I'd really appreciate some way of changing culture/religion in bulk. Currently it's one huge click-fest.
Thank you so much Johan for answering our questions and for your honesty during development and after development. We may not like some of the design/gaming decisions u make ingame, but I highly respect you for staying the truth on what kind of game you are giving and what features will be in it![]()
For as many as you can afford in a city?
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.
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![]()
next week, part of my tasks is adding more information to the macrobuilder.
showing data on benefits from buildings is #1 on that list.
The game is finished. It contained everything we had planned for release, and actually dozens of features we added post-alpha even.
If you by finish mean, "this will not get any more additions", then I do not recommend looking at any other PDS games, as we still active develop each of them.
@Johan Hey Johan, graduate student in medieval history at a top American university here. Just had a thought I felt like sharing.
Most of the criticism has been, deservedly, focused on performance issue and technical details, but I do have one "quality of life"-style suggestion to add to what I am sure is a giant stack at this point. One of the most interesting features of EU4 and CK2 is that they have established themselves from a particular point of view, in CK2 you play as a pre-modern dynastic house rather than as a nation-state. This works so well because it is genuinely how the medieval state worked, at least in Western Europe.
However, the top-down approach in Imperator makes much less sense. This is a period before the advent of centralized governments, and I thought this would be the advantage of playing as a Roman-like republic as it grows into an imperial state. But this isn't the case, even the most decentralized clans in the periphery have the same state-driven mechanics (complete with Latinate names for things) and it really destroys any immersion the beautiful map and other details may have added. Maybe I'm not understanding how the game really works yet because the bugs have made it difficult to play for very long, and I hope I'm wrong in my sentiment, but it seems like Imperator fully adapts the Volkish idea of Antiquity, which may not be the best long-term idea considering its National Socialist connotations. I don't know if there are plans for maybe rolling out some kind of DLC related to government types and their evolution/metamorphosis over time, but it may be worth a look.
You are excused? What is "absolute power" to you? The term originates in the 15th century, for what it's worth. There were divine kings and "centrally" managed realms in this period, to be sure, but the rule of the aristocracy was always limited by the efficiency of the ministerial-class (in Rome, this was the lower ranks of the cursus in the Republican period). This was why the city-state model was so wide-spread.I'm sorry, but excuse me? While it was true that management of local affairs was effectively decentralized, there were plenty of examples of rulers who had absolute power (and thus centralization of power) when it came to intervening directly. It may not have been wise politically to do such a thing and would anger important aristocracy, but they could do so. Furthermore, the periphery clans have to deal with extremely powerful and disloyal tribal leaders who basically own the armies they raise.
And equating it to the Volkish idea of antiquity is definitely a stretch.
You are excused? What is "absolute power" to you? The term originates in the 15th century, for what it's worth. There were divine kings and "centrally" managed realms in this period, to be sure, but the rule of the aristocracy was always limited by the efficiency of the ministerial-class (in Rome, this was the lower ranks of the cursus in the Republican period). This was why the city-state model was so wide-spread.
The point is that Volkish identity, having been established, is inevitably going to lead to the development of the modern nation-state model as it is currently portrayed. Whereas a diversity of cultures, government-types, religions, and therefore outcomes, would remove this criticism and also make a more enjoyable game. Hence my suggestion.
Have you found it in the Macro Builder yer? I thought the same until I found that we can do from there.I'd really appreciate some way of changing culture/religion in bulk. Currently it's one huge click-fest.
Actually. there is none, and the names should be streamlined.