Imperator: Rome Developer Diary - 4th of November

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mechl

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I'm not sure about this change. Historically many conquerors let families continue to rule areas they conquered such as what Alexander the Great did and this will prevent that.
 

Philipp Felix Magnus

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3-5 families way to less. But you know you can still apply the number as you wish in the defines00 file.
So I would rather say that more families are better as it adds to variety of characters you can choose from.
Also I'm boosting the fertility rate in the defines00 because they just extinct at certain times, getting no children.
I would love it if the cognomen-system would be expanded and also could be brought to greek states/Alexanders successor states
 

Arthrodira

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Definitely an improvement. But I think you may have gone too far. Is Athenian democracy going to be dominated by just 2 families because it’s only a city-state? What about the early days of Rome?

I noticed that you never showed the list of families in a republic (only monarchies). Hopefully this is an indication that republics will have more great families, or perhaps stable minor families that more dynamically jockey to become great families.
 

Will Steel

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Athenian democracy

The republic governments aren't actually in the game yet. It is just placeholder monarchies with succesion every 5 years.

Except maybe Carthage, the only republic in game that actually feels like its historical counterpart. Athens and Rome, not so much.
 

Vohen

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In all interfaces each family will also be assigned a color, to make it easy to quickly distinguish what family they belong to.
Nice, color coding families will surely be very helpful.

This is something that can happen at times. The mechanic is soft in that if somehow a family rises and places you over your current cap then another will fall. This means that for instance if a Minor character rises to be king of a monarchy then another family will likely be pushed out, with all members turned into minor characters.
But are conditions for a character rising to form his own family really that restrictive?
I mean, becoming King is kind of an extreme requirement to found your own family.
I figure lower born characters who manage to build up a lot of power and influence should be able to try and scheme their way to found his own lineage, instead of leaving his legacy to die with him as he leaves no progeny.
 

gekj

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Could you get rid of the filling bar for rebellion and civil war. Just pop a notification that a rebelion/civil war might happen soon like in CK2.

I don't think rebels come to the ruler and say "hey we are unhappy, see you next month, kiss"


And I think minor characters should be able to be married and have children
 
Last edited:

parkerg12

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I like where this is heading, but...
-how will holdings be handled alongside it? I feel holdings should be a much larger part of the internal politics of the game.
-wouldn't this just lead to 1 core family then just relying on minor characters in a rotating wheel? so there is never many established, great families?

curious to see how this fleshes out......
 

Will Steel

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Could you get rid of the filling bar for rebellion and civil war. Just pop a notification that a rebelion/civil might happen soon like in CK2.

I don't think rebels come to the ruler and say "hey we are unhappy, see you next month, kiss"

On a similar note, please also get rid of that predictable health bar. It was added only to please calculator-wielding minmaxer achievement hunters from Youtube. It has no real purpose in the game, it just breaks immersion. Unnecessary predictability is not always immersive.

People die suddenly and unexpectedly all the time. This is true even today, and it was true throughout human history. We do not need to know exactly when our characters are going to die, or how close they are to dying. People do not announce "Hey guys, I'm dying on January in the upcoming 2 years". If they have disease/illness/depress that is draining their health, we can already see it in traits, we do not need a bar to see that.

If CK2 showed me exactly when my genius ruler was going to croak, or how soon my childless brother was going to die so that I could take his lands, I wouldn't consider that a good game system at all. Same with this.
 

Tomice

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Thinking about it, isn't 80% expected offices for the 3-5 great families a bit too much?
It will make "grateful" families a rare phenomenon.
If there are only 3 families, each will want 26,66% of the offices (80/3 %). Giving one family twice the amount won't be possible without scorning someone. And we are not even talking about giving offices to people from "lesser" families (which would make the wiggle room even smaller).

I also fear that it will be quite inflexible:
It seems best to always give each family their equal share of the 80% (80/3, 80/4 or 80/5 %). This gives very little flexibility to fill jobs with people of humble origin, or to give one family more jobs to please them.

Avoiding civil war seems so important that I'll rarely risk keeping a family scorned for long.
 
Last edited:

Xandras89

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Honestly this is completely a break of roleplay possibilities. Seriously actually when you annex another country you can take some of their families, in a roleplay wiew is you take some of them to appease the locals, with this changes this will be impossible. I can't understand why you haven't simply revised the scorned familie mechanics instead.
Honestly sometimes i really can't understand the motivations of your development choises, completely unhistoricall like this one or the ptolemaic egypt without greek military traditions.
 

Andres Virgid

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@Trin Tragula there has to be a happy medium between limiting the number of families for immersion and having more young ambitious characters attempting to upend the system. The example I saw was 3-4 families; I think that 6-8 is better because it creates a real threat to the system if 2 of your families are scorned.

Minor characters should be allowed to marry and reproduce for that reason ( there are already mechanisms to keep them from breeding like crazy based on prestige/prominence.

If what I am asking is not possible, will that be moldable or is the change hard coded?

Thank you for all your efforts!
 

Edungeon

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I like the emphasis on families - that's a mechanic unique to the era and has great roleplay potential. But please, focus on it being very dinamic and based on historical trends and having a historical feel. The least you want is some gamey feel like factions in Rome Total War Brutii Julii and Scipii (Should be only Scipio or Scipiones but whatever) or Julia, Cornelia and Junia from Rome Total War 2.

Rome had more than 3 families in its rise to power and some of them rose and fall... That's the feel I want in the game...
 

Jerry_train0r

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it would be great if the described mechanics with great families were simply implemented in the current system - a small number of families are great, and the rest can replace them over time. if these great families are static, then the proposed system is simply worse than the current one.
 

Jak9090

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not a fan of this, seems unimmersive and ahistorical, seems like a purely gameplay balance idea rather than trying to build on the immersion this game can offer. You gotta understand people playing this with a mindset of CK2 and Victoria it seems for the most part, and EU4 a little bit too, immersive and dynamic countries/characters is what you should focus on.
 

jowww97

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Apr 25, 2019
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I like where this is going very much. It will make I:R more more unique, a game different from CK and EU. I hope this mechanic will introduce some few already famous great families (like in rome and carthage), and also the rise of new non historical families (it's a simulation game, not a historically accurate game)

What might make it real interesting is if the numbers part of a character's stats were hidden. We could see if the character was "lively" or "dull", "Arrogant" or "humble", etc, but the numbers, nope. Kind of a crap shoot when hiring a guy, just like irl.

I like this very much. It will make the game more challenging and more like a role play game, forcing you to make difficult decisions if you decide to hire a dull but loyal character to command your army and please a great Family or hire a great commander but arrongant that might become disloyal. Numbers are too obvious and everybody will mostly go for the higher number.