Imperator - Development Diary #15 - 3rd of September 2018

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Johan

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Hi everyone and welcome to the fifteenth development diary for Imperator. This time it is about a feature that does not correspond to anything we’ve had in the original Rome, which is our new Military Traditions system.

There are seven different military traditions in the world, tied to which culture-group you have, and due to the size of the traditions and how they are structured you will see rather different and unique nations.

Military Traditions unlocks unique abilities, unlocks new units and give special bonuses to units.

Each Military Tradition has one bonus they get from the start, and then three different paths they can go down through, where after you have picked the seventh tradition in that path, you’ll get the a special benefit for that as well.

It is not very likely you will get to the end of all paths by the end of the game, so you really have to think about which path you want to progress down through first. One military tradition currently costs 800 military power, and each tradition taken increases the cost by 50%, and each military technology level reduces it by 25%.

Today we’ll take a look at the Barbarian military tradition, which is used most cultures in north-western Europe.

They all start with the bonus to unlock Chariots as a unit. Chariots are relatively cheap, and faster than infantry, and utterly destroys light infantry on the battlefield.

The first path of the Barbarian Traditions is the Britannic Path.
  • Scythed Chariots: +15%Chariots Offensive
  • Coming of Age +15% Light Infantry Defensive
  • Living off the Land -15% Land Unit Attrition
  • Word of Mouth +25% Manpower Recovery
  • Chariot Mastery +15% Chariots Morale
  • Selective Breeding -25% Light Cavalry Cost
  • Take up Arms +15% Archers Morale
End bonus for this path is ‘Trained Cavalry’ which gives +15% Discipline to both Light Cavalry and Chariots.


The second path of the Barbarian Traditions is the Germanic Path.
  • Strike and Withdraw +15% Light Infantry Morale
  • Natural Resources -25% Light Cavalry & Chariots Cost
  • Ambush +25% Combat Bonus for Light Infantry in Forest
  • The Glory of the Hunt Allows ‘Raiding’
  • Shield Wall +15% Heavy Infantry Defensive
  • The Young Must Serve -25% Light Infantry Cost
  • Hail of Stones +15% Archers Defensive
End bonus for this path is ‘Adaptability’, which gives +15% Discipline to Light Infantry.


The third path of the Barbarian Traditions is the Gallic Path.
  • Strike From Afar +15% Archers Offensive
  • Confederations +15% Global Manpower
  • The Plains Fight With us +15% Combat Bonus for Light Infantry & Chariots on Plains
  • In Defense of our Home Allows ‘Levies’
  • A People on the Move 25% quicker Unit Recruitment
  • Strong Arm +15% Heavy Infantry Offensive
  • Scale the Walls! +15% Siege Ability
End bonus for this path is ‘Blow the Trumpet, in the New Moon!’, which gives +10% Land Morale.


2018_09_03_2.png



Next week we’ll be looking into where all roads lead.
 

Caligula Caesar

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It is not very likely you will get to the end of all paths by the end of the game

Out of interest, is there a fixed end of game (e.g. AD 14 or whatever), or is it open-ended?
 

Trin Tragula

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Druidic Germania also strikes me as strange. I know southern Germania had a lot of Celts, but was the north the same?
I guess that religious groups here represent religions with similar styles, rather than actually similar religions.

Germanics aren't druidic religion in the game though.
 

Trin Tragula

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Then why does the map posted by Johan say they are? o_O

It doesn't :)
It shows those celts in Southern Germany that the post I was quoting was talking about. There's then a big area of another color that covers most of Germany which is another religion in that very screenshot.
 

Arheo

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Do you need to complete a path before starting another one? If yes, then all tribes will look more or less the same.

No.

I would guess that light grey area in northern Germania is germanic religion.

It begs for another question, though : since Scandinavia is represented in the game : will they share the same generic "Germanic" religion or will there be an actual distinction between "german germanic" and "norse germanic" ?

No distinction. The germanics were pretty much in the middle of the migration from Scandinavia at our start date. Who they would have displaced is a bigger question, however, one to which there is not an easy answer.
 

Chaingun

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Can we assume to have a similar system for Civic and Religion Traditions?
AI controller Nations will follow their "natural" patch , or could we expect a German tribe following the "gaul's path" ?

AI has a goal function (primarily having modifiers as inputs) that it strives to maximize. E.g. it may try to build a powerful heavy infantry force. It then makes a plan and tries to pick modifiers to reach its goal, whether these are from military traditions or something else (even a temporary modifier from an event).

The final details are TBD as I will probably make the goal scriptable in some way if I have time so that different nations have different goals.

Anyway, the AI in IR is much different from EU4 and plans ahead rather than picking semi-randomly. That's not to say the difference in practice is that great. :p
 

Arheo

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Will there be events for being on Ilkla Moor baht'at?

I always wear a hat.

Scythed chariots in the Britannic path ?

Scythed chariots were used by the Persian Empire, the Seleucid Empire and the Pontic Kingdom.

The Britons used light chariots, as had the Gauls.

As suggested above, scythed chariots are mentioned in various places. Pomponius Mela wrote about them in as late as 40 AD in a British context, and they are mentioned much earlier for the gauls, during Caesar's invasion.