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Imperator Dev Diary 07/12/20

Greetings all,

Today, we’ll be covering some additional mechanics coming in the Marius update, before we take a look at further mission trees coming as part of the Heirs of Alexander DLC.

Ports

As the astute amongst you have noticed, we’ve made several references to ‘upgrading’ port infrastructure in recent dev diaries and streams.

Prior to Marius, ports were seeded in numerous historical locations, but could never be altered, removed, or added during gameplay. As Imperator is a game where the ability to build your own civilization is paramount, it seemed natural that this behaviour should be reconsidered.

As part of Marius, shipyards will be a constructible building-type, which along with various local effects, will increase the port level of the territory in which they are built.

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Shipyards can be constructed in any coastally adjacent territory, which will have the graphical effect of creating a culturally appropriate port model in the coastal territory. 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).

The level of port in a territory will primarily dictate which ships it is able to construct; low level ports may only build and repair Light ships, for example.

Mega-polyremes will require a port level of 5, but are still gated behind the corresponding military tradition, though due to the tradition tree rework, this unlock can now be attained by any nation willing to invest into the traditions of the Greek Kingdoms.

You’ll be able to distinguish between port levels by map icon; two such examples at the beginning of the game are the port in Alexandria which begins at a higher level than surrounding territories:

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Lastly, but not least - ports can now be removed or destroyed by removing shipyard buildings in the associated territory.This will evict any mercenary navies currently present, and destroy the port model.

Technology Feedback

Your response to the technology trees coming in 2.0 was overwhelming, and I feel we’re on an good course with these. This said, there was some excellent critique on the system, some of which we’ve had a chance to iterate on.

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One of the most common opinions we saw, was that the tech tree background appeared bland. To address this, our talented artists have added a diagrammatic background (replete with authentic wine stains) to give some identity to the game view.

One additional and enduring piece of feedback we’ve had during testing, was the lack of contextual identification for inventions in the new system - how does the player know what each invention represents, and how can they easily locate what they’re aiming for in our larger tree structures?

We’ve added two ways to mitigate this concern.

Firstly, inventions now display their foremost modifier icon inside the UI element. This gives an at-a-glance indication of what you’re likely to receive once an invention is purchased. As our regular players will know, however, there are a significant number of modifiers and modifier types in Imperator - it can be tricky to mentally map all of these. Which leads us to the second improvement.

The search bar in the top right corner will highlight inventions that correspond to your search terms. This will parse both names and modifier strings:

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(It goes without saying hopefully, that this highlight is WIP!)

In addition to these UI changes, some incidental balance changes have been made to the inventions system. Notably, while we do not wish for it to be possible to unlock all inventions in a single playthrough, the number available vs the number of innovations available were simply too far removed.

To mitigate this, we’ve decreased the expected years per technology from 20 years to 15 years - this reduces the ahead of time penalty accordingly, and should result in more frequent tech advances as time goes on.

Several modifiers previously tied to nation rank (particularly diplomatic relations) have been moved out of their associated rank modifier, and into the tech trees. I’ve never been entirely happy with the number of alliances and relations that were available from the beginning of the game - this addresses that concern, yet retains the ability to focus on this as a valid playstyle for players and AI, should their situation demand it.

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As the above screenshot suggests, we have also added more keystone inventions, particularly those which might alter the playstyle of a nation. The wargoal referred to here is the one mentioned in our previous developer diary. Whilst powerful, it sits relatively far down the Oratory tree, as many of our more game-changing inventions tend to.

Before I hand over to @Bratyn, I'm aware that I promised unit model screenshots a week or two ago - due to some final polish on these, I can't show them off just yet - watch this space!

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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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Really good stuff!

I defintely approve of the minor changes you've added, though I do like the "Natural port" idea that has been suggested by the users above.
 
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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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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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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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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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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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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. :)
 
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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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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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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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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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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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?