Dev Diary 84: Ides of March update, Spartan colony, Fugandulu and Albion tree
In preparation for the Ides of March, March 15th - 16th, we present to you the largest bug fixing update we have ever done 1.7.1 which is out now. All of this made possible by the Imperator-Tiger tool made by Dementive.
The mod can be found on the steam workshop,
https://steamcommunity.com/sharedfiles/filedetails/?id=2532715348 and on Nexusmods,
https://www.nexusmods.com/imperatorrome/mods/1?tab=files.
Further in the Dev Diary we will be presenting a future tree for a Spartan colony in Veneto, Fugandulu which is out right now and an upcoming Albion tree.
This update however will partially break savegames, especially characters looks will be broken in most countries. So to continue older savegames, please use either:
https://steamcommunity.com/sharedfiles/filedetails/?id=3181950031 or
https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=67&game_id=5831 (extract in your Documents\Paradox Interactive\Imperator\mod folder directly. When using the Nexusmods version, you will have to unsubscribe from the workshop steam page as you can only have one version with it.)
Now onto the changelog highlights;
V1.7.1 - Ides of March:
- New mission tree for Fugandulu
- Added Vindelicia formable
Out of Sync message no longer shows PC username
- Democrats and Traditionalist will have slightly higher senate support for you now
- Added round tribal house as city centre for Celtics
- Added more round tribal houses to first tier for Celtics
- Olives are now a food tradegood, swapping places with Honey
- Removed Food tradegoods from non-Oasis Cities
- Parthia will now randomly decide which religion to adop
- Roman names should now keep more accurate count of Ancestors
- New namelists for Sabellian, Siculian, Lucanian/Bruttian cultures\n- Added a number of flags, mainly to Iberia
- Fixes to uv mapping of other houses
- Fixed Egyptian model textures
- Fixed Rome not unlocking the Greek military tradition
- Fixed Fezzani not getting their inventions
- Countless nerfs around the mod to overpowered modifiers
- 1000+ fixes to scripting all around the mod, all thanks due to Imperator-Tiger by Dementive
(Due to the massive amount of fixes, it is practically impossible to include in the changelog)
And now i’ll hand you over to Derekmark to present his Spartan colony tree.
Derekmark here! This time making my own little contribution to the second Imperator Rome day by presenting a little more content for northern Italia! (Regretfully though, this particular tree will not in fact be released in time for the day itself)
Now, you may remember from many dev diaries ago that we added an event chain that simulates the incursion of the Spartan prince Cleonymus across eastern Italia, where there exists a chance of his seizure of the Venetic city of Patavium as his own. Well a certain individual on the Paradox forums had asked if the new resulting realm of the prince would receive its own content - a comment that served as an excellent suggestion.
As such, if Veneto fails against the Spartan invasion (which the Venetic Patavi defeated in real life), and decides to relinquish control over their ancient city to Cleonymus, they will now be given the option to switch to playing as Cleonymus’ Spartan Patavium.
But all is not well in the prince’s new realm, and Patauion will start off weak, with a less than desirable heritage, and with few prospects for rapid growth.
To change your starting situation, Patauion will receive a small mission tree focused on stabilizing this nascent kingdom, and deciding the direction that your newfound realm will take.
This tree is not long, and should take you a little less than 10 years to complete, but heed my warning not to spend an excessive length of time in finishing it (for you will need to reform your realm as soon as possible not to fall prey to your neighbors).
Beginning the first task, sets you up for the trials to come for your kingdom, as you begin with little legitimacy, as well as a city state ruled by a foreign aristocracy reviled by the populace. As such, you will receive three crippling debuffs that you will have to rid yourself of by progressing through the mission tree.
Next down the tree is a small section focused on gathering support for your new government, both internal and external. Here you will focus on both uniting your Hellenic aristocrats against the dangers posed by your own populace, and seek foreign realms to court for aid.
Luckily for you, if you manage to bring your nobility together, they will pledge their complete loyalty to Kleonymos, with full knowledge that they can’t hope to stand alone against the barbarian hordes that they rule over.
As for the three tasks focusing on gathering foreign support, you may pursuit looking for help from a nearby fellow Hellenic state, or may try to court one of the barbarian Cisalpine realms, or even shun any attempts at such diplomacy, though this last option will cost a bit of stability.
Once your realm is sufficiently stable, you will be able to start deciding what path the Patauian Kingdom should take.
Here, an event will appear, giving you a choice on whether or not you will keep Cleonymus as the leader of Patauion. He may have led your people to your city, but he is also set in his ways, and is determined to recreate the Spartan Kingdom that he once left. Taking a different route from that set out by the prince therefore requires his removal from power.
The choice you make will be of paramount importance, for it will not only determine what path you will take in your tree, but will change the tasks available in your next mission tree as well.
The final section of this tree is split into two small branches, each guiding the reform of the Patauian Kingdom based on the choice you will have made in the previous task.
Let us first suppose that you have chosen to keep Kleonymos as your ruler, swearing allegiance to he who founded this kingdom. The Patauian upper class may be ferocious Spartan warriors, but they are so utterly outnumbered that they hold little hope of controlling your populace.
The solution lies in the way in which the conquest was first made, with the assistance of hired soldiers of fortune.
Here you will gain a temporary discount to mercenary maintenance, as well as remove that negative modifier draining your taxes (for extra hired guards are great for extracting tribute from a discontent populace).
As well as dealing with your manpower shortage, you must also permanently deal with your rebellious underclass, once and for all. Here, you will attempt to recreate that social structure that your nobles had known in Sparta, by making the native Patavi into Helots.
Beware though, for the proud Patavi have never before been subjugated in such a manner, and will not take such an infringement sitting down. Enslaving them will therefore trigger a massive slave revolt that you must put down if your Kingdom is to survive, failure will result in the Spartans of Patavium being overthrown, and slaughtered (if you fail against the revolt you may choose to continue to play as the freed Patavi, though they will receive no unique missions of their own).
Having subjugated the Patavi as Helots, you will then be free to restructure Patauian society to fit that that was established in the old kingdom, and make Patauion into a true Spartan society, ending this tree (as well as removing your final debuff) and giving you a new heritage and a few good modifiers!
But let us now suppose that Kleonymos was removed from power to make way for a more flexible route of adapting your state to its current situation, here you will focus on trying to appease the locals, and attempt to approximate the upper class to them to form a more cohesive society.
This will start off with the creation of institutions that allow them to feel better represented by the state (a task that will require you to construct a couple of buildings), and will serve as an act that will vent the frustrations of the Patavi into debates and civil input, rather than the rebellious activity of withholding precious tax.
The other task you must take here is to give the Patavi greater civic rights (represented by requiring you to take cultural decisions for Venetic). In doing so, you will put these natives into far greater contact with your culturally distant aristocracy, facilitating cultural exchanges, and beginning the process of cultural integration of these Patavian Veneti.
Finally, with the natives content, and the nobility having already made great strides in reform, upon having the Venetic culture integrated, you will be able to reform your Kingdom into one in which the two, formerly antagonistic, peoples of the Patavi and Hellenes are melded into one. A state that combines Spartan resolve with the ancient ways of the locals.
In addition to a new heritage, you will switch to a new hybrid Veneto-Spartan culture as well.
Regardless of the path that you have taken, your city will be reborn anew, ready to deal with your external situation with renewed vigor, leading you into your second, larger, tree.
Likely to your dismay, by the time in which you will have been focused on quelling internal strife, your distant neighbors will have grown and become powerful threats that Kleonymos could not have foreseen when leading his warriors across the Adriatic. But with the tasks present in your tree, and with your great effort in leading your realm in wars most difficult, you will be able to grow your kingdom to eclipse those states that currently threaten you.
(Please note that some of the tasks here are exclusive to having chosen to keep Kleonymos in power)
This tree presents three main paths of expansion, focusing on the regions of Italia, Cisalpine Gaul, and Greece, as well as a couple of unique tasks dependent on the kingdom your forged in the previous tree:
*Extra tasks you’ll have if you kept Kleonymos in power:
*Extra tasks you’ll have if you removed Kleonymos from power:
Let’s look at how you will expand in Cisalpine Gaul first:
Having gained claims over Olena upon completing your first mission tree, your immediate task will be to expand your borders outwards from the city of Patauion itself, for what hope do you have to defend Patauion in the traditional Spartan way if you have no fields in which to conduct battles before enemy armies reach your gates?
Next, you must turn east, and deal with the remnants of the independent Veneti once and for all, putting an end to their barbaric ways of governance. Once dealt with, you will have the option to allow the cities of Venetia autonomy, being able to establish a multitude of loyal poleis as a way of bringing the successes of the old Hellenic political systems to these Venetic lands.
As well as adding a bit of variety, this will also allow you to have the option to play with a small vassal swarm to assist you in your upcoming trials, though you can simply choose to keep all these lands under your direct control.
(A Patauion in which all available cities have been given autonomy)
The next tasks will push you to rapidly expand westwards across Cisalpine Gaul, with the ‘Mastery of the Padan’ task rewarding you with conversion buffs across the Celtic lands of the region, and the ‘Subjugation of the Ligures’ task resulting the the enslavement and redistribution of many of your ligure culture pops after conquering their lands. For your growing Spartan state could surely do with many more helots.
Now focusing on your actions in Italia, you must first start off by removing the threatening Senonnes, providing that they have not already been conquered, lest they turn their plunderous wrath against your city as they have already done to Rome.
The Senonni out of the way, you will be able to push downwards, subjecting those Italic tribes of the defendable Apennines such as the ancient Umbrians and strange Picentines, before moving onto the more central Italic lands.
Your primary concern however, will be whatever massive state that will have consolidated Italia by the time that you have managed to bring your realm together and enter the region (most likely the Romans). Regardless of your Spartan might, the fight ahead will be extremely tough, with the odds stacked against your, but are you to channel the spirit of Ares, and defeat the military might of those Italic barbarians, you will be able to lay waste to the lands of your enemies with terrible Spartan wrath, and plunder all of the lands that you have occupied from the enemy in Italia.
Having captured the enemy capital, you will be able to use the next task to burn it to the ground, crippling them with a temporary debuff and mitigating the threat that they pose to your state. Beware though, such wrathful actions are bound to mire your Kingdom in infamy, at least for a time.
Now that the Italic states have been conquered or crippled, and most of the region lies in Patauian hands, Patauion will be able to declare Hegemony over Italia, sending request of submission to all independent neighbors in the region, and giving you claims over much of Magna Graecia.
The final branch of this tree is the largest, and focuses on your preparations for your glorious return to Hellas, as well as the invasion itself.
You must begin by improving the legitimacy of the rulers of Patauion, doing so will allow you to look back on the old Kingdom of Sparta that their ancestors used to possess, and will give you claims over the throne of which their right to sit upon has been so far denied.
Next you must begin to build your invasion fleet, a task that will give you claims on ports throughout the Adriatic (for you are in need of docks to boost your newfound flotilla). Your initial navy will not be very large, however you may use a task to try to purchase some extra ships (of a higher quality than your own) from one of the neighboring Illyrians, provided you manage to get them on your side.
Now, in the second expedition of your founder Kleonymos, prior to reaching Patavium, he seized the Apulian city of Thuriae before being driven out by the Romans. While this incursion was a failure, the geography of Apulia remains an advantageous staging post for any activities to be taken across the Adriatic Sea.
Your subsequent action will therefore be to produce both the manpower and funds to stage a second invasion of Apulia, whereupon you will annex much of the coastline (if any small nations have their capital where you would otherwise take land, you will end up in a state of war with them).
Next up on your invasion path towards Hellas is the island of Corfu (or Korkyra), that like the coast of Apulia, provides an invaluable outpost for the invading Patauian fleet, upon which Kleonymos had exerted his conquering abilities during the Lucanian war.
Now so close to the coast of mainland Hellas, it is time for the Pataui to begin their incursion.
The first task of this final part of this mission branch will give you claims over much of the coastal peloponnese upon making shore, whereupon you will gain different task rewards for the different important areas you manage to conquer.
Once the pretender kings of Sparta have been done away with, you will be able to declare Patauion as the true inheritor of the old Spartan traditions (also allowing you to change your name and capital if you had gone down the Kleonymos route in tree 1), after which you can declare yourself as the master of the peloponnese (giving ultimatums for feudatory status to any independent poleis still around in the center of the peninsula, and giving you claims in much of Greece).
(A name-change option you may choose in this task if you had earlier kept Kleonymos and gone down the Spartan Kingdom path in the first tree):
(The name-change option you may choose in this task if you had earlier ousted Kleonymos and gone down the Patavi-Doric city path in the first tree):
(Master of the Peloponnese task, and result):
Finally, your Kingdom has reached unimaginable heights in a short period of time. From straggling adventurers heading across the sea, to an empire spanning from Hellas to across Italia. You dwarf any of the small states in Hellas, and have eclipsed the accomplishments of your ancestors, second only to the Macedonians. Noone in Greece can doubt your supreme hegemony now, let them bow to the great military might that is Patauion!
The tasks ahead of you are monumental, but are you ready to fight tooth and nail against powerful enemies in order to restore the true heirs of the Spartan throne, all in the name of Ares?
To all those willing to take on this challenging city state, good luck!
Hello everyone, it’s Zorgoball, and I am here to show off a new mission tree for Fugandulu that we are releasing for Imperator Day 2! One of our favorite things to do is adding flavor to the regions that previously had none, so today we will be traveling to the very edge of the world in Invictus, the Irrawaddy Valley, to play as the only Mon culture in game. Here is a reminder of where they are on the map before we dive into their mission tree “Doorway to the Lands of the Pyu”.
The Irrawaddy Valley is inhabited by settled tribes when the game starts, and there is no love lost between the dominant Pu culture and Tibetans that live amongst them. The Tibetans have brought their Bon faith to a land that is traditionally Natic, and the tribes that live on the coast have converted to the Vedic faiths that they learned about from merchants, which adds religious tension to the region. Needless to say, there are plenty of political opportunities that you will be able to exploit to your benefit.
Once you have conquered your immediate neighbors, your ambitious Chief will direct your forces to expand as far north as they possibly can - the rest of the valley must be yours, and that includes the uncolonized regions at the very edges of civilization. You will also be given the opportunity to push westward, attacking the tribes in the Arakan province in order to gain access to the sea.
Over time, your military conquests will require you to form Pugramadvara, a tier 1 tag that encompasses the entire region of Burma. But along the way to eternal glory, you will not only be tasked with developing the infrastructure of your country, but also restoring the traditional Natic faith to the Irrawaddy Valley.
In a travesty for the Natic believers, the holy site for the Irrawaddy Valley, located in the region’s only city of Halin, is held by the Bon faithful. But thankfully Kuji’i Nat, the Nat of War that is worshiped in the swamps of your settlement of Taledan, will be with your armies if you honor his ways. Perhaps one day, Kuji’i Nat might even lend you the deadly sap of the Upas tree for your archers…the time has come to lead the Natic faithful into battle!
Over time, your relationship with Kuji’i Nat will continue to grow, with greater rewards being given to those that show him the proper reverence. And those that are in communion with the Nats, the mysterious creatures that are worshiped by the true believers, might even be able to unlock access to new deities - not another Nat of the marshlands or a Nat of the Valley, but a Nat of Kingdoms.
But what else can you do? If you pursue peaceful means, deciding to form Pugramadvara diplomatically instead of annexing your neighbors after a war, your Chieftain will gain important diplomatic experience that will be useful in the days to come.
Your ruler must be a wise caretaker of the land, recognizing opportunities when they present themselves and taking full advantage of them. The rare jade mineral that is found within your region should be exploited to the fullest, and your Chief knows this.
Two more things before I go, as it is always good to leave some surprises in the tree for you to discover, but these events are too fun not to mention. The city of Gramera in the Kamarupa province is known throughout your corner of the world for the elephants that it has, and your ruler will have a chance to go to the city to study the ways of war with the legendary mahouts that live there.
The last thing I will show is a trade related task. Once you have taken the ports of the Arakan province, you will have access to the wider world, but only if you build up your ports. Your people already have the rare trade goods that are desired by the peoples to the west, but if you invest in your local infrastructure and build a city for merchants on the coasts, you will begin to make a name for yourself - your country will become known as a place that is truly worth visiting. Not only will trade become easier for your people, but you might even make friends abroad that could turn to you in their hour of need.
Thanks for reading, and now I’ll hand things over to supermash for his first appearance in a dev diary.
Hello everybody,
Let me introduce myself. I am Supermash and I have been an Imperator fan since I joined after the 2.0 patch in March 2021. I work in informatics and I wanted to join this amazing team on their incredible adventure to make this game even better. That’s why I joined the team in December 2023 and immediately started working on my favorite area; the Britannic island with its ultimate formable, Albion.
As you may know, the Britannic island is very underrated in both single and multiplayer. If you play single player and unite the island from any starting tag, you will lack personal objectives after that.
And in multiplayer, as most games are centered around Rome or Diadochi nations, you are far away from everything, so this area is not as fun to play because of that. Even if you play well and unite the island quickly, the lack of cities and pops makes any multiplayer game almost impossible for an Albion player, especially against tags like Rome or Carthage.
This time of being forgotten is over - in a revolutionary act, the distant Britannic isle has received its own mission tree containing 69 tasks!
In this presentation, I will use the term Britannic to refer to all of Albion, but in the game you have two distinct regions; Caledonia ( actual Ireland and Scotland) and Britain (actual Britain and Wales). Just keep in mind that each time I talk about the Britannic region, it is the fusion of these both regions. And, as always with anything presented in a dev diary, this tree is still in development and the values and mission requirements aren’t final yet. Let's jump into this mission tree !
This set of missions will be available to all Britannic nations, as long as you formed one of the intermediate formables such as Pritannia, Hibernia or the Caledonian Federation. Also, if you own at least 100 provinces in the Britannic region and you are of the Britannic culture group, you will be able to unlock this mission tree as well.
Here a first look of the Albion mission tree:
I know I know, we can barely see anything, so that’s why we will advance through this tree step by step.
The mission tree starts with a classical conquest of the island. You will get claims over all your rivals and your goal will be to make them your subject or simply annex them.
But not only you will need to conquer the island, you will have to assert your authority by creating 3 regional capitals;
One in Hibernia (actual Ireland), utilizing its abundant forests and timber to create an important port in this area.
One in Caledonia (actual Scotland) that will protect your people from any barbarian incursions, especially from the remnants of some indomitable Caledonians. For this, you will have to create a defensive place in a strong hill or forest to protect the area.
And lastly, you must use the wealth of Britain, with its farmlands and existing cities, to create an important city focused on trade. Choose carefully where you want to place these regional capitals, as an auspicious location will be required for what you hope to accomplish.
Once you finish all of these conquest missions and create your three regional capitals, you will have the “final” task of this branch allowing you to colonize the remaining lands, and to annex all your subjects in this region.
It will be a major time saver in your campaign to not have to colonize each remaining piece of land on your island. Because - if you didn’t know how to form Albion, you have to own all the island. ALL of the island. This decision will not not work if a tiny settlement or island off the coast somewhere is uncolonized, so most of the time, AI and beginning players are not able to form Albion.
But a second requirement is needed; you need to not be a tribe and have started your political modernization. That’s why a second branch optional is available if you aren’t yet a monarchy or a republic.
Here’s a little look :
This side branch is similar to the vanilla mission tree to reform your tribes, but with specificities allowing you to reform faster with some temporary bonuses.
You will have to manage your internal tribes and choose to put the nail into the idea of tribal modernization, keeping your old ways a little bit longer. The choice is yours.
At the end of this side branch you will choose whether you want to be a monarchy or a republic. I know that most of you will probably choose monarchy, that's why a little easter egg is present at the last mission for monarchy “Throne of Albion”. I won’t say much more so as not to spoil you. But one ring to rule them all!
Once you are reformed into a monarchy or republic, and have conquered the totality of the island, you can finally get his wonderful color and name!
You will be able to complete the unification mission and get this tasty modifier for 100 years.
And on that exciting note, it is the end of the Albion mission - thanks for reading and don't forget to log in for Imperator Day.
Wait no, it is only the beginning! What would be the interest in stopping just when you gained the respect of other nations? It is now time to show your power and create a powerful country! That’s why you have 55 more missions to do and discover!
So what to do next? Let’s see.
Just after the unification, you will have two important tasks; after that you will be free to go whenever you want too.
First, you will have to stabilize the country by having a normal income and stability in your land, because without that, it could be very complicated to go any further.
But most importantly, you need a navy. Even if Celts were not great naval travelers and never got a powerful navy, historically, if a nation like Albion formed on this island, they would focus on navy, at least for troop transports and trade protection.
I mean, isn’t that what Great Britain has been doing for the last millennia ? Anyways, if you build at least 100 ships, we will consider you to be the master of the Albionic Channel.
Not only will your fleet finally be able to reach the entrance of the Mediterranean without suffering large casualties, but you will also be able to diplomatically reach any major nation at the center of the Sea, like Carthage or Rome - you will be able to impact the world.
Maybe now the Brittannic region will be playable in a multiplayer session? Maybe players will eagerly seek this new naval power as an ally? Or perhaps they will fear them as a potential colonizer and threat that they need to manage!
You can unlock the “Wood wall” decision available only for Albion, allowing you to focus even more to your naval armies but at the detriment of your land forces.
This decision is possible to revert at any time if you feel your navy is no longer your priority and that each man should serve the army instead of enrolling into your navy.
Moving forward, you have a lot of opportunities to explore.
We were on naval focus, so why not continue on that? Having some bonuses and a large navy is important, but still probably insufficient to compete with naval powers on this point. That’s why you can continue to focus on your navy. Why not make it a professional fighting force (for the time)? Wish granted.
Choose what focus you want your fleets to have.
Will you save your ships or sink your opponent's quicker?
Let’s talk about infrastructure now. After all, what would be an empire without a proper capital that will stand the test of time?
First, you can decide to move it to a better place.
I said earlier that you should choose your regional capital in the conquest of the Brittanic island in a good spot - it is now this moment.
The Island of Mannavia would be proud to receive these investments, but what about the farmland of Londinium? Nobody will remember Londinium as a city in this alternative timeline, I guess…it's up to you.
What dream does every greedy sovereign have? They want more land! Wish asked, wish granted.
So what to conquer next? The answer is pretty simple; your brother in language and culture, the Celts in Gaul.
Starting from your coast in south Britain, you will get claims on all the Albionic channel coast. Your main goal will be to conquer; first from the coast, then all the Armorica and the Belgica Region. After that, we can consider that the Albionic Sea will be protected from everything.
But that’s not all; you can decide to go deeper and deeper in Gaul, upsetting even more your neighbors and other potential powers such as Rome.
At the end of the conquest branch, you will have to deal with Romans directly; will they be friends or foe?
Both options unlock different rewards. Depending on what you focus on, it might be interesting to ally and protect Rome for the moment…
In this Gaulish conquest branch, if you conquer all Gaul and create a powerful metropolis there, you will get some powerful modifiers. Might be interesting looking for expansion-minded players looking at a world conquest.
What next? Maybe you don’t like conquest and you wanna play more around with infrastructure and isolationism. Then this part is for you.
Here a little look of the 10 missions focused on development in the Britannic area.
The first task is a Development Focus, and as the task name suggests, is a reward to improve your country's infrastructure and development.
It requires you to get some technology levels in the civic branch. Remember, you started as a tribe and so your technology level isn’t very high yet - you will have to improve your research rate if that is not already the case.
As you can see, it is also a very powerful modifier to build cities. Britannic regions have very few cities to count, so this modifier, combined with some technologies and military traditions, may cure this problem. Use it well and your country will feel better.
Next mission will be to improve your resource production. The west side is aiming at improving material production, such as wood or iron, and the second branch is focused on feeding your people.
The Horse of Bremenium is a mission representing the importance of religion, as Bremenium was a sacred site for the goddess Brigantia, a goddess of victory.
To represent this ability, exploit the local traditions to your advantage. You will restore the city of Bremenium to its height!
At the end of this optional task, you will get the possibility to import and produce resources you didn’t have before, such as wine or spices, making your island even more independent.
What’s next in this Developer Diary ? Because yes, we have only covered half of the tree so far.
So if you don’t want specifically to focus on external expansion, on internal development or on the navy, why not go on a colonial adventure ?
Rumors of hostile but open land went to the ears of your leader. This land is in the far east, requiring at least one week, maybe two, of naval travel. Where is it ? It is your job to uncover these lands and launch a naval expedition !
They call these lands Scandinavia, but maybe you should claim it for the honor of Albion? Something you might do for the price of some political influence.
Unless you prefer to restrain your colonist ambition and trade with the natives. Both options are viable and give two different play styles; tall or wide colonies? It is your job to write the story of this region, so why not do some roleplay and chase after some personal goals ?
While the exploration and colonization is ongoing, why not develop your capital? After all, a solid empire needs a solid capital, a city where every noble and citizen wants to live. For this admirable goal, 9 missions are at your disposal to help you achieve this objective.
After relocating your capital as we saw before, you will have to improve it by increasing the standard of living. To become the new Rome ( or even better), your capital needs to attract more citizens - nobody likes a ghost capital!
Next, you will focus on the social aspect of your city, then your political infrastructure inside of it. And lastly, you must improve the trade of the city. The mission “A New Justice” asks you to create a court of law, academy and a great temple to reform the administration inside your capital.
In the end, completing the last mission will be enough for your capital to be a true pearl of the ocean, something that conquerors and invaders will try to steal from you. But the barbarian invasion era is not here, so this is for another story and time.
We now approach the end of the Albionic mission tree. After what you saw, you have at least a whole playthrough to do with Albion and do whatever pleases you. But the last, and biggest, part is now.
Here is the final part of the mission tree.
These are 14 missions ready for you to explore.
But what is it? A new conquest? More development? A new, new colony ?
No, it is the main core of this mission tree and it will be your modernization ability. Will you embrace the ways of other civilizations by emulating their traditions, armies tactics and architectur ? Or will you fully embrace your own Celtic culture and be the beacon and defender of the old ways?
This all starts from a strange dream. Your ruler remembered that this island was once frequently visited by foreign travelers, such as Carthaginians or Massalians. They did not maintain their footholds very long but their impact was very noticeable (even historically, we uncover this now with archeological excavation). And that’s how we get the first written note and history of the Brittannic island long before Roman Arrival. .
And so your ruler, with this new fleet and financial abilities, will want to send explorers and traders back to the cities of these past adventurers.
You will have the possibility to refuse this, of course, and spend the money into even more infrastructure development (like would do any rational person) but you will miss something big.
I won’t spoil it for you again, but this is more than 30 events in preparation for your travel around the Mediterranean Sea with a lot of modifiers and missions awaiting you.
I will assume you will want to push your luck and travel around the Mediterranean. From here, you will have two mutually exclusive parts.
Reform the country with foreign tactics and you will be able to choose a model to follow. Or be the light inside the darkness for the Celtic people.
If you did not travel, only the Celtic option will be available.
So here is a look at the modernizing branch.
While being simple, these missions will have adaptive requirements depending on what nations you want to be inspired by.
You will have a military mission, an infrastructure mission and a social mission.
If you try to adopt the Roman ways for your armies, then you will have to raise an army composed mainly of heavy infantry and cavalry.
On the opposite if you prefer the Punic war style, then you will have to have units such as elephants or spearmen.
Each type of mission will have its own different requirements, allowing you to replay Albion and personalize it even more.
When you complete these 3 missions you will unlock one military tradition tree from your model. So if you felt stuck before with your military points, why not invest into these new foreign traditions?
But be aware, these changes are not to the taste of everyone inside your country…
If reforming your country with foreign traditions is not the idea for you, then you can do the opposite branch.
On this part you will have to truly embrace your Celtic tradition, with Celtics armies comprised of archers and chariots. You will focus on your cultural system to make oral traditions the standard of education. Teach your children how the sky can fall upon us, by Toutatis. The world will fear your world-famous Britannic chariots and respect your knowledge and religion !
We are now at the end of the mission tree (finally, I can honestly say). And if you accomplish most of the mission tree, your country is now a capable one, ready to fight and survive every danger that can threaten them…your manifest destiny is fully accomplished, my Lord...
And on that, it is really the end of the Albionic mission tree; yyou started from a simple tribe and grew to be a very powerful mid and late game nation. Thank you for reading my first developer diary and hope to see you soon for another mission tree.