, Legian, and Agathyrsian.
  • Added new Odrysian culture for Odrysia as well as parts of Thrace.
  • Renamed Celto-Pannonian, and split it into Scordiscian and Eraviscian.
  • Split the Gallic culture group into Gallic, Belgae, and Pannonian.
  • Split the old Belgae culture into several smaller cultures.
  • Split up Dacian culture.
  • Added Atavi culture for the tribal forest peoples in north eastern india.
  • Added Dardic culture for the north western Aryan areas.
  • Added a port to Naupaktos in Aetolia
  • Blemmyan culture is now part of the Meroitic group
  • Changed culture of Elis to Aetolian
  • Messenia now starts in the Mantineian defensive league, this should help their survivability against Sparta
  • Moved Rosmerta holy site from Cunetio in Britain to Scarponna in Gaul
  • Renamed Nilotic Culture Group to Egyptian. Moved Garamantic culture to the Numidian culture group.
  • Split Aryan into two culture groups. A new eastern group called Pracyan now represents the north eastern Indian cultures where Magadhi was the dominant court dialect.
  • Split Egyptian culture into Boharic, Sahidic and Faiyumic.
  • Changed Phthia Menid's culture to Thessalian
  • Ambrakia now starts as an OPM tag in Epirus
# Other
  • Added 4th Diadochi war events for Thrace
  • Added event to introduce Jewish minority characters in some cases.
  • Introduced tribal tattoos to some Egyptians out in the desert. They are now considered Tribesmen rather than Citizens.
  • Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
  • Added some characters in Dardania and Paeonia
  • Added tooltips to some 4th diadochi war events for clarity
  • Diadochi ultimatum events will now only release tributary subjects
  • Generic conquest missions are now disabled when a country has specific content for that region
  • If Cappadocia accepts Ariarathes back on the throne this will now make them independent of Phrygia. Phrygia will be able to go to war with Cappadocia to stop this if they are at peace when it happens.
  • Making Carthage a tributary as Rome will no longer transfer their subjects to Rome
  • Opened up road building in subject land.
  • Reduced price of granary and prospecting in generic infrastructure mission
  • Roman Colonia now take two years to become cities if not already
  • Seleukids now gain a temporary siege assault modifier for abandoning the Indus
  • Simplified tooltips of Seleukid-Mauryan starting event
  • The Armenian events relating to their Cappadocian pretender now has a chance to fire any year rather than always after 3 years.
  • The Diadochi war between Macedon and Antigonids will now include Antigonid's subjects
  • The Epigoni event will no longer fire for successor kingdoms who manage to reunify the Argead empire before their second ruler's death
  • added on_reign_ending onaction
  • added party: has_agenda = agenda_key trigger
  • added population_happiness, local_population_happiness
  • Changed party support entries to be party approval
  • Changed some script to fix an issue

###################
# Bugfixes
###################
  • Improved daily and monthly tick performance compared to version 1.4
  • Fixed AI Setting CallToArms affecting other nations joining you in the war instead of the other way around
  • Fixed Become Great Warrior 'finished_when' tooltip
  • Fixed civil war resolution not giving occupied provinces to their occupier
  • Fixed crash in the mission view related to mouse movement around GUI animations
  • Fixed culture of Mutasiva Vijaya to be Lankan just like his country and people.
  • Fixed destroyed subunits not reinforcing combat ( naval battles )
  • Fixed is_unit_locked trigger
  • Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
  • Fixed isolated provinces being calculated properly now. It wasn't...
  • Fixed the issue where recruited ex-Mercenary Rulers would not be able to befriend other characters using the 'Make Friend' Character Interaction.
  • Made Aleuadae, Philaidae, and Aiakidai names consistent with other Greek families names (Aleuadid, Philaid, Aiakid)
  • Revolts, etc, now copy military traditions alongside with tech
  • alliance now properly removes guarantees
  • fixed add_morale effect not working
  • fixed appearance of 'damage_unit_x_percent' effect
  • fixed appearance of 'damage_unit_x_percent' effect descriptions
  • fixed food shortage caused by units to flip-flop every monthly tick
  • fixed governor troops sacking the wrong city
  • fixed randomly generated rulers having a duplicate entry in the Our Rulers ledger category
  • fixed country claims not updating when conquering, releasing nations or selling provinces
  • mercs now get full food when hired
  • revolts no longer bring entire governorships
  • single-province countries now more likely to generate valid civil wars.
  • stopped rooting out pirates from deleting land mercs
  • tech progress now overflows instead of being reset to zero
  • unit action modifiers now factored into maintenance cost. Drill Army is no longer free
  • Added adulthood checks to the candidates chosen in Rising from Obscurity event, so no more infants rising to glory
  • Added bypass for Sicilian Champion mission if no Siceliote countries exist in Sicily
  • Added civil_war check to missions to stop revolt tags from selecting them
  • Added custom tooltip making Desecrate conditions clear
  • Added more limits to Hades hunger - the world is safe again
  • Added ping for Aeolia losing land in 4th Diadochi deal with Thrace
  • Changed pop setup so no province would start over pop capacity
  • Changed some misplaced islands off the coast of Italy
  • Fixed minor_character leaders of civil wars being executed immediately if the war ends quickly
  • Fixed references to Phrygia left over from 1.4
  • Fixed the issues with the first Athenian mission occasionally showing "null_family".
  • Hera will no longer give Citizen Happiness as both passive and active effects.
  • Removed loser portraits from civil war pings. Losers.
  • Tweaked Roman Assembly laws to better reflect historic party approval
  • Fixed clan chiefs spawning into enemy units
  • Added highlighting to the Magna Graecia development decisions
  • Ariarathes will now correctly lose the Foreign Citizen modifier on returning to Cappadocia
  • Child rulers can no longer start schemes through character interactions, no matter how ruthless that 8 year old things he is
  • Dismissing a Governor who was given free hands will now remove their loyalty benefit from it
  • Eagle Falls event for Rome disabled for naval battles
  • Event choosing capital after reunifying the Argead empire will no longer remove state investments
  • Fixed consort not dying in Eager Consort events. Death comes for us all.
  • Fixed swapped name and description for Matrist deities Perkunas and Mother Goddess
  • Roman deity Venus now grants passive modifier to population growth instead of population capacity
  • Term extension from Appoint Dictator is no longer removed after a year included in the original term
  • Characters will no longer seek underage patrons
  • Fix issue where minor characters created from script could end up as major characters by inheriting one of their parents' family
  • Fixed the issue with the mission task 'Securing the Coast of Africa' not having a proper count of provinces you held, if some of the provinces were held by subjects.
  • Make hordes have a 50% chance of female leaders when playing with mixed gender rules
  • Merging regular army units with migrants will no longer yield them migrant access.
  • You can no longer reassign leaders before the one year minimum by moving around cohorts to another unit.
  • Tweaks made to character marriage targeting. The first family in a country should no longer be preferred when doing marriage calculations.
  • Various engine level fixes and improvements
 
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¿Qué tiene este juego que no me acaba de enganchar?
Y mira que he dedicado centenares de horas en el CKII y al Rome. La época me encanta, es una de mis preferidas...

Veo muchísimas opciones y detalles, pero no me parecen muy intuitivos ni lógicos.
A la vez, todo va muy rápido, hay grandes cambios en el mapa en un plis.
Me parece muy caótico.

Igual es cosa mía, ¿eh?
No lo digo con ánimo de polemizar. Sólo por airear mi pequeña frustración personal con este juego.
Porque quiero que me guste (que fuí de los que se lo compró sólo de salir!) :D
Quizá tendría que jugar más tiempo, pero no es algo que me pasara con el Rome o con el CK2, que me engancharon desde el primer minuto.
Después de la actualización lo probaré, a ver.
 
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¿Habéis probado el parche? Ayer sólo me dio tiempo a echarle un vistazo a los cambios, esta tarde creo que podré empezar una partida.

¿Qué tiene este juego que no me acaba de enganchar?
Y mira que he dedicado centenares de horas en el CKII y al Rome. La época me encanta, es una de mis preferidas...

Veo muchísimas opciones y detalles, pero no me parecen muy intuitivos ni lógicos.
A la vez, todo va muy rápido, hay grandes cambios en el mapa en un plis.
Me parece muy caótico.

Igual es cosa mía, ¿eh?
No lo digo con ánimo de polemizar. Sólo por airear mi pequeña frustración personal con este juego.
Porque quiero que me guste (que fuí de los que se lo compró sólo de salir!) :D
Quizá tendría que jugar más tiempo, pero no es algo que me pasara con el Rome o con el CK2, que me engancharon desde el primer minuto.
Después de la actualización lo probaré, a ver.

En ese mismo punto estamos muchos... más allá de una cierta falta de personalidad, que han ido corrigiendo (al principio parecía un mod del EU4), el mayor problema es la ausencia de conflicto en el juego. El mapa es esencialmente "plano", se echan en falta objetivos "estratégicos" —por la razón que sea... porque son provincias con recursos, porque determinan el comercio, porque te conecta con hipotéticos aliados/rivales naturales...—, que son los que te dan la sensación de avanzar en el juego, ya que te encuentras con un conflicto y despliegas una estrategia para intentar resolverlo.

El mapa del EU4 no es "plano", gracias al sistema comercial, que define ciertos puntos como esenciales. En Stellaris la clave más allá de las peculiaridades del mapa que generan ciertos puntos estratégicos (sistemas que "cierran" parte del mapa, otros que son especialmente ricos... ) está en que las éticas predeterminan bastante tu relación con vecinos... con lo que el conflicto está servido. En Imperator Rome no encuentras ninguno de estos dos aspectos: ni hay en el mapa objetivos "esenciales" (el conflicto mayor es que quieran pintar el mapa en la misma dirección que tú, y el mundo es lo suficientemente grande e "indiferente" como para irte a otra zona menos problemática), ni hay enemigos "naturales", ya que no hay gobiernos/familias (por irnos al CK2) enfrentados casi por definición.

En definitiva, un juego sin apenas "conflicto" (¿pintar el mapa?), y sin él... ¿para qué necesitas estrategia? Tendrían que redefinir los sistemas económico y diplomático a fondo para que apareciera.
 
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Muy buena apreciación, das en el clavo con lo de la falta de conflicto. Me pasa en muchos juegos de estrategia, sin incentivos reales para expandirte o progresar o ambicionar determinados objetivos no logro engancharme.

Este parche trae cosas que me gustan mucho y le dan vida a la partida, pero la relación entre grandes potencias, menores y las causas para la guerra deberían revisarse y espero que le metan mano en el ''Otoño de la Guerra".
 
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Sí, mi esperanza es que más que centrarse en cambios en la composición de los ejércitos, mecánicas para los comandantes, etc. le den prioridad al aspecto diplomático/geopolítico de la guerra.

A diferencia del Fields of Glory: Empires, donde incluyen una dimensión cultural y el objetivo del juego está en conseguir "progreso civilizatorio", por así decir, aquí no hay nada parecido, y no tiene por qué ser necesario. Yo insisto mucho en el comercio porque mueve buena parte de las estrategias del EU4 —y no me parece del todo ahistórico—, y en este último parche parece que han dado un buen paso en darle más importancia. En cualquier caso creo que los nodos comerciales fijos están superados y sería deseable algo más dinámico, como que las rutas comerciales a las que puedes acceder dependan de tu infraestructura (puertos; mercados y vías...), de acuerdos comerciales (ya sean negociados pacíficamente o impuestos en un tratado de paz), etc.
 
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¿Habéis probado el parche? Ayer sólo me dio tiempo a echarle un vistazo a los cambios, esta tarde creo que podré empezar una partida.



En ese mismo punto estamos muchos... más allá de una cierta falta de personalidad, que han ido corrigiendo (al principio parecía un mod del EU4), el mayor problema es la ausencia de conflicto en el juego. El mapa es esencialmente "plano", se echan en falta objetivos "estratégicos" —por la razón que sea... porque son provincias con recursos, porque determinan el comercio, porque te conecta con hipotéticos aliados/rivales naturales...—, que son los que te dan la sensación de avanzar en el juego, ya que te encuentras con un conflicto y despliegas una estrategia para intentar resolverlo.

El mapa del EU4 no es "plano", gracias al sistema comercial, que define ciertos puntos como esenciales. En Stellaris la clave más allá de las peculiaridades del mapa que generan ciertos puntos estratégicos (sistemas que "cierran" parte del mapa, otros que son especialmente ricos... ) está en que las éticas predeterminan bastante tu relación con vecinos... con lo que el conflicto está servido. En Imperator Rome no encuentras ninguno de estos dos aspectos: ni hay en el mapa objetivos "esenciales" (el conflicto mayor es que quieran pintar el mapa en la misma dirección que tú, y el mundo es lo suficientemente grande e "indiferente" como para irte a otra zona menos problemática), ni hay enemigos "naturales", ya que no hay gobiernos/familias (por irnos al CK2) enfrentados casi por definición.

En definitiva, un juego sin apenas "conflicto" (¿pintar el mapa?), y sin él... ¿para qué necesitas estrategia? Tendrían que redefinir los sistemas económico y diplomático a fondo para que apareciera.

He probado ya el parche, en realidad esperaba mucho mas, algo parecido a lo que ocurrió con Stelaris cuando hubo una reforma total de su sistema.

En lo que respecta al sistema de culturas, deja las cosas mas claras,pero el nuevo sistema no aporta nada en si. Me explico, ahora puedes darle estatus a aquellas culturas no asimiladas, por ejemplo puedes conquistar cualquier nacion y hacer que no puedan escalar estatus, por ejemplo que la nueva cultura conquistada no puedan pasar de ser esclavos. Aparte de todo esto, las culturas tienen felicidad y cuando no pertenecen a tu familia cultural sufren penalización mas grande de felicidad.

¿Cual es el problema? Que el sistema sigue siendo inutil. Resulta ser que si conquisto una porción enorme por ejemplo cartaginés, y pongo que solo puedan tener el status de esclavos, las provincias empezaran a aumentar la deslealtad de esas provincias como la espuma, además que se activará de forma más fácil y rapidamente el medidor de Guerra Civil o que haya recuelta de esclavos. En resumen, que la estrategia sigue siendo la misma que tenia el sistema antiguo, a construir teatros y poner al gobernador provincial la política de culturización

En otras palabras, el sistema queda muy bonito, pero en verdad no aporta nada, ni en verdad cambia la estrategia a seguir. Las decisiones sobre cultura son irrisorias son temporales, afectan a la felicidad a cambio de "malus"en producción. Esperaba algo mas parecido o por lo menos se podrian haber acercado a la forma de dar derechos de ciudadania de Stellaris, permanentes y que da roleo al juego.

El sistema de las repúblicas ahora es muchisimo más entendible y se puede actuar más eficazmente para conseguir su aprobación. Han vuelto las "misiones", cada facción tiene debajo una petición, que si cumples te daran más apoyos, como por ejemplo te pedirsn aprobar determinadas leyes, construir, repartir propiedades entre politicos.... esto se refleja en el medidor de aprobacion que esta en el panel de arriba, que siempre tienes a la vista.

Otra cosa que me parece un acierto, es una revisión de las inversiones provinciales, cuando eras una pequeña potencia y con poco terreno, te dedicabas a gastar influencia para crear rutas comerciales e infraesteuctura en tus ciudades para crear riqueza sin "necesidad de salir de casa", cuando ya tenias una base encondiciones empezabas a aramar ejercitos y a comerte tus vecinos, empezando el famoso efecto bola de nieve. Ahora cuando has hecjo determinadas inversiones provinciales, aumenta el precio y pueden pedirte influencia y oro.

El otro añadido, es una nueva clase de ciudadano, el noble. Es el sumun de la imvestigación y el conercio. Cuando mas aumenta esta clase, te dan rutas comerciales gratuitas. Osea que es bueno mimarlo.

Y finalmente, el retoque de las rutas comerciales, deja todo mas claro, y se clasifican los productos dependiendo a que clase social mejora, además que sale el dinero que te va a producir cuando abres la ruta, cada producto da diferentes ganancias.

En mi opinión, el juego sigue siendo plano, el nuevo sistema de culturas, no producen cambios profundos, quesa casi algo estético, porque todo sigue funcionando igual,las poblaciones migran y se asimilan como antes, y para solucionarlo sigue siendo igual o la misma forma. Sigue siendo lo mismo, un juego plano que le falta chispa, no creo que mejore las ventas o que la comunidad Paradox cambie de opinión de la que tenia con este parche "Meander"

Sigo creyendo, que el juego deberia de ser enfocado llevando una rama familiar y no estar jugando desde fuera, que se acaba convirtiendo en una sucesión de eventos donde el jugador solo tirará por la solución de buscar un equilibrio entre ellas, cuando deberia estar pisoteandose y compitiendo por conseguir que tus personajes tuvieran los mejores puestos. Es que hasta el sistema de lealtades y amistades llega a ser bastante estupido, ya que te dedicas a sobornar "gratuitamente" porque lo haces desde los fondos privados del personaje del momento, y la corrupción tampoco afecta peligrosamente al eraeio público..

Simplemente diré, que el juego esta en el mismo punto anterior, no aporta nada, más allá que unas pequeñas pinceladas qye o llega a despertae nada.
 
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