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Grand Strategy Imperator: Rome - the new grand strategy from Paradox

fantadomat

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Someone is salty.
The fact that the cuck decided to make the poll on twatter just shows how out of touch the faggot is. Lets just put the poll in place where almost no paradox players go and ask the game relevant question there. Certainly not putting it on the forum or the distribution platforms,what if somebody disagree with it?
 

coldcrow

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It's the "more" curse. For whatever reason, game designers are afraid to deal out negative factors and mechanics. Then they have to pile on more and more instances of "plus". But hat doesn't work that well with our mind. We derive a large amount of satisfaction in overcoming negative circumstances, even if they are just a modifier on some spreadsheet. On top of that the pdox way of piling out percentages instad of quantity -> quality, like a good marxist would know, is reinforcing the issue.
So as usual, decline all over.
 

fantadomat

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It's the "more" curse. For whatever reason, game designers are afraid to deal out negative factors and mechanics. Then they have to pile on more and more instances of "plus". But hat doesn't work that well with our mind. We derive a large amount of satisfaction in overcoming negative circumstances, even if they are just a modifier on some spreadsheet. On top of that the pdox way of piling out percentages instad of quantity -> quality, like a good marxist would know, is reinforcing the issue.
So as usual, decline all over.
You are overthinking it,it is just a shitty game.
 

Agame

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Just reading Johans responses there, he really is an arrogant piece of shit, so yea this is the real problem:

I looks more and more like an ego issue. Jphan seems to be unable to accept that someone else's ideas are just better.

Someone better start a CK2 "plot" against this dumbfuck before he completely destroys Paradox games.

Because unfortunately there is a LARGE amount of Paradox fanboys who do just want a map painter with the most stream-lined and simplistic mechanics imaginable. If Johan keeps pushing this agenda he will be safe in an echo chamber of adulation and sales that will reinforce the steady decline.
 

circuit breaker

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RSi8LeF.jpg

I wonder what the rest of the team thought about working with Johan.

And who the fuck uses the word 'penultimately'?
 

It Wanted to Purge

Guest
it's really the most boring anal show of a lifetime. I played it for 108 hours just to justify Paradox since I really love CK2. But in no place I will pay for any DLC since the basic game is really crap. Remember all those youtubers who got a free copy. I imagine they spend money disguising their shit to youtubers instead of making a proper game. I think Johan will get a stressed trait, hopefully depressed.
 

Preben

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Because unfortunately there is a LARGE amount of Paradox fanboys who do just want a map painter with the most stream-lined and simplistic mechanics imaginable. If Johan keeps pushing this agenda he will be safe in an echo chamber of adulation and sales that will reinforce the steady decline.

Are you sure about that "large" part? Imperator flopped, to put it mildly. Initial sales might have been good, but there are currently less people playing it than CK2 which is 7 years old. It means that future DLCs will very likely not sell nearly as well as DLCs for other titles. This game is just not posed to be a long-term revenue source, like EU4, CK2 and even Stellaris.

I don't think that one flop will be enough to put Johan on a backtrack, but it will certainly give that casino lady a reason to rethink the company's strategy, business model and the role of other talents, who are present within Paradox (like Wiz, Doomdark and finally rageair or whoever now tinkers with CK2).
 

Wyatt_Derp

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Because unfortunately there is a LARGE amount of Paradox fanboys who do just want a map painter with the most stream-lined and simplistic mechanics imaginable. If Johan keeps pushing this agenda he will be safe in an echo chamber of adulation and sales that will reinforce the steady decline.

Are you sure about that "large" part? Imperator flopped, to put it mildly. Initial sales might have been good, but there are currently less people playing it than CK2 which is 7 years old. It means that future DLCs will very likely not sell nearly as well as DLCs for other titles. This game is just not posed to be a long-term revenue source, like EU4, CK2 and even Stellaris.

I don't think that one flop will be enough to put Johan on a backtrack, but it will certainly give that casino lady a reason to rethink the company's strategy, business model and the role of other talents, who are present within Paradox (like Wiz, Doomdark and finally rageair or whoever now tinkers with CK2).

Hopefully some form of that idea is drawn out on a flow chart in some Paradox sales office, with big red arrows pointing downward at the end, with the words 'don't do this again or you're all fired' next to the fiscals.

But this is the video game industry. They double down harder than the kindly folks in D.C.
 

Preben

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The game is so awesome and successful, that one month since its premiere Johan is scrapping its core design.


Hi everyone, lets continue talking about currencies and how to balance games, and Imperator in particular.

So the design we’ve been working on right now have been to remove the four types of monarch power from the game, and replace their costs with other impacts, and also introduce a new currency which we call Political Influence.

Political Influence is gained by how loyal your characters in your government is, so that if all 8 are 100% loyal, you gain a maximum amount, and if all are at 0% loyal, you gain nothing. Then of course there are other aspects that impact how much influence you get. If your Co-Ruler is disloyal, or you are in a deficit you will get far less.

This will make it not just an easy choice of who to pick for a government position, by just picking whoever had the highest ability in the relevant field, but you also have to consider how loyal there are, so you can do certain actions.

Now of course, not everything has been changed from using monarch power, but only a few actions will be changed to use political influence, but the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.

Some examples of price changes includes the following.
  • Getting an Invention will cost 4 months of income.
  • Enacting a Law costs some political influence, but also reduces stability by 25.
  • Fabricating a Claim costs some upfront Aggressive Expansion
  • Endorsing a Party is merely a small hit on stability and tyranny.
Military Traditions would work entirely differently, in that you would unlock a new slot every 20 years. We talked about tying it to tech, but that would put us in the same situation as ideas were in EU4, that it would hurt barbarians way too much. The 20 year value may change as we keep testing the game though.

Now while we have talked about some aspects being moved to being a nudge over time like stability and legitimacy, some aspects like promotion, assimilation and conversion of pops will still be instant as of now. It simply is not feasible to rework that and still have a patch out in a reasonable timeframe.

Cheers everyone, and tomorrow I’ll go deep into more flavor and fun in a new development diary..

https://forum.paradoxplaza.com/forum/index.php?threads/a-new-currency-design.1181893/
 

fantadomat

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Those people are just retarded. "Hey goyz we hear you,we will remove the mana. Here look at our new grand mana thing."
As expected the retards only got that the problem is in the numbers. Balance is the last thing the game needs,since it have the perfect balance of the AI not doing anything. The game lacks any kind of flavour and every fucking country feels the same. Instead of fixing +/-5% garbage they should have just imported the EU missions system,made actual religion and cultural system that is not just a click for convert.


And who the fuck uses the word 'penultimately'?
Stupid people that want to sound smart. If you have seen Johan talk,you would have noticed that the dumb fuck barely know English and such word is very far away from his dictionary.
 

Goliath

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The game is so awesome and successful, that one month since its premiere Johan is scrapping its core design.


Hi everyone, lets continue talking about currencies and how to balance games, and Imperator in particular.

So the design we’ve been working on right now have been to remove the four types of monarch power from the game, and replace their costs with other impacts, and also introduce a new currency which we call Political Influence.

Political Influence is gained by how loyal your characters in your government is, so that if all 8 are 100% loyal, you gain a maximum amount, and if all are at 0% loyal, you gain nothing. Then of course there are other aspects that impact how much influence you get. If your Co-Ruler is disloyal, or you are in a deficit you will get far less.

This will make it not just an easy choice of who to pick for a government position, by just picking whoever had the highest ability in the relevant field, but you also have to consider how loyal there are, so you can do certain actions.

Now of course, not everything has been changed from using monarch power, but only a few actions will be changed to use political influence, but the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.

Some examples of price changes includes the following.
  • Getting an Invention will cost 4 months of income.
  • Enacting a Law costs some political influence, but also reduces stability by 25.
  • Fabricating a Claim costs some upfront Aggressive Expansion
  • Endorsing a Party is merely a small hit on stability and tyranny.
Military Traditions would work entirely differently, in that you would unlock a new slot every 20 years. We talked about tying it to tech, but that would put us in the same situation as ideas were in EU4, that it would hurt barbarians way too much. The 20 year value may change as we keep testing the game though.

Now while we have talked about some aspects being moved to being a nudge over time like stability and legitimacy, some aspects like promotion, assimilation and conversion of pops will still be instant as of now. It simply is not feasible to rework that and still have a patch out in a reasonable timeframe.

Cheers everyone, and tomorrow I’ll go deep into more flavor and fun in a new development diary..

https://forum.paradoxplaza.com/forum/index.php?threads/a-new-currency-design.1181893/
giphy-facebook_s.jpg
 

Agame

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I love it, second game in a row they are scrapping core designs and remaking it after release?

And yea what a great 'fix': "Guys we heard you dont like mana, so we are getting rid of the 4 types of mana and we are now replacing it with one type of mana, sounds good right... right?!"

But what gets me the most here is the sheer hubris, to work on a game for so many years, release it, shout out how "everything is fine", "we are happy with the game", and then weeks later decide to suddenly scrap the systems you kept telling us are so great. I mean cmon Johan, at the very least have some backbone you hack, if you think you are such a brilliant game designer then stand by your decisions, dont let the unwashed mass of plebs tell you what to do.
 
Joined
Nov 22, 2018
Messages
289
This is exactly why I play Pdox games but don't buy them. I'm not paying $144 for Crusader Kings II. I last paid for Stellaris and that game sucked and somehow sucks even more now than when it was shoved out into the light.

I just don't get how anyone can pay money for the garbage shoveled out by Pdox. The games are just bad. They run bad, they have annoying mechanics, and they are purposefully crippled to save as pace for DLC. It's not even that the games have poor design decisions and bad performance, but that they take good settings and manage to make the most boring, tedious, and unsatisfying garbage which only sucks out all the oxygen in the room.

We could have a good grand strategy game set in classical times. Instead we have this shitty pre-Alpha turd called Imperator. Why doesn't Pdox let real people play their games early in design process? Anyone could have told them it wasn't fun, man a is stupid, and that what we want is character and family-based gameplay.

Rant complete.
 

Tigranes

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Jan 8, 2009
Messages
10,350
Eh. Once you've already made a game stuffed with mana, and everyone hates it, and you spend a few weeks discussing and thinking - the best thing you can do is indeed to scrap mana and try and fix it, while giving yourself a massive headache. This is something most devs would not do.

The problem isnt what they are doing now, the problem is that veterans of several pdox games came out with insta-mana in the first place. Of course it wont magically make the game a GOTY. I think its fine to applaud them for trying now and making massive changes that do respond to criticisms, even if it is unlikely to reverse all thr missteps made in original development. I dont see why having a backbone at this stage would make anything better.
 

fantadomat

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Eh. Once you've already made a game stuffed with mana, and everyone hates it, and you spend a few weeks discussing and thinking - the best thing you can do is indeed to scrap mana and try and fix it, while giving yourself a massive headache. This is something most devs would not do.

The problem isnt what they are doing now, the problem is that veterans of several pdox games came out with insta-mana in the first place. Of course it wont magically make the game a GOTY. I think its fine to applaud them for trying now and making massive changes that do respond to criticisms, even if it is unlikely to reverse all thr missteps made in original development. I dont see why having a backbone at this stage would make anything better.
They won't fix it because they don't have the imagination/skills needed. The game will be a mess for a few years and then just left to die.
 

Tigranes

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Messages
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i wouldnt bet on it becoming great either. im saying i will praise them for undertaking significant changes post release that directly engage player criticism (esp. if the game didnt sell well, i dont keep track of thar stuff) - and also say that doesnt let them off the hook for an awful 1.0 and other issues.

i do think the changes announced are in the right direction - and that the real opportunity to actually make a cool game was by centring the game on internal senate politics or something else unique to antiquity and building qualitatively different systems instead of x modifier everything, and there is no fixing that.
 
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Hello and welcome to another Development Diary for Imperator: Rome!

One of the things that we want to address in Pompey Patch is that we want to make the internal life of your country more visible. Today I will be talking about that, together with a number of improvements to internal management in the patch. :)

Preferred Clan Retinue Units

preferredcohorts.png


While Clan retinues are a tool for your Clan Chiefs to assert their own authority, as well as a resource for your tribe when at war, it can at times be a problem that the Chiefs get to pick what unit types they recruit themselves. Since unit types are so important to the general balance of warfare tribes will in the Pompey Patch be able to specify which units that your Clan Chiefs are allowed to recruit to their armies (as well as how they deploy them) in their government view.

Overall Clan Retinues have also been adjusted to be smaller than they currently are in release.

Holdings Rework

grant_holding.png


One thing we were looking to improve in the 1.1 Pompey Patch is Holdings. In release Holdings are currently things you hardly interact with. While they provide income for your characters you have little control over how they acquire them and you have little reason to get invested in where someone currently owns holdings.

In Pompey we want holdings to be more relevant. They should be the base of power for many of your characters, and they should be the means by which those with no government employment get their income. They are intended as a way to reward characters or harm them, should you take them away. They will also tie a character more to the cities on the map in your empire.

A Holding in Imperator is an estate in a city, with associated slaves, and a holding is always owned by a character. This provides the character with both income and increases their power base ( as described in this diary ).

For it to be possible for a character to have a Holding in a city, the city needs to have at least 10 slaves. An additional Holding in the same location can be added with every additional 10 slaves.

powerbase_holdings.png


Once a holding exist the 10 slaves associated with it cannot be moved, or promoted. But they can still starve.

Characters will over time use their wealth to purchase holdings themselves, but you can also grant them directly to characters for a large loyalty boost. The number of holdings each character own at the same time is limited by their finesse skills, and when they die their children will inherit it.

4holdings.png


Privately held holdings can be confiscated using the existing Proscription interaction, if you have imprisoned a character.

Events, civil wars and other content will make use of a character's holding going forward.

New Governor Policies

In order to make it easier to redistribute your population, Pompey update will add two new governor policies, which will let you impact your population in your province in a way you prefer.

policy.png


Centralize Population

This Policy reduces output from the province by 10%, as it will move one pop every 3rd month from a random city in the province, and put that pop in the capital city of the province, if the capital is below the population cap.

Decentralize Population

This also reduces the output from the province by 10%, and it moves one pop every 3 months from a higher populated city in the province to a lower populated city in the province, evening out the population in the province over time.

Trials

dismistrial.png


A big change in the Pompey patch is that Disloyal Employed characters such as office holders and commanders can no longer be dismissed. Instead there is a new character interaction to bring someone to Trial. The starting chance of success will be dependent on a number of things, among them how corrupt the character is, or how large their power base is.

accusation.png


The actual trial itself however is an event chain in which your actions will affect the outcome. Bringing someone to Trial may also misfire and a failed trial may lead to the accused character using their power base to ignite a Civil War.

Create Mercenary

adventure.png


In a monarchy you can at any point send away a loyal member of the Royal Family to be a mercenary in foreign service. This potentially gets rid of family members that could be troublesome in the future, but it is not a permanent fix. The mercenary prince may well return one day with expectations on their new home life after their foreign adventures.

With that I will leave the word to @Arheo to talk about the new Schemes system:

Schemes

assasinate.png


Character events in Imperator have been a great source of fun from the inception of the character system. A surprising amount of events occur for characters in a court or country, and can have a variety of effects from murder to jailbreaks.

bringtrial.png


This said, it became clear from feedback after launch, that these events were rarely being experienced, and when they were taking place, did not provide enough (if any) feedback to the player. In an effort to make these more visible, as well as to provide a framework for additional and future work on the character system, we have reworked the Ambition system to act as a tool for expressing a variety of character-focused content. You may not have realised, for example, that a number of your more brawny characters engage in underground pit-fighting on an occasional basis; or indeed, that your powerful senators have been stealing from one another behind your back.

Mechanically, schemes are a type of ambition that a character can perform, having a clear goal (for example, to assassinate a political rival, or purchase a holding), and a finite duration. The target and duration of a scheme will be displayed in the character menu, and be visible in the character tooltip.

The outcome of a scheme can vary, and you may find yourself responding to more character events than before, however the frequency of this is being closely monitored by the system to prevent being constantly bothered by popups.

Whilst primarily a vessel for displaying the web of subterfuge that goes on in a court, the player will also be able to interact with certain schemes to assist or interfere, or in some cases, convince a character to drop their scheme altogether.

In addition to this, a player’s Ruler has a selection of schemes available to them, accessed through the character interactions menu. These are designed to address existing issues, and enhance some of the new features coming in 1.1.

Ruler Schemes

Since your ruler is a character more closely tied to your country you are able to pick what schemes they pursue. Including:

siphonfunds.png


Siphon Funds:

The ruler will attempt to divert state funds to enlarge their personal wealth.

Influence Character:

If there are characters in your country that are more gifted than your current monarch you may attempt to influence them to put their expertise to use.

Assassinate Character

Among the schemes you can adopt for your ruler is one to assassinate someone, either abroad or in your own country.

proveLegitimacy.png


Prove Legitimacy:

In monarchies the ruler can try to improve their legitimacy by researching their lineage. While any type of research will increase the perceived legitimacy of your ruler there is also a small chance of discovering a long lost link to one of the blood lines in the game, if you are Hellenic.
 

Tigranes

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Trials

dismistrial.png


A big change in the Pompey patch is that Disloyal Employed characters such as office holders and commanders can no longer be dismissed. Instead there is a new character interaction to bring someone to Trial. The starting chance of success will be dependent on a number of things, among them how corrupt the character is, or how large their power base is.

accusation.png


The actual trial itself however is an event chain in which your actions will affect the outcome. Bringing someone to Trial may also misfire and a failed trial may lead to the accused character using their power base to ignite a Civil War.

This is a good example of something Imperator should have been built around from the start - and maybe finally actually having a custom interface for multi-choice CYOAs instead of fucking 80 events firing in a row. Combined with CK2 style plots, it'll spice things up a little bit.
 

fantadomat

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LoL as if there is a game that actually did well once the roadmap hit the public space. Only unfinished garbage games have a roadmap.
 

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