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Development Diary #51 - Trade and Provinces Improvements, Barbarians and Heritages



Hello and welcome to another development diary for the Pompey update! This time we’ll talk about new benefits to playing tall, and also discuss changes to barbarians, slaves and much more.

Trade Changes
We have done some changes to trade that may not seem that impactful to you at a glance, but gives us more tools in making the game deeper and more flavorful.

We removed the sources of easy extra trade routes in all provinces, as it was too powerful, and was a no-brainer to always go for those, and they also made for a huge snowball of trade.
We also made trade entirely handled as a province activity, and not a city activity. While each city provides some commerce from its citizens, the income from commerce is handled at a province level, so you can see the income from a trade-route at the one place it happens.

We removed the hardcoded benefits on a trade that were going to be exported, and instead we have 2 unique modifiers increases the value of your foreign imports and your foreign exports. The economic policy for commerce is now used for whether you want to strength your benefits from exports or your benefits from imports.

Improving your Provinces
One problem we identified was the lack of options at times when playing tall, and that you had too much resources that you had no use for when you were not busy conquering. Now he have added 4 new province level abilities, that each cost 400 power of its given type, and starts a process that 2 years later will give you a permanent bonus to that province. These can then be repeated as much as you like, but you can only have one process going on in a province at the time.
  • Install Provincial Procurators - Military Power for 2% Population Output and 0.01 Monthly Province Loyalty
  • Promote Infrastructure Spending - Civic Power for +1 Building Slot.
  • Entice Business Investments - Oratory Power for +1 Import Routes
  • Make Religious Endowments - Religious Power for +3% State Religion Happiness in Province
  • There are also other ways to do these State Investments, other than spending lots of power. There are events and decisions, like country-forming, that will give you an amount of free state investments, which is then used instead of the power cost.


Also, there are three different abilities you can do in each city.
  • Move Capital - First of all, you can move your capital to that city, for a large cost of civic power cost, where it becomes cheaper to move to a bigger city, and more expensive to move to a smaller city.
  • Relocate Provincial Capital - You can change which city is the capital city of a province for 50 civic power . Province Capital will be set at start of the game, and only change otherwise if conquered by another nation.
  • Coordinate Urban Development - Pay 100 Civic Power to start a process that at the end of 2 years time, you will get +1 local civilization in that city until the end of the game. This can be repeated as much as you want, but you can’t do it more than once in a city at the same time.




Buildings have changed with the population rework mentioned earlier, and by the trade rework mentioned today.
  • Marketplaces : +10% Tax Income from City
  • Training Camp: +10% Manpower
  • Fortress: +1 Fort Level
  • Granary: +5 Population Capacity


Now some of these may make you go “what the hell?”, I like to point out that granaries just don't give +5 pop capacity in most cases.. As there are modifiers like Grain giving +10%, Adjacent to Major River +50%, Warm Climate +90% etc...

Barbarian Rework
A lot of things regarding Barbarians work similar to have they did in the original EU: Rome, and that was just not good enough anymore. In Pompey you will now see the following changes to barbarians.
  • Paid off barbarians will no longer loot your territory.
  • Barbarians that have not fought in a battle will never accept to surrender.
  • Barbarians will no longer care about “potential strength” when you negotiate with them, only about armies in the same general area.
  • Barbarians are no longer clever enough to use zone of control propagation, even if they do take a fort.
  • Barbarian have no longer any attrition in unknown provinces.
  • Barbarians reinforce twice as quick when not siegeing.
  • Barbarians will now grow in size as they take over provinces containing tribesmen.


Zone of Control Changes
There have also been two major advantages to friendly zone of control in Pompey. First of all, they now protect against all the nasty things barbarians do on your territory, but most importantly, friendly zone of control now protects against the attrition you get from bad climate. This makes is so that you don’t lose half your army because you live in a desert, nor will you take a huge hit every single winter as a German tribesman.

Slaves Distribution
We did some changes to slave distribution in Pompey, in that each time you take a city, the amount of possible cities getting slaves are far larger, and not weighted towards 50% reaching your capital. Now it will consider more provinces the bigger your nation is, and also add in ports, and not just provincial capitals, and cities where the commander has holdings etc, to get a better spread.

Heritages
One of the biggest complaints we had with the release was that nations felt the same. While we had a wide variety of countries, with different populations and governments, there needed to be a bit more of identity to them. Even if any city state on Crete would have a great number of similarities with other City states on the same island, there were also differences. This is why we are adding Heritages to the Pompey Update.

A Heritage has 2 benefits and 1 drawback, so give a sort of identity to your country. There is a dozen different generic heritages that depends on your geographical position, for instance you would get Seafaring Heritage if you start with a port, and Desert Heritage if your capital has desert terrain.

Over 20 countries will have unique Heritages in Pompey, and we will keep adding more in future patches. Some are for powers that have their glory days behind them while others are for countries that would rise to become influential in the future. As an example here are some that we have added for Egypt, Carthage, Syracuse and Athens:

Hotfix Varus 1.0.3 is now LIVE!



We have just released hotfix 1.0.3 Varus!

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- After losing, observing is no longer seen as playing an ironman game
- Disabled console in lobby
- Can now always override UI scale between 0.5 and 2.0

We would recommend that you start a new game after updating to avoid unforseen issues.

We will not be able to collect bug reports from Steam, so please report any problems you experience in our official bug report forum, or by submitting a ticket through support.paradoxplaza.com.

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Development Diary #50 - Political Changes in Patch 1.1



Hi everyone and welcome back to another development diary! This time we look into some of the political changes for the Pompey update that will be out in June.

Eligibility in Republics

Different republics will have different age-requirements for who can be elected to become ruler. Rome for example, require its rulers to be at least 35 years old.

Co-Ruler/Dual-Rulers

In the Pompey patch (v1.1), Aristocratic Republics will have Consuls & Co-Consuls. When elected, the one with highest support becomes Consul, and the one with the second highest number of votes becomes Co-Consul. This often means that they come from two different parties.

When it comes to power generation, the stats of the Consul with the highest attribute will be used, giving a nice benefit to the country.

The loyalty of those of the same party as the Co-Consul gets a positive impact if he is loyal, and negative impact if he is disloyal. We simulate the friction between the two consuls by the loyalty of the co-consul. Also, if the Co-Consul gets low loyalty, the power costs increase by up to 25%.

The Co-Consus gain popularity by the same factor as the first consul gains popularity, and the ruler popularity that other characters look at is the average of both Consuls.

Any ruling trait that a Co-Consul has will also be added to the country.

A major drawback for Aristocratic Republics is the fact that impact of ruler corruption could be doubled, as both Consuls corruption is added together for the country.



Consorts

In some types of monarchies, the consorts have some sort of supportive abilities. In such a monarchy, the consorts works like a co-ruler for how you gain power each month, ie the highest score of an attribute of the ruler and his/her consort is the one considered, so the capabilities of who you marry to your ruler is important.

Consorts also get a loyalty-hit over time, if they are not the parent of the primary heir of the current ruler, and if they become disloyal, they will increase the power-costs by up to 25%, scaled by how disloyal they are.

Government Abilities

In the Pompey patch we have added some extra abilities for each of the three government forms, where you can strengthen yourself.

Republics
Each party has a specific action connected to it, where the cost is halved if that party is in power, and also increase the populist popularity.
  • Civic Party - Pay Civic Power for cheaper building costs.
  • Military Party - Pay Military Power for more discipline .
  • Mercantile Party - Pay Oratory Power for cheaper trade routes.
  • Religious Party - Pay Religious Power for cheaper conversions.
  • Populist Party - Only if populists are in power, pay money for reduction in corruption and populist support
Monarchies
  • War Council - You can Summon a War Council once every ten years, where your important courtiers will propose different places where you should start wars, giving you claims on adjacent areas.
  • Demands Oath of Allegiance - Spend lots of oratory and religious power to increase the support for your Primary Heir over time.
  • Hold Games - Spends money of both the country and the ruler to increase his or her popularity.
  • Patronize the Arts - Spend Civic Power to gain Primary Culture Happiness and Civilization Increase over time.
Tribes
  • War Council - Same as for monarchies
  • Assemble Raiding Parties - Spend Oratory and Military Power to get a boost in Enslavement Efficiency.
  • Encourage Tribal Migration - Makes you lose 5 tribesmen pops, for a tick down in centralization.

(And there is more new things for tribes, mentioned in a later development diary.)



Power Base & Civil Wars

In Pompey each character in your realm can have a potential power base. This is both an abstract gauge of how influential they are in a country as well as a meter for how many troops they could raise in a civil war. The total power base in a country will range up to around 300 and it is scaled within that country.

Power base is primarily derived from:

  • Loyal Troops
  • Owned Holdings
  • Titles
  • How much of the country’s population that is ruled by a character who is a Governor or ruler.
  • Ruler Popularity (for the ruler)
  • Character Wealth
It can also be modified by interactions, events and other script content...

For purposes of Civil Wars the game will no longer count Loyal Cohorts but instead the Power Base of all disloyal characters.



The threshold for civil war is 33%, with positive stability increasing it, and negative decreasing it.

Character Interactions

We will go deeper in a later developer diary about the new abilities we will be adding, we can now mention that we are rebalancing the costs quite heavily for them, removing the power costs, and using the new abilities to impact Aggressive Expansion, Tyranny or Stability from it. Recruiting a character from another nation wlll increase your AE, while bribing will be done with the rulers own personal money.



Next week we’ll talk about playing tall, changes to barbarians, trade & slave distribution, while going into more detail about heritages.



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