Imperator - Development Diary - 13th of May 2019

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PMLF

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Hi everyone and welcome back to another development diary! This time we look into some of the political changes for the free Pompey update that will be out in June.

Electable Age in Republics
Different republics will have different age-requirements for who can be elected to become ruler. Rome for example, require its rulers to be at least 35 years old.

Co-Ruler/Dual-Rulers
In the Pompey patch (v1.1), Aristocratic Republics will have Consuls & Co-Consuls. When elected, the one with highest support becomes Consul, and the one with the second highest number of votes becomes Co-Consul. This often means that they come from two different parties.

When it comes to power generation, the stats of the Consul with the highest attribute will be used, giving a nice benefit to the country.

The loyalty of those of the same party as the Co-Consul gets a positive impact if he is loyal, and negative impact if he is disloyal. We simulate the friction between the two consuls by the loyalty of the co-consul. Also, if the Co-Consul gets low loyalty, the power costs increase by up to 25%.

The Co-Consus gain popularity by the same factor as the first consul gains popularity, and the ruler popularity that other characters look at is the average of both Consuls.

Any ruling trait that a Co-Consul has will also be added to the country.

A major drawback for Aristocratic Republics is the fact that impact of ruler corruption could be doubled, as both Consuls corruption is added together for the country.

View attachment 480206

Consorts
In some types of monarchies, the consorts have some sort of supportive abilities. In such a monarchy, the consorts works like a co-ruler for how you gain power each month, ie the highest score of an attribute of the ruler and his/her consort is the one considered, so the capabilities of who you marry to your ruler is important.

Consorts also get a loyalty-hit over time, if they are not the parent of the primary heir of the current ruler, and if they become disloyal, they will increase the power-costs by up to 25%, scaled by how disloyal they are.

Government Abilities
In the Pompey patch we have added some extra abilities for each of the three government forms, where you can strengthen yourself.


Republics
Each party has a specific action connected to it, where the cost is halved if that party is in power, and also increase the populist popularity.
  • Civic Party - Pay Civic Power for cheaper building costs.
  • Military Party - Pay Military Power for more discipline .
  • Mercantile Party - Pay Oratory Power for cheaper trade routes.
  • Religious Party - Pay Religious Power for cheaper conversions.
  • Populist Party - Only if populists are in power, pay money for reduction in corruption and populist support,

Monarchies
  • War Council - You can Summon a War Council once every ten years, where your important courtiers will propose different places where you should start wars, giving you claims on adjacent areas.
  • Demands Oath of Allegiance - Spend lots of oratory and religious power to increase the support for your Primary Heir over time.
  • Hold Games - Spends money of both the country and the ruler to increase his or her popularity.
  • Patronize the Arts - Spend Civic Power to gain Primary Culture Happiness and Civilization Increase over time.
Tribes
  • War Council - Same as for monarchies
  • Assemble Raiding Parties - Spend Oratory and Military Power to get a boost in Enslavement Efficiency.
  • Encourage Tribal Migration - Makes you lose 5 tribesmen pops, for a tick down in centralization.

(And there is more new things for tribes, mentioned in a later development diary.)
View attachment 480205

Power Base & Civil Wars
In Pompey each character in your realm can have a potential power base. This is both an abstract gauge of how influential they are in a country as well as a meter for how many troops they could raise in a civil war. The total power base in a country will range up to around 300 and it is scaled within that country.

Power base is primarily derived from:
  • Loyal Troops
  • Owned Holdings
  • Titles
  • How much of the country’s population that is ruled by a character who is a Governor or ruler.
  • Ruler Popularity (for the ruler)
  • Character Wealth
It can also be modified by interactions, events and other script content...

For purposes of Civil Wars the game will no longer count Loyal Cohorts but instead the Power Base of all disloyal characters.
View attachment 480203


The threshold for civil war is 33%, with positive stability increasing it, and negative decreasing it.

Character Interactions
We will go deeper in a later developer diary about the new abilities we will be adding, we can now mention that we are rebalancing the costs quite heavily for them, removing the power costs, and using the new abilities to impact Aggressive Expansion, Tyranny or Stability from it. Recruiting a character from another nation wlll increase your AE, while bribing will be done with the rulers own personal money.

View attachment 480202



Next week we’ll talk about playing tall, changes to barbarians, trade & slave distribution, while going into more detail about heritages.

View attachment 480204

Will Roman consuls and co-consuls have one-year terms as it happened in real life?
 

Rabid

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Will Roman consuls and co-consuls have one-year terms as it happened in real life?

No, because realism isn't a straightjacket to force Paradox into making awful design decisions. You might as well make consul selection 100% random because there's no way that you could have a meaningful amount of influence on who gets chosen with annual elections.
 

lucaluca

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Will disloyal consorts and co consuls be counted as power base for rebellion? Will they try to gather enough power base and convince other characters to join their side?
 

Derek Pullem

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Huh. TIL. Thanks!

That being said, I'd still like to see the lambda on the shield, which I don't think is there, but I can't remember with 100% certainty.

Edit: Can you send me any more information on this? I always assumed that, even after the eventual Roman occupation, that the general armor styles of different auxiliary forces stayed culturally diverse. What made the Spartans abandon their heavier armor?
There were a few "SPAAARTA" style armoured hoplites but remember that true Spartans always formed a minority of Spartan forces. Most were made up of Lacedaenomian allies. Most Greek hoplite forces switched to quilted or leather armour on cost and mobility grounds. Only with pikes did armour make a resurgence due mostly to the vulnerability of pikemen to missile fire as they did not have an effective shield.
 

Saryn

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There were a few "SPAAARTA" style armoured hoplites but remember that true Spartans always formed a minority of Spartan forces. Most were made up of Lacedaenomian allies. Most Greek hoplite forces switched to quilted or leather armour on cost and mobility grounds. Only with pikes did armour make a resurgence due mostly to the vulnerability of pikemen to missile fire as they did not have an effective shield.

If that's the case, I wouldn't think it would be anachronistic to have a "SPAARTA" unit model, could represent a commander, and would provide a visual cue which is your army. But I see your point about general (no pun intended) representation of the typical hoplite.
 

MadGod

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This is all a good step in the direction of better character focus. More interactions should have personal costs to characters like the bribes are doing here, and less "spirit of the nation" spending impersonal state mana on everything.
 
Last edited:

DerGrößteRitter

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Also, if we're going for a "realistic" Sparta, they should get a massive hit to slave happiness. And a massive hit to citizen commerce output. And a massive boost to freeman output. Because the Spartan economy was basically a balancing act of a military class of self-perceived foreign conquerors ruling over an enslaved class of brutalised helots. As I write more, I think I can feel a mod idea coming on...
I look forward to seeing this mod.
 

DerGrößteRitter

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I would define 'mana' as an abstract resource generated off-map and used for MULTIPLE, UNRELATED things. So EU4 and I:R are the prime examples of extensive mana use- ex:In EU4, you use military power (sword mana) for researching military tech, new military ideas, hiring generals, suppressing natives, raising war taxes, 'strengthening government' (wtf?) and stuff like forced march or scorched earth. These things are so abstract, that it is rather unclear what they are supposed to represent (the military/administrative/diplomatic potential of the nation?) All the other stuff are indeed abstractions, but not 'mana' per say- although the prestige & piety in CK2 and Influence in Stellaris may come close, though you get a rather clear idea what they are supposed to represent.
 

MadGod

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It's looking good; one step at a time. Now we can rule the Roman republic with the proper co-consul government. Triumvirate next?
Weren't there still only two consuls during the triumvirate?
 

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Weren't there still only two consuls during the triumvirate?
I thought Pompey and Crassus were the consuls, and they were going to have a civil war, but then decided to make Caesar a quasi-dictator consul (his idea of course). I may need to brush up on my Roman history.
 

StellarVibes

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Looks great, but I can't justify spending any more time with the game until there is improvement to pop movement and colonization. You mentioned slave distribution will be in the next dev diary, but I assume this means where captured slaves get sent? That's great too, but I'd really like to see better tools to move pops around before I come back. Just moving one pop across my empire takes a ridiculous amount of time and clicks, and most importantly, it's just boring.
 

Kapitalisti

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