It's basically impossible to run more than 10-12 people in mp no more grand 30+ lobbies, This is due to desyncs/crashes being far more common since we got new servers a few months agoWhat is going on with MP servers? Sorry, but I have not played there and I cannot possible know.
To me it's mostly trade and closely followed by characters. Trade should both have a transportation cost as well as have a traderoute that would give wealth to basically everyone along that trade route. Those trade routes should be blockable by armies and fleets too.
Characters are kinda weird to me, I just can't get excited to care about them and are mostly just an annoyance as a result. I guess the frustration mostly comes from the fact that it is kinda like CK, but at the same time you play as a nation, so there is no point in getting really attached to any of the characters. There is also not that many ways to deal with them, so they sometimes get disloyalty inspired for no reason and without me knowing about it or who did it and no way to find out. I'm not sure what to do here to fix it, as Imperator just isn't a family simulation and you play as a nation, but maybe more intrigue options would be a start. Like maybe having a spymaster I can send to spy on some corrupt governor so that I can blackmail them later if they get disloyal or something like that.
I am not sure if you are aware that in 2.0 they will automate trades or if this is what you meant for automated trades. Look for Provincial Trading in this DD:Automated trades
Please no unit designer - This doesn't really fit the era. Why should my soldiers wear unhistorical armor in a game strong on the authentical side? Also what does this achieve beside destroying immersion? Why should my roman heavy infantry wear a greek heavy armor and what meaningful purpose would this achieve? What would even be the difference between most similar equipment types? It`s not a fantasy role play game - I like those games, but don't turn a historical global strategy game into a fantasy RPG. This idea should be implemented in a possible future fantasy global strategy game from paradox, but please not in I:R.Okay I've decided to update my list.
1. Ambassadors. (This fits with Diplomacy)
2. More country and culture missions.
3. Unit Designer. (Something similar but perhaps not a direct copy of Stellaris or HOI4)
You are going to be able to integrate other cultures and their inventions. Why not they garments? I:R is also an alternative history simulator.Please no unit designer - This doesn't really fit the era. Why should my soldiers wear unhistorical armor in a game strong on the authentical side? Also what does this achieve beside destroying immersion? Why should my roman heavy infantry wear a greek heavy armor and what meaningful purpose would this achieve? What would even be the difference between most similar equipment types? It`s not a fantasy role play game - I like those games, but don't turn a historical global strategy game into a fantasy RPG. This idea should be implemented in a possible future fantasy global strategy game from paradox, but please not in I:R.
For I:R I would rather prefer the implementation of different historical units for different factions/cultures instead of a unit designer.
You are going to be able to integrate other cultures and their inventions. Why not they garments? I:R is also an alternative history simulator.
But I agree with you that this should not be Rio Carnival 2022.
Please no unit designer - This doesn't really fit the era. Why should my soldiers wear unhistorical armor in a game strong on the authentical side? Also what does this achieve beside destroying immersion? Why should my roman heavy infantry wear a greek heavy armor and what meaningful purpose would this achieve? What would even be the difference between most similar equipment types? It`s not a fantasy role play game - I like those games, but don't turn a historical global strategy game into a fantasy RPG. This idea should be implemented in a possible future fantasy global strategy game from paradox, but please not in I:R.
For I:R I would rather prefer the implementation of different historical units for different factions/cultures instead of a unit designer.
I don't have a problem, if weapons change or units, if it's historical, but in the given timeframe it's better to implement it in laws (military reforms) and inventions. Just an example: In small cases as buffs and in larger cases eventually as new units (especially, if this gonna be a thing somewhere in the future). I'm not against changes and I would be mad denying that, but that isn't really a strong argument for a unit designer - either it will be to much of a fantasy element or it's not noteworthy enough, if it's more on the historical side. So why not just add something else for more variation of units and progress of weapons and armor? Which sticks more with history without too much fantasy elements or a lot of developer work with little impact.I understand your worry there. I think there are ways to limit players from being able to go buck wild with it. However - I do think there are some historical precedents to take into account for.
First thing first, the armament and application of certain unit types changed over time.
The short gladius sword was not always used by the Romans, and over time this weapon changed. Why not allow for control by the player to make adjustments based on these real world adjustments?
There's really a lot more to this world than we're sometimes willing to credit for. These were not stagnant, never changing societies and militaries. Let's not treat it that way.
I mean, I feel what you are saying here. But the issue is that if you do change it where the historical development makes it better, then what's the choice really? Players will ALWAYS go toward what they perceive as the better option. (Which we know isn't necessarily the case, even historically speaking. Rather that the changes were made for new and varying kinds of threats in each era)I don't have a problem, if weapons change or units, if it's historical, but in the given timeframe it's better to implement it in laws (military reforms) and inventions. Just an example: In small cases as buffs and in larger cases eventually as new units (especially, if this gonna be a thing somewhere in the future). I'm not against changes and I would be mad denying that, but that isn't really a strong argument for a unit designer - either it will be to much of a fantasy element or it's not noteworthy enough, if it's more on the historical side. So why not just add something else for more variation of units and progress of weapons and armor? Which sticks more with history without too much fantasy elements or a lot of developer work with little impact.