Pompey Patch (1.1) - Open Beta Is Live!

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Typhion_fre

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Dear Paradox,

I've tried out the open beta of the Pompey patch. One thing I've really noticed is that if AI have alliances and they are in war they almost act as if they are 1 country and deathstack all their army together. While this means the AI is definitely smarter, it also has its downside. Your own allies seem to only be flailing about and throwing their armies one by one in the deathstacks of the enemies. Which causes your allies / subjects to not have any troops and/or manpower.

Also have I noticed that subjects don't join your war when disloyal. This is normal of course. But the problem is that some countries (e.g. Knossos on Crete) their vassals will never join your war because they think they are more powerful than you. So that means if you start as Knossos the OPM with the OPM vassal next to it, it will never join your wars because it has -40 loyalty from their power compared to you. This is actually pretty vital because you really can't expand on Crete without having at least about 1-2 allies.

Other than thisI have not noticed anything else at the moment. Be sure to keep up the good work, you're definitely on the right track.

With kind regards
Typhion_fre
 

trov55

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Found a bug:
Can't add or merge neutral units to my Clan Chief because he doesn't want to give his army up.
 

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tsf4

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So, is sacrifice to the gods an ever increasing cost as you do it multiple times? Seems odd, because I am trying to get stability to 75 so a law being introduced reduces it only to 50.
 

Wagonlitz

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Carthage get additional trade routes from its ports so that should help them a bit with trade. Internal trade seems to have gotten a major nerf in income compared to external trade. The defines have external trade at 0.2 while internal is at only 0.05.
Isn't that historically inaccurate, though? As in didn't Rome have quite a lot of trading internally? And I would expect some gold going from Roman Britain to Rome to give more revenue than some sheep coming in from Crimea.
 

DomShadow

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Is there something wrong with the pirates and pirate spawn chance!? I dont see a spawn chance info at ports anymore (province info), nor is the "LOCAL_PIRATE_SPAWN_CHANCE" modifier working (showing at ports).

Found a bug:
Can't add or merge neutral units to my Clan Chief because he doesn't want to give his army up.

Then how about you post it in the bug section so the devs actually see this...!?
 

Jehzir

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Is it possible to make the game worse? Yes, this 1.1 beta accomplished that mission. The events contain even more negative results to punish the player. Bribe function for tribes is now tied to the ruler's gold instead of oratory. Bad change there, 90% of the rulers are broke to begin with, then the ruler will start the siphoning funds, causing massive corruption, to make up enough to get to do 1 loyalty boost.

Stability: Change a law costs stability, migrate costs stability, basically anything useful costs stability. Change is the constant in life, its the people that do not move with change that get left behind or do not survive. Get with the concept that some changes are a POSITIVE stability factor; like moving away from a hostile enemy, or getting out of a natural disaster area, moving to more fertile lands. People migrate on seasonal cycles; usually twice a year, summer/winter to SURVIVE! But, no we are forced to stay in place or we run the risk of creating a negative stability situation if we move to improve our situation. Totally unfeasible.

Migrant tribes: Are now totally useless, cost of stability to move is total punishment. If you are going to remove the primary feature of being a migrant tribe, just remove them from the game. Decentralization for migrant tribes are not consistent, some are -50 some are -25, others at 0. A full review of all tribes needs to be done to be balanced.

Natural disasters: Are a joke. The results for damaging a city due to natural disaster is not correct. States 40% pop die, but in reality its 75%, 3 of 4 tribesmen dies and I had to move the surviving pop out due to it was going to die within 3 months, leaving a grey spot in the map. There were dozens of grey spot cities scattered over the map after just 10 years.

Technology: Advancements are worse for decentralized tribes. Again, the UI is now blasting max stability with changing diplomacy stances to maximize the conversion of pops from tribesman to citizen as fast as possible. AGAIN TRIBES DID NOT HAVE CITIZENS! FREEMEN WERE THE CHIEFS! What is so hard to understand about that concept? Tribes are NOT ROME! On 460 there was a tribal city state, with 5 of 7 pops as citizens at tech level 9, but had a massive unrest, that did not revolt. Technology for the tribes came from stealing it via raids/war on more advanced nations, enslaving captured peoples and using the newly acquired slaves talents to teach the tribe to improve their ways.The behind the times values are not working properly. I was at 33% tech rate with 12 citizens (the max before unrest set in) of 87 total pops, in a 24 cities migrate tribe, with -38 centralization (and climbing), a 10 civilization capital (max) and at 460 it says I was still behind 10 years for level 1. Again small rules the percentages, this needs to have a number of cities added to the percentage component not just citizens to total population.

Pirate raids are just about pointless. The size of the spawns in relationship to the area is just out of control. Review all pirate calculations.

Map: it is still broken, remove all land to land crossings that move OVER WATER! Give me a break, this is not Risk. You have to have ships to cross seas and some rivers. Create a build bridge tech to cross large river bodies that are built by infantry units, in specific locations, not anywhere they please. The map still contains citizens/freemen scattered around in the grey areas, again where are these coming from?

Wars: another joke, I watch the map and minimal changes were made in the first 10 years. I think this is to the siege fort features not working correctly. Only 2 nations in the entire Germanic area actually had enough forces to capture a fort and win a war. Within the first 10 years on 1.0.3, most of the area was completely altered, with some nations not even surviving the first year. That was realistic. The same thing that happened with @typhon_fire; the AI began merging together mega death stacks, from all allies without consideration of supply/attrition and encirclement tactics.

In conclusion, just go back and try again. This is not ready for release, if you do release it then the dev team better have several 1.1.x patches lined up to fix all the unintended consequences that this rushed release will create.
 

Morwys

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In conclusion, just go back and try again. This is not ready for release, if you do release it then the dev team better have several 1.1.x patches lined up to fix all the unintended consequences that this rushed release will create.
Isn't that what a beta is for...? Anyway.

Is there an ETA for the patch to come out of beta?
 

Trin Tragula

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I have a few questions about this patch. So far I see a few big issues unless these issues are supposed to be there. 1st the build unit button does not work for the provinces. is this by design for the beta or is it just me? Second under the government screen there is not Governors at all there is a bar that's says word. also there is no mercenaries listed under the mercenaries screen why? again are these design that way for the beta??

You are most likely trying to run an old interface mod with the new version :)
 

Voxxel

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I have a few questions about this patch. So far I see a few big issues unless these issues are supposed to be there. 1st the build unit button does not work for the provinces. is this by design for the beta or is it just me? Second under the government screen there is not Governors at all there is a bar that's says word. also there is no mercenaries listed under the mercenaries screen why? again are these design that way for the beta??
Same for me. Where are all the infos we seen in the dev stream today? Is this intended that there are no new province infos? This is what my nation overview looks like
You are most likely trying to run an old interface mod with the new version :)
I disabled all mods but nothing changed. How can i fix that?
 

Trin Tragula

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Same for me. Where are all the infos we seen in the dev stream today? Is this intended that there are no new province infos?

The dev stream was done with the live version of the patch. If your game does not look like that I suggest reinstalling :)
 

DomShadow

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Don't know if anyone mentioned this yet, but surplus of grain in the capital now gives +100% manpower. That's right, it DOUBLES manpower. That certainly cannot be intended.

This cant be, cos grain as a tradegood issnt touched and is the same as vanilla.

province = {
local_population_capacity_modifier = 0.10
}
state_capital = {
local_population_capacity_modifier = 0.05
}
country = {
global_manpower_modifier = 0.1
}
export = {
global_manpower_modifier = 0.05
}

Is there an ETA for the patch to come out of beta?

(Planned) ETA June 26th.
 

Denkt

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More about ahead of time penalty. You get -1% for each year ahead with max penalty at 95 years (-95%) which is about 5 tech ahead (20 years per tech). Tech 13 (year 710) is the Last tech inside game timeframe so tech 14 is the last one that can be researched without penalty. Tech 19 (year 830) is so far ahead that you cant research tech 20 without max ahead of time penalty.

With 300% research efficiency a tech Will be researched every 6.67 year and with 100% researcher tech Will be gained every 3.33 years. Now 95% ahead of time penalty mean 20 times as slow research which mean 3.33 years become 66.6 years and you have to research more techs with penalty to get to tech 20.

So basically you can not get tech 20 innoventions resonably early to make them useful, assuming you can get them at all. This dont make any sense since the innoventions at tech 20 was in use before the game ended and if not a 300% research country can get them, something feels wrong.
 

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So, is sacrifice to the gods an ever increasing cost as you do it multiple times? Seems odd, because I am trying to get stability to 75 so a law being introduced reduces it only to 50.
Yes and no. Doing it multiple times in rapid succession, yes it’s an ever increasing cost. But also no, as the plus to Stability growth it gives eventually wears off, thereby resetting the cost.
 

Palando

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More about ahead of time penalty. You get -1% for each year ahead with max penalty at 95 years (-95%) which is about 5 tech ahead (20 years per tech). Tech 13 (year 710) is the Last tech inside game timeframe so tech 14 is the last one that can be researched without penalty. Tech 19 (year 830) is so far ahead that you cant research tech 20 without max ahead of time penalty.

With 300% research efficiency a tech Will be researched every 6.67 year and with 100% researcher tech Will be gained every 3.33 years. Now 95% ahead of time penalty mean 20 times as slow research which mean 3.33 years become 66.6 years and you have to research more techs with penalty to get to tech 20.

So basically you can not get tech 20 innoventions resonably early to make them useful, assuming you can get them at all. This dont make any sense since the innoventions at tech 20 was in use before the game ended and if not a 300% research country can get them, something feels wrong.
Indeed. Technology has been nerfed quite significantly in this patch. Many inventions have been made quite pointless, so being ahead is even less impactful. Especially, the new inventions that reduce the cost of provincial improvements by 10% (you save 30 monarch points but they are still incredibly expensive and useless). But also the new import commerce modifier is far from worth it, as you will probably only have 5 to 10 import routes in total, amounting to a flat 0.1 to 0.2 gold per month. The happiness modifiers related to culture have been nerfed so dramatically that they might as well not exist anymore.
 

Palando

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More about ahead of time penalty. You get -1% for each year ahead with max penalty at 95 years (-95%) which is about 5 tech ahead (20 years per tech). Tech 13 (year 710) is the Last tech inside game timeframe so tech 14 is the last one that can be researched without penalty. Tech 19 (year 830) is so far ahead that you cant research tech 20 without max ahead of time penalty.

With 300% research efficiency a tech Will be researched every 6.67 year and with 100% researcher tech Will be gained every 3.33 years. Now 95% ahead of time penalty mean 20 times as slow research which mean 3.33 years become 66.6 years and you have to research more techs with penalty to get to tech 20.

So basically you can not get tech 20 innoventions resonably early to make them useful, assuming you can get them at all. This dont make any sense since the innoventions at tech 20 was in use before the game ended and if not a 300% research country can get them, something feels wrong.
Indeed. Technology has been nerfed quite significantly in this patch. Many inventions have been made quite pointless, so being ahead is even less impactful. Especially, the new inventions that reduce the cost of provincial improvements by 10% (you save 30 monarch points but they are still incredibly expensive and useless). But also the new import commerce modifier is far from worth it, as you will probably only have 5 to 10 import routes in total, amounting to a flat 0.1 to 0.2 gold per month. The happiness modifiers related to culture have been nerfed so dramatically that they might as well not exist anymore.
 

Warrior2099

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Jun 4, 2019
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I had to check patch and most important thing I notice (except clear bugs and things which were noticed by other people):

- Co-Consul serves only as dead weight. He doesn't get any popularity bonus after wars we won as first consul, he cannot organize games. The only way for him to get popularity are wars. I'm not sure if it was intention of authors?

I understood that Co-Consul's purpose was to "cover" (balance) stats where our fist Consul could be very weak. But because of mechanics Co-Consul will have very bad popularity ratio. The only way to increase his popularity is triumph which is now related with stability drop.
 
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