- Dec 14, 1999
- 18.439
- 39.158
Hello and welcome to the 17th development diary for Imperator. This time we’ll talk a bit more about characters and how you interact with them
Back in the 7th development diary we talked about Characters for the first time and talked about their attributes, traits and stats. If you haven’t read it yet, I recommend going back to read it HERE.
We did not talk about health in that development diary, except mentioning the fact that one of the categories for traits were health-related. In the original Rome 1 & in the Crusader Kings series, health is a hidden value that the player never sees, which impacts hidden probabilities of when you die.
In Imperator health is a value between 0 and 100, and when it reaches 0, that character dies. Health related traits affects this each month, but don’t expect that a brain-damaged frail leper to have a long life-expectancy.
Holdings is another thing I promised to talk about. Each character can have holdings in one city. A governor picks a city in the province she is governing as where he’ll have his holdings, while a general picks one from the cities he may have conquered. A character with a holding will get income from that city until death, or until otherwise forced to relinquish it.
Income ties into another concept I’d like to touch upon in today’s diary, ie Wealth. Each character have a pool of money that they may use to their own benefit. Characters gain money, if they have an office that pays them, or if they are a governor that can use their corruption to enrich themselves, or if they have holdings.
So how do you interact with these characters then? Well, Imperator has lots of different ways, besides the normal event interactions like most of our games, we also have the direct character interactions..
Character Interactions usually have costs in power and or gold, and some have different chance of success as well, and in Republics, some of the character interactions require senate approval as well.
There may be more interactions added through development, and they are 100% created by scriptfiles., and here is an example of the simple Hold Triumph interaction.
Stay tuned, there are more things to talk about characters in Imperator, like ambitions and loyalty, but next week we'll go into the Latin Military Traditions.
Back in the 7th development diary we talked about Characters for the first time and talked about their attributes, traits and stats. If you haven’t read it yet, I recommend going back to read it HERE.
We did not talk about health in that development diary, except mentioning the fact that one of the categories for traits were health-related. In the original Rome 1 & in the Crusader Kings series, health is a hidden value that the player never sees, which impacts hidden probabilities of when you die.
In Imperator health is a value between 0 and 100, and when it reaches 0, that character dies. Health related traits affects this each month, but don’t expect that a brain-damaged frail leper to have a long life-expectancy.
Holdings is another thing I promised to talk about. Each character can have holdings in one city. A governor picks a city in the province she is governing as where he’ll have his holdings, while a general picks one from the cities he may have conquered. A character with a holding will get income from that city until death, or until otherwise forced to relinquish it.
Income ties into another concept I’d like to touch upon in today’s diary, ie Wealth. Each character have a pool of money that they may use to their own benefit. Characters gain money, if they have an office that pays them, or if they are a governor that can use their corruption to enrich themselves, or if they have holdings.

So how do you interact with these characters then? Well, Imperator has lots of different ways, besides the normal event interactions like most of our games, we also have the direct character interactions..
Character Interactions usually have costs in power and or gold, and some have different chance of success as well, and in Republics, some of the character interactions require senate approval as well.
- Appoint Dictator - Can be done on your ruler in a republic when at war or civil war, and it will allow him to do any diplomacy or character interaction without Senate interfering until the end of the war.
- Assassinate - You can attempt to assassinate a foreign character.
- Banish - To force a character you have previously imprisoned to leave your country.
- Bribe - Increases the loyalty of that character.
- Execute - Permanently move a prisoner to another plane of existence.
- Free Hands - Increases Loyalty and Corruption if that character is one of your Governors.
- Hold Games - With a ruler in a republic, you can spend states money to increase the popularity of the current ruler.
- Imprison - Attempt to relocate someone to a more secure area for future processing.
- Inspire Disloyalty - Reduces loyalty and increases corruption of a foreign character.
- Loan - To get money from a wealthy character. They may want it back though.
- Marry Ruler - If different gender and both ruler and character is unmarried.
- Recruit - To get a character leave a foreign nation and work for you.
- Recruit General - Get a disloyal foreign general to leave his nation and join your nation. With his army.
- Release Prisoner - For bleeding-heart liberals..
- Repay Loan - Sadly you can’t imprison and execute people you owe money…
- Sacrifice Prisoner - Some religions allow you to sacrifice prisoners taken in war, making your tribesmen happy and productive, and making it easier to stay tribal.
- Seek/Stop Treatment - For characters with bad health that you need to live longer or shorter.
- Seduce Governor - Convincing a foreign governor that it’s far better to officially say they are part of your nation, while they regretfully report that about 105% of all collected taxes were lost due to bad harvests and bandits to your government.
- Smear Character - To reduce the popularity of a character.
There may be more interactions added through development, and they are 100% created by scriptfiles., and here is an example of the simple Hold Triumph interaction.
Code:
hold_triumph = {
on_other_nation = no
on_own_nation = yes
sound = "event:/SFX/UI/Character/sfx_ui_character_hold_triumph"
potential_trigger = {
hidden:scope:target = {
is_alive = yes
}
}
allowed_trigger = {
hidden:scope:actor = {
can_pay_price = hold_triumph
custom_tooltip = {
text = "TRIUMPH_RECENTLY_HELD"
NOT = { has_variable = triumph_recently_held }
}
}
scope:target = {
is_adult = yes
days_since_last_victory < 720
}
}
effect = {
scope:actor = {
pay_price = hold_triumph
set_variable = {
name = triumph_recently_held
value = 1
days = 365
}
}
scope:target = {
add_loyalty = loyalty_huge
add_popularity = popularity_huge
}
}
}
Stay tuned, there are more things to talk about characters in Imperator, like ambitions and loyalty, but next week we'll go into the Latin Military Traditions.
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