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wingren013

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Can we get a diplo macro builder? And a trade macro builder?
 

Johan

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I'd really appreciate some way of changing culture/religion in bulk. Currently it's one huge click-fest.

For as many as you can afford in a city?
 

Johan

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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 :)

thanks
 

Johan

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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.

yes, there is far better info in 1.1 for provinces
 

Johan

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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 :)

different forms on republics have a different amount of rulers.
 

TaintedRuins

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@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.
 

MaKaan70

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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.

Of course the game will get more additions. I count on it. The thing is the 1.1 patch contains basic modifications that by my point of view should have been in the 1.0. Not everything you've said, but things like the two consuls of the roman Republic, all the stuff related to characters, the instant result of actions by spending power etc.

Do not want to start a discussion, just let you know that me and many people are disappointed with the status of the game today, regardless the stuff you guys planned to include or not in the game at the release, just that.

Thanks for replying btw
 

GundamMerc

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@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.

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.
 

Rhaegar1

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Thanks Johan, tbh I'm having a blast although there's definitely some QoL and UI improvements that could help reduce a few chores. This power base sounds good and hopefully helps to tie the politicking a little bit better together. I have a feeling in the background plenty of good internal Dynamics between characters is going on but it's not entirely clear for the player what's happening and how to influence it.

Good to see you're in the job.

One question, am I right in assuming that the greater moddabillity of the recent PDS games, especially concerning the UI, actually helps you guys as well with respect to developing updates and dlc and the scope of changes you can implement? An example being the significant rework inthe Stellaris dlc
 

TaintedRuins

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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.
 

GundamMerc

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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.

I'm sorry, but I still fail to see your point. None of the nations in-game follow a truly modern nation-state model. There ARE a variety of cultures and religions. By your logic an independent Duchy held by one character in CK II would be "Volkish" in identity and representing the modern nation-state model.
 

TaintedRuins

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Speaking of the cursus, you could name this future DLC with the new state mechanics as Imperator: Cursus Honorum and also include the cursus as a way of giving people jobs.

Populi non sunt gentes non sunt patrias.
 
Last edited:

fabius

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I'd really appreciate some way of changing culture/religion in bulk. Currently it's one huge click-fest.
Have you found it in the Macro Builder yer? I thought the same until I found that we can do from there.
 

Director Ahd-Thakkath

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May 2, 2016
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These features look like they'll be really nice and that the game will take one step in the right direction. However, I want to know if you're going to add religious syncretization to the game. It was an important feature of the time period and this game isn't complete until that is added in. I could make a long meandering post as to why this should be in the game, and why the missionary system is nonsensical for most religions on the map, but I won't do that for now. I don't want to have to pay twenty dollars (for an expansion) when I finally get the game to be able to syncretize like the Greeks, or the Romans, or the Carthaginians, or the Canaanites, or the Arabs, or the Egyptians, or the Berbers, or the Lydians, or the Kilikians, and so on. It's a feature that should have been in the game to begin with, and I want to know if it's something you have planned for the future.