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[Imperator Rome] Wasn't Built In A Day

ZavianZavian universal peace sounds better than forever warRegistered User regular
edited October 2020 in Games and Technology
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Imperator: Rome is a grand strategy title from Paradox Development Studio, the same developers as Crusader Kings and Europa Universalis. "Set in the tumultuous centuries from Alexander’s Successor Empires in the East to the foundation of the Roman Empire, Imperator: Rome invites you to relive the pageantry and challenges of empire building in the classical era. Manage your population, keep an eye out for treachery, and keep faith with your gods."
Having launched in April 2019 to mixed reception, Paradox has been working at fixing and rebalancing the game. There have been three major updates since launch, 'Pompey', 'Cicero', and 'Livy', which revamped the game considerably adding new dynamic missions, character/family revamps, etc., as well as a new Free-LC content pack, 'The Punic Wars'. There is also a 'Hellenic World Flavor Pack' available through the Deluxe Edition.
Character Management: A living world of characters with varying skills and traits that will change over time. They will lead your nation, govern your provinces and command your armies and fleets.
Diverse Populations: Citizens, freemen, tribesmen and slaves - each population with its own culture and religion. Whether they fill your armies, fill your coffers or fill your colonies, keep an eye on their happiness - your success depends on their satisfaction.
Battle Tactics: Choose your approach before battle to counter the stratagems of your foes.
Military Traditions: Each culture has a unique way of waging war. Romans and Celts have different options available to them. Unlock unique bonuses, abilities and units.
Different Government Types: Manage the senate in a Republic, hold your court together in a monarchy, answer to the clans in a tribal system.
Barbarians and Rebellions: Migrating barbarians may sack or settle your best land, while disloyal governors or generals can turn against you - taking their armies with them!
Trade: Goods provide bonuses to their home province. Will you take advantage of stockpiles for local strength or trade excess goods to spread the wealth around?
Provincial Improvement: Invest in buildings, roads and defenses to make your kingdom stronger and richer.
DLC:
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Hellenic World Flavor Pack - (Included in Deluxe Edition, upgrade for $18)
This pack adds new color to the Wars of the Diadochi, including new units models and game flavor.
4 New Army Models: Unique army designs for Macedonia, Phrygia, the Seleucids and Thrace.
4 New Ship Models: Unique warship designs for Egypt, Macedonia, Phrygia, and the Seleucids, including depictions of the famous Hellenistic superships.
Special On Map Monuments: The Mausoleum of Alexander, The Acropolis of Rhodes, The Acropolis of Pergamon, The Palace at Ay Khanum, The Library of Alexandria, The Argead Palace of Macedonia
Six Hellenistic Flavor Events: About the Legacy of Alexander, the veterans of Alexander's wars, the Spread of Hellenistic Culture, City Athletic Events, and Trade.
Alexander’s Body Event Chain: Try to steal the remains of Alexander the Great and erect a monument to his memory.
New Event Art: Dedicate new art for the included unique events.
New music: Special music composed specifically for the Hellenistic players.
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The Punic Wars - FREE
Includes new events and units models to illustrate the greatest wars of the classical age - the superpower showdown between the nascent Roman Republic, and the established Carthaginian Empire.
Roman Mission Pack: 10 unique mission trees for the star of Imperator: Rome to guide your conquest of Italy and neighboring regions.
Carthaginian Mission Pack: 10 unique mission trees for the children of Tyre to help you plan your mercantile and military dominance of Africa, Spain and the rest of the west.
Numidian Unit Model: New army model for the Numidians, North Africans often hired as mercenaries by larger powers.
Carthaginian Ship Model: A unique ship design for Carthaginian navies.
New Music: 3 additional music tracks to soothe your conquering soul.
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Magna Graecia - $7.99
Even after the collapse of Alexander’s empire, the Greek city states fought to maintain their independence and control their destiny. Athens and Sparta continued to assert their influence in the Aegean while the great city of Syracuse sought to dominate Sicily. In Magna Graecia, a new content pack for Imperator: Rome, you can relive this time of cities defying empires, as Rome grows, Carthage threatens and the heirs of Alexander gaze hungrily over the horizon.
New Greek Missions: New missions and interactions available for Athens, Sparta, and Syracuse.
New Deities: 12 new Greek deities tied to historical Holy Sites across the Greek world.
Apotheosis: A popular ruler from a prestigious family may choose to proclaim themselves, or a revered ancestor, as a god, and be welcomed into the State Pantheon. Elevate enough rulers and you may institute the Imperial Cult government form.
Sacred Treasures: A set of revered historical and divine relics with a hellenistic theme can be collected and placed in Holy Sites, providing powerful effects. If you sack an enemy’s Holy Sites or capital, there is a chance you might capture these special artifacts.
New Music and other art
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Epirus - $3.99
As Rome’s power extended to the Greek colonies in Southern Italy, it was forced to do battle with one of the great generals of the classical world. Pyrrhus of Epirus, warlord of western Greece and claimant to the Macedonian throne, would become famous for the high cost of his victories against the Roman legions, but he left behind a legacy of military genius that Hannibal of Carthage considered second to only Alexander.

Unique Army Model for Epirus
Unique Ship Model for Epirus
Special Epirote Monument: the Oracle complex of Dodona
6 Event Chains related to the life of Pyrrhus of Epirus each with new art
3 Additional Epirus Event chains, new to Imperator: Rome
One new music track

Zavian on
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    Jubal77Jubal77 Registered User regular
    edited December 2019
    Ive loved this game since the beginning. The map is beautiful and the systems in it a combination that had promise. Sometimes you just want to blob. The mission trees look good and will be happy to put a lot more time into it. Im not a PDX newbie I know it takes awhile to get the complexity in the game.

    One of the more fun things so far was making a hybernian pritania. Picture of after I got done taking over Ireland which made britain proper easymode to conquest.
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    Jubal77 on
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    ElvenshaeElvenshae Registered User regular
    @Jubal77

    How did you manage to take over Ireland like that? I started as Ulutia and it's just been a slog (and very expensive) trying to colonize all of that land.

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    Jubal77Jubal77 Registered User regular
    edited December 2019
    You don't colonize. You decentralize, become migratory , and mass migrate. You can do fun migratory stuff with settled tribes.

    I don't know if they nerfed it in Livy though.

    Jubal77 on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    Livy update released! Here are the big changes and additions, full patch notes spoilered:
    Map changes to Sicily, Ireland, Scotland, Greece and parts of the Baltic Coast.
    Character Experience System, rewarding the cultivation of important characters within your nation.
    Mapmode Manager: providing support for additional future mapmodes, and allowing you to customize your mapmode bar.
    Inferno Graphics: See the ravages of war like never before, as sacked cities burn and smoke.
    Family Rework: A focused, IR-unique take on the importance of characters and great families in the Hellenistic era.
    Generated Mission Templates, giving all nations access to objectives relevant to their own situation.
    ###################
    # New Features
    ###################

    - New Mission System. The player can at any time pick one of up to three missions. Each mission is a tree that is composed of a number of tasks. Tasks can be timed or instant, and some branches of the tree can be exclusive to one another.

    - Added Dynamic and Procedural Missions for conquest for all countries in the game.

    - Added Dynamic Mission for developing a Governorship for all countries in the game.

    - Added mission to reform out of tribalism for Tribes.

    - Great Families: Each country will now have a limited set of Major families that expect to hold a certain influence in the state. By ensuring their members have the amount of jobs they expect, the families will support your rule, but failing to do so will encourage them to rebel.

    - Minor Characters: Characters that are not part of Great Families will appear during the campaign and will wield influence and power, but will not be able to call on their kin to get them jobs and positions.

    - A Great Family’s Prestige rating will now determine their share of the national pool of Power Base, meaning Families that have held many important jobs will become more dangerous over time.

    - Families can now adopt minor characters, and the player can adopt characters to their ruling families in monarchies. Adoption reduces the prestige of the family that adopts and will present the choice of whether to change the family name of the newly adopted person or not.

    - Map Mode Manager: You can now select which map modes will be shown in the bar above the Minimap by dragging and dropping.

    - Armies now consume and carry food: All units can now carry food with them on campaign, and will consume that food if they are in a situation where they would normally take attrition, instead of losing men. Armies in friendly territory will stock up on food from the Provincial stores.

    - Reworked Reinforcement rules: Armies will now only reinforce if they are not currently taking attrition. Consequently sieges can now be lost by the attacker if they run out of food but armies can also operate far deeper into enemy territory without taking attrition, as long as they bring enough food.

    - Added Supply Train unit with greater food carrying capacity for long campaigns and sieges.

    - Updated Map in Greece, Anatolia, Hibernia, and the Baltic region. Added new territories, impassables and countries, as well as more navigable rivers.

    - Statesmanship now governs how well your characters perform in administrative government jobs. Statesmanship is built up by a character over time and acts as a multiplier on their skill, meaning inexperienced characters will not perform to their full potential.

    - Line System: Lines will now mark ongoing migration and trade routes on the map, more clearly illustrating these features when you are looking at their respective interfaces.

    - Subject Interactions: Subjects can now be asked to abandon an ungrateful overlord, and can themselves seek out a new overlord if they are displeased with their current one.

    - Added Minor Event Category: Minor events will not open automatically on your screen but will instead be placed in queue before they take effect. Minor events will primarily be those that are of low impact and connected with characters.


    ###################
    # DLC - The Punic Wars
    ###################

    - Added 9 unique mission trees for Rome.

    - Added 10 unique mission trees for Carthage and other Punic countries.

    - Added unique Numidian unit model for North African armies.

    - Added unique unit model for Punic Ships.

    - Added unique city set for Punic countries.


    ###################
    # Balance
    ###################

    # Economy

    - Road building now available from Civic tech 4.


    # Governments

    - Upped legitimacy boost from Strengthen Legitimacy to 0.05 from 0.02, and increased cost to 10 Political Influence from 5.


    # Characters

    - Pretenders now receive scaling loyalty penalty based on the power base of their supporters.


    # Units

    - Tweaked starting army and navy sizes. Starting armies and Navies will now be somewhat lower than they were in previous versions.

    - Increased national Maintenance for loyal troops slightly.

    - Disbanding units now restores 25% of their manpower.

    - Unit build costs increased by 20-30% across the board.

    - Horse Archers and Light cavalry now have higher attrition weight.

    - Added roughly 25% base unit movement speed to infantry types, cavalry retain speed bonus.

    - War Elephants now take 10% more morale damage.

    - Added Supply Trains and a Support Units category, which will be deployed last on the battlefield and cannot be part of retinues.


    # War & Peace

    - The maximum manpower is now 20 years of Manpower gain rather than 25. Overall Manpower will now be lower as a result of this.

    - Base Manpower reduced by 50%.

    - Enslavement efficiency reduced across the board, by 25-50%.

    - Raze and Pillage can now be used regardless of whether you're at war with the province owner. It will add a stacking opinion debuff each time the action is performed. If opinion goes below -180, a war will be declared, treating the pillaging country as attacker.

    - Slave revolts will now be rarer in low population territories.


    # Diplomacy

    - Doubled claim fabrication speed.

    - Average truce length decreased by roughly 40%.

    - Tyranny now reduces War Score costs in peace treaties.

    - Reduced effect on War Score for the Bellicose stance.

    - Reduced effect of inventions on War Score cost.

    - Reduced effect of Ruler Traits on War Score cost.

    - High tributes now only reduces subject opinions by 50.


    # Technology

    - No Inventions affect Omen Duration.


    # Heritages

    - Added Heritage for Heraclea Pontica

    - Thrace’s Heritage is now -5% War Score cost instead of 10%.

    - Seafaring Heritage no longer reduces movement speed on land, instead it reduces manpower.

    - Added Corinthian Heritage for Mission created Corinth.

    - Added Theocratic Heritage for mission created Religious Enclave.

    - Added Epikratea Heritage for Carthaginian mission created country in Sicily.

    - Added Heritage for Pontus.

    - Added Heritage for Iberia.


    # Mercenaries

    - Mercenary maintenance increased from 125% of normal unit maintenance to 200%.

    - Larger Mercenary armies now get supply trains.


    # Trade Goods

    - Local Bonus for Leather is now increased Slave Output.

    - Local bonus for Base Metals is now Freeman Output.


    #Buildings

    - Increased Research Points from Academies.

    - Foundry no longer impacts unit build speed, but instead increases output of territory by 1%.

    - Destroying a building now refunds 25% of its build cost.


    ###################
    # AI
    ###################

    # Economy

    - Improved AI budgeting for all resources.

    - AI more likely to build farms to counteract being low on Food.

    - AI can now try to not keep as many unit leaders around during peace to cut down wage costs.

    - Governors should no longer pick a governor policy that would negatively impact food unless there is a lot of stored food in a province.


    # Diplomacy

    - Made AI a bit more mindful about keeping at least one route open for expansion when allying with neighbors.

    - Fixed some logic related to offering alliances and then breaking them due to low opinion.

    - Alliances will become harder to attain for each current alliance the proposer possesses.

    - AI will now make more informed choices on Diplomatic Stances based on its current Aggressive Expansion.

    - AI now considers its income rate and how much money it has saved up beyond "is it currently possible?" before sending gifts .

    - AI now knows it can enforce demands having fully captured the war goal (and will do so if the war situation isn't improving).

    - AI should no longer build forts over their intended maintenance limit.

    - Fixed overzealous optimization causing AI to immediately give up if they could not have their most preferred peace deal, that in turn lead to white peaces where gains could have been made.


    # Military

    - Tweaked size of AI sea regions to make selection a bit easier.

    - AI desired war exhaustion is now less than 5 instead of 0.

    - AI will now spread out their forces a bit more while at peace rather than leaving them all packed in one area, enabling quicker responses to internal and external threats.

    - Improved AI retinue handling.

    - AI will now pick Military Traditions in a way that makes it prioritize filling out a full path a bit more.

    - AI countries will be a bit more inclined to pick Military Traditions that fit them culturally (Dahae will go for Horse Archers), or situationally (Ship paths are only interesting if you have ports).

    - AI armies will no longer drill when at war or when there are threats nearby

    - Pathfinding should now avoid storms n' deserts when possible.

    - AI may try to assault if its army is unavoidably attriting away due to lack of food and there is nothing else for it to do, because it’s more useful to the nation dying in a breach than dying of dysentery.

    - AI should be a bit better at attacking low morale units defeated in a battle (they were frequently waiting due to having lost some morale of their own).

    - AI should be slightly more interested in pursuing the war goal as well as state capitals.

    - AI should consider if they really have food prior to besieging non-wargoal forts (imperfect heuristic).

    - AI splits up its fleets depending on perceived strength of enemy fleets now, to cover more tasks.

    - AI will no longer recruit mercenaries unless they have a path to friendly capital area or otherwise have access (alleviating need for sea transport).

    - Fixed an issue that made AI forget their army at sea for thousands of years if the original departure port had become inaccessible.

    - It is now possible to restrict the region of operations for an army by clicking on the map when the Select Objective dialog is open.

    - Made AI a bit better at not peacing out when it's got more interesting sieges to pursue in war.

    - Made AI units less likely to chase much smaller forces than them (define IGNORE_STRENGTH_RATIO).


    # Misc

    - Will consider building forts on provinces with ports.

    - AI absolutely won't pick ship idea without ports now.

    - AI now won't disband forts as a revolter against the player (so your forts won't get deleted by troll AI).

    - AI units now dynamically increase search range in case they find too few options or fail to reach their current destination pathed to. Should result in less indecisiveness and staying in poor locations.

    - Added ai_will_do script weights for inventions, ideas, trade goods, omens. AI modifier weights in ai_plan_goals have a default impact, so it may not be necessary to use these.

    - Made AI less likely to build forts neighboring existing ones.


    ###################
    # Interface
    ###################

    # Alerts

    - Added alert for when a Mission can be completed.

    - Added alert for when an army is taking attrition due to lack of food.

    - Scorned Families now list their power base in the alert.


    # Map

    - Desecrating a holy site now sets the city on fire, you maniacs.

    - Cities that are looted will now sometimes visibly burn on the map.


    # Misc

    - Expanded on the tooltip for Civilization value in provinces.

    - Ruler titles are now also displayed at the character lists.

    - Clicking on a nation flag in the multiplayer lobby will now pan your camera to that location. You can no longer click through some of the GUI elements in the multiplayer lobby.

    ###################
    # Setup & Script
    ###################

    # Decisions

    - Lowered party support requirement to declare dictatorship to 70.

    - The Pharos Lighthouse now gives extra Building Slots instead of Trade Routes.

    - Added decision to form Hibernia.

    - Forming Persia now requires being of a Persian culture.


    # Events

    - Events relating to fires will now use fires on the map.

    - Added event for Heraclea Pontica where they can choose to go Persian or Greek in the early game.

    - Existing events updated to account for changes to families and minor characters.

    - Added new Events related to Piracy.

    - Added Flavor Events relating to the coronation of Antigonus.

    - Added new Flavor Events for Armenia.

    - Added new Flavor Events for Thrace.

    - The Grand Temple Collapses event can now only happen to small countries.

    - Added a number of new Flavor Events tied to Roman Missions.

    - Added a number of new Flavor Events tied to Carthaginian Missions.

    - Added new Flavor Events for Massalia.

    - Added new Flavor Events for Caucasian Iberia.

    - Added New Flavor Events for Pontus and Paphlagonia.

    - Reworked Annexation event to allow taking in fewer people. Anyone accepted will be a Minor Character in their new homeland.


    # Setup

    - Some countries with recent historical conflicts will now have a negative opinion modifier at start to reflect this.

    - Samnium is no longer allied with Lucania at start, instead Lucania is guaranteeing Samnium.

    - Corinth now has a special modifier for their famous fortress.

    - Reduced the effect of the Rhodian Fortification modifier by half.

    - Added a number of new characters to the starting setup.

    - Changed the Diadochi starting diplomacy to use alliances, these alliances break when the Epigoni event fires.

    - Etruria is now an Oligarchic Republic at start.

    - Scripted a number of historical starting families and characters for various countries.

    - Added founders and main disciples of main philosophical schools (Peripatetic, Pyrrhonic, Stoic, Epicurean, Platonic, Eretrian, Cyrenaic).

    Changed Latin culture group to Italic culture group.


    # Map

    - Added a number of new territories and countries in the Baltic area.

    - Added new countries in Hibernia.

    - Added new territories to Caledonia.

    - Added new territories to Greece.

    - Added new countries and territories in Sicily.

    - The Ganges now has additional arms to the Ganges Delta and its tributary, Brahmaputra, is navigable up to Balipura.

    - The Rhone/Rhodanus is now navigable up to Arelatis.

    - The Garonne/Garumna is now navigable to Praemiacum.

    - The Seine/Sequana is now navigable up to Avalocum.

    - The Loire/Liger is now navigable up to Turonorum.

    - The Elbe/Albis is now navigable to Aregellia.

    - The Dniestr/Tyras is now navigable up to Clepidava.

    - The Dniepr/Borysthenes is now navigable for the entirety of the portion before it enters impassable land.



    # Misc

    - Various character interactions updated with prestige effects.

    - Added Poseidon Omen for countries with capitals in: Corinth, Chalcis

    - Added Herakles Omen for countries with capitals in: Acragas, Kos, Thasos

    - Added Hephaeustus Omen for countries with capitals in: Acragas, Athens, Lemnos

    - Added Asclepius Omen for countries with capitals in: Acragas, Epidauros

    - Added Aphrodite Omen for countries with capitals in: Athens, Aphrodisias, Corinth, Paphos

    - Added Eros Omen for countries with capitals in: Thespiai

    - Added Hera Omen for countries with capitals in: Argos, Samos, Olympia, Elis, Ionia

    - Added Artemis Omen for countries with capitals in: Ephesos, Delos, Ionia, the Nesiotic League

    - Added Helios Omen for countries with capitals in: Corinth, Rhodes

    - Added Persephone Omen for countries with capitals in: Locri

    - Added Dionysus Omen for countries with capitals in: Amphipolis, Orchomenos, Naxos, Thebes, Boeotia, Nesiotic League

    - Added Pan Omen for countries with capitals in: Arcadia

    - Added the following Omens for Cretan countries: Diktynna, Eleuthya, Velchanos, Rhea, Diktean Zeus, Ariadne, Amaya, Karmanor

    - Added the following Omens for Pontus: Herakles, Zeus Stratios, Selene, Cybele, Mithra, Men, Aphrodite, Dionysus.

    - Added Colony Subject type, for now only used in Missions.

    - Added more special flags for formable countries.


    #######################
    # Bugfixes
    ######################

    # Stability & Performance

    - Added more checking for invalid objects to prevent potential crashes


    # Multiplayer & Out of Syncs

    - Various fixes to Out of Syncs, especially related to hotjoining.


    # Script and Events

    - Fixed a number of issues with food events.

    - Annexation event should now work properly in multiplayer.

    - Made some changes to Slave Raid to clarify when there are no viable ports nearby, and when they have simply been recently raided.

    - Fixed problem with event that turns tribal vassals into tributaries when they civilize.

    - Stopped characters from being blind and one-eyed simultaneously.

    - Fixed wrong province id in Babylon formation decision.

    - Slave revolts that end in unowned territory will now still count as ended in the origin country.

    - Added `has_siege = no` trigger to `city.20` which gives a free fort level

    - Added divorce effects to monarchy affair events

    - Added divorce effects to affair event options

    - Mercenaries can no longer trigger the Military Restructuring event.

    - Fixed Attalid triggers, not taking families with them, and reset_scoring scope.

    - Fixed inordinate amounts of food being destroyed in Granary Fire.

    - Fixes for city_events.2 scope and food_events context switch errors.

    - Made sure Ambrakia becomes provincial as well as country capital when Pyrrhus returns.

    - Stopped Friends Across Borders firing between countries fighting a war, because 1914 is some centuries away still.

    - Arsaces now creates the Arsacid family when he is spawned.


    # Game Mechanic Bugs

    - Slaves should no longer be added above the maximum population capacity of a territory.

    - Slaves that are taken are now somewhat less likely to end up in the country capital.

    - Fixed case where incoming migrating pops had a broken progress bar.

    - Fixed right flanking units attacking the left most unit instead of right most unit

    - Naval combat now respects flanks and properly uses flanking units

    - Local commerce modifiers now apply to monthly earnings.
    - Succession laws now apply properly on events.

    - River presence in provinces now properly calculated.

    - Twins will now inherit relevant bloodline traits.

    - Children of successor women will now inherit their families

    - Firstborn rulers from bookmarks have their popularity set.

    - Split army now doesn't care for unit loyalty, it only tries to create even stacks.

    - A city that is created with ongoing constructions that will produce invalid buildings will be interrupted.

    - Fixed bug that could in rare cases generate empty retinues.

    - Added the effect for reducing city rank to the harshest option of the city fall events.



    # Text & UX

    - Academies now show final research value improvement.

    - Fixed some UI flags not highlighting country.

    - Commerce income tooltip now counts bonuses granted by trade.

    - Centralization tooltip now shows information about active modifiers and changes.

    - Consul now considered employed by character view filters.

    - Fixed event option for "Accident in X" being a bit too liberal with its grammatical structure.

    - Added gender neutral description for Olympics.

    - All duplicate province names fixed.

    - Improved presentation of Research Progress tooltip.

    - The last event option for "Accident in [city]" event should now follow a more traditional notion of grammar.



    # Misc

    - AI will now better respect subject's overlord in finding war targets.

    - Barbarians now stay for a couple of days after their last conquest.

    - Fixed case where you could still declare war on a subject of a country you are fighting a war together with.

    - Fixed rare crash when revolts failed.

    - Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.

    - Changed trade goods in Laus and Stylacium to fish to give Calabria some food

    - Fixed Lake Copais texture.

    - Fixed Salamis port location

    - Fixed the strait between Epidauros & Kythera going through the incorrect sea zone, causing faulty naval blockades

    - Improved accuracy of Grand Trunk Road route and removed minor connecting routes.

    - Empty families now get removed from play.

    - add_{attribute} effect now properly adds value to attribute

    - Fixed roof and wall flickering bug with tribal forts

    - Gave movement arrows an outline to contrast better with terrain.

    - Increased Stonehenge size from 1.0 to 1.7

    - Made the Baltics more habitable-looking and opened up the forests for potential cities.

    - A correct co-ruler will now be assigned.

    - Build ships to navy now will build using naval distance for prioritization.

    - Added a few Wastelands around the map that didn’t get shaded when surrounded to the list of those that are shaded.

    - Added valid animation states for unit ability. If current animation state is listed in available animations, the animation state won't change.

    - Will now cancel movement if there is no access in target province anymore.

    - Fixed the problem of State Improvements saying they'll take 2 years, and only actually taking 1.

    - You can no longer abort assaults by retreating and then aborting the retreat.

    - Mercenaries are no longer caught in an endless loop between two cities after employment
    Due to the numerous base game changes, 1.2 save files will not be compatible with 1.3. If you have a game going that you want to finish prior to upgrading, please roll back your version via right click on Imperator in library -> properties -> betas -> choose the desired version.
    a couple known issues that will be patched ASAP:
    - application not properly shutting down after exiting to desktop
    - Ironman savegames and autosaves could not be rewritten after loading game
    - Mouse panning did not work in windowed mode

  • Options
    SynthesisSynthesis Honda Today! Registered User regular
    Hey there! For those who want to avoid using Steam for whatever reason, or already have the subscription: this game is free to play on PC Game Pass (or as part as Xbox Game Pass Ultimate)! So...maybe worth considering!

    Disclaimer: I have no idea how it might differ from the Steam release. Additionally, the game files (while functionally identical) will be hidden which typically deters modding, if that matters to you.

  • Options
    ZavianZavian universal peace sounds better than forever war Registered User regular
    Synthesis wrote: »
    Hey there! For those who want to avoid using Steam for whatever reason, or already have the subscription: this game is free to play on PC Game Pass (or as part as Xbox Game Pass Ultimate)! So...maybe worth considering!

    Disclaimer: I have no idea how it might differ from the Steam release. Additionally, the game files (while functionally identical) will be hidden which typically deters modding, if that matters to you.

    Only main downside I think would be that the Digital Deluxe upgrade is really worth it for the Hellenic pack, which focuses on the Diodachi, Alexander's successors, and really makes playing with them more fun IMO. There might also not be crossplay between Steam/Gamepass/GoG. Sometimes DLC doesn't get added to Gamepass, not sure about Punic Wars Free-LC. Besides that and modding I don't think there's any other differences, should be getting the same patches. It's definitely a great game to just try out on Gamepass though!

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    SynthesisSynthesis Honda Today! Registered User regular
    edited December 2019
    Zavian wrote: »
    Synthesis wrote: »
    Hey there! For those who want to avoid using Steam for whatever reason, or already have the subscription: this game is free to play on PC Game Pass (or as part as Xbox Game Pass Ultimate)! So...maybe worth considering!

    Disclaimer: I have no idea how it might differ from the Steam release. Additionally, the game files (while functionally identical) will be hidden which typically deters modding, if that matters to you.

    Only main downside I think would be that the Digital Deluxe upgrade is really worth it for the Hellenic pack, which focuses on the Diodachi, Alexander's successors, and really makes playing with them more fun IMO. There might also not be crossplay between Steam/Gamepass/GoG. Sometimes DLC doesn't get added to Gamepass, not sure about Punic Wars Free-LC. Besides that and modding I don't think there's any other differences, should be getting the same patches. It's definitely a great game to just try out on Gamepass though!

    Pretty much never does DLC get included in Game Pass proper, unless Game Pass picks up some sort of "ultimate edition"--which isn't the case here (it usually only happens with actual ultimate--as in final--editions, i.e. "GOTY editions"). The DLC is, in fact, available for purchase, and will work with the Game Pass game, and is discounted (everything on Game Pass is, though the discounts aren't very much). But it does mean buying the DLC, in any case...add, eventually, when the game is rotated out of Game Pass, you'll need to buy that too.

    Food for thought, I suppose. Don't know about the state of Cross Play for this specifically, though there are examples of it happening--for example, Gears 5 has cross play because all multiplayer is handled on Xbox Live. Otherwise, it'd be the same five people playing with each other on Steam while the other +99.9% of the player base was pooled on console and Windows 10. Paradox can be weird about this sort of thing too.

    Synthesis on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    new official trailer out for the new updates:
    https://www.youtube.com/watch?v=FTyYvPkiaOs

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    Jubal77Jubal77 Registered User regular
    edited December 2019
    I just loaded up the game to check it out and they changed ireland pretty drastically. There are now 11 one provinces in the area so should be more lively at least heh.

    Edit: This game is a lot sexier now. It still needs work but the missions additions, the character changes and the supply change making infantry a tide of death is just fun fun. I was not really a fan of the cav blobbing anyway.

    Edit2: If you are going to iron man enable cloudsave on it. There is an ironman bug for local saves that causes them to not save after reload.

    Jubal77 on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    Hot fix is out, 1.3.1:
    - Fixed a thing that prevented the game from properly shutting down after exiting to desktop on non-Steam versions
    - Fixed broken filter for crossplay/non crossplay MP on MS Store
    - Fixed ironman save games and autosaves not being rewritten after loading game
    - Fixed mouse panning not working in windowed mode

    Also, please note that there is a small visual-only glitch that will cause the version number of this build to still be displayed at 1.3.0.

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    Jubal77Jubal77 Registered User regular
    edited December 2019
    I tried out Rome and Carthage and they are fun but man starting out already so stretched is kind of a pain. So far my favorite runs have been ones where you can colonize or migrate.

    Bohemia being the sweet one so far.
    Before they had that buffer zone where you could colonize into the areas that you wanted. Now with the missions you will want to colonize all around you reaching up into the nordic areas as well. In my playthrough I ally'd up around me and sat and dev'd up and colonized and developed up to a pretty insane pop count.
    I quit that one because I took the wrong second mission wanting to convert directly to a monarchy but not being ready at all with the civ level. Going to do another run this weekend where I grab the dev mission tree first.

    Another favorite was Egypt.
    One of the primary lines is to sit and dev up and react. It was quite different than being the bully from before. Which you can still do of course but why when you can just make your economy even more ridiculous and just blob out as fast as you can spend down the AE.

    Some additional thoughts:

    Supply trains are amazing. There is a detach support button on the army. It can get a bit hectic reattaching them to the armies that need the supply but you get used to it. You can detach to speed up your army and bring the supply trains in from the side to sure up a siege or the like.
    Merc spam is largely fixed from what I have seen.
    Pirates are also less of an issue from what ive seen.
    The lower character count has me recognizing people in my country and getting that bigger draw to interact with them.

    Overall being someone that has seen what it has progressed from 1.0 to now I am really excited to see continued support for this game. Hopefully they keep along this same path and not try to get too samey with the other major games that some online are so arguing for.

    Jubal77 on
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    Jubal77Jubal77 Registered User regular
    Oh and you can form Hybernia now too btw. You just have more claimants in the area.

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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited December 2019
    Imperator Rome is currently having a Free to Play week on Steam until Dec. 8, 22:00 CET! Perfect time to check it out if anyone is still on the fence or wants to just check it out!

    EDIT: Btw, I found a really good strategy on the Paradox forums that a dev confirms isn't an exploit: send a 1k cohort ahead of your main army to find out the battle tactic the enemy general is using, then send your main army in with the best counter:
    Right now a popular tactic is to send in your main troops with a weak general and shortly afterwards send in your secondary troops with a strong general. This way the second general can choose a battle tactic that counters the one that the enemy general uses in battle, this giving damage bonus and damage reduction to the troops.
    https://forum.paradoxplaza.com/forum/index.php?threads/reinforcement-exploit.1293561/

    Zavian on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited December 2019
    Official tutorial just released today. Paradox games are notorious for having you jump into the deep end of the pool and not doing a great job of explaining everything, so glad they're starting to do official tutorials, though this one isn't an absolute beginners guide
    https://youtu.be/pdvoqsda-M0

    Zavian on
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    HamHamJHamHamJ Registered User regular
    So I am playing Carthage and just got an event where I gave voting rights to all free citizens and now the Senate is revolting. But not really because they just raised three armies but haven't actually started a civil war yet?

    So I am confused if I just need to wait for the next event to trigger? Or if the normal rules of having whatever percent of disloyal cohorts factors in? Or if I can assassinate them maybe? I have an option to bring them to trial but the chance of success is low...

    Should I just start making more armies?

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited December 2019
    HamHamJ wrote: »
    So I am playing Carthage and just got an event where I gave voting rights to all free citizens and now the Senate is revolting. But not really because they just raised three armies but haven't actually started a civil war yet?

    So I am confused if I just need to wait for the next event to trigger? Or if the normal rules of having whatever percent of disloyal cohorts factors in? Or if I can assassinate them maybe? I have an option to bring them to trial but the chance of success is low...

    Should I just start making more armies?

    I haven't played as Carthage yet, but usually disloyal characters will spawn with their own armies; you need to either bring their loyalty back up via bribes and/or increasing wages to max which gives monthly boost to loyalty gain. Once their loyalty is over I think 40 you can replace them as generals. You can also reward veterans to lower the army size. Mainly though keep enough gold so you can afford mercenary armies larger than the disloyal armies so if they do revolt you can hire enough troops to beat them, and make sure your other armies have loyal generals or are led by your faction leader

    You can also bring them to trial and spend influence and/or gold to boost your chances, but it can be expensive and even then not guaranteed to work

    Zavian on
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    HamHamJHamHamJ Registered User regular
    Zavian wrote: »
    HamHamJ wrote: »
    So I am playing Carthage and just got an event where I gave voting rights to all free citizens and now the Senate is revolting. But not really because they just raised three armies but haven't actually started a civil war yet?

    So I am confused if I just need to wait for the next event to trigger? Or if the normal rules of having whatever percent of disloyal cohorts factors in? Or if I can assassinate them maybe? I have an option to bring them to trial but the chance of success is low...

    Should I just start making more armies?

    I haven't played as Carthage yet, but usually disloyal characters will spawn with their own armies; you need to either bring their loyalty back up via bribes and/or increasing wages to max which gives monthly boost to loyalty gain. Once their loyalty is over I think 40 you can replace them as generals. You can also reward veterans to lower the army size. Mainly though keep enough gold so you can afford mercenary armies larger than the disloyal armies so if they do revolt you can hire enough troops to beat them, and make sure your other armies have loyal generals or are led by your faction leader

    You can also bring them to trial and spend influence and/or gold to boost your chances, but it can be expensive and even then not guaranteed to work

    So I guess they were so intimidated by my superior armies that they never actually did anything. As soon as the loyalty malus the event gave them went away they started to go back up in loyalty and then I just bribed them and took their armies once they hit 40%. So I basically got 120k troops for the cost of a 1k in bribes.

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
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    Jubal77Jubal77 Registered User regular
    edited March 2020
    If you havent played in awhile there is another major update just released today. Adds a whole slew of things. A content pack for Grecian type units and events.

    patch notes

    religion overhaul
    omen overhaul
    holy sites and treasures
    trade overhaul
    loyalty overhaul

    game is also f2p on steam till the 5th.

    https://www.youtube.com/watch?v=dLuLB9hK6Yg

    Jubal77 on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited March 2020
    Updated the OP with new Magna Graecia content pack, focusing on the Hellenic world (specifically, Athens, Sparta and Syracuse) along with Greek gods, holy items and holy sites to go along with the free religious update alongside it
    https://youtu.be/ERKYdFnvnWU

    Zavian on
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    WotanAnubisWotanAnubis Registered User regular
    Jubal77 wrote: »
    game is also f2p on steam till the 5th.

    This probably means I should at least give this game a go.

    I just keep running up against the fact it looks very... Europa Universalis IV-ish. Distant and sterile.

    Also, I don't care about Rome. Which I know is kind of irrational because you don't have to play as Rome in this game.

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    ZavianZavian universal peace sounds better than forever war Registered User regular
    Jubal77 wrote: »
    game is also f2p on steam till the 5th.

    This probably means I should at least give this game a go.

    I just keep running up against the fact it looks very... Europa Universalis IV-ish. Distant and sterile.

    Also, I don't care about Rome. Which I know is kind of irrational because you don't have to play as Rome in this game.

    My favorite play through so far has been as Egypt; biased because I love the history, and just took an Egyptology course, and idea of playing as Ptolemy I (who was played by Anthony Hopkins in the Alexander movie!) but also Egypt can flip to the cult of Serapis to integrate the Egyptians with their Macedonian Greek rulers, as well as Egypt being a pretty strong start, even more so if you expand down the Nile to the south for resources. I haven’t tried them with the new religious mechanics, interested to see how it’s changed for Egypt. I hope they add more flavor and lore bits to the game, as that’s what makes say Stellaris and especially CK2 more interesting than EU

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    Jubal77Jubal77 Registered User regular
    edited April 2020
    Jubal77 wrote: »
    game is also f2p on steam till the 5th.

    This probably means I should at least give this game a go.

    I just keep running up against the fact it looks very... Europa Universalis IV-ish. Distant and sterile.

    Also, I don't care about Rome. Which I know is kind of irrational because you don't have to play as Rome in this game.

    It is a blob sim for the most part still. But I enjoy it. When I start an EU4 run I still get the back of my head ugh aspects of the setup and then quit after nearing end game. Not so much in this game because hey its not as dense.

    They have changed several aspects that make the game feel more era specific. Like largely static military modified by game based mods and not a tech tree or the like. I havent done much with treasure yet but I imagine many have discipline and other mods on them as well. The mission trees offer the same breadth of power now but also help in terms of infrastructure based gain and the like. The pop system can become monstrous late game but I like it. You can play the wait and watch game if you want but also move them specifically as well to maximize benefits or conversion ratios. The character system continues to improve with the most recent changes. You have to pay attention to loyalty now as people will rebel.

    That said there is still some issues with template style gameplay. Heavy calvary is still largely worthless. Going big on a city is still probably the best economic route even with the nerfs (but not nearly as one sided as it was). And portions of the map are still really cookie cutter.

    But that is also early Paradox grand strategy normalcy.

    Jubal77 on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited October 2020
    1.5 Menander update coming tomorrow, as well as a new set of missions and a bloodline trait for the already released Epirus pre-order DLC (which will become available for sale)

    Here's the list of changes and updates:
    ###################
    # Free Features
    ###################
    Cultural Integration: Added cultural integration feature, allowing you to grant or remove citizenship (or other poptype) rights for individual cultures within your borders.
    Cultural Integration: Added Culture UI, giving you an overview of the cultural situation in your nation.
    Cultural Integration: Added cultural decisions feature, letting you make important decisions on your treatment of individual cultures.
    Cultural Integration: Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
    Pops: Nobles poptype added. Nobles generate research and traderoutes, and have a high political weight
    Pops: Political weight added. This simulates the influence of pops when generating unrestlow numbers of nobles with a high weight will generate more unrest than large numbers of slaves with a low political weight.
    Rebellion Rework: Provinces can now rebel separately when their provincial loyalty reaches 0. Neighboring provinces will join in a rebellion if their loyalty reaches 0 while a revolt is ongoing.
    Rebellion Rework: Provinces that rebel will declare their rebellion war using a new offensive wargoal that sets their own capital as the target.
    Rebellion Rework: Subjects can now declare an independence war against their overlord without incurring a vast penalty.
    Senate rework: characters now exercise their influence by controlling votes.
    Senate rework: Nations now have 3 main senate factions, as opposed to 5. 3 unique factions are added for Rome, as well as a set for other republics.
    Senate rework: senate approval now applies to most actions you may wish to take. Keeping the senate happy will reward you with more absolute power, but displeasing them will cause your rule to be ineffectual.
    Senate Rework: Approval is now a global statistic, not balanced for each individual action.
    Senate rework: Faction issues feature added. Fulfilling a faction's agenda will please them, however if they are elected they may attempt to push their agenda without your consent.
    Trade rework: Trade goods now have a route-price, depending on the goods type. This is modified by whether a trade route is domestic, import, or export, and will generate commerce income for both parties.
    Trade rework: Citizens and Nobles now generate trade routes for the Provinces in which they reside.
    Trade rework: Tradegoods have been entirely rebalanced, reducing modifier quantity to a more manageable level, as well as now focusing on poptype modifiers.
    Added ‘seek spouse’ character interaction.
    Cross store multiplayer enabled for all our currently supported stores (Steam, Gog, Plaza, and MS Store)

    ###################
    # Game Balance
    ###################
    #Characters
    Added new faction impact to character interactions
    Increased disloyalty modifier of pretenders in Succession Crisis event from -10 to -25 and increased threshold for removing the Popular Successor character modifier from +33 to +40 loyalty
    Influence a Character interaction now correctly requires the target to have at least 50 prominence
    Plotting Quietly loyalty modifier is now correctly removed if the scheme is aborted
    In order to attend a Triumph a commander will leave his army if one is held for them. A Triumph now requires that a character has at least 20 loyalty.
    Adoptions are now restricted to primary state culture characters unless the cultural decision "Ease Restrictions on Citizenship" has been enacted.
    # Economy
    Slaves happiness no longer affects their output.
    Slave output reduced marginally to account for the above.
    Slave default happiness drastically reduced.
    Slave political weight reduced.
    Flat commerce income removed from all poptypes
    # Governments
    Revolts of Maurya, Seleukids and Antigonids will no longer be given generic empire names
    # Religion
    Added new apotheosis effect for converting pops to Nobles.
    #Other
    All characters that arrive in your country due to you annexing their homeland will now have a loyalty penalty for 5 years.
    Country ranks Regional power, Major Power and Great Power now gives -5%, -10% and -15% War Score Reduction respectively.
    Forming Persia is now possible for Anatolian and Caucasian culture countries, but requires that Persian culture is integrated.
    Important foreign families that are taken in after annexation will now try to bring female members as well.
    Reduced assimilation for all pop types.
    Rome now have a unique invention that removes some of the requirements to intervene in wars
    The Invention Career Negotiators now Gives War Score Cost Reduction.
    The Invention Diplomatic Immunity now gives increased Subject Opinions.
    The Invention Humane Conduct now gives War Score Cost reduction.
    The Invention Noble Envoys now gives +1 Diplomatic relations.
    The Invention Open Negotiations now gives +2 Diplomatic Reputation instead of +1.
    The National Idea "Casus Belli" now gives War Score Cost reduction.
    Deified rulers giving free investments will now never give more than 1.
    Triumphs now give a more substantial loyalty boost, for 20 years, and their price is 30 Political Influence. A character being given a Triumph will gain either Victorious or Conqueror traits if they do not have a Status trait already, which will increase their Senate influence.
    Added new culture map mode functionality. Cultures can be selected individually.
    Added province selection secondary mode for culture and religion map modes
    Stability, Tyranny, and Aggressive Expansion have now all been rebalanced. The primary effect of AE is now on internal stability.

    ###################
    # AI
    ###################
    # Diplomacy
    Fixed huge AI budget reservation for opinion_diplomacy and removed it and army and navy_construction maximums from hardcode and put into script.
    # Economy
    AI now decides where to build forts partially decided on the economic value of its states
    # War
    AI armies will now prefer to deep strike less.
    AI calculation for target number of generals and admirals have been made independent, helping nations with lots of fleets (e.g. Carthage).
    AI invasions should be a bit more conservative selecting armies that could walk to goal
    AI is a bit better at gathering its armies together into fewer stacks to match leader count.
    AI may now decide to use its navies to blockade enemy fleets and ports if it doesn't have anything better to do and thinks it is safe.
    AI will now achieve donkey
    Fixed AI declaring war with non-adjacent claim somewhere far away when they could get a much closer claim by fabricating.
    Fixed big AI countries like Maurya and Seleucids scheduling lots of naval invasions on land.
    Made sure big AI countries are more keen to fight each other (WAR_POWER_FACTOR in defines).


    ###################
    # Interface
    ###################
    Added culture UI to track all cultures in a nation
    Senate UI updated with new changes
    Senate approval now tracked in top bar for republics

    ###################
    # Script
    ###################
    # Events
    Added a backup solution if Pyrrhos decided to stay at home in the pre-order event chain.
    Added a handful of flavour events for specific deities.
    Added minor events on completion of provincial investments
    # Setup
    Added new barbarians for the two new culture groups that were split from Gallic
    Added new Scythian cultures: Sakan, Thyssegetian, Legian, and Agathyrsian.
    Added new Odrysian culture for Odrysia as well as parts of Thrace.
    Renamed Celto-Pannonian, and split it into Scordiscian and Eraviscian.
    Split the Gallic culture group into Gallic, Belgae, and Pannonian.
    Split the old Belgae culture into several smaller cultures.
    Split up Dacian culture.
    Added Atavi culture for the tribal forest peoples in north eastern india.
    Added Dardic culture for the north western Aryan areas.
    Added a port to Naupaktos in Aetolia
    Blemmyan culture is now part of the Meroitic group
    Changed culture of Elis to Aetolian
    Messenia now starts in the Mantineian defensive league, this should help their survivability against Sparta
    Moved Rosmerta holy site from Cunetio in Britain to Scarponna in Gaul
    Renamed Nilotic Culture Group to Egyptian. Moved Garamantic culture to the Numidian culture group.
    Split Aryan into two culture groups. A new eastern group called Pracyan now represents the north eastern Indian cultures where Magadhi was the dominant court dialect.
    Split Egyptian culture into Boharic, Sahidic and Faiyumic.
    Changed Phthia Menid's culture to Thessalian
    Ambrakia now starts as an OPM tag in Epirus
    # Other
    Added 4th Diadochi war events for Thrace
    Added event to introduce Jewish minority characters in some cases.
    Introduced tribal tattoos to some Egyptians out in the desert. They are now considered Tribesmen rather than Citizens.
    Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
    Added some characters in Dardania and Paeonia
    Added tooltips to some 4th diadochi war events for clarity
    Diadochi ultimatum events will now only release tributary subjects
    Generic conquest missions are now disabled when a country has specific content for that region
    If Cappadocia accepts Ariarathes back on the throne this will now make them independent of Phrygia. Phrygia will be able to go to war with Cappadocia to stop this if they are at peace when it happens.
    Making Carthage a tributary as Rome will no longer transfer their subjects to Rome
    Opened up road building in subject land.
    Reduced price of granary and prospecting in generic infrastructure mission
    Roman Colonia now take two years to become cities if not already
    Seleukids now gain a temporary siege assault modifier for abandoning the Indus
    Simplified tooltips of Seleukid-Mauryan starting event
    The Armenian events relating to their Cappadocian pretender now has a chance to fire any year rather than always after 3 years.
    The Diadochi war between Macedon and Antigonids will now include Antigonid's subjects
    The Epigoni event will no longer fire for successor kingdoms who manage to reunify the Argead empire before their second ruler's death
    added on_reign_ending onaction
    added party: has_agenda = agenda_key trigger
    added population_happiness, local_population_happiness
    Changed party support entries to be party approval
    Changed some script to fix an issue

    ###################
    # Bugfixes
    ###################
    Improved daily and monthly tick performance compared to version 1.4
    Fixed AI Setting CallToArms affecting other nations joining you in the war instead of the other way around
    Fixed Become Great Warrior 'finished_when' tooltip
    Fixed civil war resolution not giving occupied provinces to their occupier
    Fixed crash in the mission view related to mouse movement around GUI animations
    Fixed culture of Mutasiva Vijaya to be Lankan just like his country and people.
    Fixed destroyed subunits not reinforcing combat ( naval battles )
    Fixed is_unit_locked trigger
    Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
    Fixed isolated provinces being calculated properly now. It wasn't...
    Fixed the issue where recruited ex-Mercenary Rulers would not be able to befriend other characters using the 'Make Friend' Character Interaction.
    Made Aleuadae, Philaidae, and Aiakidai names consistent with other Greek families names (Aleuadid, Philaid, Aiakid)
    Revolts, etc, now copy military traditions alongside with tech
    alliance now properly removes guarantees
    fixed add_morale effect not working
    fixed appearance of 'damage_unit_x_percent' effect
    fixed appearance of 'damage_unit_x_percent' effect descriptions
    fixed food shortage caused by units to flip-flop every monthly tick
    fixed governor troops sacking the wrong city
    fixed randomly generated rulers having a duplicate entry in the Our Rulers ledger category
    fixed country claims not updating when conquering, releasing nations or selling provinces
    mercs now get full food when hired
    revolts no longer bring entire governorships
    single-province countries now more likely to generate valid civil wars.
    stopped rooting out pirates from deleting land mercs
    tech progress now overflows instead of being reset to zero
    unit action modifiers now factored into maintenance cost. Drill Army is no longer free
    Added adulthood checks to the candidates chosen in Rising from Obscurity event, so no more infants rising to glory
    Added bypass for Sicilian Champion mission if no Siceliote countries exist in Sicily
    Added civil_war check to missions to stop revolt tags from selecting them
    Added custom tooltip making Desecrate conditions clear
    Added more limits to Hades hunger - the world is safe again
    Added ping for Aeolia losing land in 4th Diadochi deal with Thrace
    Changed pop setup so no province would start over pop capacity
    Changed some misplaced islands off the coast of Italy
    Fixed minor_character leaders of civil wars being executed immediately if the war ends quickly
    Fixed references to Phrygia left over from 1.4
    Fixed the issues with the first Athenian mission occasionally showing "null_family".
    Hera will no longer give Citizen Happiness as both passive and active effects.
    Removed loser portraits from civil war pings. Losers.
    Tweaked Roman Assembly laws to better reflect historic party approval
    Fixed clan chiefs spawning into enemy units
    Added highlighting to the Magna Graecia development decisions
    Ariarathes will now correctly lose the Foreign Citizen modifier on returning to Cappadocia
    Child rulers can no longer start schemes through character interactions, no matter how ruthless that 8 year old things he is
    Dismissing a Governor who was given free hands will now remove their loyalty benefit from it
    Eagle Falls event for Rome disabled for naval battles
    Event choosing capital after reunifying the Argead empire will no longer remove state investments
    Fixed consort not dying in Eager Consort events. Death comes for us all.
    Fixed swapped name and description for Matrist deities Perkunas and Mother Goddess
    Roman deity Venus now grants passive modifier to population growth instead of population capacity
    Term extension from Appoint Dictator is no longer removed after a year included in the original term
    Characters will no longer seek underage patrons
    Fix issue where minor characters created from script could end up as major characters by inheriting one of their parents' family
    Fixed the issue with the mission task 'Securing the Coast of Africa' not having a proper count of provinces you held, if some of the provinces were held by subjects.
    Make hordes have a 50% chance of female leaders when playing with mixed gender rules
    Merging regular army units with migrants will no longer yield them migrant access.
    You can no longer reassign leaders before the one year minimum by moving around cohorts to another unit.
    Tweaks made to character marriage targeting. The first family in a country should no longer be preferred when doing marriage calculations.
    Various engine level fixes and improvements

    ###########
    Additional
    ###########
    Population capacity has received a total rebalance. It will be significantly harder to sustain high population cities.
    Provincial investments have been rebalanced accordingly. Civic investment now grants 2.5% pop capacity, with extra building slots being moved to the religious investment. Oratory investment retains +1 trade route.
    Libraries are now a Noble poptype building, granting noble happiness and desired ratio (at a lesser rate than other poptype buildings).
    Academies now grant research points and noble ratio.
    Marketplaces now grant 2.5% Local Base Trade Routes (from pops).
    Road networks now grant 5% local base trade routes modifier instead of commerce income
    Ports now grant 10% local base trade routes modifier to their entire Province, instead of +1 flat route
    Forts have been made significantly more expensive to build and operate, but will now reduce local unrest in their Province by -0.25 per level.

    Zavian on
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    GundiGundi Serious Bismuth Registered User regular
    I got this recently because with all the updates I heard it had become a pretty good game, and plus I could get it for cheap since I had discount thanks to owning all the other paradox strategy games of its generation. It is pretty fun although there are still definitely some UI and AI things that would need to be tweaked for it to truly great. Also if it continues to get updates (I think its kind of been a flop in terms of sales after the launch) it could really use more regional flavor. I don't have any of the DLCs, but if you're going to release DLC for a game like this I don't really like making each full price DLC just focus on one or two nations.

    It took me awhile to get ahold of the mechanics but I've played a couple games I'd consider successes. I conquered Rome as Epirus, united greece as the minoans, formed Phoenicia as Byblos and almost got their achievement (my savegame broke with the update), and am currently playing a game as Heraklea Pontica trying to form Persia. I've got all of northern Anatolia and am working on taking the rest of the eastern coast of the Aegean so I can have that border secure. Currently in a war to take Ionia and southwest Anatolia from Thrace and the Selukids respectively. The Selukids are really big (they own not just Syria but over half of the southern coast of Anatolia) but they don't actually have a direct land access to their Aegean possessions thanks to an Antigonid rump state. So I can control the wargoal really easily and just have to defensively push them off my land on the eastern front. I'm using full calvary armies with heavy calvary backed by horse archers.

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    GundiGundi Serious Bismuth Registered User regular
    So I played a game as Tylos and managed to form Babylon. I got a lot of tyranny and it took a long time to get my country stabilized. But I eventually managed to get my current ruler proclaimed Tyrant. Neat thing is, he was a former slave turned senator. So that was pretty cool. I think my eventual goal will be to annex Rome. Also the territory of Babylon is such an amazing Capital location. Tons of food, good resources, tons of pop cap, and it's even very defensible.

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    GundiGundi Serious Bismuth Registered User regular
    Babylon does have a terrible, terrible map color though.
    DBDE52845D21517106AC21E11C6629D35FFA70B6
    (The city of Babylon has over 300 pops. That's fine. That's totally normal.)

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    GundiGundi Serious Bismuth Registered User regular
    Will the real Egypt please stand up?
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    Going for the New Kingdom achievement on hard.

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    GundiGundi Serious Bismuth Registered User regular
    edited September 2020
    'Nother achievement on hard, the one for forming Greater Iberia:
    D749C3CF1E36AE378AB4BBEC71F51FDED47F033D
    Started as Ilercavonia, a decently sized Iberian tribe in modern day Catalonia which I picked because they had a Rural heritage which I was interested in for the reduced city creation cost. (Iberia starts with no cities except for a few on the Mediterranean coast, mostly Punic or Massilian.) Started off pretty well as I managed to unite my little corner of Iberia and reform into a monarchy pretty quickly and without too much trouble. The troubles came over a roughly 80 year stretch where Rome, Carthage, and various Gallic tribes would all declare war on me in succession over and over again. I managed to fight them off, but they really slowed my attacks versus other Iberians, as the wars would drain all my gold and manpower. I took a little bit of land off of other Iberians, and a little bit of land off of Carthage (mostly I made them give up some of their subjects.)

    Finally though Rome's attention turned more towards the east and the let off of pressure allowed me grab central Iberia before the Carthaginians. (They owned all of the south, and all of the western coastal lowlands of Iberia minus Galicia) Carthage kept attacking me and I kept taking little chunks of land off of them. The turning point was when I managed to cut off the straight. (I never bothered even attempting to challenge Carthage on the sea, since Barb countries can't even get heavy ships.) From that point on it was me on the offensive and it only took me a couple more wars to kick them totally out of Iberia. (In one war I took 49 AE!) Then it was just matter of cleaning up the Galicians which only took two wars as they were mostly allied with one another. I might keep playing for a bit more, to take the Baleares and see if I might not grab all of Carthage.

    Some view of how many cities I've ended up founding:
    85A253CABBE5856D8154D2881165449100756F04
    You can kind of tell how long I've held each area by how many cities there are. A bunch in the northwestern Capital region, a decent number in central Iberia and the southern Mediterranean coast (to be fair almost all the cities in the extreme south weren't founded by me.) but I've had little time to found cities in the west. Culturally basically the entire eastern half of Iberia is overwhelmingly my culture, and most of the south and central highlands as well. (Although they still have significant punic and Ibero-celtic minority populations respectively.) Religiously basically everything is Iberic except for a few Caanatite holdouts in the south. The biggest outlier is Galicia, which is still mostly celtic and druidic. I only took the land about ten years ago. About 8000 pops in total.

    Gundi on
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    GundiGundi Serious Bismuth Registered User regular
    Beware, not safe for bordergore:
    6F04DC0829E9D08F951AC10878C9E20AEB91E82E
    Going for rednaxelA on hard. Having just captured Babylon I'm halfway there, but I still need to snake all the way until I can grab Athens and Babylon.

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    GundiGundi Serious Bismuth Registered User regular
    I guess I'll just keep this thread alive, this achievement was really hard... on hard. Pythagoras' Legacy:
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    Massalia doesn't have an easy start but it's not too bad, you're fairly safe at least since you're in a defensive league at the start and you can get a guaranteed alliance with Rome at game start and will often get an early alliance offer from Carthage if you don't ally Rome. (Neither will ever help you in offensive wars but nobody will attack you as long as you're allied.) The real trouble is growing strong enough, fast enough. So many times I ended up in a decent position but realized I didn't have enough time left to get the requirements for the achievement (you only have a hundred years from game start) See the trouble is not only do you need to grab land in Britain and Scandinavia, you also need to own Orkney, which is unowned by anyone at the start. The caledonians are unlikely to settle it in your hundred year time frame, so you'll need to conquer land in Caledonia early enough to be able to convert at least one 10 pop province to your culture and religion. Getting the Greek tradition "Military Colonists" helps by allowing you to convert manpower into correct culture correct religion pops, but it has pretty limited use since it can only work in territories with less than 5 pops. Even with that I barely made it in time.

    Other big issues are a chronic lack of manpower, almost everywhere you're going to expand into being wrong culture and religion, and a usually pretty consistently crappy starting political situation which will have you wracking up tons of early game tyranny if you want to expand at the rate that you pretty much have to. Still, it was fun. A big turning point was when Rome attacked Carthage (I was allied to both at the time.) and I used my navy and my elite light cav "horse marines" to sack every unfortified coastal Roman city multiple times, racking up several thousand gold which I used to hire mercenaries to fight multiple consecutive wars in Gaul. (Again, terrible manpower problems until very recently.) I might see if I can't clean up my borders a bit and form the Phocean League, teaching those upstart latins and Punics a lesson in the process.

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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited October 2020
    there's a big 2.0 Marius update coming with a large UI overhaul (along with 'pacing and warfare'), there's been some dev diaries covering them, here are some screenshots:
    010.png
    008.png
    https://forumcontent.paradoxplaza.com/public/620099/pasted image 0 (6).png
    https://forumcontent.paradoxplaza.com/public/624819/009.PNG
    Pacing

    I want to achieve a more consistent and choice-based progression to the flow of the game. As of right now, much of what the game offers you is available to you from the very beginning, and there are fewer ways to customise your playstyle than I would like. We’ll be looking at overhauling the inventions system and the military traditions system in order to effect a more intuitive system of progression that allows for a sense of advancement and identity to develop over the course of a game.

    This doesn’t solely mean gating existing mechanics, however, this will also tie strongly to new features and additions coming in 2.0.

    Warfare

    This is a pretty big one. I’ve never been happy with the military recruitment and army mechanics being almost entirely divorced from historical reality and being largely set apart from the many other systems in our game. Our main military focus for 2.0 will be on tying the recruitment system(s!) into the rest of our simulation, as well as adding a much larger recognition for the cultural diversity of military forces in different parts of the map.

    Several astute forum users have noticed that we’re going to be removing the Raise Levies unit ability. I’ll leave you to ponder over how that might be related.
    https://forum.paradoxplaza.com/forum/threads/imperator-dd-101-a-most-auspicious-number.1428183/
    https://forum.paradoxplaza.com/forum/threads/imperator-dd-102-ui-rework.1432206/

    Zavian on
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    ZavianZavian universal peace sounds better than forever war Registered User regular
    edited October 2020
    Gundi wrote: »
    I guess I'll just keep this thread alive, this achievement was really hard... on hard. Pythagoras' Legacy:

    love the updates! I've been playing a ton of CK3 lately so have been neglecting IR; I just updated the OP with the Epirus DLC pack which originally was pre-order content later expanded on with new events (free for pre-order owners) as $3.99 DLC.
    https://www.youtube.com/watch?v=Q5Ehb02ubc4

    Zavian on
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    GundiGundi Serious Bismuth Registered User regular
    edited October 2020
    I feel I have properly restored the Phocean's honor and established them as the dominant force in the western Mediterranean.
    98E299E0AD6C3B09E20E411BDEBF2CB8FA121F82
    Three biggest Phocean cities are, appropriately enough and from smallest to largest are: Emporion at 103 pops, Alalia at 114 pops, (in Corsica, and historically the second most important far western Greek colony after Massilia until its conquest by the Etruscans.) and Massilia itself at 234 pops. Biggest navy in the world, and second biggest army after the Antigonids. Speaking of which, a neat thing:
    FA71DFD7A7B1D5F458534A27B6F152E054C0190B
    The rare double super powerful Antigonids and Selukids. Don't let the name change fool you, the 'Persian Empire' is still run by the Selukid dynasty. The Antigonids are the stronger of the two, but the Selukids are at least close enough in strength that I don't think the Antigonids are that keen on invading them. Also worth nothing is that before they invaded them Kush had acquired land up to Thebes. (the uh, Egyptian Thebes not the Greek Thebes.)

    Gundi on
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    GundiGundi Serious Bismuth Registered User regular
    What can I say, I like creating sprawling urban empires in regions that don't start as that. Dacia as the fourth most populous state
    C26590F6E85B6FEFFEBFE4EAE7C27EF85EB3EF3E
    I think you can guess what the top three most populous states are though.

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    GundiGundi Serious Bismuth Registered User regular
    edited November 2020
    Me keeping this thread alive again, going for the Mare Nostrum achievement on hard, think I'm on track to get it.
    63478850D8469C42FDA4AB29ED20818642CDF6EB
    So much conquering to do though.

    Gundi on
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    GundiGundi Serious Bismuth Registered User regular
    Uh wow this game has some awful bugs. I got my entire army stuck fighting a ghost army with 0 troops where I'd win over and over again but immediately be put into another battle. My army was totally stuck, couldn't even full retreat them out since you can't do that on day one of combat. I had to quit that game despite putting like eighty years into it because I was just gonna get full occupied. Can't even delete the armies.

    That uh soured that game.

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    GundiGundi Serious Bismuth Registered User regular
    edited November 2020
    Trying to wring out all the possible playthroughs, I want to form Illyria...
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    As Messapia. (This was a rough, rough start.) I got involved in the Diadochi wars and plundered them to field the huge mercenary armies I would inevitably need to knock back the Romans when they came to "defend" themselves from me.Then when I finally the romans out of southern italy and had just disbanded the mercenaries, Syracuse came knocking. Another rough war. Luckily Carthage starting their normal Sicillian stuff and I was able to kick Syracuse off the boot.

    Gundi on
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    GundiGundi Serious Bismuth Registered User regular
    The Kingdom of Illyria!
    F205DE9B97552CA992B748BBA818F2C26AA1D73E
    History part 1:
    Having survived multiple invasions by the Romans, Greeks, Macedonians, and Carthaginians, the Kingdom had risen to be the predominant power of the Mare Illyrium. From the the prior situation, the Messapians spent the next several years greatly expanding their own military force so as to not have to rely on expensive foreign mercenaries. With the aid of the Etruscans, they invaded the remaining Roman state, capturing and destroying Rome itself and leaving the Latins a small rump state. The Crotines interceded on Rome's behalf, and for their bravery the last free Greek colony west of the Ionian Sea fell to the Messapians. During this time, the Messapians adopted a more formalized autocratic structure, seemingly heavily modeled on the dominant Macedonian kingdoms of the east.

    While fortunes on the peninsula seemed to continually arise new threats were approaching. The African power of Carthage had finally consolidated complete control of the island of Sicily, and soon eyed expansion into the profitable cities of Calabria. They even struck a deal with the remaining Latins. From the other direction the Epirots, one time allies with the Messapians against Macedonian, Latin, and Carthaginian influence in the Adriatic, had expanded and consolidated their position to begin having imperialist designs of their own. Conflict with the Carthaginians came to a head first in a series of long bloody wars that eventually saw the Carthaginians lose Sicily, the Latins once and for all conquered, and the Etruscans subjugated after they switched sides in the conflict. During these wars the Messapians heavily expanded their navy, but by the most charitable interpretation they could only be seen as at best achieving a stalemate on the seas with Carthage. On land, however, they dominated the Carthiganians and their allies through heavily armored cavalry. While often outnumbered, their superior quality plus defensive advantages led to disasters for many a Carthaginian army. Because of this Carthage was left bloodied, if hardly crippled.

    Perhaps sensing weakness, the Epirots launched an invasion with Antigonid support. This went disastrously for both. The Messapian navy, built to challenge Carthage, was more than a match for Epirus' fleet, and soon they were the ones facing invasion. The Antigonids ended up being able to offer little long term support, as while their army and fleets were away they faced a civil war which eventually saw the dynasty thrown from power. The Messapians took Epirus' Illyrian colonies, and the Aikiads soon lost Epirus itself to the burgeoning peloponnesian power of Messenia. (The Aikiads would continue to survive deed in the Illyrian hinterlands) The Messapians founded a new city in Apollionia, heavily fortified port which came to serve as the western gate to Illyria. With a cosmopolititan culture mixing Epirot, Macedonian, Messapian, Illyrian, and Italic influences, it would prosper as both the first and largest Messapian port outside the Italian peninsula
    (To be continued maybe)

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    Kane Red RobeKane Red Robe Master of Magic ArcanusRegistered User regular
    I've been taking another whack at this game. Started as Judea and things are going okay so far, had to try a couple starts before I got one where I didn't get steamrolled early. But now I've got most of Palestine and Syria under control and am a Major power so hopefully smooth sailing from here.

    Oh. Or a civil war and a war with the Seleucids at the same time. Alrighty then.

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    ZavianZavian universal peace sounds better than forever war Registered User regular
    New DLC has been announced alongside the next big Marius update:
    While there is yet more to come regarding Marian military matters, today I’m here to announce that the content pack, ‘Heirs of Alexander’, will be released in conjunction with the Marius update.
    As befits our 2.0 statement, the Heirs of Alexander content pack will be the largest yet; encompassing mission trees and flavor events for all the Diadochi nations, as well as the ability to customize and build a large variety of Great Wonders as detailed in the Vitruvius dev diary.
    Included alongside this will be a variety of additional content that you have grown to expect from content packs, including new event pictures, music tracks, and more.
    As time goes on, we will introduce more specifics surrounding the content you will receive in the HoA pack, however, as a small addendum to last week’s diary, I would like to clarify that the Legion Honors that you encountered in the Legions feature reveal will be part of the HoA pack.

    With this announcement out of the way, I’ll detail a few more changes you can expect in the Marius update!

    Legacy of Alexander

    This Diadochi-only wargoal has been refactored to use a mechanic similar to that of Civil Wars. What this means, in essence, is that occupying a territory belonging to the target war leader during a Legacy of Alexander war will result in the immediate cession of said territory to the opposing war leader.

    Every territory that changes hands this way will add a small amount of war exhaustion to the war leader that gains the territory, resulting in wars in which large amounts of territory can change hands, whilst also reaching an organic ‘end’ point, at which both sides are weary enough to make peace.

    We are also looking at making a similar wargoal available in other circumstances, particularly for situations in which it makes historical sense to do so, for example, the expansion of the Parthian state.

    Legion/Levy Indicators

    As hinted at last week, there will be a visual distinction between Levied units and Legionary units. The 3D unit models used to display levies and legions will use light and heavy infantry, respectively.
    m3qVAP7.jpg
    This distinction is a highly important gameplay factor, and as such, the large variety of new unit models will be included as part of the Marius update.

    The Seleukids have 4 new mission trees, focusing on Babylonia, Syria, Anatolia, and Palestine/Phoenicia respectively.
    Legions
    Legions represent a permanent army of professional soldiers. This form of organization required considerable wealth and all the administrative powers of a highly centralized state, but offered a few key advantages: firstly, by decoupling military service from membership in the class of property-owning citizens, the pool of potentially recruitable manpower was greatly increased. Having a corps of professional soldiers meant the state could be defended without permanently mobilizing its most economically productive citizens at ruinous cost to the tax base, and those in the ranks stayed active for years, becoming hardened veterans.

    For the Romans this kind of force did not become common until after the Punic wars, when it proved to be impractical to use levies to garrison the increasingly far-flung borders of the empire.
    Over time the Legions came to completely replace the levied troops, with permanent numbers, honorific titles, and an esprit de corps that is the root of every modern army. This radical innovation in military organization dramatically transformed the Roman state, and the role of a military commander.

    A Legion is an army that acts as a permanent object, and will only ever be destroyed if disbanded, or its Governorship ceases to exist. All currently existing Legions will be shown in a national Legion Interface, where a Legion’s composition, upkeep, and history can be examined.. Here you can also add, change or delete subunits to specialize the Legion to your needs, or order it to be disbanded.

    Unlike Levies the troops in a Legion will require maintenance, as they are professional soldiers.
    https://forum.paradoxplaza.com/forum/threads/imperator-dev-diary-heirs-of-alexander.1444015/
    https://forum.paradoxplaza.com/forum/threads/imperator-rome-developer-diary-16th-of-november-2020.1442647/ (more info on new Legions mechanic)
    https://forum.paradoxplaza.com/forum/threads/imperator-rome-developer-diary-9th-of-november-2020.1441511/ (more info on Marius update warfare changes)

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