Imperator Dev Diary and Release Announcement

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Glanyr

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Great, i can't wait for the patch to drop.
Do we get any changes to the generic missions in that one? I would really like to choose, where i want to build my cities instead of beeing told to.
And is there any chance we get a new roadmap? Maybe about the topic of the winter update?
 
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Is this the dev diary? Patch notes?
I thought we'd see more, like when the vassal system rework will be added back or what is coming afterwards. :rolleyes:

At least 1.5 is coming tomorrow, so that's a good thing.
 
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Tarquinius Superbus

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These changes look great but I´m kinda worried that it´s going to significantly slow down conquest.
AE seems to steal huge amounts of stability now, which is going to introduce a whole variety of problems.
The export bonuses that make conquest easier have been removed without replacement.
The warscore changes seem nice, but in reality warscore reduction is often useless because of the minimum warscore you get and the amount of rounding that happens.
I'm still excited to play this, especially the nobles and the new rebellions look so cool.
 
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Herennius

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Is this the dev diary? Patch notes?
I thought we'd see more, like when the vassal system rework will be added back or what is coming afterwards. :rolleyes:

At least 1.5 is coming tomorrow, so that's a good thing.

It is the usual going - last DD before release is the patch notes. And I like that Paradox gives us the patchnotes in advance - prefer that over getting them in the moment the patch releases.
 
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ToToLaFriTe

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Can someone give me the link concerning the Dev Diary who explains the new trading system ? Can't fnd it...
 
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Álvaro Núñez de Lara

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Population capacity has received a total rebalance. It will be significantly harder to sustain high population cities.

How will it be harder if you can keep spamming aqueducts that give pop capacity and trade routes via province investment which give virtually unlimited food access?

  • Libraries are now a Noble poptype building, granting noble happiness and desired ratio (at a lesser rate than other poptype buildings).
  • Academies now grant research points and noble ratio.
Also, two sources of noble pop ratio? Isn't it a bit too much? Im just worried it could be too easy to spam nobles everywhere that's all ;)
 
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Herennius

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Can someone give me the link concerning the Dev Diary who explains the new trading system ? Can't fnd it...

Mainly 2nd part of that one:

 
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Arheo

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These changes look great but I´m kinda worried that it´s going to significantly slow down conquest.
AE seems to steal huge amounts of stability now, which is going to introduce a whole variety of problems.
The export bonuses that make conquest easier have been removed without replacement.
The warscore changes seem nice, but in reality warscore reduction is often useless because of the minimum warscore you get and the amount of rounding that happens.
I'm still excited to play this, especially the nobles and the new rebellions look so cool.

It may seem that way initially, but it gives you a level of control over the pace of your expansion. Previously, you had very little in the way of tools to deal with the decay of AE; leading to a war-wait cycle. That does still exist in part (and leads to a reasonable loop in gameplay terms), but lets you build on your internal stability with deities, modifiers, inventions, and sacrifices/omens, to pace your conquest to your own liking.
 
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Álvaro Núñez de Lara

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Is this the dev diary? Patch notes?
I thought we'd see more, like when the vassal system rework will be added back or what is coming afterwards. :rolleyes:

At least 1.5 is coming tomorrow, so that's a good thing.

Why are you surprised? Its always been like this with all PDX titles. And it will be a couple weeks or more until the DD resume with more info on whats coming next.
 
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DC123456789

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These changes look great but I´m kinda worried that it´s going to significantly slow down conquest.
AE seems to steal huge amounts of stability now, which is going to introduce a whole variety of problems.
The export bonuses that make conquest easier have been removed without replacement.
The warscore changes seem nice, but in reality warscore reduction is often useless because of the minimum warscore you get and the amount of rounding that happens.
I'm still excited to play this, especially the nobles and the new rebellions look so cool.

The rounding is applied per province, so it's still rather significant unless you're demanding individual territories for some reason.
 
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Marty651

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Lots of good stuff in here... a special feature letting Rome intervene more easily in wars, beefed up triumph marches, reworked war score, marriage problem tackled with several changes, changes to AI fort building logic, critical naval reinforcement bug fixed. And of course the new/reworked mechanics...

Looking forward to release and starting my first 1.5 game :)

Yes. Giving one more try for sure!
But it is not totally clear for me how the marriage problem is tackled. There was a bug with several women having the same husband. The list does not say that this is resolved...
 
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Arheo

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How will it be harder if you can keep spamming aqueducts that give pop capacity and trade routes via province investment which give virtually unlimited food access?

  • Libraries are now a Noble poptype building, granting noble happiness and desired ratio (at a lesser rate than other poptype buildings).
  • Academies now grant research points and noble ratio.
Also, two sources of noble pop ratio? Isn't it a bit too much? Im just worried it could be too easy to spam nobles everywhere that's all ;)

Many (too many to list) population capacity % modifiers have been reduced or removed, and aqueducts should not be infinitely sustainable any longer. It's still possible to develop regions heavily, but requires a much higher investment of power and money.

Noble ratio comes in 2% and 1% chunks. They are intended to be rare but powerful, with foreign nobles having the potential to cause a great deal of unrest, if unhappy.
 
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Álvaro Núñez de Lara

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aqueducts should not be infinitely sustainable any longer.

Ohh that sounds exciting. Why wont they be indefinitely sustainable any longer?

I'm excited to see the effects this has on migration now that pops will reach their pop capacity much sooner than before.

Thanks!
 
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Herennius

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Yes. Giving one more try for sure!
But it is not totally clear for me how the marriage problem is tackled. There was a bug with several women having the same husband. The list does not say that this is resolved...

That bug was already resolved with 1.4.1 or 1.4.2 - no, I'm talking of shortness of marriable women and the new CI to present a young lady, the changes to integrating families from defeated countries (now also women among the characters you get) and changes to the spouse-finding logics mentioned in the patch notes.
 
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Arheo

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Yes. Giving one more try for sure!
But it is not totally clear for me how the marriage problem is tackled. There was a bug with several women having the same husband. The list does not say that this is resolved...

I believe that was resolved in one of the post-release 1.4.x patches. Solving the issue of eligible spouse ratio is a non-trivial problem. Overbalance, and we end up with a population explosion that stalls the game in later years, but we think we've hit a safer margin now. Additionally, you'll have the ability to seek a spouse from a great family in your realm via character interaction. This -is- treating a symptom of the issue, but be aware that we're also monitoring and tweaking the cause, too.
 
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  • In order to attend a Triumph a commander will leave his army if one is held for them. A Triumph now requires that a character has at least 20 loyalty.
Am I missing something? If anything, the army should attend the triumph with the Imperator as this was actually the only occasion when a general in command or a soldier in service was allowed to enter the city of Rome (I get that others could have a different arrangement but then again I'm not even sure anybody except Rome actually held triumphs for the victors).

Also when will we be able to sentence generals (perhaps disloyal?) to death if they enter the city of Rome? Entering the pomerium as a soldier/general or even with a weapon was considered a capital offense. ;)
 
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Didn't see it in the patch notes, any chance the bug(s) with generic conquest mission targets was fixed?
 
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sameenshark

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