Imperator: Rome Development Diary - 18th of November

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Trin Tragula

Design Lead - Crusader Kings 3
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Hello again, and welcome to this week's dev diary.

As powerful as the new mission system is, producing unique and exciting missions for more than a few countries in the space of one update cycle was not something we felt we would be able to achieve. As a result, we felt it would be worth spending some time creating some varied mission templates that could occur for every nation, and that would be capable of targeting different regions or areas depending on position.

We have initially produced two main archetypes that any nation can pick; one focusing on conquest, and the other on infrastructure and internal development.

Conquest Mission:

The conquest mission will select a region that feels appropriate to your current map borders, and guide you through the conquest thereof.

conquestmission.png

(One example of the conquest mission)​

Some branches will be chosen randomly, and others on a situational level. For example, a nation bordering uncolonized land may receive a task to colonize it, or a republic or monarchy bordering a tribe may receive a mission task to fortify the border. We've tried to make the tasks you'll see within this mission as varied as possible while retaining the overall structure - all whilst basing it off the same script structure.

conquestmissionmacedon.png

(another instance of the same conquest mission, which this time has generated a different type of tree)​

You'll find that families and governorships take a role in some of these tasks, accentuating the importance of favoring the right people. In a similar vein, I took a look at prototyping something we intend to work and build on in the future: namely, the conversion of national decisions into short, story-focused mission chains. In this example, I've converted the decision to reform from a tribal government form into a bespoke mission tree. The mission selects a family to represent those amongst your nation that favor a republican ideal, and another to represent the nascent monarchists.

tribalmission.png

(the tribal reformation mission that becomes available once you take the Tribal Reform Decision)​

The mission framework allows this decision to become a short, paced story; guiding the player through a period of instability and political chicanery, ultimately (and hopefully) resulting in attaining the government form of your choice.

The capacity for telling stories in this way should not be understated, and we've elected to include this prototype mission in the upcoming Livy update as bit of a taster of possibilities for the future.

Development Mission:

missionselect.png

Once you have a large enough country for the infrastructure mission to be able to deduce meaningful tasks it will become available and offer a number of branches for how to improve the infrastructure in a particular region. What these branches will actually entail, and even the name of the mission itself will depend largely on what the specific region is like.

This means that while the mission itself will repeat (up to once per region under your control) its content will vary in part or in total, but the overall structure will remain similar.

Starting Branches:

agriculturemission.png

Starting branches are dependent on the resources of the provinces you control in the region. They may relate to:
  • Building up an agricultural focused province.
  • Facilitating maritime trade and naval matters in a province with many ports.
  • Turning a particularly populous territory into a city, and building up its infrastructure a bit.
  • Building up a Mining Region.

Sometimes there is more than one way to progress through these branches, the agriculture focused path for instance let’s you decide what to use the newfound surplus for (spend it to increase pop happiness or build up a local Food Depot for your armies to stock up from in the province).

Optional Side Branches:

prospecting.png

In addition to there being more than one way to progress through branches there are also optional side branches to the development mission. Things that may or may not be available (depending on what the provinces are like) and that you can go for if you want to spend the resources to get extra things:
  • Prospecting for more minable trade goods.
  • Building up a shipbuilding industry in a naval town.
  • Importing horses to set up a Military breeding program.

Main Branch, the center of the Governorship:

embelishalexandria.png

The main branch of the Infrastructure Mission is devoted to the growth and development of the Regional center. What this means will again differ depending on the circumstances, if it is a foreign culture region then the mission will focus on building up a center of loyal pops of your own culture and religion, for instance. If the region is that of your capital it will instead focus on the embellishment of the capital city itself, and acquiring resources to create suitable monumental architecture there for an Empire such as yours.

The theme of the main branch will also decide what the mission itself is named. Making it clear from the mission selection screen what type of mission you can expect and what the branches in it might be.

serapeion.png

There is also an optional side branch to the main branch which will only show up if the region contains a particularly holy place to your religion, such as the Oracle of Delphi for the Hellenistic faith, or the Anu Temple of Uruk for a Chaldean country. This branch will let you embellish the shrine itself and eventually decide on a way to fund the priesthood there in the future, with options ranging from setting up enough religious endowments, to setting up a religious subject state under a scion of one of your great families.

shrinened.png

Overall the various tasks in the Development Mission makes use of a number of tasks, with some focusing on very concrete actions such as constructing buildings or making provincial investments, while others are timed tasks that require an initial investment and will then let you react to events over time that pertain to how you want to solve particular problems.

pulseevent.png

To conclude, we've been working on a little extra for the Livy update, which I'll just leave here...

burningcity.gif
 
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THE CITY BURNS!!!!!!!
 
I very much like the development missions.
 
Hopefully buildings now will change with culture, I dont want my carthaginian colonies looking like huts! Also will the Diadochi be receiving missions from their content pack, such as the Russian content pack got in EU4 after missions system was added with the English content pack?
 
Good afternoon,the modding of the mission system will be talked in a future DD or can you talk about it now?
Thanks for any replies about this.
Great DD otherwise.

Sure, I can talk a little about it, as I am actually writing a guide for mission modding right now.

upload_2019-11-18_15-57-32.png


Here you can see the syntax of a mission. NOTE that this is for the sake of explaining missions, and not that we are actually adding an eleventh mission for Carthage in Gaul.

The mission will generate as you start it, trying to find an optimal solution of how to set up the mission. Whenever you add a mission task to the "required" of another, it will be pushed beneath it and a line will be added in-between the two. Similarly, if there are any mission tasks that do not fit the potential, the tree will simply not generate them and find other solutions on how it should look, which is one of the reasons it is so powerful.

For our generic missions we use the "on_potential" in a mission to set up a lot of targets (areas to conquer, areas to build your civilization, etc). E.g in the infrastructure generic mission it will pick certain branches when it generates (some times food, some times ports, etc). Whereas in the conquest mission it will often use some of the same mission tasks, but with completely new targets every time, and with a large set of potential rewards.
 

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For example,[...], a republic or monarchy bordering a tribe may receive a mission task to fortify the border.

Why would this task be a thing? why would it specifically be a civilised country bordering a tribe? what would be the difference (between bordering a tribe or bordering a civilised country)? or is tribal raiding going to become a thing in 1.3?
 
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Sure, I can talk a little about it, as I am actually writing a guide for mission modding right now.

View attachment 526584

Here you can see the syntax of a mission. NOTE that this is for the sake of explaining missions, and not that we are actually adding an eleventh mission for Carthage in Gaul.

The mission will generate as you start it, trying to find an optimal solution of how to set up the mission. Whenever you add a mission task to the "required" of another, it will be pushed beneath it and a line will be added in-between the two. Similarly, if there are any mission tasks that do not fit the potential, the tree will simply not generate them and find other solutions on how it should look, which is one of the reasons it is so powerful.

For our generic missions we use the "on_potential" in a mission to set up a lot of targets (areas to conquer, areas to build your civilization, etc). E.g in the infrastructure generic mission it will pick certain branches when it generates (some times food, some times ports, etc). Whereas in the conquest mission it will often use some of the same mission tasks, but with completely new targets every time, and with a large set of potential rewards.
Awesome.Really looking forward to it.Keep up the good work.