Will there be missions in Imperator Rome?

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Orkonkel

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What I really like with both Europa Universalis and Hearts of Iron is that there is a natural path for your country to follow. The focus system is fairly unique for HoI, but some sort of mission system could probably fit into Imperator: Rome.

It just helps create a narrative when playing, plus when playing something you're completely unfamiliar with you get some basic guidance as for the first steps to take. So... will there be missions in the game?
 

Austregisel

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if it is similar to that of HoI, at first it will certainly be something generic, and it will need many DLCs to leave the cultures unique, this serves the EU IV as well
 

Nyrael

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In the first game, the Senate gave you timed missions which, if you failed, made the Senate annoyed. Unfortunately, this seems to be gone but it would be good if something of this style returned, but with it being less obnoxious (and for the Parliament and Estates in EU4 to get something similar). Though the EU4 mission system would also be good to have alongside it.
 

Nikolai

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We have seen missions of some sort in the videos published. It seems to me to be a mix between missions and decisions.
 

hkrommel

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I like the focus system in HoI a lot, but hate how the mission system railroads the game in EU4. I wish there will be no mission system in this game.

You seem to have this a bit backwards friend. EU4 is much more reactive and lets you do what you please en route to accomplishing those goals (or ignoring them entirely). In HOI everything revolves around the focus trees, you are bound to them.

I'm all for more open-ended EU4 versions of goals, but HOI-style trees would never work with this many playable nations, the timeline, etc. Heck, I don't even think they're useful in HOI4!
 
Last edited:

Strigoi Tyrannus

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You seem to have this a bit backwards friend. EU4 is much more reactive and lets you do what you please en route to accomplishing those goals (or ignoring them entirely). In HOI everything revolves around the focus trees, you are bound to them.

I'm all for more open-ended EU4 versions of goals, but HOI-style trees would never work with this many playable nations, the timeline, etc. Heck, I don't even think they're useful in HOI4!
I know, but in HoI4 you can actually choose which direction you want to go and the whole campaign is different depending on what you chose. In EU4 you basically only decide in which order you do these things. Also, as the focus system was there from the beginning, it has only enhanced and actually now allows more freedom than there were before.

In EU4, the mission system was dynamic before. It wasn't very good but you could choose from couple of different options and try to accomplish it to gain a little bonus. Usually you did not really pay much attention to the mission system in the big picture, but completed the missions as you were expanding in the way you wanted or which opportunities you had. Now it feels more like you are bound to follow the missions, which makes the game as a whole a lot less dynamic than it was, as it feels you have to conquer state X as nation Y and so on. And I know you really don't have to follow the missions if you don't want to, but they usually give quite good rewards now so usually you don't want to miss them.

The Worst part of the mission system I think is that often you want to save your mission rewards to a specific point in time which would make the reward most useful and then often claim many mission rewards at the same time to maximize your gain for purpose Y.

Both HoI4 and EU4 are sandbox games. The focus and mission systems adds restrictions to the sandbox aspects. I just find the restrictions in HoI4 a lot more meaningful a better fitting to the game than what we have in EU4 and what it is as a game.

I'm not totally against a mission system in Imperator, but I hope if one gets implemented, its a lot better than in EU4. I guess the right direction in Imperator would be to go with the dynamic system EU4 had before and then improve on that.
 

hkrommel

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in HoI4 you can actually choose which direction you want to go and the whole campaign is different depending on what you chose.

The whole campaign of a decade or so.

I'm not totally against a mission system in Imperator, but I hope if one gets implemented, its a lot better than in EU4. I guess the right direction in Imperator would be to go with the dynamic system EU4 had before and then improve on that.

I agree here, though having it be better-defined and less opaque would be good. I want to focus on long-term goals for the nation, not "convert Province X to Y Religion."
 

Strigoi Tyrannus

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The whole campaign of a decade or so.
Well the difference between hours in a decade and days in 377 years ain't that huge ;)


I agree here, though having it be better-defined and less opaque would be good. I want to focus on long-term goals for the nation, not "convert Province X to Y Religion."
I think long term goals should be tied to general requirements like "hold region X", "have only a single religion in your nation", "have more than X amount of religions..." etc. and you would get a specific bonus for fulfilling specific requirement. This way there would be goals to aim for, but it would not really railroad the game. Also, there could be tons of different goals to aim for as the goals could be related to basically any mechanic of the game (provinces, areas, trade goods, relations, population, civilization rate, military, culture etc.).
 

hkrommel

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I think long term goals should be tied to general requirements like "hold region X", "have only a single religion in your nation", "have more than X amount of religions..." etc. and you would get a specific bonus for fulfilling specific requirement. This way there would be goals to aim for, but it would not really railroad the game. Also, there could be tons of different goals to aim for as the goals could be related to basically any mechanic of the game (provinces, areas, trade goods, relations, population, civilization rate, military, culture etc.).

Precisely this. It would also provide a good way to add immersion for various regions, since taking or holding them could provide historical benefits and detriments.