Imperator Dev Diary: Traditions and more inventions

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Arheo

Game Director - Hearts of Iron
Paradox Staff
Feb 13, 2018
1.176
22.010
Hi all!

Today we’ll be covering changes to Military Traditions, as well as showing you some iteration points on the new invention system.

Military traditions will be receiving a similar treatment to inventions, in that they will now exist in a tree-structure, with a modicum of choice, and continuing to be unlocked by their own unique resource, Military Experience.

The military traditions screen currently appears as below; though it’s worth noting that this view is very WIP, and is likely to be entirely changed in the near future.


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As you can see here, there are now twice as many trees as before - we’ve split up the existing trees into two themed parts, such as Greek Kingdom traditions and Greek Poleis traditions.

As a Greek, for example, I would be able to follow either of these trees at the beginning of the game.

The bonuses themselves have received a balance pass, but haven’t changed drastically at this juncture; the military flavor and abilities unlocked from old trees have been preserved and distributed, however, there is one notable exception to this:

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Each of the new trees is now explicitly linked to a geographically adjacent or culturally related set of tradition trees; the Greek Poleis traditions, for example, allow you the ability to unlock Levantine traditions. Likewise, the Roman traditions allow you to opt-in to Greek traditions should you so desire.

The unlock nodes for these particular traditions are usually separated from the rest of the tree - it should remain inefficient to look further afield, though the opportunity to craft your civilization in different ways is a core part of the vision I have for Imperator.

This does of course mean that should you be able to generate enough Military Experience (the sources of which will be discussed in a future dev diary), you will eventually be able to unlock almost any tradition category from anywhere in the world. This is likely to require a campaign’s-worth of experience gathering, however.

We’ve also added instant effect blocks to these traditions, so as per inventions, we’re able to fire arbitrary script effects on adoption of a specific tradition - how exactly we’ll use this is as yet undecided, but gives both us and modders a lot more power over making trees feel unique.

And now we’re back onto inventions!

The technology and inventions dev diary was very well received, but also came with some constructive community feedback.

As we mentioned, we hadn’t quite decided how to deal with invention cost - so based on feedback and balance, we’re dropping the gold cost for inventions. Innovations (as mentioned last week) will be required to unlock inventions, but will now be the sole resource for doing so. These will still be generated through technology levels, but may also be granted in special cases from elsewhere.

This means that unlocking all inventions over the course of a campaign becomes more or less impossible - what becomes important is the path you will take through them. This also added the need for more character and identity for some inventions, in order to be able to craft your civilization into something unique that differs from playthrough to playthrough:

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(Visuals still WIP! The star means nothing, and is debug only ;))

Here, we’ve added another layer of choice-making. You’ll notice above that some inventions have a unique ornament. This indicates a cornerstone invention that has significant or gameplay altering effects.

This can be a significant modifier boost, however it can also be one-shot effects such as raising stats of important characters or rulers, unlocking related aspects to features (for example, Great Wonder building effects), or changing how you interact with characters - I’ll provide a few examples below:


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Another UI solution you may have noticed, is that these tree screenshots have all appeared at different zoom levels. We’re implementing a common zoom-area utility for tree-graphs such as Missions, Inventions and Traditions, which will function similarly to the focus trees of HOI, or the family tree viewer in Crusader Kings III.

That’s all for now - until next week!

/Arheo
 
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I'm I reading this correctly? does this mean that traditions are now no longer boring and static?

That would be subjective, I suppose, but indeed - they're much more dynamic than eve before - no more linear trees :)

So unlocking an implementing both cost innovation points? Also compliments on the new system

There will only be one cost; unlocking only.
 
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Big fan of unlocking inventions only through innovations. Also, I really like how cultures can now borrow military traditions from neighbors - much more realistic. Also, really loving the new artwork/UI we keep seeing.

I should add that there is also a requirement to have an integrated culture of the appropriate variety, in order to be able to adopt different culture traditions - the tooltip is simply too ugly to show right now ;)
 
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And I'm not convinced about removing the gold cost for inventions completely. I would have liked to see an innovation system that required a monthly gold investment to produce innovations. And the more you invest monthly, the faster you get innovations (sort of the R&D budget of your empire). Also, removing the scaling gold cost completely removes one of the advantages of tall empires... I would have preferred to have a scaling cost, but maybe not scaling as much as it does right now.

The disparity between tall and wide was simply too great; though it should be said that tall will still have the edge on technology in research points and gaining innovations.
 
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But... Will we be able to adopt any culture traditions of a culture that we have integrated? In other words, if I'm Greek and I integrate an Italic culture, will I be able to adopt Italic traditions? Or from Greek traditions I can only go to Levantine traditions? In order to adopt the Italic traditions, do I need to first adopt whichever culture traditions can adopt the Italic ones?

You require to step through the trees; we do not want to encourage disjointed naval invasions of Britain/India just to pick up optimal traditions. If gameplay like that is encouraged, the system feels even less organic than before.
 
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