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Penry last won the day on October 9 2018

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  1. I looked after the first twitch session but it wasn't posted and I presumed they weren't going to share the video post event. Good to see them up now. I'll have a look at them tonight!
  2. It's on while I'm at work. Hopefully they'll pop it on YouTube.....
  3. Will be good to see the engine in action and some real gameplay footage!
  4. Hispania - DD#30 Hispania: As we move on to Hispania we are approaching another region for which there is less information available in the kind of detail that we have gotten used to in the wider Hellenistic world. While there is indeed a lot of information about tribes in Hispania at our start date, it is not nearly as detailed as that of the wider Greek and Roman spheres. Because of this some of the countries described below will be dealt with in groups. In 450 AUC, or if you like 304 BCE, Hispania is a land populated by a disparate constellation of Tribal Kingdoms. Many consider themselves part of a larger tribal identity, such as the Caelici or the Lusitani, but they are not by any means a united people, or even a federation. To properly show this we have chosen to include many of the small tribal kingdoms that made up these larger groups, rather than have them anachronistically united. Should any one of the tribes rise to unite its kin it can form a larger tribal federation country. So a successful Arevacia for instance would form the Celtiberian confederation. To the Romans and Carthaginians, Hispania was a very rich region. It produces large quantities of valuable trade goods such as metals and olives, wine and grain. As they grew Carthage and Rome would soon both desire the peninsula, and make it one of the richest parts of their respective empires. In Imperator, Hispania is divided into five regions for administrative purposes: Baetica, Contestania, Tarraconensis, Gallaecia and Lusitania. These are based on historical divisions of the peninsula but also serve the gameplay purpose of governorships. As far as possible I will make use of these to structure the go through of the map, only breaking that format to keep together tribal federations. Baetica: The southernmost part of Hispania is Baetica. This region is a great source of mineral wealth (with everything from Iron and Base Metals to the bountiful precious metal mines of the Sierra Nevada mountains) but it is also a rich agricultural region. It would grow to be one of the greatest sources of Olive Oil, wine and fish (especially the fish sauce Garum, which was a staple of the Mediterranean diet) in this part of the world. In 450 AUC Baetica is culturally Iberian and home to some of the stronger and more united tribes in Hispania. The Turdetani in particular is one of the stronger powers in Hispania at this point in time, often acting to attempt to block the influence of the Phoenician and Greek colonies on the coastline. As the leader of the Phoenician trading cities in the Western Mediterranean Carthage also has a considerable presence in this region, in particular in the form of the two cities of Malaca and Carteia and their respective hinterlands. It was in Baetica, and later on the eastern Spanish coast, that Carthage would expand the most up until its final showdown with Rome in the Punic wars. Starting Countries: Turdetania: Strong tribal kingdom in the central part of souther Hispania. As the major power in the region they are frequently at odds with their Greek and Phoenician neighbors as well as other tribes such as the Turduli. Turdetania starts independent and unaligned. Tartessia: Tribal offshot of Turdetania occupying the region that was once part of the ancient kingdom of Tartessos. While Tartessos is long gone it has left its mark in the form of a distinctly different cultural influence in this area. Tartessia starts independent and unaligned. Menesthei: Greek city state just south of Lacus Ligustinus at the estuary of the Guadalquivir river. Menesthei was home to a local oracle of some renown and apart from Greeks it is also home to a significant Phoenician community. Menesthei starts in a defensive league with Gadir. Gadir: Ancient Phoenician trade city in Southern Spain. Many hundreds of years older than Carthage itself Gadir remains its own actor and is not directly tied to the great African city. Gadir starts in a defensive league with Menesthei. Turdulia: Turdulian Tribal kingdom north of Turdetania and at the southern border of the celtiberian tribal region, based around the city of Iporca. The tribe is separated from other Turduli tribes in Lusitania by the Celtici to its west. Turdulia starts independent and unaligned. Cynetia: Iberian Tribal kingdom on the southwestern tip of Hispania. Small and under pressure from the expanding Celt-Iberian tribes to the north, Cynetia often sought outside protection from powers like Carthage and Rome. Cynetia starts independent and unaligned. Eburania: Small tribal kingdom north of the Carthaginian controlled coastline. Eburania starts independent and unaligned. Oretania: Strong Iberian tribal kingdom in the Sierra Morena mountains with ample access to Precious Metals and Base Metals. While weaker than the Turdetani, Oretania would remain independent up until Roman conquest and exerts authority over some nearby tribes. The Oretani starts independent and unaligned. Garmania: Small tribal kingdom north of Oretania in a mixed region of Iberians and Celtiberians (Romans would later speculate that they were also related to Germanians far from Iberia). Garmania starts as a Tributary of Oretania. Mentasania: Small tribal kingdom north of Oretania with many characteristics similar to Garmania. Mentasania starts as a tributary of Oretania. Contestania North of Baetica lies a region that would historically soon come to be called Carthaginian Hispania. With New Carthage/Carthago Nova as its main city, as well as the economic and political center. In 304 BCE however there is little direct Carthaginian influence over this region and the future site of the great Carthaginian city is controlled by Iberian tribes. Split between Iberian and Celtiberian tribal kingdoms this is a region with considerable economic wealth, if it can be properly consolidated and developed. Together with Tarraconensis this region is home to two of the more important tribal groups in the peninsula, the Celtiberi and the Carpetani, and for simplicity's sake we will describe both groups in their entirety here rather than split them between sections. Starting Countries: Bastetania: Ancient Iberian Tribal Kingdom that has been much diminished by the expansion of the Phoenician colony around Malaca. Bastetania starts the game independent and unaligned. Mastia: Iberian city state near modern Cartagena, formerly in league with Tartessos. While the region under Mastian control is small it includes some of the richest and most accessible Gold Fields in Hispania. In time this area would come under Carthaginian influence and be the site of the flourishing city of New Carthage, the main port of Hispania. Mastia starts independent and unaligned. Contestania: Perhaps the strongest tribal kingdom in a very divided region, Contestania is a medium sized Iberian state with some influence beyond its borders. At starts it is independent and unaligned. Deitania: Tribal offshoot of Contestani. Deitania starts as a tributary of Contestania. Hemeroskopeion: Greek city state on the eastern coastline founded by Massalian settlers. Hemeroskopeion starts in a defensive league with Massilia and Emporion to its north. Edetania: Iberian Tribe in the eastern Hispanian inland. Edetania starts independent and unaligned. Saguntum: Iberian tribal city state with its hinterland. Would in time grow to a thriving trade power in the region and attract attention from Rome and Carthage. Eventually the allegiance of Saguntum would become the trigger for the second Punic war. At our start Saguntum is independent and unaligned. Lobetania: Small tribal kingdom pressed south by the Celtic Bellia tribe. Lobetania starts independent and unaligned. Carpetani Tribes: In 304 BCE the Carpetani is a tribal identity but not a united federation. There are a number of tribal Carpetani kingdom that could come to form a united Carpetanian Tribal Federation if they can unite their home area by either conquest or voluntary submission. Not a lot is known of each tribal kingdom but they would in time come into conflict with Carthage (and also supplied Carthage with mercenaries). The main city of the region, Toletum, would grow to be a major urban settlement under Roman rule. The following Carpetanian Tribal kingdoms all start independent and unaligned: Solicia Duitiquia Tirtaliquia Aelariquia Moeniccia Duniquia Celtiberi States: Not strictly limited to in game Contestania the Celtiberi tribes can be found in the eastern inland plain of Hispania, and they are in many ways one of the more dominant groups in 304 BCE Hispania. Later Roman and Carthaginian expansion would in time marginalize the Celtiberi but not before they united in a Celtiberian confederation (and like the Carpetani the Celtiberian states will also be able to do this). Arevacia: Strongest and reputedly most warlike of the Celtiberian Tribal Kingdoms. Would in time come to unite the area and form the Celtiberian federation. Starts independent and unaligned. Olcadia: Middle sized tribal kingdom between Arevacia and Boletia. Controls the mines of Segobriga, which in time would become the main source of Lapis Specularis in the mediterranean. A transparent stone wanted for, among other things, windowmaking. Olcadia starts independent and unaligned. Boletia: Middle sized tribal kingdom bordering the Iberian states on the coastline. Would often get provoke conflict with their neighbors and at times allied Carthage. Participated on the Carthaginian side in the second Punic War. Boletia starts independent and unaligned. Bellia, Lusonia, and Tithia: Small tribal kingdoms in Celtiberia of which we know very little. They all start independent and unaligned. Tarraconensis Named after Tarraco on the northeastern coastline of the peninsula Hispania Tarraconensis is the entire north eastern part of Iberia in Imperator, encompassing the Ebro river valley, the Pyrenees and their surroundings. Right at the border of Gaul and Iberia this is a varied region with Iberian, Celtiberian and Greek settlements in the east and south, as well as Celtic Aquitanian states in the west. Starting Countries: Emporion: Largest and most influential Greek settlement in Spain. Emporion is a Plutocratic Republic that has acted as the main entrepot for Trade between southern Spain, Massilia in Gaul, Greek Italy and Greece. While its power is small compared to the military might of its nearby competitor, Carthage, it has maintained its independence in cooperation with nearby Iberian tribes. Emporion starts in a defensive league with Massilia and Hemeroskopeion as well as an alliance with Indiketia. Indiketia: Iberian Tribal Kingdom and patron of the nearby Greek state of Emporion. At start Indiketia is allied with Emporion. Cessetania: Iberian tribal kingdom just south of Emporion and Indiketia. The main city of the Cessetani, Tarracona, would under Roman rule grow to be the most important city in the region. Ilercavonia: Iberian tribe on the western coastline of Hispania by the Ebro estuary. Ilercavonia starts independent and unaligned. Sedetania: Iberian inland Tribal kingdom west of Ilercavonia. Sedetania starts independent and unaligned. Ausetania: Small tribal kingdom between the Pyrenees and Cessetania. Would swap allegiance between Rome and Carthage during the punic wars. Ilergetia: Relatively strong and economically prosperous Iberian Tribal Kingdom between the central Pyrenees and the Ebro river. Ilergetia starts independent and unaligned. Vasconia: Tribal Kingdom in the plain south of the western Pyrenees. Neighboring Ilergetia and Vardulia. The Vascones are often thought to be the ancestors of the modern Basque. Vasconia starts independent and unaligned. Vardulia: Tribal Kingdom on the western tip of the Pyrenees, west of the Vasconians, in what is today the Basque country. Vardulia starts independent and unaligned. Caristia: Small Aquitanian Tribal kingdom west of Vardulia. Starts independent and unaligned. Autrigonia: Celtic tribe that arrived in this region in the last century. Originally settled to the south of where they now are they have been driven from their old capital in Autraca by the Turmodigia. Gallaecia: In the far north, towards the atlantic coastline, lies the region of Gallaecia. A hilly and somewhat isolated, yet heavily fortified, region. Gallaecia is home to a great number of tribal kingdoms, from Cantabrians in the east to the Callaecians in the west, and would be one of the last parts of the peninsula to be conquered by Roman troops. Precious Metal and Iron can both be found here in great quantities. Starting Countries: Vaccaeia: Mid sized Tribal kingdom in Central Hispania, bordering Arevacia. Having arrived at the same time as many of the Celtiberi tribes the Vaccaei were often actively involved in Celtiberian politics. Vaccaeia starts independent and unaligned. Turmodigia: Small tribal kingdom between Vaccaeia and Autrigonia. The former has recently helped them gain independence from the latter, securing more Autrigonian territory in the process. Land that the Autrigones likely want back. Turmodigia starts independent and unaligned. Callaecian Tribes: Occupying the entire north western portion of the Peninsula the Callaecian or Gallaecian landscape is dotted with small hillforts belonging to many small independent tribal kingdoms. With no written sources from the region at the time of the start of our period, it is nonetheless likely that these operated almost as small city states. Should one tribe manage to subdue or conquer the entire region they will be able to form a very powerful Callaecian federation, consisting of all of the below states. At the start of the game all of the following Callaecian Tribal Kingdoms start independent and unaligned: Coporia Gravia Interamicia Leunia Neria Seurria Silenia Tamagania Varrinia Orgenomescia Caladunia Bracaria Baniensia Baedia Arronia Albionia Aebocosia Asturian Tribes: Like with many of the other tribes of northern Hispania we know most about the Astures from their reputation as mercenaries. Their homeland is not the richest part of the peninsula but it did prove quite hard to conquer for the Romans when they eventually tried to pacify the region. In 304 BCE the Astures are split among a great number of tribal kingdoms, who will all be able to unite into a Tribal Asturian federation through subjugating or conquering their kin. At the start of the game all the following Asturian Tribal Kingdoms are independent and unaligned: Amacia Beduniensia Gigurria Lanciensia Lugonia Paesicia Selinia Superatia Tiburia Zoelia Cantabrian Tribes: Just east of the Asturians, the Cantabrian tribes occupy the mountainous region towards the Atlantic coastline. Their region is rich in iron, base metals and silver. The Cantabri themselves were renowned for their military prowess and expertise, and would often serve as mercenaries in distant wars. When Rome was to eventually conquer the region, just around the end of the period covered by this game, it was only able to do so at considerable cost. In 304 BCE however the Cantabri tribes are quarreling and disunited. At start, all of the following Cantabrian Tribal Kingdoms are relatively small, independent and unaligned: Avariginia Coniscia Concania Blendia Morecania Tamaricia Vadinia Lusitania: Divided between Turduli, Celtici and Lusitanian tribes the region of Lusitania is as of yet free from direct foreign influence from Carthaginians, or Greeks. The region is perhaps not as endowed with agricultural and mining resources (though there are precious metal mines here as well) as Baetica to the south but still represents considerable wealth and power to anyone who can unify it. Starting Countries: Oppidania: Offshot from the Turduli people also found in Baetica. The Oppidani occupy much of the coastline of modern Portugal, but they have few friends in a region almost entirely dominated by Lusitanian tribes. Oppidania starts independent and unaligned. Celticia: Celtiberian tribe north of Turdulia, most likely related to the celtiberi to the north. Would historically come to submit to the Carthaginians when they began to expand their influence over southern Hispania. Celticia starts independent and unaligned. Sefia: Celtician Tribal Kingdom south of Oppidania and north of Cynetia. Starts independent and unaligned. Cempsia: Another Celtician Tribal Kingdom, closely related to Sefia. Starts independent and unaligned. Bardulia: Triba Turdulil kingdom surrounding by bigger neighbors. With Tartessia to the south, Turdulia to the east and Celticia to the north the Barduli are going to need to find friends quickly. Barduli starts independent and unaligned. Lusitanian Tribes: Tribal continuum between the Douro and Tagus rivers. While the Lusitanian tribes were far from united in 304 BCE they historically managed to band together to go on the offensive against Carthage and later Rome. Like other tribes described any of the Lusitani countries can form a greater Lusitanian federation if it subdues or conquers all the other tribes. The following countries are all independent Tribal Kingdoms, and unaligned: Paesuria Elbocoria Tapolia Igaedetania Lancientia Aravia Taluria Vettonian Tribes: In the center of the Iberian plain the Vettonian tribes have settled in the past century (their origin is not entirely clear). In their near area the Vettones were often allies of the Lusitani against greater common threats such as the Carthaginians. If any Vettonian tribe unites the region by force or diplomacy they can form the larger Vettonian Federation. The following Vettonian countries are all unaligned, independent tribal kingdoms at the start of the game: Bletonisia Caluria Coerensia Calontiensia
  5. Trade, Diplomacy and The British Isles - DD#29 Trade Trade is a subject that is integral to this era in many ways. Flow of goods and people over the Mediterranean is the primary reason it was natural for an empire to form around it. This is how this sea could ever conceivably become Mare Nostrum, or “our sea”, to the Romans. In Imperator Trade is not limited to something you conduct to make money, it also ties into the other systems in the game. So before I move on to the things we have adjusted with this system I will reiterate what we have touched upon in previous diaries about Trade in Imperator. I will also be using Grain as an example: Each city produces one type of Trade Good for your province. -For instance Grain. Having a Trade Good present in a province gives a modifier in that entire province. -Grain gives +0.10% Population Growth. Each of your provinces has a certain number of routes it can use to import goods, and each route can be used to bring in one Trade Good. Having a surplus of a Trade Good in a province gives a small modifier, but one that stacks for each extra unit of surplus. -For each surplus of Grain the Province gets +0.05% Population Growth. Trade Routes can be used to import Trade Goods either making them present in provinces where they are not produced, or to increase the surplus of them, adding to the stacking modifier in the province. -The more Grain you bring in the more Population growth your Province will get. Exporting a Trade Good from a province also requires a surplus in that province. Generating a surplus without importing requires can be done either if your province has more than once city producing the same Trade Good, or if it has 15 slaves in one of its cities. Each group of 15 Slaves will increase the Output of a Trade Good by 1. Surplus of a Trade Good in your capital province gives a national bonus. Capitals have more import routes than other provinces, most notably they gain more from the rank of your country. -Grain gives +10% National Manpower when in surplus in capital. Trade Good bonuses are dependent on the type of Good and they come in a wide variety. This allows you to tailor your provinces, and even more so your country, to your needs and desires by controlling what you produce and where you ship it. Last but not least each active Trade Route creates Commerce Income in your province, which may add up to quite a bit of money if you have many active routes. We have divided our Trade Goods into functional categories to reflect their effects: Strategic Goods such as Wood, Iron or Elephants, are required to be present in a province in order to recruit certain types of units there. Military Goods are those that impact the performance of your Armies. Growth Goods, such as Grain, are Trade Goods that increase Population Growth (and since population size reduces population growth these goods may also be required to maintain population without starvation in very populous regions). Population Goods are Trade Goods that will increase the happiness of your pops, making them more productive and less likely to revolt. Economy & Technology, the last category, provides a variety of bonuses to technology, buildings, tax, commerce, loyalty or civilization level. By mixing and matching which Trade Goods you import, you can decide what kind of country you want to build. By importing Strategic and Military goods you could build stronger and cheaper armies. A mix of Growth and Population Goods would allow you to build a stronger internal economy, with more productive and prosperous population. Technology boosting goods for greater scientific leaps. And of course any mix of the above. Some things might not be as obvious, a country that conducts a lot of expansion may well see the need to focus on the Population Goods such as Wine, Olives and Precious Metals, to keep the recently conquered foreign populations happy. Diplomatic Range The Mediterranean world was in some ways very interconnected, but travel time, reputation and maintaining diplomats for long distance diplomacy for a small country would not have been easy. In order to conduct most Diplomatic Interactions except for declaring war, military access, and suing for peace, will be limited by your Diplomatic Range. In order to determine if you are within diplomatic range of another country, your maximum diplomatic range will be compared to the distance between your capital and theirs. The Maximum Range is modified primarily by how high your Rank is, but it is also modified by inventions. An overlord and a subject will always be considered to be within Diplomatic Range of each other. Powerful and advanced countries will thus be able to perform far reaching diplomacy, while smaller states will be more limited to their immediate area. Exports: We only touched briefly on export in the previous diary on trade, and what we did mention has changed. There are no longer any general Trade Access treaties. Rather than making you sign one deal to get access to all the Trade Goods of a country you will now be able to ask any country within diplomatic range to be allowed to import something they have a surplus of. Likewise other countries will be approaching you for the right to import your Trade Goods. So why would you agree to export something when there are so many nice benefits from stacking things inside your own country? To start with there is an economic incentive. The amount of Commerce from international trade is much higher than that from internal trade routes. Meaning that exporting can net you much higher income, especially if you do it from somewhere with good modifiers to commerce (such as a province with many high happiness Citizens and Markets). Secondly there is a fourth modifier to be had for exporting a Trade Good. For Grain, our old example above, this would be +5% National Manpower. Taken together this means that export is sometimes quite a bit more lucrative than using your own import routes to move Trade Goods around within your own country, though there will of course still be situations where you may prefer not to export a Trade Good that would benefit a neighbor more than you are comfortable with. The British Isles Southern Britannia As we move on into territory that is further from the Mediterranean we are now approaching lands of which we know far less. The British isles were by no means unknown to the ancient world, most recently the islands were supposedly visited by Pytheas of Massilia. Of Pythias works however very little remains, and we only know them from what others have written about them. So for most cases we have had to extrapolate what information we do have backwards. What we do now, from written sources as well as archaeology, is that the British isles were undergoing a period of growth and wealth. Rich in iron, base metals and even gold, these islands were also good agricultural land and are described as exporting grain and cattle. Southern Britain would also have been in somewhat close contact with Gaul to the south, commercially as well as politically, and would in time come to receive increasing numbers of Gallic and Belgic tribesmen. Starting Countries: Icenia: Middle size Tribal Kingdom in what would much later be known as Norfolk. Would historically ally with the Romans in their invasion after our timeline. Icenia starts independent and unaligned. Trinovantia: Another middle sized Tribal Kingdom, between Icenia and the Thames. Their prosperous capital Camulodunum has been suggested as a possible site for the legendary Camelot, at our start it was still an insignificant village. Trinovantia starts the game independent and unaligned. Cantiacia: Tribal Kingdom stretching from the Thames to the English Channel. Described by Caesar as a maritime oriented kingdom, with close ties to the Gallic states to the south. Cantiacia starts independent and unaligned. Durotriga: Small Tribal Kingdom of settled agriculturalists on the southern coast of the island. Durotriga starts independent and unaligned. Dumnonia: Tribal kingdom in modern Devon and Cornwall, with an economy based on fishing and tin mining. Tin was so bountiful that it found its way from this region far south, helped by Phoenician merchants from Gadez in southern hispania. Dumnonia starts independent and unaligned. Ordovicia: Tribal Kingdom in the fortified hills of northern Wales. Ordovicia starts independent and unaligned. Demetia: Small Tribal Kingdom in western Wales, etymologically close to the later name Dyfed. Demetia starts independent and unaligned. Deceanglia: Small Tribal Kingdom in northern Wales, a region that would become known for its precious metal mines during Roman Rule. Deceanglia starts independent and unaligned. Siluria: Warlike tribal kingdom in southern Wales. Known later for their resistance to Roman occupation. Siluria starts independent and unaligned. Dubonnia: Large Tribal Kingdom in modern Western England. The Dubonni economy and society is based on agriculture and like many other societies in the British isles and elsewhere guarded their people with hill forts. Dubonnia starts independent and unaligned. Cornovia: Tribal kingdom in the northern midlands, north of Dubonnia. Starts independent and unaligned. Northern Britannia, Caledonia and Hibernia As in Southern Britannia there are scant sources for this region. The north was only partially subdued by Rome and so we have even less to go on here in some ways. The southern part of this region is home to the strongest of the Pretani states, while the far north of Caledonia has a number of resilient Pictish kingdoms, in between some unowned (but populated) stretches of land. As in the south the region had seen the rise of societies around strong hill forts, and is home to a number of growing cities in the Lowlands and Northern England. Starting Countries: Brigantia: Largest Tribal Kingdom in Britain, and at the start also the strongest. Controls all land between the Irish and North Seas. Would remain a substantial power long after Roman conquest. At start Brigantia is independent and unaligned. Parisia: Small tribal kingdom in modern west Yorkshire, part of the Arras culture. Would in time come under considerable influence from Belgic tribesmen who migrated into this region. Parisia starts independent and unaligned. Carvetia: Tribal kingdom to the north of Brigantia, and likely closely related to them. Starts independent and unaligned. Votadinia: Pictish Tribal kingdom in what would become the northern end of Roman Britain, today Southern Scotland and Northern England. Votadinia starts independent and unaligned. Damnonia: Pictish Tribal Kingdom in in the western lowlands. Very little is known of this tribe, which is only attested in Ptolemy’s Geography. Damnonia starts independent and unaligned. Taexalia: Pictish Tribal Kingdom in the highlands. Starts independent and unaligned. Caledonia: Pictish Tribal Kingdom representing the tribes of the northern highlands. Starts isolated, independent and unaligned, at the northern tip of the island. Ulatia: Hibernian Tribal kingdom in Northern Ireland, representing the tribes around the royal center at Navan Fort. Starts independent and unaligned.
  6. Combat Mechanics - DD#28 Battles & Deployment In the period covered by Imperator, battles were in many ways quite different from periods we cover in our other games. The battle system of its predecessor, Europa Universalis: Rome, did have a unique touch to it with its unit types and their various strengths and weaknesses, but was otherwise more similar to the battle system of the Europa Universalis Games. In Imperator we have revamped combat in a number of ways to behave more like you would expect from the era, while also giving you greater control over how battles are fought. First I’d like to refresh some things we have already gone through. Like in EU: Rome battles are fought in phases were a unit will attempt to damage the unit in front of it. If there is no unit immediately facing your unit it can try to damage a unit diagonally adjacent to it. The maneuver rating of each unit type determines how far away it can target a unit on the opposite side (for an overview of unit types see this former diary). How much damage each unit can deal is dependent on its strength towards the unit it faces. As an example a unit of heavy infantry will deal more damage to light infantry. Modifiers from Military Traditions and Unit Abilities can further strengthen certain units overall, or in certain terrains, as can well chosen Battle Tactics. Now for the new stuff Unlike in its predecessor, there is no second row from which units can deal damage in Imperator:Rome. Instead there is a Primary Frontline and a Secondary Frontline. The First Frontline will enter battle first, damaging the opposing side until its morale breaks or it suffers enough damage to be eliminated. The Secondary Frontline will then begin to move forward to become the new front. On the sides the units designated as Flank units will be deployed, these will first fight and kill the opposing flank, and then start targeting the center if they can (decided by their maneuver value as described above). In the army interface you will be able to select which unit type you want to be prioritized for First Frontline, Second Frontline and Flank. The preselected choices will depend on your Military Traditions but they can be changed freely by the player or the AI for each army. The size of the flank can also be set, either 2 cohorts, 5 cohorts or 10 cohorts. Additionally some unit types are now scripted to be able to deal or take more morale damage or more physical damage, making them more or less suited for each role. In most cases this means that you might see a first skirmish phase where your Primary Frontline of Archers or Light Infantry try to do as much damage as possible to the other side before their morale breaks and they retreat. They are then followed by the units of the Second Frontline, potentially composed of heavier units such as Heavy Infantry or/and Elephants. In an ideal world you might want to deploy something like Horse Archers on the Flanks, with a high maneuver value that would allow them to deal damage far into the center once they have defeated the opposing flank, but you might also go for something specifically to prioritize countering the opposing flank. Since the choice is free you can to put any type of unit in each of these roles. If you are playing a country with specific bonuses to certain unit types from military traditions, that might change which unit you want to be in which position. If you just want to try something unexpected that is also possible. When you do not have enough of your preferred unit type for a role the game will fill out with units in order of how high their build cost are. Apart from being strong against other unit types some units also have modifiers to how much morale damage they take, or deal. Archers take 25% more morale damage for instance, and Heavy Infantry deals more damage to unit strength of the opposing unit. Battle Indicator Like in Europa Universalis or Crusader Kings, Imperator will show an indicator on the map when a battle is expected to occur in a location where two armies are headed. In Imperator we have added information to this indicator to give a quick view of some of the more relevant combat data of this expected battle. The indicator will change appearance depending on how likely a victory is, and its tooltip will summarize why it predicts a certain result. Now there are many factors that influence the outcome of a battle, and together with the random elements that can skew a battle result this means that the indication might not always be entirely correct. But it will allow you to quickly gauge your chances of success, and show some of the factors that you would otherwise have to look around in the interface for. Attrition: A constant factor in warfare in this era and up until this day is the non-combat related losses in a conflict. Armies moving through hostile territory, or just areas unable to support them in general, will often suffer as many, often more, than ones directly involved in combat. As in other Grand Strategy Games such as Crusader Kings and Europa Universalis locations in Imperator will have a supply limit (shown as a value next to the cauldron in the screenshot above), which is the size of army that the land can support without suffering attrition. Weather and hostile terrain can also directly increase attrition of present armies. An army in a desert city will always suffer 1% attrition from it, as will armies in locations with harsh winter. Base Attrition is shown by the Skull in the province interface above. Together with the mountain passes, roads and other features of the map this means that you will have to pay closer attention to the map when on campaign. Minimum attrition means that an unsafe route might be more punishing than what you are used to. The automatic path-finding will prefer shorter movement times and low attrition when possible, but at times you might want to cross that desert to reach the battlefield you want.
  7. Any chance someone technically minded can increase the efficiency of our account making anti bot systems. I've nuked a handful in the last couple of days, but we never used to have this problem.
  8. Nuked from orbit!
  9. Pops, colonization, The Levant and Levantine & Arabic Traditions - DD#27 Pops: As you may recall from previous diaries Pops in Imperator are the base units we use to represent population. Each pop will have its own type, its own culture and its own religion. How they feel about the country that rules them will largely depend on both local conditions and on how closely their culture and religion aligns with your country. As an example of the former is that certain pop types will be happier if they have access to certain trade goods in their province. An example of a more national level factor that impacts population happiness is their culture and religion. Pops that share your own religion and culture will generally be easier to manage than those of others. Though this may of course be modified by many things such as ideas and laws. Pops exist throughout the cities of all countries on the map and in some regions there might be quite mixed population. Carthaginian Sicily for instance has a large Carthaginian upper class, while the Freemen, Slaves and Tribesmen are generally more mixed with local Siculian and Siceliote (Greek) culture. Pop Movement: Pops can move between cities as a result of scripted content such as events (examples can be natural disasters, tribal groups feuding and migrations) as well as when a city falls and some of its population is enslaved. But the era of Imperator is one where the government intervened quite a bit in population movement. With Hellenistic kings founding great cities in their own name such as Seleucia Magna, Antiochea, Lysimachea, or Ptolemais. The standard way to operate in many of these cases was to force the local population of nearby cities to move into one designated newly prepared location. Some would also be brought in from further afar, not in the least the Romans themselves, founding colonies, first in Italy and later all over their growing empire. Much like the kings of the era, most of the time if you want a certain pop to be transferred to a specific place within your empire you will need to move it yourself. A pop can be moved from one city to either an adjacent city, one adjacent across a seazone, or any other owned city in the same province for a power cost of 20 Civic Power. Slaves are cheaper than other pops to move, and only cost 5 Civic Power to transfer. Since the number of slaves in a city also decides if it can produce more than one surplus of its Trade Good this means that you can more easily set up production centers for certain goods, whereas you will have to pay more power if you want to build a Metropolis in a way away. Civilization Value As mentioned in an earlier development diary Civilization Value is a rating that exists in all locations on the map, and it represents the level of infrastructure and urbanisation in that location. As mentioned briefly in an earlier development diary this is a big factor for pop happiness. Tribesmen will be happier in cities with low Civilization value whereas more stratified pop types such as Freemen and especially Citizens prefer locations with high Civilization value. Your country also has a national Civilization Value of its own (mainly increased by government type and technology) - all owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your nation. Colonization of Uncolonized Land From the interior of Sardinia to central Germany and Ireland, there is a lot of land that is uncolonized and seemingly empty on the political view. As long as you have an adjacent city of at least 10 pops you can send one of these pops into an uncolonized location and this pop will claim it for their home country at the same cost as the one you pay for moving pops inside your own lands. This will turn the uncolonized location to a city under your control, but it will not change the culture, religion or type of any of the pre-existing pops. If you are a country with a high civilization level the local Civilization rating will now start to climb towards your country value. Making it more suitable for your freemen and citizens, but most likely making the original population of tribesmen quite unhappy (potential ways to counter this is to spend power to convert them to another type or adopt the governor policy for Civilization Effort which changes the type of your tribesmen over time). There are also other ways to resettle people, or to colonize new land. For instance using your army to create military colonies or tribal migrations. But that is something we will get into in greater detail in later Development Diaries. Northern Syria In 304 BCE Syria, much like Anatolia, was in the hands of Antigonus, represented by Phrygia in Imperator. Syria was a quite fertile and well populated region, one of the central Hellenistic regions Syri has a considerable Greek minority population after the campaigns and projects of Alexander the Great as well as the Successors that came after him. At our start date Antigonus himself would have been in his namesake capital, the growing city of Antigonea, preparing for new Pan-Hellenic games, that he hoped would help to impress on the world the importance of his new dynasty and capital. After the fall of Mesopotamia and Persia to Seleucus this capital is now much closer to the border with the Seleucid Empire than perhaps had originally been envisioned (and indeed in real life the city would eventually fall to the Seleucids and fall from glory, though the later Seleucid metropolis Antiochia would be founded close by). Less concerned with the freedom of Non-Greek cities this region is not home to any subject city leagues like Anatolia and Greece. But a number of old states that once capitulated to Alexander remain and retain some level of autonomy in Phoenicia and northern Syria. Starting Countries: Commagene: Small local tributary of Phrygia in the upper Mesopotamian region. Conquered long ago by Alexander Commagene is not central enough to warrant direct control by the its bigger overlord. In time this would be the site of the later kingdom of Commagene Bambyce: Small state based around the cult of the Canaanite deity Atargatis. The state predates Macedonian conquest but has sworn fealty first to Alexander and then to his successors. The Theocratic Monarchy is ruled by the hereditary High Priests of Bambyce. Phoenicia & Upper Syria While Phoenician merchants are still a significant force in the mediterranean, especially in and around Carthage, Phoenicia itself has been under foreign rule for a long time in 304 BCE. The great forests of Lebanon remain a prime source of wood for ships however and has been the goal for Egyptian expansion plans more than once for the largely wood-deprived kingdom. A number of small Phoenician city kingdoms remain here since days past, having sworn fealty first to the Achaemenids and later to Alexander and then Antigonus. The fortified city of Tyre itself, associated with the production of the fabled Tyrian Purple, remains under the direct administration of Phrygian army, and has been the site of many famous sieges in the years past. This is also the region in which the huge Antigonid fleet of Demetrius was built before it set out to invade Greece and destroy the Ptolemaic navy off the coast of Cyprus. Starting Countries: Arados: Small Phoenician city kingdom under Antigonid protection. At the start of the game Arados is a tributary of Phrygia. Byblos: Ancient Phoenician city kingdom on the coast below the Lebanese Mountains. Byblos has been populated for thousands of years but is by now, like the other kingdoms but a satelite of the greater Antigonid realm. At the start of the game Byblos is a tributary of Phrygia. Sidon: Historically one of the most important Phoenician city states, Sidon is now just one of a few remaining kingdoms on the Lebanese coastline. Awarded great autonomy Sidon would come to embrace hellenistic culture. At the start of the game Sidon is a tributary of Phrygia. Judea & Nabatea The Southern Levant is on the doorstep of Egypt and has come to be the site of repeated conflict between the Ptolemids there and the other successors but it has not generally been the price fought over. The current Antigonid control of the region has left much of the inland in the hands of the High Priests of Judea and Samaria, contenting itself with the control of major ports and fortifications along the coastline. Before earning the nickname the besieger Demetrius fought his first battle in this region, just outside the Hellenistic trade port of Gaza. A scathing defeat that did not speak well of his future prospects as one among the other Diadochi. While left alone politically the Jewish states were not unaffected by the influence of the Hellenistic states. Even here Hellenistic influence has penetrated the cultural and religious world of Judea and Samaria, something that would in time lead to theological as well as political conflict. Starting countries: Samaria: Small hebrew Theocratic Kingdom. Ruled by the hereditary high priests of Shekhem and paying tribute to the Antigonid Empire. Samaria also has a growing minority of Greek origin but as of yet is mostly left to their own devices. This may well change if the borders of the great successor empires should stabilize in the future however. At start Samaria is a Tributary of Phrygia. Judea: Judea is ruled by hereditary high priests, at the start of the game this is Simon the first. By some identified as the legendary Simon the Just. Much like Samaria to its north the only direct influence of the successor kingdoms on Judea at the start of the game is cultural rather than political. The Antigonids are happy to leave the local High Priests in charge in exchange for regular tribute. At the start of the game Judea is a Tributary of Phrygia. Nabatea: Small Arabic Trading kingdom, controls most of the lands between Judea and the Red Sea, and lives to a large degree on the Frankincense trade between Arabia and the Mediterranean. At the start of the game Nabatea is independent and unaligned. All of the above states (along with any other Arabic, Native Egyptian and Levantine powers) will have access to the Levantine & Arabic Military Traditions: Levantine and Arabian Traditions The Levantine and Arabian Traditions will allow the countries that have them to excel at desert warfare but also gives a few significant bonuses to Phoenician and Arabian navies in tribute to Phoenician and Arabian sailors. Since this is a region with significant Hellenistic influence you can also to some extent embrace the martial ideals of the Hellenic Kingdoms. Starting Tradition - Pathfinders: Land Unit Attrition -15% “Arabian Path” Desert Sands: Hostile Attrition +0.50 Merchant Coast: Trireme Cost -50% Beasts of Burden: Camel Offense +15% Ships of the Desert: Camel, Light Cavalry and Heavy Cavalry Desert Combat Bonus +15% Sturdy Design: Trireme Defensive +15% Legacy of the Builders: Training Camp Cost -25% Oasis Trade: Camel, Heavy Cavalry and Light Cavalry Cost -25% Finisher Bonus - Trained Camelry: Camel Discipline +15% *Egyptian Path* The Spear of the Kingdom: Light Infantry Defense +15% Arms Race: Trireme Discipline +15% Stonemovers: Fort Defense +15% Colonial Integration: Allows Military Colonies The Blood of Egypt: Trireme Morale +15% Thick Hide: Camel Defense +15% Cradle of Civilization: National Manpower +15% Finisher Bonus - Rank Upon Rank: Light Infantry Discipline +15% *Graeco-Levantine Path* Surfeit of War: Heavy Infantry Cost -25% Thorakitai: Light Infantry Offense +15% Machimoi Epilektoi: Heavy Infantry Offense +15% Greek Warfare: Allows Phalanx Good Reputation: Mercenary Maintenance -15% Ramming Speed: Trireme Offense +15% Unending Riches: Monthly General Loyalty +0.02 Finisher Bonus - Learning from the Best: Heavy Infantry Discipline +15%
  10. Nice, I hope we see some Youtube footage!
  11. The Economy and Egypt - DD#26 Economic Policy & Power Conversion The main way you have to control your finances in Imperator will be through your Economic Policies. As described in an earlier developer diary the main source of income over time in Imperator will be Taxes (which are generated by Slaves) and Commerce (which is generated by Trade, and enhanced by Citizens). To modify these you have Economic Policies. Three of these are for your main sources of income and four of them are for your main running expenses. Each category in turn has three different settings and they can all be changed at any time. Generally all settings apart from the default ones come with a drawback as well as a bonus. The expenses of a country will be mostly familiar from our other games. You pay for the maintenance of your armies, navies and your fortifications. In addition Imperator has another type of expense, Wages. Wages Every office or job in your country has a defined wage. A wage is always a certain percentage of your income, how high dependent on the office it is for (a ruler gets to lift an amazing 5%!). Character Corruption further modifies the wage of office holders. Policies Economic Policies for Income Taxes: Modifies income from taxes. Lax Taxation: -25% National Tax Modifier & -1 National Unrest. Default Taxation: No Modifiers. Harsh Taxation: +25 National Slave Output & -20% Research Production. Commerce: Modifies income from Commerce. Transaction Taxation: +30% Commerce Income Modifier & +4 Slaves Needed for Surplus Trade Good Production Trading Permits: No Modifiers. Free Trade: -20% Commerce Income & +1 Trade Route Per Province Tributes: Modifies how much you expect your subject states to pay to you. Lax Tribute: -33% Tribute Income from Subjects. Subject Opinion +50. Default: No Modifiers. Extortive Tributes: +25% Tribute Income from Subjects. Subject Opinion -100 Economic Policies for Expenses Army Maintenance The Monthly cost for all troops in your country. Decreased Pay: -50% Morale & -50% Army Maintenance Cost Normal Pay: No Modifiers. Increased Pay: +10% Morale & +50% Army Maintenance Cost Fleet Maintenance The Monthly cost for all the ships of your country. Decreased Pay: -50% Naval Maintenance & -50% Naval Morale Normal Pay: No Modifiers. Increased Pay: +50% Naval Maintenance & +10% Naval Morale Fort Maintenance The cost to maintain all forts of your country. Ignored Garrisons: -50% Fort Maintenance & -95% Garrison Size, -90% Fort Defense Paid Garrisons: No Modifiers. Improved Fortifications: +50% Fort Maintenance & +25% Garrison Size and Fort Defense Wages How much the wage of offices and jobs is increased or decreased. Reduced Wages: -25% Monthly Wages for all Characters & -0.5 Monthly Loyalty Normal Wages: No Modifiers. Increased Wages: +50% Monthly Wages for all Characters & +0.1 Monthly Loyalty Deficit Should your country at any time find itself running a deficit this will result in a number of bad things. These can be seen at the bottom of the screen under the balance itself. Some of these events may well help you turn your economy around, but none of them come without a high price to be paid in some form. Power Conversion Money is not the only currency you make use of to play Imperator. Many things instead come with a cost of Military, Civic, Oratory or Religious Power. At times you may find yourself lacking the type of money you want, or with enough power but no gold. For that matter sometimes you are in an emergency situation and need gold at all cost. In Imperator you can always, for a harsh exchange rate, spend money to buy a type of power that you lack, or turn surplus power into money. Egypt: Egypt is a very large region, and one integral to the the period we cover. Due to the peculiarities of Egyptian Geography, where population is mostly concentrated to a thin strip along the Nile, I will today be using two terrain map mode screenshots for each section. Lower Egypt & Cyrenaica: Few countries have an as extreme social geography as Egypt. The Delta is one of the most fertile places on the planet, and has often been referred to as the “Granary of the Mediterranean”, but this lush agricultural landscape transforms into desert in an instant as soon as the nile is no longer near. While Egypt is among the most populous regions in game it is also one where almost all wealth and people is concentrated to a rather small area. Easy to control, but also potentially easy to invade. Something that has been tried more than once during the many wars of the successors already. Egypt is also home to a cultural and religious world that is far older than those currently fighting over its soil. In 304 BCE this is a culture that still lives and thrives. While the country has been under Greek rule ever since its conquest by Alexander the Great it is by no means simply a Greek country. Increasing number of Greek settlers are worshipping not only their old gods but also the old (and in some cases new) gods of the Egyptian people. Starting Countries: Egypt: The partition of Babylon awarded Egypt to Ptolemy, one of Alexander’s most trusted men and oldest friends. As this was one of the wealthiest regions in the mediterranean, perhaps the entire world, this made Ptolemy the richest of the successors by far. But compared to many of the other successors, the Ptolemaic strategy has been cool and calculated rather than bold, or even rash. With some few exceptions (like his seizure of the Cataphalc that held Alexander’s body, on its way home to Macedonia), Ptolemy has played a more conservative game. The great wealth of the Nile has been spent building new armies, forging alliances in Greece and the Aegean world, as well as inviting prominent scholars, philosophers, colonists and warriors from the wider Greek world to settle in the young kingdom. From a very early time the Ptolemies also started adapting to the local Egyptian forms of kingship. Using the title Pharao, and actively funding and encouraging the growing syncretism of Greek and Egyptian religion such as the Cult of Isis and Serapis. In many ways this strategy has been a fruitful one. Given that most of their subjects are non-greeks the Ptolemaic kingdom is reasonably stable. Foreign invasions have also been repelled more than once. However, when Ptolemy himself finally embarked on his great powerplay to invade Greece, with an enormous fleet and great army, he found the Greek cities disinclined to welcome him. A short time after the Ptolemaic fleet was destroyed at the battle of Salamis by Phrygian forces under Demetrius. Despite this shattering defeat, a strong friendship with the Seleucid empire, and an unthreatened homeland, means that it is likely only a matter of time before Egypt can act again. As the game starts Egypt is allied to the Seleucid Empire and it still has no navy. As Egypt you will be able to spend your wealth financing great projects such as the construction of its famous Lighthouse, as well as the fabled Museion of Alexandria (how ambitious you aim to make it is of course up to you). Cyrenaica: Small state on the coastline west of Egypt. Cyrenaica is home to a number of reasonably afluent Greek cities and in its time it was a also a center of learning and culture. On the other hand it has historically also often been subservient to Egypt. Cyrenaica was one of the first places attacked by Ptolemy to consolidate his rule over Egypt and placed under the rule of the Macedonian commander Ophellas. Four years before our start date however, Cyrenaica entangled in the designs of Agathocles of Syracuse, who implored them for help in his African campaign against Carthage. Ophellas was swayed and sent an army to aid Agathocles, only to be killed by him when he arrived. The cities of Cyrenaica have used this opportunity to seize their freedom once more. The Ptolemies in Egypt, entangled in their own conflict in Greece and Syria have not yet sent an expedition to reclaim the region. In 304 BCE Cyrenaica is independent and unaligned. Upper Egypt and Nubia As we progress up the Nile the river itself remains the main center for cultivation, habitation and transportation. A number of oases, mining colonies and caravan routes exist, and are vital for anyone wishing to benefit from this region, which is rich in Gold, Gems, and Marble. But politically the way to control it is the river. Upper Egypt is also a region where we increasingly run into the Nubian people that in centuries past have adopted many aspects of Egyptian culture and for a period even ruled the entire region. Starting Countries: Kush: Large Nubian kingdom south of Egypt, ruled from the ancient city of Meroe. Kush is far from the Nile delta and the core of the Ptolemaic Egyptian state, but it is still the most credible threat to control of Upper Egypt. Kushite invasions have been a constant factor in Egyptian politics ever since they were ousted from control of the Lower Nile centuries ago. Blemmya: Tribal Nubian kingdom east of Kush. Blemmya starts independent and unaligned. Dodekaschoinos: Traditionally the region on the border of Kush has been given as donations to the temples of Syene, Philae and Elephantine. The Dodekaschoinos acted as a military border zone with great autonomy under the leadership of the priestly egyptian families for centuries, both under Ptolemaic rule and before, and when Ptolemy II expanded Egyptian control further south it was also entrusted to this state. At the start in 304 Dodekaschoinos is an Egyptian Client State. Crete Crete is not the primary concern for any of the great powers in conflict around the mediterranean. Too large to conquer easily and yet too unimportant for a major campaign they instead focus their naval attention on Cyprus, Rhodes and the many small islands of the Aegean. The island is divided between a number of smaller states, each with their own allies and ambitions. The ancient power center at Knossos remain the most influential power of the island, but is being increasingly challenged by other states such as Gortyna. In many ways it is its own microcosm, locked in its own frequent minor conflicts and rivalries. With outside powers frequently stepping in for a short time to aid one side or another. The island also grew to be a bit of a pirate haven during this general time of conflict in the mediterranean. Unlike in other parts of the Greek world the island would remain divided for a long time, without forming any of the otherwise so characteristic city leagues that other Greek states used for protection. It would remain this way until the entire island exploded in conflict late in the 2nd Century BCE, in the Lyttian war, which drew in outside powers like Macedon, Rhodes and many of the Greek City states of the mainland. Starting Countries: Knossos: Autocratic Monarchy in central Crete. The oldest and traditionally the strongest state on the island. In the past Crete has often been under Egyptian influence and it is to the Ptolemids in Egypt that the rulers of Knossos look for help. At our start Knossos is independent and allied to Praesos. Gortyna: Democratic Republic on the southern Central part of the island. Rival of Knossos (but also in the past an ally) with its own ambitions. Eleutherna: Small city states just west of Knossos. Historically the Lyttian war would erupt due to this city accusing Knossos of murdering their ruler. Eleutherna starts as a feudatory of Knossos. Kydonia: Small Plutocratic Republic in western Crete. At start Kydonia is independent and unaligned. Polyrrenia: Small Aristocratic republic on the far western tip of the island. Starts unaligned and independent. Tarrha: Republic between Polyrrenia and Gortyna and an ancient religious center of the island. Starts as a feudatory of Gortyna. Ierapetra: Small Cretan city states in south eastern Crete. Frequently accused of harboring pirates. Ierapetra starts independent and allied to Lyttus. Praesos: Plutocratic Republic on the eastern tip of the island. At start Praesos is allied to Knossos. Lyttos: Very old and influential Oligarchic Republic on the north eastern side of the island, neighboring Knossos. Lyttos has often been a rival of Knossos. At start Lyttos is allied to Ierapetra.
  12. National Ideas, the Southwestern Meditteranean & Carthage - DD#25 National Ideas: Much like in its predecessor, Europa Universalis:Rome, in Imperator you can tailor your country to your goals by picking national ideas. How many you can have active is dependent on your government type. There are 36 different National Ideas that you can choose from (and they will be listed in this diary). Each idea has its own bonus and each belongs to one of four categories corresponding to the power types in the game. Selecting a new National Idea costs 50 Civic Power. Some are available to you at the start, others have to be unlocked by Advances during the course of the game. As a rule Tribal governments can have two national ideas, while the more advanced government forms, like Republics and Monarchies, can have three (but there are exceptions to this rule). Each government in the game comes with a base bonus specific to that government. There is also a secondary bonus for each government, that you will get if your country has ideas picked that correspond what is expected by the government form. As you can see in the screenshot, Carthage is an Oligarchic Republic. This means that they can pick two Civic Ideas and one Oratory Idea, if they want their additional bonus. For Rome, which starts as an Aristocratic Republic, this means it needs two Military Ideas and one Civic Idea to get the additional bonus. National Idea Bonuses are of course still subject to change. Currently the National Ideas in the game are: Military Ideas Martial Ethos Morale of Armies: +10% Ensuring that our soldiers and veterans hold a prestigious place in the social hierarchy, is key to their contentment and loyalty. Thalassocracy (requires Martial Advances 6) Morale of Navies: +20% The sea affects the very rise of and fall of empires. Dominance in this theater is vital to our interests. Elite Soldiery (requires Martial Advances 12) Discipline: +5% Over-reliance on a reactionary militia leaves a nation at great risk of invasion, coup or collapse. A well trained standing army, is sure to protect against these threats. Permanent Shipyards Trireme Cost: -50% Establishment of permanent shipyards capable of constructing vessels of war, will ensure that skilled shipwrights are always at our beck and call. Conscription (requires Martial Advances 6) National Manpower: +25% Mandated military service for all those considered mature, is not only a duty - it is a privilege. Militarized Society (requires Martial Advances 12) Army Maintenance: -33% Navy Maintenance: -33% A society which honors its warriors, is one in which the young will grow up proud and eager to serve. Ordered Retreat Unit Reorganization Cost: -50% Retreat can be far from dishonorable. Ensuring that all our warriors have a plan of action in the event of having to fall back, will result in a much quicker recovery when they do. Siege Training (requires Martial Advances 6) Assault Ability: +15% From oppida to forts, to walled cities, the world is full of fortified settlements. Adequately training our warriors to penetrate enemy walls will doubtlessly pay dividends. Support of the People (requires Martial Advances 12) Hold Triumph Cost: -50% Convincing our citizens of our national prowess is just as important as a victory itself. Civic Ideas Standardized Construction Build Cost: -30% Build Time: -30% As our nation begins to require more and more civic buildings, it has become apparent that a standardized method of planning and construction would greatly reduce the cost and time invested. City Planning (requires Civic Advances 6) Build Slots: +1 Fitting buildings within a walled city becomes much more of an issue as population sizes grow. Adopting a grid-based approach to city planning will allow us to better account for available building space. Central Urban Spaces (requires Civic Advances 12) Province Loyalty: +0.03 Enlargement and renovation of the central forum within our capital will provide for additional civic building opportunities. It is of paramount importance that our subjects are proud of their capital. Complex Tariffs Commerce Income: +33% Whilst a simple tax on goods passing through our territory may be popular; a complex system will allow us to maximize revenue. Patronized Trading Posts (requires Civic Advances 6) Capital Import Routes: +3 Keeping a firm financial interest in the various trading outposts within our nation will allow us to exercise greater control over the flow of certain goods we deem valuable. Institute Tariff Exceptions (requires Civic Advances 12) Province Import Routes: +1 Giving our cities greater leniency in tariff control will enable them to attract better investments. Tax Farming Global Slave Output: +20% By shifting responsibility for tax collection to third parties, we can make far greater budget calculations, as well as avoid certain unfortunate responsibilities. Land Appropriation Reform (requires Civic Advances 6) Move Freemen Cost: -50% Move Slaves Cost: -50% Private ownership of land is a necessity. However, it is clear that where the state requires the use of certain territories, it must have the power to relocate those inhabiting them. Grain Stockpile (requires Civic Tech 12) Population Growth: +0.10% Nobody can predict a bad harvest. We could, however, prepare for it. By always saving a surplus of grain, we would avoid starvation during particularly unfortunate seasons. Oratory Ideas Sanctioned Privileges Monthly Corruption: -0.1 By agreeing to look the other way from time to time, we can lessen our reliance on using currency as a tool for bribery. Strategic Propaganda (requires Oratory Advances 6) Wrong Culture Happiness Penalty reduced by 15% By coordinating lines of communication with key members of the political, religious and civic spheres, we have the perfect tool to manipulate popular opinion. Legislative Reform (requires Oratory Advances 12) Wrong Culture Group Happiness Penalty reduced by 15% The institution of a standardized code of practice, while not necessarily changing the way our government operates, will surely calm the dissenters in our nation. Military Administration Military Tradition Cost: -33% By merging a clear, ordered bureaucratic framework into our military hierarchy, it becomes far easier to coordinate large military reforms. Patronized Scholars (requires Oratory Advances 6) Invention Cost: -20% Embracing a reputation as a nation where scholars are to be lauded as well as patronized, is sure to yield rewards in the future. Functional Bureaucracy (requires Oratory Advances 12) Enact Law Cost: -33% We cannot expect our citizens to simply become aware of changes in the way we run our nation - instituting a framework of bureaucrats, representatives and messengers is vital to spread word of our decisions. Permanent Ambassadors Diplomatic Relations: +1 In certain diplomatic circumstances, it may benefit us to have a member of government installed as a permanent representative in the courts of our peers. Casus Belli (requires Oratory Advances 6) Aggressive Expansion Impact: -33% Whatever our true intent, foreign tolerance for our wars is always greater if we have a legitimate reason for conquest. Being seen as protectors of liberty is often reason enough. Hospitium (requires Oratory Advances 12) Improve Opinion Maximum: +33% The duty of the host should be extended to all those who visit our nation. Especially those whom we wish to persuade... Religious Ideas State Religion Call Omen Cost: -25% Incorporating our faith as a state entity will have significant political advantages. Religious Calendar (requires Religious Advances 6) Omen Duration: +100% Feast days, festivals and holidays can be used to reinforce the importance of certain annual events. Setting these dates strategically, will have a positive effect on our nation. Mandated Observance (requires Religious Advances 12) Omen Power: +50% Making religious observance a compulsory activity, will instill a healthy respect for the divine in our populace, from a young age. Haruspicy Sacrifice to the Gods Cost -33% Reading the signs in the entrails of animals has a long history. With a willing haruspex, we could hold festival days at opportune moments, and further manipulate popular opinion at will. Tolerance of Pagans (requires Religious Advances 6) National Unrest: -2 The number of pagan, hybrid, or purely foreign religions making their way into our territory is vast. Allowing individuals the right to privately practice their own religion is sure to result in a more tolerant society. Institutional Proselytism (requires Religious Advances 12) Convert Pop Cost -33% By amending our religious canon to mandate active proselytism, we should find that much of the work in converting pagans is done for us. Origin Myth Ruler Popularity Gain: +50% It would give our leadership much greater authority, if we were to suddenly discover that the origins of our nation can be traced back to the heroes of old... Divine Mandate (requires Religious Advances 6) Monthly Tyranny: -20% Convincing our religious leaders to make a proclamation in support of our nation's divine mandate, will allow us to get away with making some of the more... controversial decisions, more easily. Loyalty to the State (requires Religious Advances 12) Monthly Loyalty: +0.05 Loyalty to our leader should imply loyalty to the state. Loyalty to the state, by extension, implies loyalty to the Divine. Northwest Africa: As in previous diaries we will also take a closer look at one of the geographical regions covered by the game today. This time we will leave the ongoing struggles of the Diadochi to instead inspect the starting situation of what would become Rome’s most famous rival, the Republic of Carthage. In 304 BCE the Western Mediterranean has for centuries been subject to excursions by Greek and Phoenician traders and colonists. In time many of the cities founded by the latter have grown to form a strong and powerful league, led by the Great city of Carthage. We have previously discussed the influence of Carthage in the developer diary on Italy. On the African continent this influence is even greater. It is the uncontested ruler of the seas, while relying on its many subject cities and the inland Numidian kingdoms to provide for its armies. The Sicilian invasion led by Agathocles have, however, made two things apparent. First: Some of the Carthaginian allies would happily support an invader. Second: The Carthaginian empire is so thinly spread that it can be hard to respond quickly and adequately to an invasion. Africa: Modern Tunisia, Africa to the Romans, was in some ways a very different place in 304 BCE. This lush agricultural landscape is a great exporter of Grain and agricultural goods, as well as base metals, spices and the famous Tyrian Purple dye that the Phoenicians have become so known for. The inland is in the hands of Carthaginian governors while the coastlines are controlled by the many cities that make up the Carthaginian sphere of influence. Starting Countries: Carthage: Carthage is not the oldest Phoenician settlement in the region, but over time it has become the richest and most influential. It is the undisputed leader of the Punic world and all other Phoenician self ruling cities are expected to obey and contribute to the common armies and navies. Much like the Roman Republic many of its constituent cities still retain a significant amount of autonomy. As mentioned in a previous diary, in the wake of Agathocles invasion the Carthaginian general Bomilcar tried to proclaim himself Tyrant over the city. With his execution Carthage has formally done away with the monarchy and is now only ruled by the council of elders and its Suffetes. When needed, Carthage has had no problem mustering great armies. Mostly it has been doing so by relying on the many armies of its subject states and by using its strong financial clout to enlist mercenaries from the entire Mediterranean world. A practice that is very different from its future rival in Rome. Utica: Plutocratic Republic just north of Carthage itself. One of the oldest and richest Punic cities, Utica is perhaps more prestigious than Carthage itself in some ways. Over the years it has however been eclipsed by the rise of the great city to its south, relegated to pay the part of a supporting ally. Utica starts as a Feudatory of Carthage. Kerkouane: Ancient Plutocratic Republic just east of Carthage, controls the closest mainland ports to Sicily and Cossyra. Kerkouane is perhaps best known for having been totally destroyed by Rome during the Punic wars. Kerkouane starts as a Feudatory of Carthage. Hadrumetum: Rich trading city, one of the main ports of the Byssatis region, would become the capital of the area after Roman conquest. Hadrumetum and the other cities of Byssatis all joined Agathocles in the recent invasion of Africa. At our start Hadrumetum is a Feudatory of Carthage. Leptis: Later known as Leptis Minor or Leptis Parva. Oligarchic Republic south of Hadrumetum in the Byssatis region. Leptis starts as a Feudatory of Carthage. Thapsus: Another city of Byssatis, built by a natural source of Salt Thapsus is another Phoenician trading colony that has become part of the expansive Carthaginian state. Thapsus starts as a Feudatory of Carthage. Achola: Phoenician Oligarchic Republic in southern Byssatis. Unlike the other cities of Byssatis, Achola did not join Agathocles in the recent Sicilian war in Africa. Achola starts as a Feudatory of Carthage. Emporia & Tripolitania: South of the main cities of Carthage lie the regions of Emporia and Tripolitania. Both are groups of cities that send their tribute to Carthage together. While the region isn’t as lush and rich as the Carthiginian heartland these states are still relevant as exporters of Fish Sauce, purple dye and salt. Closer to the Sahara and its oases they are also more subjected to raids from the peoples within it. Starting Countries: Tripolitania: Named for three cities (tri-poleis) of Sabratha, Oea and Leptis Magna, Tripolitania is an Oligarchic Republic with considerable autonomy and surprising economic muscle for its location. Far from the Carthaginian homeland it has had to care for its own protection against Greeks and Numidians alike. Tripolitania starts as a Feudatory of Carthage. Emporia: Named for what it is, Emporia is a region of cities that provide the Carthaginian lands with goods from the desert peoples as well as from coastal manufacturing centers. Like Tripolitania, and unlike many of the other Punic cities, it has often found the need to defend itself against desert raiders using its own resources. Emporia starts as a Feudatory of Carthage. Musulami: The first of the Numidian Tribal Kingdoms we will mention today. Musalami is the smallest of the tribal states in the Carthaginian sphere. In exchange for protection and trade the Musulami provide Carthage with soldiers and manpower for their wars. Musulami starts as a Tribal Vassal of Carthage. Numidia: While the power of Carthage can be felt even here, as the city controls a fair number of the trade ports of the region, Numidia is largely a region controlled by big tribal federations. The Massylians have often entered into arrangements with Carthage, selling their manpower and their cavalry for the right of trade and protection, but their main rival and diplomatic focus is the great Massaesylian tribal constellation further west. At the northern end of the Sahara this region is also at times subjected to raids from desert peoples. Should the conflicts between the Numidian kingdoms come to an end, and the region be unified, it may pose a credible threat to other states in the area. Especially Carthage, with its nearby capital and its control of almost all the ports of the Numidian region. Starting Countries: Massylia: Tribal kingdom in modern Algeria and Tunisia. The Massylians have for a long time provided the Carthaginians with troops and military resources for their wars. In the recent invasion by Agathocles they switched sides however and joined with the Greek invaders. Only when they realized how small the invading army actually was did the Massylians again switch sides, back to their Carthaginian overlords, an incident that Carthage would do much to forget. Massylia starts as a Tribal Vassal of Carthage. Massaesylia: Tribal Kingdom in modern Algeria. Historically a rival of the other Numidian kingdom Massylia, but unlike them the Massaesylians are not aligned with Carthage. Making its capital in a former Carthaginian trade post in Siga the Massaesylians themselves often trade directly with the nearby Iberians and Mauritanians. Massaesylia starts independent and unaligned. Iol: Small Plutocratic Republic in the ancient city of Iol, just west of the northern Carthaginian litoral. Maintaining close ties with the local peoples Iol is the westernmost city of significance at our start date. Iol starts as a Feudatory of Carthage. Metagonia & Mauretania The deep forests of the Riff is home to many North African Elephants. A species now extinct but which was famously used as a Carthaginian beast of war. Mauretania and Metagonia are in many ways wild and untamed regions to the Greeks, Romans and Carthaginians. While Carthaginian trade posts dot the coastlines even here, the main powers are the kings of Mauritania and the Massaesylian federation. Starting Country: Mauretania: Not much is known about this tribal kingdom until much later in our era when it interacts with the newly unified Numidian state. At the start Mauretania occupies the northern parts of what is today Morocco. Expansion without coming into conflict with Carthage will be hard, as they control all ports in this region. Population allowing, there is however a region that is still not settled by any state (even if populated by Mauretanian tribesmen)
  13. I can 'ardly believe you're playing a game of CK2 as a duck! If it goes down well, will you do a double bill?