Unrest no longer impacts a risk of a rebel unit spawning. Infact, there is no such thing s a rebel unit in Imperator. Unrest instead impact the loyalty of the province, which in the end may cause a Civil War or an Independence War.
Will it be possible to destroy roads in enemy lands?When the army reaches the next city, a permanent road is created, giving a movement speed boost of 50% between those two cities.
Yes... If only I:R and other PDS titles were 100% historically correct...You do know that Roman roads were built to not require repairs.
I love thisThis will make large rebellions more interesting, and remove the disbalance where Rebel units always have larger numbers than real armies in our other games.
Damn, this game looks so beautiful.Hello everyone and welcome to the 16th development diary for Imperator! This time we’ll look at a few smaller things.
First of all, we have the road building ability, which is unlocked in the Latin Military Traditions, by the 4th tradition in the Roman path.
Any army with that tradition and at least 5 cohorts will be able to start building a road towards another city. The movement will be delayed to 20% of normal speed, and the morale is severely reduced as well. When the army reaches the next city, a permanent road is created, giving a movement speed boost of 50% between those two cities.
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All road are drawn on the map, adding bridges as they cross rivers.
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Secondly, how unrest works have completely changed from Rome1. Unrest no longer impacts a risk of a rebel unit spawning. Infact, there is no such thing s a rebel unit in Imperator. Unrest instead impact the loyalty of the province, which in the end may cause a Civil War or an Independence War.
View attachment 403096
This will make large rebellions more interesting, and remove the disbalance where Rebel units always have larger numbers than real armies in our other games.
Thirdly, each nation will have a civilization level, which depends on their type of government and technology levels. Each city will slowly increase to that cap, or decay if above it. So civilizing barbarian frontiers is a long-term process.
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Next week we’ll go deeply into the characters!
Gating off road-building to anyone who isn't Latin seems like a very questionable design decision and I'm looking forward to clarification that that isn't the case.
First of all, we have the road building ability, which is unlocked in the Latin Military Traditions, by the 4th tradition in the Roman path.
Any army with that tradition and at least 5 cohorts will be able to start building a road towards another city. The movement will be delayed to 20% of normal speed, and the morale is severely reduced as well. When the army reaches the next city, a permanent road is created, giving a movement speed boost of 50% between those two cities.
Any army with that tradition and at least 5 cohorts will be able to start building a road towards another city.
Gating off road-building to anyone who isn't Latin seems like a very questionable design decision
Some are intrigued by the fact that only Roman armies can build roads. Personally, I find it pretty realistic. The Roman legions were not only great soldiers, they were also logistics experts.
To compare, on HoI4, Germany has a significant advance in tanks and it's a problem for anyone. Why? Because everyone knows, that historically speaking, it was the case.
I just hope it will be as fun to play the barbarians and non-latin culture (and they have their own "advantages" ) as the Romans.
Does the absence of rebel units mean that there are no slave uprisings? Asking for a friend.