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Johan

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s from EU4 to this game because the engine is so different." Of course not, we don't expect that. But you can use the knowledge you gained from the other game, that it was a useful feature, and integrate into the game. Not wait 6 DLCs later to add a feature you know the users like, such as the macro building capabilities of EU4. You don't have to re-invent the friggen wheel with every game, do you?

no, but adding features takes time, and while we aim to keep doing it, not everything will be instant.
 

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In your first gampelay as Rome with Rod, you mentioned you werent "concerned about scorned families because "they didnt have a power base". I got hyped over that phrase because I though, having a holdings mechanic, that was going to be a thing. Bit disappointed to find out there isnt. So I hope you use the holdings mechanic to develop a truly power base mechanic, where families with many holdings do have a clear power base and source of income, just like big dukes with many counties have a hell of a lot stronger power base than just a baron in CK2 and thus, they are much more of a threat. And they do use that power to threaten you and you need to keep an eye always on those few big families. I hope this makes it into this game as well. As you dont really knwo what each character power comes from, or their money, or income, or why or how would they revolt...they dont seem to interact with each other, lacking the game a faction system for powerful characters to gang up on you when your situation is dire and the State very weak. I'd like to see that.

Glad to see your aiming to that! :)


"power base" used to be just the description for "army" or "govenor".

it will be far different and more detailed in 1.1
 

Johan

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This is a plan for development, not stability fixes. Stability fixes cut in front of the line of everything else right now and are implemented as hotfixes, which are not "planned" but implemented as needed.

As for UI:
  • ‘Quality of Life’ features like viewing all characters in a foreign country, new alerts, road building being a continuous action, and more.
Certainly sounds like UI falls underneath QoL, yes?

correct on both
 

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Johan

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Haven't heard or read anyone complaining about this feature missing. But the ability to see at a glance what city would benefit most from a market has been mentioned many times. So I guess my point is, I wish they would focus on QOL issues players have and not start adding their pet QOL features. And by the way, this is just one example - not the end all of UI issues.

next week, part of my tasks is adding more information to the macrobuilder.

showing data on benefits from buildings is #1 on that list.
 

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Hi Johan,

Love the game.. and I feel like 1.1 will deal with many of my issues. Right now I just have one issue left, not enough feedback from the province screen! Unless I am doing something entirely wrong ofcourse.

Right now I can see the total pop count on a provincial level, but is there any chance to see how many citizens/freeman/tribesman/slaves there are too? And perhaps how much Religion X VS Y and Culture X VS Y? What would also be lovely is being able to promote and/or assimilate pops from the same provincial level. It would make my choices more informed and make it less micro-intensive to work with all these many provinces.
 

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Hey everyone,

With Imperator: Rome, a project very close to our hearts, now released and finally in the hands of our awesome community (that’s you!), we have been taking the time to look at the feedback you’ve provided. As always, we pride ourselves on the continued support of our games and by no means will Imperator be different.

We are working towards releasing a 1.0.1 patch early next week, which we’re calling ‘Demetrius’. This patch will improve the AI, fix compatibility issues, game crashes, some multiplayer out-of-syncs, and will also contain some performance improvements.

At the same time, we have been looking at all the feedback from play-testing, our Twitch and YouTube communities, and the press for the past month and a half as we prepared for release. Now we are adding all of your feedback from Steam, the forums, and social media to that! With it, we have begun developing a major patch which is aimed for release in June.

This 1.1 patch is nicknamed ‘Pompey’ internally. We will go into more detail with upcoming development diaries before it’s released. Pompey will cover the following topics:

  • Balancing of Technology Progress, Mercenaries, Shattered Retreat, Truce Breaking, Assassinations, Governors, War Exhaustion, and Legitimacy.
  • Improving the mechanics for Population Growth, Stability, and Barbarians.
  • Tweaks to Civil War mechanics, with new power-base mechanics.
  • Naval rework, with Naval Combat mechanics and multiple ship types, as well as navigable major rivers.
  • Deeper Holding mechanics for characters, where you can give characters holdings and they can purchase new ones as they grow in wealth.
  • More character interactions.
  • New Piracy mechanics.
  • Redesigning of functionality where instead of spending power for an instant result, you now spend power to nudge it towards that result over time.
  • Better abilities to play tall, including centralising trade, impacting specific cities, etc.
  • Tribes being able to decide what units their retinues should have.
  • Dual Ruler mechanics for Roman Republic, and Consorts for Monarchies.
  • Government Abilities for all government categories.
  • ‘Quality of Life’ features like viewing all characters in a foreign country, new alerts, road building being a continuous action, and more.
  • Adding of features from previous PDS games like moving capitals and regnal numbers on monarchs
    Much more modding support.

Whilst we have already started towards patch 1.1, we will continue to look at fixing any major issues that come up between now and then as well.

For the list of currently known issues see here.

the_road_ahead.png
With co-consuls coming, would it still be possible to have a 1 head of state system let’s say in other republican government types? Whilst I love a dual rulers, there might be people that still prefer only 1 ruler :)

"power base" used to be just the description for "army" or "govenor".

it will be far different and more detailed in 1.1
What do you mean by this? I don’t understand, so will families now have a power base?
 

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With co-consuls coming, would it still be possible to have a 1 head of state system let’s say in other republican government types? Whilst I love a dual rulers, there might be people that still prefer only 1 ruler :)


What do you mean by this? I don’t understand, so will families now have a power base?

Pretty sure the dual ruler is specific to Rome and maybe a few others, not the generic republican government.
 

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If you add Cursus Honorum to the list it made me happy, with unique traits to rapresent it would be cool, also I hope the researcher position will become proper political position, at least in the first game they had unique names and not generic like here for example .
 

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This may sound absurd; but may I suggest adding "listening to the history of rome podcast" episodes prior to ceasar to the roadmap? It covers the development of rome very well, including politically, and could/should/will give many good ideas for things to do with the political system.
 

jpapple

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Thanks for the roadmap and transparency you give us, Johan!! It's a great game, but the polish is needed and it seems like most of the 1.1 additions will add much of the stuff that is meeded to get this game rolling.

We expect nothing more than the PDS support we know and love!
 

Andrzej2

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- Could you retourn to the EU4 military access system? Is a great improvement from the vicky one, and now it feels like going back. I'm refering to the system that allows pass to your enemy if you can pass.

No it's not great improvement, quite the opposite actually.

Eu4 military acces is utterly stupid. It's one of the things that made me quit playing that game. Nation has to be able to choose to whom it gives military acces. Allow one nation and forbid the other it's a normal thing to do.

There could be some special casus belli for forcing acces if a nation gives it to your enemy but MA shouldn't be automatic! It's ridiculous and immersion breaking.
 

GundamMerc

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No it's not great improvement, quite the opposite actually.

Eu4 military acces is utterly stupid. It's one of the things that made me quit playing that game. Nation has to be able to choose to whom it gives military acces. Allow one nation and forbid the other it's a normal thing to do.

There could be some special casus belli for forcing acces if a nation gives it to your enemy but MA shouldn't be automatic! It's ridiculous and immersion breaking.

Ah here we go again. See what I said? Heresy to suggest conditional access is in any way positive.