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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 :)
 
Will you add more jobs that use Charisma and Zeal? Or give other uses for both stats?

Since livy will change jobs, and currently only Finess and Martial are really sought after traits in a character.

Sending characters as Diplomats could be a use for either zeal or charisma (or both) depending on which mission they would have to perform. Since they are reworking how the families work this could be a perfect time to explore the possibilites of such a system.

If diplomacy is tied to a character it would be nice to have diffrent rates of succes depending on who you send and diffrent possible outcomes for the character itself.

- Get a foreign friend/friendly family which might support him. (add's to his and their's powerbase, perhaps even military or financial support in a civil war)
- Got bribed / bamboozled by the other faction and returns empy handed or richer then before
- Dies on the way
- Great succes (returns with more prominence, prestige, money, etc. or wanting a governership for himself)
- Insulted the other nation (decreases your relation and he is now hated by them, if captured in war by them he is automaticly executed, the CK2 people have a lot of character death sounds, check with them)
- Returns mutilated (immediate Casus Belli which you can only ignore with a great cost)
- Makes the daughter, wife or sister of a noble pregnant
- Kidnaps the daughter, wife or sister of a noble
- Get's into a duel (depending on the culture the effects would have to differ though)
- Made a religiuos faux-pas
- Had a gay daliance overseas
- Kidnapped by Pirates
- Shipwrecked and suddenly returns a few years later. (Oedipus achievement if you got someone showing up after 10 years have passed)
 
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.

View attachment 520212

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.

View attachment 520213

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.

View attachment 520216

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:

View attachment 520217

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.

View attachment 520237

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:

View attachment 520236
  • 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:
View attachment 520235

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:
View attachment 520230

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:
View attachment 520238

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:
View attachment 520234

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:

View attachment 520232

  • 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.

View attachment 520233
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 :)
Thought this week would have no DD, but got a double feature instead!

On the topic of map modes, a government map showing government types of every nation would be pretty sweet.
Might be useful to keep track of the transition of tribes to monarchies/republics around you or in a determined region.
 
I am really happy with the direction and work thats being done in Imperator since its launch.
Keep up the great work and Imperator will become an amazing game!

^ This^ So much this ^^^
 
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 :)

Plus, what does adding more localization for omens really do? Nothing. They still have the exact same effects no matter where you are, what religion you are, etc. Just now, there's a bit more flavor. One more example of the game feeling the exact same if you're playing a Jewish state or a Druidic tribe.
 
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.

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.

There should be a minimum for statesmanship decay dependent on max statemanship in characters life. There is a common story of old man returning to the office and saving everything :)

Here, they will time down to 0 days, before dismissing themselves by selecting the first, default option.

Default option should be based on previous choices made by player. Because if he prefers the other choice he would have to click every single "minor event" anyway.

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:


Why on Zeus' farts there is always eight of them? Why can't we have 5 omens, 3 omens, 8 omens, ten omens? Now when there is always the same number of everything it sometimes feels more like excel then game. I would rather take one powerful omen that would make game more interesting and unique for some countries then the "boring eight".


Thanks for the good work.
 
I am really happy with the direction and work thats being done in Imperator since its launch.
Keep up the great work and Imperator will become an amazing game!

yep, agree - very positive

lambert in his youtube update talks about prestige being totalled at 120 which appears odd. Why not set it up as set as a %?
 
I think the minor event queue should feature the name of the character associated with an event; otherwise, the player is hardly able to assess how important each event is without actually opening the popup, and if the popup window has no dismissal button this saves the player little trouble.
 
One map mode really needed, is one to quickly identify cities and metropolis.

Victoria 2 has also a immigration map mode, that coul be useful here (by the way check centralization that is not working)

I also would like an option to change AWSD to move the camera. In starcraft 2 and in Age of empires camera is moved with the mouse with a certain acceleration. I know most people use AWSD for everything, but is not everyone.

population mode by poptype could be useful (change policies to promote tribemen or slaves) , but still low priority.
 
So new focus trees for Portugal and Spain as well as a reworked tree for France. What about Italy? I think that they would fit perfectly with this one. Especially considering the resistance efforts that they faced in Ethiopia and the split between the co-belligerent forces and the RSI in 43.
While Italy in HoI4 can found the Roman Empire reborn, methinks you might be a tad lost.
 
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.

index.php


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.

index.php


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.
In regards to statesmanship, the fact that it renders everyone who's not working in the government functionally useless might be too harsh imo.
I think every character that is of age should have some level of statesmanship, and those with higher standings and traits simply being above that standard level.

Don't know about it being a mechanic that always penalizes characters as well.
I feel like it could be more like stability, where there's a middle value which they'll be drifting towards, with bonuses given to values above that and penalties to values below.
Say, characters would be drifting from childhood to 50, getting rid of their penalty through the course of their life (depending on certain factors, a character might get to 50 at 20 or at 80, it shouldn't be static), but going above that and getting the bonuses would require actually being involved in the government.
So those jobs could still plateau statesmanship to certain levels (perhaps 'lesser' ones plateauing at 60, the 'higher' ones to 80, and the ruler to 100, or something).
 
Plus, what does adding more localization for omens really do? Nothing. They still have the exact same effects no matter where you are, what religion you are, etc. Just now, there's a bit more flavor. One more example of the game feeling the exact same if you're playing a Jewish state or a Druidic tribe.

Exactly. Flavour is great and all, but omens and religion in general needs a mechanical rework. Each religion should feel different and work in different ways, it should have more detail and such. Unique features and abilities for each religion (like in other major PDS games) would solve everything.

Currently any time this (or any improvement to the game) is suggested, salty fanboys get enraged for some reason.
 
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My suggestion for a good and benefiting Scaleing of Statesmenship(Sms):

0 to 100, on 0 you get 50% of your Stats working, while on 50 you get 100% - higher 50 you will gain at 75 and on 100 +1 each additional stat, so that worse characters profit relativly more from high statesmenship than good characters

f.e
Character with 10 Finesse: 0 Sms: 5 Finesse / 25 Sms: 7,5 Finesse / 50 Sms: 10 Finesse / 75 Sms: 11 Finesse / 100 Sms: 12 Finesse
Character with 4 Finesse: 0 Sms: 2 Finesse / 25 Sms: 3 Finesse / 50 Sms: 4 Finesse / 75 Sms: 5 Finesse / 100 Sms: 6 Finesse

the 10-character gain +20% on 100Sms while the worse character gain +50%. Better characters will stay better, but worse characters can be cultivated to be less useless!

// Thank you soooo much for the rivers :D :D :D
 
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I hope more rivers will be navigable in the future considering historical sources and hydrological realities. For example, Danube was navigable in antiquity all the way to Germany, but there were some narrow passes with rapids like in the Iron Gorge. Perhaps in the future, the issue of navies and navigable rivers could be dealith with in a way that the navigability would be multi-tier. Upper parts of the rivers would be navigable by only smaller and less numerable ships or boats, unable to transport huge armies apart from small raiding expeditions etc. Personally I would like to see something like the voyage of Argonauts possible from the Black Sea, on the Danube and Sava rivers all the way to Emona and by foot a few days to Istria in the Adriatic (supposedly named after the Danubian waterway)