Imperator - Development Diary - 27th of May 2019

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cristofolmc

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I dont like that is 1 pop every 3 months set in stones. Other than governors finess, could other factors be introduced? Like the wealth of the capital and the poverty of the province they are moving from, starvation, food surpluses, so food surpluses boosts incoming people by a lot, etc.

Well Johan said yesterday that you intend to remake movment and promotion and such. So hopefully we havent heard the end of it.


Centralize and decentralize are most welcome provincial decision, as someone who like to move pop, will save me so much civic power.

Mana is removed from the game, so it it wasnt gonna cost you civic power anymore. Just tyranny I guess.
 

MohawkWolfo98

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Fantastic DD, tho I’m abit confused by the holdings system. Does that mean that slave pops cannot he moved now, since u are working up to a factor of 10?

And will we be able to see in the city view how many holdings are there, and who owns the holdings? Will pop culture/religion/happiness affect how much income u earn from the holding? Do we only grant holdings, or can characters buy them if they have money?

And finally: how does the % chances for success for schemes etc work? Do they take into account how many characters back the plot? And if so, does everyone get a boon/disaster if it succeeds/fails?
 
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Soranya

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Characters will over time use their wealth to purchase holdings themselves, but you can also grant them directly to characters for a large loyalty boost. The number of holdings each character own at the same time is limited by their finesse skills, and when they die their children will inherit it.

What does happen when the Children do not have enought Estate Slots?
Do all Children get Estates equaliy or is it e.g. primogeniture?
 

cristofolmc

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And will we be able to see in the city view how many holdings are there, and who owns the holdings? Will pop culture/religion/happiness affect how much income u earn from the holding? Do we only grant holdings, or can characters buy them if they have money?

We already know all that. You can already see n the city view the holdings and its owners. Culture, religion happiness affects city income, which affects holidng income. Holding income is a % of the city they are in income. We dont know how much, but I'd gets very little. And yes, the diary says that you can both grant holdings and that characters can buy them if they have the money and the slots available for it.
 

Brynjar

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It's being removed, per Johan's new grand experiment in Game Design by Democracy.
That depends on your definition of "mana". They remove monarch power, but lots of actions will still be instant effects paid with resources that ticks up/down over time (stability, AE, tyranny, manpower, gold etc.). That is the main issue stated by many of the people complaining about "mana". Personally I'm expecting to see the return of "mana" threads within a few weeks after the changes are implemented, if not earlier.
 

Marirosa

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Is there any point to Siphon Funds? Seems like the player shooting himself in the foot.

I guess all the rest of the realm characters will use it 80% of time, so every new consul will start with some 40-60 corruption.
 

L0rd0fLight

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Will governors still change policy a few months after you set it? If they do, I don't see much point in giving us more options. Other than that these changes looks like they will at least improve character interactions a bit.
Never had this issue, they have only changed for me if I gave the region a new governor.
 

cristofolmc

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Is there any point to Siphon Funds? Seems like the player shooting himself in the foot.

Bribing works now with personal funds. And probably more character interactions too. So personal wealth is a lot more important now. And if you get stuck with a new poor character, specially in republics, you're gonna want to be able to aquire funds somehow.
 

Marirosa

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influence will be a variable that increase over time and that player decrease clicking buttons. Sounds like mana for me.
 

MishaTX

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Ugh, don't remind me. That's probably why CK2 never seems to do any wrong, because it's the only one that doesn't seem to give a **** about multiplayer.

Preach it, brother!!! :)

Sorry 'bout the "me-too" nature of this comment, mods, but this one deserves so much more than a mere "agree". :D

Signed: A long-suffering SP-only PDox fan who is tired of being treated as an afterthought.
 

Mikebloke

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Good changes being seen here, if there really is hidden 1.0 features being brought out in 1.1, then it definitely needs to be in to be highlighted that it is happening. Characters should be a big part of I:R, ok it might not be dynastic as much as CKII is, but it can still be interesting to see the focus of characters, the internal politics of nations, that is surely a huge part of the time period and how we perceive it from a modern context!

Interesting top side cut off on all the screenshots btw ;)
 

Cardolam

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That depends on your definition of "mana". They remove monarch power, but lots of actions will still be instant effects paid with resources that ticks up/down over time (stability, AE, tyranny, manpower, gold etc.). That is the main issue stated by many of the people complaining about "mana". Personally I'm expecting to see the return of "mana" threads within a few weeks after the changes are implemented, if not earlier.

No, I don't think they will return.
As for the actions being instant lets see if they listen and make most of the actions cost time too.
 

Cardolam

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influence will be a variable that increase over time and that player decrease clicking buttons. Sounds like mana for me.

If it comes to it, to have one currency like that seems ok from a gameplay standpoint. Having plenty that control so much of the gameplay is overdoing things. That was what got the cut. Curiously, from the moment I played the game I immediately come up with an ideia of taking all those mana for a single one called political power or somesuch. So, I am loving it! :)
 
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