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Well, we're back after a hectic week of PDXCon and office relocation. Those that were able to attend PDXCon were able to play the Livy update in its current state, and there are a number of interviews and articles emerging that contain snippets of information on the various upcoming mechanics that will be appearing soon.

However, fear not! Dev Diaries shall continue, and I'll make sure you all get a detailed view of what is coming in the Livy update, as well as The Punic Wars; the free Content Pack accompanying Livy.

Today, we'll take a look at Statesmanship, and a few of the UX improvements associated with it.

The concept of statesmanship was borne out of a desire to add both a level of character progression to the political scene, and to add a new aspect to decision-making when appointing Officers.

Statesmanship itself represents the bureaucratic skills of a character, intentionally avoiding conflation with military prowess, as we felt this mechanic did not translate well to the military aspect of the game.

upload_2019-10-23_9-17-53.png


As you can see here, Statesmanship dictates how much of a character's relevant attribute they are able to apply to their current role, scaling the effect of an office accordingly. 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.

upload_2019-10-23_9-20-2.png


Statesmanship grows at a different rate depending on which job a character currently holds, with 'lesser' jobs such as governorships and technology offices acting as lower-level training positions. The effect of tech officers will not be scaled by statesmanship for balance reasons, and characters holding one of these offices will plateau at roughly 25% statesmanship, over a period of time.

Higher offices will yield a higher statesmanship plateau, however, characters with certain traits may find themselves able to naturally attain higher statesmanship levels, as well as those of higher social status (more on this in a future diary!) being more likely to make capable officers.

The reason we wanted to make this change was to do away with the highly simplistic choice of officers; prior to 1.3, there was little reason not to fire someone and replace them with a higher stat character.

Lastly, characters holding high office (one of the eight primary offices) yet who have low statesmanship, may result in certain undesirable events being fired, and consequently, those characters who attain a particularly high level of statesmanship may be responsible for firing positive events. This leads me on to the next feature we're implementing in Livy - the Minor Event Queue.

upload_2019-10-23_9-28-39.png


The minor event queue, shown above in the bottom right corner of the picture, is a first step towards delineating between content that we want to interrupt the player with, and content that we consider optional or of low importance.

Events spawned by characters, either due to statesmanship level or otherwise, all fall into the category of minor importance. We wanted to show these to the player, but we found that interrupting the experience with a popup demanding a choice, was often quite invasive to the gameplay experience. Instead, events categorized as 'minor', will be added to the event queue instead.

Here, they will time down to 0 days, before dismissing themselves by selecting the first, default option. If you choose to interact with them during this time, you will receive a popup event as you might expect, albeit with a slightly different visual style:

upload_2019-10-23_9-33-15.png


We fully intend to iterate on this concept in future, perhaps allowing for additional functionality, and converting events that people find repetitive or unimportant to the minor category. The most important aspect of this change in my own opinion, is that we now have a way to bring out more of the character simulation that we previously deemed too minor to interrupt the player experience with; hopefully resulting in a more engaging world, for those who wish to engage with the content.

Now I shall hand over to @Trin Tragula , who'll bring you up to date with some of the map and content changes coming in 1.3, as well as another shiny new feature!

/Arheo

Hi all :) Today I will be going over some of the flavor additions in the Update as well as the new Map Mode Manager.

Regional Changes in the Livy Update

One objective that the Livy Update aims for is to increase the flavor in the world and one way that we hope to do so is by adding more regional flavor. The map has been updated with more territories and playable countries in a number of regions, and we have also added more local Omens and Heritages to countries in the game.


Additional Omens:

While Pompey added a great deal of variety in terms of Omens to the game it was often unclear why you had a particular Omen. In Livy Patch will add a clear indication as to why you have a certain Omen available to you.

omenpatron.png


As can be seen above the tooltip of an Omen will now always state what made it available to you, in this case Helios is available as he is the patron deity of Rhodes.

New Patron Deities (ie Omens that are available because of your capital location) :
  • Poseidon: Corinth, Chalcis
  • Herakles: Acragas, Kos, Thasos
  • Hephaeustus: Acragas, Athens, Lemnos
  • Asclepius: Acragas, Epidauros
  • Aphrodite: Athens, Aphrodisias, Corinth, Paphos
  • Eros: Thespiai
  • Hera: Argos, Samos, Olympia, Elis, Ionia
  • Artemis: Ephesos, Delos, Ionia, Nesiotic League
  • Helios: Corinth, Rhodes
  • Persephone: Locri
  • Dionysus: Amphipolis, Orchomenos, Naxos, Thebes, Boeotia, Nesiotic League
  • Pan: Arcadian Cities and Tags

We have also added a whole group of new Omens for Crete:

omencrete.png

  • Diktynna
  • Eleuthya
  • Velchanos
  • Rhea
  • Diktean Zeus
  • Ariadne
  • Amaya
  • Karmanor

Specific Omens for Hellenistic Pontus (Similarly to the Serapis cult omens getting these will entail reacting to flavor content):
  • Herakles
  • Zeus Stratios
  • Selene
  • Cybele
  • Mithra
  • Men
  • Aphrodite
  • Dionysus

Lastly while the main flavor focus of the update is related to missions we have added a number of historical flavor events for the following countries:

  • Massalia
  • Thrace
  • Iberia
  • Armenia
  • Phrygia, Pontus and Paphlagonia
  • Diadochi Coronations

Map Changes

No Flavor Update would be complete without map changes. The livy update brings an updated map and new countries in a number of areas.

Hibernia & Caledonia:
hibernia.png


Not much is known about the island today known as Ireland at Imperator’s start date. Nonetheless it is certain that the island was not devoid of political entities and @Snow Crystal has given it a second go through and added a number of playable tribes here. This increases the dynamics of politics and warfare, even if migration and colonization are still necessary to control the island. Modern Scotland has also been a facelift.


Baltics:
baltics.png


Another area revisited is the Baltic coastline of modern Lithuania and Poland, adding both more colonizable land and more tribes to the dynamics in northern Europe.


Sicily:
sicily.png


As the Free Content Pack coming along Livy will focus on Rome and Carthage it felt natural to focus on adding more detail to the island of Sicily, which was often at the frontline of Punic and Italic conflicts. The Livy update will greatly reduce the conglomerate country “Siculia” which previously represented all the central Sicilian states acting independently in the power vacuum after the Carthaginian-Syracusan wars. Instead there are now 3 such states (Siculia, Calactea, and Tyndaria) in a common defensive league.

The update also sees the addition of both Carthaginian client states (Selinous and Heraclea Minoa) and the subject state Gelas under Syracuse on the southern coastline next to the independent city state of Akragas.


Greece:
greece.png


While Greece is in many ways already one of the more interesting places in the game some historically important powers have up to now lacked the detail and strategic depth that they need to be accurately represented. The Livy update revisits Attica and Boeotia with more territories and impassables, as well as the seazones surrounding the mainland itself. The objective here has been to make the region more strategically interesting (in a similar way to Peleponesos) by adding in historical mountain passes and fortresses.

Navigable Rivers

The Pompey update added a number of Navigable rivers to the game and the effect these have had on both land and naval warfare is something we have found very beneficial to the game. The Livy update will therefore add navigable zones to a number of rivers that did not have them before:

danube.png


  • The Danube/Ister River is now navigable up to the Iron Gates
  • The Ganges now has additional arms to the Ganges Delta and its tributary, Brahmaputra, is navigable up to Balipura.
  • The Rhone/Rhodanus is now navigable up to Arelatis.
  • The Garonne/Garumna is now navigable to Praemiacum.
  • The Seine/Sequana is now navigable up to Avalocum.
  • The Loire/Liger is now navigable up to Turonorum.
  • The Elbe/Albis is now navigable to Aregellia.
  • The Dniestr/Tyras is now navigable up to Clepidava.
  • The Dniepr/Borysthenes is now navigable in the entirety of the portion before it enters impassable land.



Map Mode Manager

A common request for improving the UI of Imperator has been the addition of new Map Modes. We generally agree that map modes can be a very useful way to show information, the map is after all the main interface that our game is played on. At the same time Imperator had quite a few map modes already, too many to add more in the row that is constantly shown above the mini map.

In order to accommodate more Map Modes the Livy update comes with a map mode manager, which lets you open any map mode that exists in the game, and if you so wish, drag and drop it on the bar of map modes above the mini map for quick reference. The map mode keyboard shortcuts will now point to the slots in the map mode bar rather than to specific map modes.

dragdrop.png

Screenshot of the terrain map mode being dragged to the bar above the minimap.

The update itself will not come with any new map modes but now that we have a Map Mode manager we hope to add new ones in future updates when we see the need for it.

If you have suggestions for new map modes that you would like to see, we would love to hear them :)

That was all for today, next week we will be back on our usual Monday time and @Snow Crystal will tell you all about the Carthaginian Mission Trees that we are adding to the Punic Wars content pack :)
 
I like the idea of Statemanship. However, since there is so much options to gain it (if I understood correctly, character need to have office to gain it and it is cap accordignly to certain office) I suggest an education system like in CK2? Also, offices under governor caped very low but enough so character can gain some statemanship? Maybe giving those office would come with an incrase of loyalty toward the governor of the province?

In any case, those changes seems very promising and a good base for the next stage of development for the game!
 
While too early to bitch about something, I hope the pace of statesmanship growth factors in character stats, otherwise you will have your mongoloid heir running the country smoothly just because he served as a governor of some province for 5 years.
 
If you have suggestions for new map modes that you would like to see, we would love to hear them :)

I think I've mentioned it before, but I'd really like a Map Mode that shows power blocs, for any diplomatic relations that form closed groups (Defensive Leagues appearing as one; Client States/Vassals appearing under their top-level overlord). It would make it a lot easier to assess the territory of each real sphere of power.
 
While too early to bitch about something, I hope the pace of statesmanship growth factors in character stats, otherwise you will have your mongoloid heir running the country smoothly just because he served as a governor of some province for 5 years.
If your character has 0 in every stat, having 100% statesmanship won't make him better
 
The update itself will not come with any new map modes but now that we have a Map Mode manager we hope to add new ones in future updates when we see the need for it.

If you have suggestions for new map modes that you would like to see, we would love to hear them :)

City Map Mode (quickly showing Metropolis, cities, settlements in different colors)
Income Map Mode
Commerce Map Mode
Terrain (complicate terrain; Hills can be forested, etc.)
Climate Map Mode (allow easy viewage of storms as well)
Food Map Mode

I find it hard to believe that, with EU4's wealth of maps, the development team thought that maps presented in I:R were enough.
 
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Hibernia & Caledonia:
index.php


Not much is known about the island today known as Ireland at Imperator’s start date. Nonetheless it is certain that the island was not devoid of political entities and @Snow Crystal has given it a second go through and added a number of playable tribes here. This increases the dynamics of politics and warfare, even if migration and colonization are still necessary to control the island. Modern Scotland has also been a facelift.


Baltics:
index.php


Another area revisited is the Baltic coastline of modern Lithuania and Poland, adding both more colonizable land and more tribes to the dynamics in northern Europe.
@Snow Crystal could we get to know the reason why you put all the Hibernian tribes along the eastern coastline of Ireland? I find this odd, as Ptolemaios's Ireland wasn't really far off from the real Ireland; coastlines were also far easier to explore, so the information was accessible enough. Will there also be a formable Hibernia tag?

Could you also rename Coritania to Corieltauvia based on this thread?

I also wonder whether or not you'll touch the Germanic tribes; especially given that you accepted Ptolemaios's depiction of the Lithuanian tribes as valid. Why not take Ptolemaios's tribes for the Scandinavian peninsula instead of Jordanes's tribes (who lived over 400 years later) and maybe add Tacitus's Suiones (for all those Swedes ...)? I really dislike this mixture of different sources and different ages in such a random fashion.


iu
 
Well, we're back after a hectic week of PDXCon and office relocation. Those that were able to attend PDXCon were able to play the Livy update in its current state, and there are a number of interviews and articles emerging that contain snippets of information on the various upcoming mechanics that will be appearing soon.
Thank you for taking the time after PDXCon for the DD.

Statesmanship grows at a different rate depending on which job a character currently holds, with 'lesser' jobs such as governorships and technology offices acting as lower-level training positions. The effect of tech officers will not be scaled by statesmanship for balance reasons, and characters holding one of these offices will plateau at roughly 25% statesmanship, over a period of time.
I'm somewhat concerned by this unless there are new lower level offices being created for stats other than Martial and Finesse characters (presuming that Generals and Adminrals also get some statesmanship).

The minor event queue, shown above in the bottom right corner of the picture, is a first step towards delineating between content that we want to interrupt the player with, and content that we consider optional or of low importance.
This sounds excellent. :)

Navigable Rivers

The Pompey update added a number of Navigable rivers to the game and the effect these have had on both land and naval warfare is something we have found very beneficial to the game. The Livy update will therefore add navigable zones to a number of rivers that did not have them before:
I like this. I'd also like the team to take a pass and look at the "nearby river" modifier along non-navigable rivers, as it seems to be randomly sprinkled along the length of every river in the game.

I'd also like to see at least Coastal (and hopefully also Ports!) on major seas like the Caspian, even if ships can never be built there.

A common request for improving the UI of Imperator has been the addition of new Map Modes. We generally agree that map modes can be a very useful way to show information, the map is after all the main interface that our game is played on. At the same time Imperator had quite a few map modes already, too many to add more in the row that is constantly shown above the mini map.

In order to accommodate more Map Modes the Livy update comes with a map mode manager, which lets you open any map mode that exists in the game, and if you so wish, drag and drop it on the bar of map modes above the mini map for quick reference. The map mode keyboard shortcuts will now point to the slots in the map mode bar rather than to specific map modes.

The update itself will not come with any new map modes but now that we have a Map Mode manager we hope to add new ones in future updates when we see the need for it.

If you have suggestions for new map modes that you would like to see, we would love to hear them
As others have noted, a cities map mode would be superb.

Also a buildings map mode so that I can find the freaking Tribal Settlements and Provincial Legations I want to remove after conquest.

Lastly, it would be awesome if a a primer on creating map mode mods could be written. A couple of us looked at making map modes and were unable to figure out how or get any assistance on it in the mod subforum. :)
 
The only thing I have to say is: Oh, yeah!
 
Suggestion: instead of showing the graphical progress bar for statemanship in the government screen, make it show like 3/7 for 3 current used rating out of 7 max, that would be more relevant and still give the rough estimate of statemanship as the progress bar does while the exact percentage would still be in the tooltip, but now you won't need the tooltip to see the character's own stat.
 
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 :)

1) Yes, my take on the daring changes made to imperator is they are using it as an experimental lab for future games (especially CK3 and EU5); they probably sold it to the higher up as "the game was destroyed on release, there is no chance we will sell enough DLC to keep it up for years, so since there is not much to loose, let us totally redraw the game". Which would be why we see all those exciting community-driven updates.

2) and yes, one lesson they didn't learn, for now, is that the homogenization of mechanics/UI is a terrible design idea. But i also believe that for now, they are working on improving the mediteranean gameplay rather than the "barbarian" experience. Once and if the base mechanics stabilize into a more exciting gameplay, they'll probably overhaul the gameplay for tribes.
 
@Arheo

This is more of a quality of life feature for the future, but could we get a search box for cultures in the setup editor? I like to use it during gameplay to create certain scenarios or correct mistakes and finding specific cultures is difficult considering how many there are.
 
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.

Thought exactly the same thing. The govenor of Magna Graecia should be one of the most prestigious offices in the Roman Empire and not on the same level as the governor of Britannia for example. This would also make switching govenors more a thing.
Of course they first would have to cancel the policy switching after a governor change, which is my most disliked "feature" by far at the moment. Instead every govenor should propose a policy switch from time to time and you should be able to decide to go along with it or persuade him (at the cost of loyality and/or PI) to don't do the change.
 
Thank you for nice DD...
My suggestion for Statemenship aka Roman Cursus Honorum

1. The Real CH - from Wikipedia
Cursus_Honorum.png

2. Current Situation in IR:

Government: Consul and Co-Consul + 2 Candidates
Standard 8 offices + 4 researchers, no social classes

3. My Suggestion

1d0a4868fc19af88ece1dd229c98a077-full.png


Thank you for reading, waiting for opinions.
 
Thank you for nice DD...
My suggestion for Statemenship aka Roman Cursus Honorum

1. The Real CH - from Wikipedia
Cursus_Honorum.png

2. Current Situation in IR:

Government: Consul and Co-Consul + 2 Candidates
Standard 8 offices + 4 researchers, no social classes

3. My Suggestion

1d0a4868fc19af88ece1dd229c98a077-full.png


Thank you for reading, waiting for opinions.
I'd love this idea, if only this would only work for the Roman Republic. And also, it lacks a religious head (like the Augur), which is needed both for immersion and for the great bonuses it gives.