Imperator Dev Diary 07/12/20

Imperator Dev Diary 07/12/20

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Mr. Wiggles

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Hmm, hmm, hmm. Now, see, there are actually fairly significant geographic factors influencing the locations of ports. You want a large body of water, deep enough to admit larger vessels but sheltered from the open sea, and with minimal tidal variation. You can build breakwaters and dredge the bay but it's not exactly frictionless.

I'm on board with having to build up your ports, but I'm not certain I like the idea of being able to throw one just anywhere.

Cool to see more minors being carved out of the diadochi blobs, too.
A single province is, most of the times, a very large chunk of land
 
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Indyclone77

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I had to thrace myself to read such good content
 
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Wagonlitz

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For technical and design reasons, we’ve chosen not to allow the construction of shipyards in river provinces, unless there was a pre-seeded port already present (Pataliputra or Sais, for example).
would it be possible to have Rome have a port? Because its quite annoying to have Ostia get the port modifier to e.g. pop movement while Rome herself gets nothing, meaning that in some ways Ostia is more attractive than Rome to migrants, which just seems unrealistic.
This will evict any mercenary navies currently present, and destroy the port model.
has it been checked that that won't create ghost pirate fleets which can't later be deleted? Like the ones currently.being made if you remove a pirate haven in a territory you don't own during a war.
 
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vyshan

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This looks cool. Question for @Bratyn will there be missions for dealing with the rest of Alexander's empire after you secure Greece and Asia Minor? For example will there be stuff for dealing with the Ptolemies and Selekuids and going after the rest of Alexander's empire?
 
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Mr. Wiggles

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I'm usually not interested too much in mission trees, but this one seems awesome! I'll definitely want to play Thrace in the next update, and I can definitely see some hoi4 influence on the mechanics!

Now about ports, it has already been pointed out that in the classical era ports where not something you could building whereever you wanted to, but I can see why people would like to place them however they want, so how about adding a modifier like in eu4 called something like "natural port" and limit the construction of high level ports (maybe 3+) to just those territories?
It's not like places to build decent ports were lacking, important ports changed during the centuries because various reasons (reasons mostly out of player's agency in a game like I:R). Take Aquileia as an example, it wasnt an important trading port during most I:R timespan.

They should work on making building too many high level ports redundant imo.
 
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Bratyn

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This looks cool. Question for @Bratyn will there be missions for dealing with the rest of Alexander's empire after you secure Greece and Asia Minor? For example will there be stuff for dealing with the Ptolemies and Selekuids and going after the rest of Alexander's empire?

There is no dedicated mission tree for this, but all Diadochs have access to a new Diadoch wargoal against one another, meaning you don't really need any 'guidance' or help to get to war with them. A mission dedicated to this was therefore not deemed necessary - though if you stay tuned you may well get a more in-depth answer on your question in coming weeks ;)
 
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Jean-Luc

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karathrace-e1393195235408.jpg

It's time for Thrace.
 
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herrickrcw2

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Thank you Devs for putting the names of the researchers on the screen! I petitioned this twice and you guys did it!

Thanks IR team! You are all awesome!
 
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vyshan

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There is no dedicated mission tree for this, but all Diadochs have access to a new Diadoch wargoal against one another, meaning you don't really need any 'guidance' or help to get to war with them. A mission dedicated to this was therefore not deemed necessary - though if you stay tuned you may well get a more in-depth answer on your question in coming weeks ;)
Alright thanks. I look forward to it. :)
 

Lord Lambert

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What's this "Imperial Challenge" wargoal shown on the tech screenshot?
Same as the one for the Diadochi. Occupations flip territory a la civil wars, every territory that flips increases war exhaustion.
 
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Manst

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Same as the one for the Diadochi. Occupations flip territory a la civil wars, every territory that flips increases war exhaustion.
That looks quite good, but for someone that hasn't played the game in a long time, how oftern do you get other great powers in your games?
 
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StrifeXIII

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That look quite good, but for someone that hasn't played the game in a long time, how oftern do you get other great powers in your games?
I think it specifies Major powers or greater. In which case I see major powers in my campaigns all the time in almost every region.
 
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Marcus Pica

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Hmm, hmm, hmm. Now, see, there are actually fairly significant geographic factors influencing the locations of ports. You want a large body of water, deep enough to admit larger vessels but sheltered from the open sea, and with minimal tidal variation. You can build breakwaters and dredge the bay but it's not exactly frictionless.

I'm on board with having to build up your ports, but I'm not certain I like the idea of being able to throw one just anywhere.

Cool to see more minors being carved out of the diadochi blobs, too.
I'm usually not interested too much in mission trees, but this one seems awesome! I'll definitely want to play Thrace in the next update, and I can definitely see some hoi4 influence on the mechanics!

Now about ports, it has already been pointed out that in the classical era ports where not something you could building whereever you wanted to, but I can see why people would like to place them however they want, so how about adding a modifier like in eu4 called something like "natural port" and limit the construction of high level ports (maybe 3+) to just those territories?
It's not like places to build decent ports were lacking, important ports changed during the centuries because various reasons (reasons mostly out of player's agency in a game like I:R). Take Aquileia as an example, it wasnt an important trading port during most I:R timespan.

They should work on making building too many high level ports redundant imo.
I must agree with Mr Wiggles about the abundancy of natural ports on the scale that area is represented in the game.

Every coastal territory in the game represents at least some 50km of coast and one can ussually find at least one suitable natural port on such a lenght of the coast.

So, dont forget about the scale of areal representation when discussing such matters.
 
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Martocticvs

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Looking great! One suggestion regarding ports and their levels, touching on something someone else mentioned above about ports in real life requiring certain geological features (which is quite accurate of course). Add a couple of territory modifiers, such as 'Natural Harbour'. Allow any coastal territory to build a basic port, but higher level ones would require the presence of the appropriate modifiers. After all, great port cities grew up around their ports, which were established where they were due to geography.

Are there any examples of harbours being created in otherwise unsuitable locations? We can do it today, at great expense, but I'm not sure they had the ability back then, even with huge numbers of slaves at their disposal...

[Edit] but also a fair point that most stretches of coastline probably contain one or two places that are suitable, so probably not worth thinking about.

[Second edit] I'm going to stick by my original thought :) High level ports should not be buildable everywhere, but require appropriate conditions. Less ammenable locations should also incur a multiplier to the base construction cost.
 
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religiousphanatic

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totaly agree about limiting the port levels if nothing else, i see how multy ports ( for example calabria that one is on my mind now ) can lead to huge migration attraction in that province or in short i can see a huge exploit in specific province :)
 
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So the Imperial Challenge CB will get access to the civil war province flipping mechanic? What is the thought behind this? That it allows nations to very easily swallow up large empires?