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

thesheeep

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2) It will remain supported for more years, i suspect that Imperator won't see much support in the future. Because it's a flop.
I agree, but I have to say I am also surprised they actually bothered to patch and support it as much as they did so far.
If I had a blunder like that on my hands, I'd drop it like a hot potato, apologize for failing and promise to do better next time.
But they actually stuck with trying to fix it for months with at least some people working on it - so... who knows, really.
 

thesecret1

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If I had a blunder like that on my hands, I'd drop it like a hot potato, apologize for failing and promise to do better next time.
They already did that with EU:Rome, so I imagine their pride prevents them from admitting that the "next time" actually turned out as bad or even worse than the original attempt :lol:
 

Fedora Master

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What does support for a game like Imperator matter? As I said early on, they're doing the Stellaris thing of patching shit without actually improving anything.
 

BlackAdderBG

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Revisiting this for the last few days and found playing Monarchy makes the game actually enjoyable. Would recommend avoiding any republic or staying on tribe for long. Missions are working wonders for giving you direction and goals, they should work exclusively on making more of them, longer chains and with much more branching paths.
Game is very easy and diplomacy painfully basic. Flavor is missing for 90% of the cultures. Best feature in the game is the provincial government and building your cities. Should use these systems in future games with little more depth, same with the trading (it's ok, but can be better and more integrated into the building part, like for example you need 2 supplies of wood and 1 stone for building a 1 city, marble for metropolis etc. , stuff like that).
Wars have very strong EU feel and that is terrible as it's not saved by the diplomacy game, feels nothing like ancient warfare, it's just copy-pasted in I:R from EU.
Really hope they cut the pointless inclusion of every 1 province god know if ever existed tribe. Focus on 15-20 major ones and consolidate them. Do we really need 6 suebian, 10 asturian or 100 gaul tribes.
 
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Fedora Master

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They've made some slight improvements. But it ultimately ended up exactly the way I predicted: Changes for the sake of changing things and hiding inherent flaws under MORE BUTTONS. Just like Stellaris. Just like HoI4.
 

Mortmal

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You still play celts , like you play a minor power in africa, theres not enough asymetrical balance , its not likely going to change . Most fleshed out are greeks and roman and even there not so much difference . For 25 euros DLC you only get minor things in paradox games now, they are usually broken and untested . So for their least played game, i dont see any culture packs coming.
 

Master Librarian

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I had fun doing runs as Agathocles of Syracuse and Sparta, like 3 months ago or so, but the problem is the game is still far too homogenized and flavorless for you to ever pick it up after a game or two. You've done one run - you've basically done them all.
 

Fedora Master

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You still play celts , like you play a minor power in africa, theres not enough asymetrical balance , its not likely going to change . Most fleshed out are greeks and roman and even there not so much difference . For 25 euros DLC you only get minor things in paradox games now, they are usually broken and untested . So for their least played game, i dont see any culture packs coming.
Sitting an intern down to read Wikipedia and write a few events probably costs them nothing.
 

Theodora

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Apparently (???) they really like the feedback people are giving them and want you to give them more. Have at it?

Dev diary:

Hello and welcome to another Development Diary for Imperator: Rome!



The last two weeks many of us have been busy reading and reacting to the various reactions to the released Menander update, while others have begun to work on the next update for the game.

It's been interesting seeing what players do with the new features, both in the form of stories of games played and the written feedback many of you have provided us with. The Suggestions forum and the new Senatus Populusque forum have both seen many good ideas for how the new systems can be improved upon as well as new ideas for the game in general.

These suggestions are much appreciated and both me and others on the team spend quite a bit of time looking through them on a regular basis.



In some ways Menander was an update that allowed you to interact more with your pops, and the internal parts of your country, and it is clear that this was a focus that many of you appreciated.



Based on player input we made a number of changes in the minor 1.5.1 and 1.5.2 updates last week. The latter patch also included some fixes that we had been working on for older bugs and QoL but that we had not been able to include in the 1.5.0 release, this is for instance how 1.5.2 came to include the addressing of the old inconvenience that you could not both take land and take subjects in the same peace treaty.



Most of all however 1.5.2 was an update that looked to tweak the balance of the many new changes and additions of Menander. In particular changes have focused on:



Stability

One of the changes of the Menander update, apart from the new systems introduced such as cultural integration, or the new senate, was changing how Aggressive Expansion, Tyranny and Stability interacted with each other.

The new way of things is a quite dramatic change from how it was before and took some getting used to for many. It also became clear that it needed some more tuning, and so in 1.5.2 we decreased the impact on stability, and increased the impact of tyranny on Aggressive Expansion as well.



This also provided an opportunity to make characters in government more impactful and so ruler traits and offices now have an increased importance for those who want to keep their country stable by reducing Aggressive Expansion or Tyranny.



Integrating Cultures

One of the biggest changes to the Menander update was the new system for integrating cultures and affording rights and privileges to non-integrated cultures. This is a change that seems to have been well received but many expressed hesitation about if it was worth integrating cultures due to the severe effect this had on the state and other integrated culture happiness. To address these concerns we have added some additional ways to increase the happiness shared by your integrated cultures as you grow bigger and increase in rank while also reducing the negative impact of integration.



Bugs:

We also spent quite a bit of time replicating and fixing some bugs reported in the wake of the new update.



One specific issue that we had to spend some time tracking down was the seemingly random, but quite common, sudden death of all characters in a country after winning a civil war - it turns out this happened whenever the revolt leader was on a ship on the time of surrender (!) - something we were able to hunt down thanks to saves posted on our forums.



That was all I had for today about what we have been up to these last two weeks!



We have now begun to look forward to update 1.6, an update which we will talk more about in the future. While we can’t promise anything at this stage, we are continuing to keep an eye out for major issues or imbalances related to Menander, particularly investigating some of the issues you’ve raised with us regarding food imports and AI naval construction.



-Arheo’s bit-



@Arheo here! Something I’d wanted to mention in the last weeks, is that the dialogue between community and dev team is still very much appreciated, and I’ve been particularly impressed by the level of meaningful debate in numerous threads I’ve seen both here and elsewhere.



One topic of conversation that repeatedly occurs is one that I’d like to address here. Much is made of the ‘historical extents of the Roman Republic/Empire’ - and this is something that remains a constant thorn in the side of both balancing and gameplay. It’s a tricky enough balancing act to enable those that wish to play the titular nation of Rome and maintain a relatively historical rate of conquest, as well as those who enjoy a slower pacing of gameplay that might be more apt for other nations.



The difficulty or ease of such a feat has fluctuated a lot over the last few updates, but I believe it’s now somewhere I’m relatively happy with. Recreating the Roman Republic at its historical extents should, in my opinion, be a very difficult challenge. This is something that should require you to utilise all tools available (aside from exploits… we’re watching you
upload_2020-8-24_17-54-53.gif
). As a counter to this, it makes the concept of that ever-elusive World Conquest almost entirely unattainable. This is something I’m ok with. It will always be done, as the Three Mountains of EU4 has shown - but it’s not something I am actively intending to balance around, and I feel like it is fair to make that clear.



This said, it is a topic I’m keen to hear more on from those interested in following this up, so by all means make yourselves heard.



On an entirely different note, while some of you are understandably impatient to get your hands on more information regarding the next update coming for Imperator, you will have to wait just a little longer.



In usual fashion, however, I shall tease you by announcing two things. Firstly, while we’re working away on the season of war, it has not quite yet begun. Secondly, your next update will be termed Vitruvius, and we’ll be introducing some new faces in the coming weeks, to talk about it.



/PWN
 

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