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pingouin2ter

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Looking forward to the mission system, I don't have a very good knowledge of "what ifs" possible scenarios of the time so looking forward to the inspiration.
 

TheMadEmperor

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How could it? They would have to rewrite specific AI scripts for whether or not players have the DLC enabled. And even if they did that, would would it do for the AI? Make it act the same every game? Act in strange ways pursuing goals contrary to what its interest should be? Just get stuck due to the scripted nature and cause it to pursue a goal which is nigh impossible (such as a Punic nation that was subjugated trying to somehow conquer the coast of Africa)? These are the same problems the focus trees in HOI4 have, except at the very least in that game there is a lot less dynamism in general due to it existing almost solely within the context of WWII and the focus trees being a lot less scripted (at least recently). And even then they still have massive problems.
This is not the case. It wouldn't be necessary to rewrite the script every update lol, you only need to teach AI once and the code will be in the engine forever
 

Uxigadur

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I want to make the comment that it would be amazing if when completing a quest the statues or images that represent it get some color -as nowadays we know they originally had in greece and rome. it is not so important, but i would love to see that.
 

Red Death

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Not a fan of the mission trees of EU4 and this seems worse. The only thing left is a win condition...

Can't please everyone I guess.
How are they worse than EU4's mission trees? This system seems better in every way.
 

Daztek

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Wow. What a lot of missions

My last game I saw for the first time AI Carthage salt AI Rome and reduce it to a few scattered cities
 

durbal

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But missions as a whole will come to the base game, and the requirements are thing like "conquer this province", "get N pops in this city", "build X building" the AI won't care if they come from the generic missions or the dlc ones, so it should be doable.
How? Something needs to tell the AI to pursue a goal. Mission trees are scripted. If the AI pursues mission tree goals, it won't have a clue why or if its to its benefit. Mission trees exist outside of game state while the AI makes strategic decisions based on the game state. The two are not really compatible.

Dynamic missions (like the original EU4 missions) could work a bit better. But if they went in that direction, why not just use existing mechanics like characters, tribal war councils, the senate, etc. to generate objectives based on the context of the game? EU4 didn't do that because it didn't have any of those things (and mission trees are just lazy and easier to sell as filler, but whatever). Imperator does have all those things, but people are not only settling for the same filler added to EU4 and HOI4 but are excited about it as real 'content'?
 

Biegeltoren

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That looks great! Can anyone remind me why you'd want feudatories over direct control though?
 

Cymsdale

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I’d like to see what some of the generic ones look like over time, get a real idea of just how “procedural” they really are.
 

IndigoRage

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Since tribal vassals were mentioned here, will they actually civilize properly now, or be like they are now and never or very rarely ever do it.
 

Razmorg

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Note how there's an apple icon for all troops even those that are of very small size except for the ships. I'm guessing this is the troops stocking up on food from the provinces and also a hint that ships won't be used to carry food or need food?
 

Axe99

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Looking great @Snow Crystal - as someone who's only dabbled in reading about the ancient era, these kind of focus trees look like a great way of learning a bit about the nations of the time, and where they might have 'naturally' gone, and I suspect will also be a good tool for getting the AI to

As an aside, most of the way through my first Cicero game, and it is a lot better. I didn't mind Imperator at launch, but there was a lot of micro, and the mechanics felt a bit too 'clicky'. Cicero has made huge strides, and I'm starting to get that same enjoyable 'immersion/gameplay' feeling I get playing EU4* :D.


* Obviously, a game well under a year old will never be as fleshed-out as EU4, but the 'vibe' was there :).
 

Xenius6677

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Would be nice if Carthago Nova popped out in a similar color scheme to it's master.

Although the masters color should take inspiration from a @Snow Crystal, and the coming winter season that is about to hit Sweden :p
 

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Really excited and looking forward to the changes.
 

magriboy0750

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Great.However,a question,since it has not been answered in the previous dd,how this new mission system will be moddable?
Thanks for any replies about this.
 

Arheo

Game Director, Imperator: Rome
Feb 13, 2018
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Great.However,a question,since it has not been answered in the previous dd,how this new mission system will be moddable?
Thanks for any replies about this.
Yes - mission trees will be fully scriptable; the system is incredibly powerful, and we'll go into further detail in future.
 

Pomeranian

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How come Imperator:Rome dev diaries aren't advertised on the Home page? Doing so may help boost the games profile (or at least remind former players that it still exists and is being improved upon!).