Imperator Dev Diary - 23/10/19

Imperator Dev Diary - 23/10/19

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    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.


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Svanley

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Looking great, the addition of minor events is a fantastic idea, both giving the ones who wanna delve deep into character stuff potentially much more events while also actually reducing the amount of popups for those who wanna focus on other areas. Brilliant!

Also seems like Lake Kopaida has been added to Boiotia, which is cool.

There are several mapmodes that probably should be added due to the new mechanics:
Cities, Food production, Food storage in provinces, available Population capacity, Migration Attraction, Migrations (red where Pops are leaving and green for where they are going), Amount of Trade Goods produced.
 

WeissRaben

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Also, because I named the Po and then I forgot. In old devdiaries, the delta coast looks like this:

northitaly.png


And, well, this is the modern coastline, which makes pretty much as much sense as depicting Flevoland in the same period. The entire delta structure wasn't there at all until the 17th Century or so, and in the Roman age in particular it looked something like these maps - probably in-between but closer to the first, as Comacchio was founded around the end of the game's timeframe:

Fig-8.jpg

ER_Eta-Romana.jpg


EDIT: also - and I'll edit this time, because I'll avoid a third post, I seem to notice the Comacchio Valleys being present between Hadriani and Spina. Those, too, are medieval - obviously enough, as the Hadriani province should probably be chopped off in its entirety - and formed around the 10th Century. Also, as you can see from the maps and tying to the navigable Padus proposal, the main river flowed far to the south of the modern riverbed, with the Reno being a tributary rather than an independent river.
 
Last edited:

Just Tall

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Statesmanship seems to be a good game mechanic. I'm a little dissatisfied with current numbers:

Someone with 10 attribute points:
0% = 1, 25% = 2,5 (2), 50% = 5, 75% = 7,5 (7), 100% = 10.

I think, this will works better:
0% = 5, 25% = 6,25 (6), 50% = 7,5 (7), 75% = 8,75 (8), 100% = 10.

Imagine if someone with 2 attribute points and 100% of statesmanship is better in doing job like someone with 10 attribute points and 0% statesmanship. A second option is more realistic and fair.
 

Lord Lambert

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Statesmanship seems to be a good game mechanic. I'm a little dissatisfied with current numbers:
It seems that they are too:
. We'll be taking a look at scaling the effects of offices to account for the slightly average top-end threshold for characters, and to ensure that highly skilled individuals have their abilities properly represented.
 

blackchoas

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ugh I feel like I'm well past the point where I don't wanna start a new IR campaign until this comes out, I just need mission trees and a council I don't/can't completely ignore

I look forward to my government being something more interesting and difficult to manage, the current state feels very bare bones especially if you compare it to say the CK2 council system, which has so many different ways it can be used to work your will, either by bribery or packing the council with yes men or how it can cause you trouble limiting control and giving more power to already powerful vassals.
 

samin

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Can the map mode manager assign multiple map modes to the same slot?

It's in EU4 and it's an invaluable feature, especially if you plan to add more map modes to Imperator in the future.
 

Praetorian44

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Johan said in an interview that Paradox would be looking into perhaps doing a public Beta for 1.3. Is there any news on that? Such as if it's still being considered, and if so, when it may be available?
 

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Great unexpected Dev diary.

Please help / sort.

Can it be made clear how to raise the populist faction support above 80 to then be able to change government to dictatorship? I am.at a loss of how to do it!!

Please help!
 

TheMind

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This is an awesome dev diary! Good job!
I've got only one question: does Statemanship decrease over time due to inactivity? I wish not. Or, at least, at a very low and flat rate.

As for me, the major problem to address for this game is a reason to go to war, other than for increased taxes: a better trading system would allow more scenarios.

Thank you again for your amazing job!
 

FleetingRain

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Imperator dev diaries are always so exciting to read. I do think it is the most innovative of paradox's games.

But heres an example of why people say it feels the same playing no matter where you are:
This statemanship mechanic feels like it fits well in a civilized empire like rome, or greece, or other civilized places like that. But it feels out of place with tribes in northern europe. While i'm sure experience makes for better leaders in tribes, too, something called "statesmanship" has feeling of an ill fit.

But other than that, it does seem like an exciting development :)

Hopefully Statemanship will be localized as, well, "Experience" for tribal tags.
 

Immacolate

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in diplomacy map mode, please make a difference between countries that I have a truce with and countries that I have a truce with AND also a claim on.

the way that current diplomacy map works, you cannot see if you will be able to attack a certain country after your truce with them runs out or not.
 

Will Steel

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This is amazing, a double dev-diary. Statesmanship, when combined with a proper senate-elected Cursus Honorum and term limits/restrictions, can create one of the best political systems in a Paradox game ever seen (alongside CK2). :)

Speaking of minor titles "researchers", have you considered giving them titles like in older EU-Rome game where they were proper offices? For example - in Rome they could be four Quaestors (Aediles could be in proper political office screen), in Athens they could be Proedroi or Epistates, in India they could be Amatya or Mahamatra, and then the rest could have a relevant generic culture-group based title. Much more immersive than simply called "religious researcher" or something.

I highly suggest doing that.
 

Crunbum

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I just hope they will nerf mercs a bit and make replenishing units cost much more money. Right now you can have 300-400 territories and I have such big income that I could recruit 1000 cohorts. I wonder if land and naval force limits from EU4 could be good addition. You still could recruit more soldiers but each over the limit would cost much more.

Nerfing the mercs is needed, yes, but unit replenishment/upkeep costs are derived off the recruitment costs, so rather than increasing those I'd rather they raise the base gold price of recruitment in the first place. As is, armies are dirt cheap compared to the wages paid to the generals that lead them, and gold is way too abundant after the early game, because of city income buildings increasing the effective gold per pop exponentially.

So, rather than driving up the costs alone, it might be better to also nerf income in the first place, to avoid inflation where everything costs absurd amounts of gold. Mercenaries should definitely cost more than 125%, but when you make them cost much more proportionally, like the 500% that they would probably sensibly require to actually feel expensive with the lategame economy, then AI simply won't recruit them at all and it'd make wars even easier for the player.

You can of course give the AI a cheaper mercenary maintenance bonus on higher difficulties to alleviate the issue, but that doesn't fix the issue in the first place.

However, if you severely decrease cohort size, while simultanously increasing the cost of each unit type per cohort, and then only slightly raising merc upkeep but increasing the amount of gold you have to have up front to recruit them, and adding a multiplicative % increase to it per company hired, then you're making them a much costlier resource...

If units in general end up costlier, so do mercs because they scale off the base costs - yet AI would still use them because they still wouldn't be that much more expensive than regular troops proportionally - yet wouldn't spam them because of how their demand on treasury size would go up with each additional company hired. Smaller cohort sizes also mean much less exaggerated lategame army sizes, though that of course has to be combined with reducing manpower base and pop output proportionally (possibly even more so because manpower is unending as it is rn).

I personally prefer having it tied to War Exhaustion, by having it reduce manpower recovery by up to 100% at full. I have also increased WE gain from all sources in my personal mod, but especially from battles and attrition, though I have also added a decay ratio based on current WE, meaning countries in hard wars don't just end up capping it without invoke devotio, but instead settle at some level of WE, which still meaningfully limits their capability to replenish manpower and thus throw soldiers into the meatgrinder for years on end.
 

TheMind

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For governors, maybe Statemanship should increase at a different rate based on the population of the region they control compared to, maybe, the population of the capital region: it's weird to see the governor of NoWhereLand (maybe having only one or two cities in that region or just one single province) getting the same bureaucratic skills as the governor of Magna Graecia or Italy etc etc.
As I said, this would do the trick also for little countries like future Ireland's, or England's, as the factor is the quotient between the population of a certain region and the pop. of the capital region.
It should also consider (the Statemanship growth factor) the type of government you have: a Republic is much more complicated to control than a tribe.
 

Dmitrius

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Thanks for the update Johan,

For the character rework, you mentioned that we will see fewer characters and more great houses. I'd like to make a suggestion.

Can we have the characters and their interactions visualized somehow. The map doesn't really convey where characters are and what they are doing. Each country has a court or Senate, but it's essentially just a nebulous list of heads.

I never really get a sense of personalities or motivations like ck2.

So something that shows me how they fit together and who's with what where would be nice. The character models are gorgeous , but most of the time I'm dazed trying to figure out who I should be undermining or supporting. Whether this persons loyalty matters or not... it's a real struggle.

I know it's a big ask, but for this game to work characters need to feel real.

Also would it be possible to play as one great family. I know it seems like a departure into CK2, but right know I act without any real care towards any given ruler and it kind of spoils the character system overall, at least for me.

Using my power base as a non consul family would give me time to conquer and expand my power base abroad. Rome was expansionist because the only way to gain any real power was to go out and take new lands, using troops for war could be linked to a state loyalty that would see you ousted from Senate or worse if you failed to participate and make an effort during war time with family owned troops.

Anyway..probably terrible suggestions. Just saying what would add value for me. Thanks again.
 

Vityviktor

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Red Death

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My concern with minor events is this: I'm probably still going to pause the game and deal with them as soon as they pop up, since judging by the example given I really don't want to risk them timing out when I'm not paying attention. So, if that's the case, this system is just making me pay more attention to the ledger, and requires more clicks to deal with the event.