Penry

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  1. The Senate - DD#13 The Senate, in a republic, has 100 seats, and each seat belongs to one of of five factions. Every adult character in a republic has a predilection of each faction, and is supportive of one. Each faction also have a leader, generally the most prominent character that supports that faction. Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. Civic Faction: +25% Tax Income, 10% Cheaper and Faster buildings. Military Faction: +25% Land Morale, +25% Naval Morale Mercantile Faction: +25% Commerce Income, +5 Diplomatic Reputation Religious Faction: +10% Omen Duration, 33% Cheaper Religious Conversion Populist Faction: +10% Power Costs As you may notice there, having populists in power is not entirely beneficial. The amount of seats in the senate change over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats. If you wish to strengthen a parties position in the senate instantly, you can always spend oratory power to convince 10 seats to join that faction instead. Doing so however, increases your tyranny. So why must you take into account the composition of the senate. Well.. There are three types of activities where the senate will impact your ability to do exactly what you want at any given time, like a ruler in an absolute monarchy. The senate can outright block you if the support for the action you desire to do, if less than 40 seats is currently backing that action. And if less than 60 seats back the action, you can force it through, but you will gain some tyranny from it. There are three different categories of actions which require senate approval. All changing of laws require approval by the senate A lot of character interactions, like banishing, imprisoning, etc. All diplomatic interactions with other nations. If the senate will approve an action or not depends very much on its composition, and what you want to do. Military Faction is very likely to back new wars, but even some of their seats will be against wars if you have war exhaustion, low at manpower or currently in a war. When you do an action, a lot of times it has impact on the characters of your nation. Loyalty is lost or gained depending on faction membership, and seats are gained and lost for different factions.
  2. None of the images are showing for me, although the image from your chapter 1 post was showing when I first read that post. Pop a dime in the meter mate! ;-)
  3. Looks like I'm going to have to work hard to get Imperator a post all of its own!
  4. Awesome! Looking forward to the read.
  5. Technology - DD#12 There are four different technology fields you advance through, where each level gives you a higher bonus in that category. The research of technology is automatic, and depends primarily on your citizens. Inventions and access to certain trade-goods will increase the speed with which you research, while the total amount of pops you have determines the cost. Each technology field can have one researcher assigned to it. The finesse of this character impacts the speed with which research is done in that field. This character gets prominence from holding the position, and gets permanent prominence from each month holding the position. Changing researcher increases loyalty in the new researcher, and dramatically drops it in the one being replaced. Researching a level takes about 15 years if you are at 100% efficiency, which can obviously be faster or slower, depending on the setup of your nation. Each level researched in the four technology fields reduces invention costs by 5%, and they have the following individual bonuses. Martial Advances :+10% Naval Morale, 10% Land Morale, -25% Military Tradition Cost Civic Advances: +2% Commerce Income Oratory Advances: +1% Civilization Level Religious Advances: +2% Omen Power While the advances are tied directly to your nation’s progress, and is a slow progress through the years, there is also inventions around, that you can spend civic power on to get immediately. There are always seven inventions to pick from, from a total of over 200 different ones. Each of them have a tech-level they are most likely to appear at, so you can’t stack or get all discipline bonuses in the first decades of the game no matter how lucky you get. Each invention costs you 50 civic power, but for each invention you have taken, the cost goes up by 20%, while as we mentioned earlier technology advances reduce it by 5% each. Civic Power is primarily used for three things, Setting up Trade Routes, Moving Pops & Buying Inventions, so it’s a hard choice between global weaker bonuses, or stronger local bonuses.
  6. Unit Abilities - DD#11 What we call unit-abilities in Imperator can be one of three categories, where some of them are hardcoded like moving cohorts between legions or detaching a siege force, while others are fully 100% done through our script. Reorganisational Create New Unit - Allows you to create a new unit and transfer cohorts/ships to it, or back. Consolidate - Merges cohorts of the same type, and then disbands empty cohorts. Detach Siege - Leaves behind a large enough force to siege or occupy the current city. Split Half - Splits the Unit in Half Recruit To - Opens up the recruit window, so you can recruit cohorts/ships directly to this unit. They will automatically march and merge to this unit. Disband - For when you don’t want that unit anymore. Please be aware that cohorts that are loyal to its commanders will not be possible to reorganise away from that commander. Toggles Select Objective - Can Select an Objective for this unit, and it will perform it without further input from you. More details in a later development diary. Allow Attachment - Allow other nations units to attach to this one. Cavalry Skirmish - Trades Defense for Offense on Light Cavalry and Camels. Phalanx - Slower movement for armies, while heavy infantry defence is much stronger. Padma Vyuha - Slower movement for heavy infantry defence and archer offence Unit Reorganisation - Double Maintenance and Slow movement speed, but unit reinforcing and morale recovery is much faster. Without using this, units recover slower than in previous games. Force March - Heavier Attrition and No morale recovery while moving much faster. Some of these are unlocked by different military traditions, and some of them are always available, and some toggles have a small military power cost. Actions Attach/Detach to Unit - Attach/Detach to another unit present in the city. Shattered Retreat - Gives the order for the unit to perform a shattered retreat. This is handy if you want to save the remnants of your army trapped deep in enemy territory, or when you are cut off by hostile Forts. Construct Border Fort - Creates a colony in an unowned city bordering you, adding 1 freeman pop of your culture and a fort for military power. Desecrate Holy Site - Spend religious power in another nations capital to reduce their omen power for a long time. Raise Levies - Spend Military Power to get more cohorts to your unit. Military Colonies - Spend Military Power to create a freeman pop of your culture/religion in the current city. Raid City - Spend Military Power to get gold and manpower from an enemy city. Build Road - Spend Military Power to build a road towards the next city the army moves to. Some of these are unlocked by different military traditions, and some of them are always available. Modding Support So, making lots of these scriptable was possible due to the new super-powerful scripting tools of Jomini, which is the game-mechanics layer we have on top of Clausewitz these days. We have some nice ways to get dynamic values in effects, like this in the raiding mechanics. You can basically access any “trigger” from any scope you can switch to as a value and modify with each other. We can also do loops, which is used in the levies. And for those of you that modded previous games, and know about city, character and country scopes, will be happy to know that Imperator has those and far more, like unit scope, pop scope, party scope, etc..
  7. Country Rank - DD#10 Each country in the game is determined to be of a certain rank, depending on their size, and different ranks give different bonuses and abilities. Please be aware that all values will be tweaked constantly during development. City State This is only possible if your country is only 1 city large. A City State can be a part of a defensive league, and have the following bonuses. +20% Commerce Income +20% Defensiveness +1 Diplomatic Relation Local Power This is countries that have less than 10 cities. Local Powers can be part of defensive leagues, and they have the following bonuses. +2 Diplomatic Relation Major Power This is countries that at least 10 cities. They can use the diplomatic abilities Threaten War and Guarantee, and they have the following bonuses. +3 Diplomatic Relation +1 Trade Route in Capital +1 of each Power for matching Ideas to Government Form for a total of +2. Great Power These are countries with at least 20 provinces, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War and Guarantee, and they have the following bonuses. +5 Diplomatic Relation +2 Trade Route in Capital +2 of each Power for matching Ideas to Government Form for a total of +3. Intervene in War You can join on any side in a war, where you have good relation with the warleader. Enforce Peace You can force a white-peace on a nation in a war, if you have good relations with their enemies. Guarantee You can protect any nation of lower rank from being attacked, giving you casus belli on anyone attacking them. Threaten War You can use a claim, to demand a nation to secede a city or province to you, to avoid an expensive war.
  8. These impassable areas are going to make things very interesting!
  9. Diplomacy - DD#9 Imperator follows the “new” generation of games, if we still consider CK2 new, in that opinions are two-way, where you can love someone that hate you, and you can see in detail what is causing the numbers to be that way. And, as has been common in our games since CK2, the AI will tell you exactly why it will accept or decline a certain diplomatic action. Aggressive Expansion is a concept we liked in EU4, but it was awkwardly implemented. In Imperator we have an AE value in your country, kind of like badboy in older games, so you can see how it is decaying etc. This is then applied in the opinion calculations with each nation, depending on where they are and their status with you. A nation, depending on its rank, can have a number of diplomatic relations. Each Alliance and Tributary counts as 1 relation, while a defensive league occupies just 1 slot, no matter how big it is. For each relation over your limit, all your power costs are increased by 10%. One cool new thing in Imperator is the Defensive Leagues. This is a purely defensive alliance that allows multiple nations in it, and it is defensive towards anyone outside of the league attacking it. The leader of a league is the one that invites people in. A defensive league takes only 1 relation slot, no matter how many members. Only City States and Minor Powers can be members of a Defensive League. The Diplomatic Actions include the following. Declare War / Sue for Peace Offer/Dissolve Alliance Proclaim Guarantee Ask/Cancel Military Access Offer/Cancel Military Access Demand/Break/Cancel Tribute Request/Cancel Trade Access Support Rebels Fabricate Claims Invite/Kick/Leave Defensive League Improve Relation Send Gift Intervene in War Threaten War Enforce Peace Sell City
  10. Looking forward to the next dev diary!
  11. In The Map DD (#2) they mentioned that some areas will be unpassable (Sicily has 4 such areas). I wonder if some of those blank areas are unpassable?
  12. Trade - DD#8 Trade in Imperator is about getting access to goods for your cities to make them better, and meanwhile earning money on the trade happening. A Trade-Route is defined as the import of one trade-good from another province, either foreign or domestic, where it is in surplus, to one of your provinces. You can always import any trade goods you have a surplus of from your other provinces, but from foreign nations you need to have negotiated trade access first, and if you fight a war against each other, the import will be cancelled. A province can only export if that province provides a surplus, ie, if it in total produces more than 1 of that trade-goods. A city produces 1 trade-good, and for each additional 30 population it produces an additional +1 trade good. There is no limit to how how many exports a province has, other than the amount of surplus goods it has. You can always import a trade-good if you already have a surplus of it, and that gives you a smaller additional bonus. Surplus in the capital province gives a special bonus on the country level and Surplus is clearly indicated in the UI. Only the capital city in each province gets the benefit of the stacked goods. The other cities in that province get counted as they have access to 1 of the trade-good. Only the province stacking bonus can be applied multiple times, so you can import 20 grain if you so desire to keep up a huge population. Please remember that creating a new import route costs you civic power! As default you can import one trade good to your capital province. There are multiple ways to get more allowed import trade routes to your provinces. Larger nations get more import trade routes to their capitals, there are ideas that allow more import, and there are inventions that can either increase all provinces trade routes or the capitals. There are also economic policies for trade, where you can forgo your income from trade for having more trade routes, or the opposite. Income from Trade uses something we call Commerce in this game. Each Commerce level building in a city provides +20% Commerce to that city, and citizens will also provide a level of Commerce. Trade Income is based upon total amount of trade-routes in & out of a province multiplied by Commerce. The List of trade goods include the following.. Grain, Salt, Iron, Horses, Wine, Wood, Amber, Stone, Fish, Spices, Elephants, Base Metals, Precious Metals, Steppe Horses, Livestock, Earthenware, Dyes, Furs, Olives, Leather, Woad, Marble, Honey, Incense, Hemp, Vegetables, Gemstones, Camels, Glass, Silk, Dates, Cloth, Papyrus, Wild Game
  13. Thanks Nik and E_T! I bought Caesar for my father-in-law and few years ago for Xmas and he loved it, despite it not being his usual choice for reading material, so I'll definitely read some of Goldsworthy's biographies later down the line. I'll also see how Beard's SPQR writing style sits with me and look to follow it up with Triumph. I loved her TV series, so if she translates as well into the written word, then that's a no brainer too. Sci-fi and the Roman Empire, what's no to like. I might have to give it a read for its own merits and check out his source material too.
  14. My historical knowledge of the era covered by I:R is pretty limited. I plan to do some reading/listening/watching over the coming months, so I can get a better grip on the game when it comes out and be able to write a reasonable AAR or two. Does anyone have any suggestions on suitable sources. I'll probaly be only playing in western Europe initially, so I'm less interested in the far flung locations of the map at this early juncture. I am about to start reading Rubicon by Tom Holland and have The Classical World by Robert Lane Fox on the bookshelf too. I am also getting SPQR by Mary Beard from the library, as I've heard it's a great social history. Are there any other history books that are 'must reads', preferably narrative history, as I find the overly dry stuff sinks in less. I'm also getting The First Man in Rome, Memoirs of Hadrian, Imperium and I, Claudius from the library, to get some historical fiction into the mix too. Any further suggestions would eb much appreciated too. Lastly, I've subscribed to The History of Rome podcast, so I can absorb bite sized pieces of info while I commute/do menial jobs around the house and garden etc, etc. Are there any other audio sources of high repute? Any films or doco suggestions would be greatly appreciated too. My favourite thing about Paradox grand strategy is that they stimulate me to increase my knowledge of the relevant eras so much! Bring on I:R!
  15. I don't use twitter, so if you could continue monitoring that channel that would be awesome! Also, I think I burned myself out with my pre release coverage of Civ6, so I'll be adopting a much lighter touch with I:R, probably keeping up with DDs and watching Youtube content only. I certainly won't be drilling down to the nth degree like I did previously. Many hands make light work!
  16. Let's see how things play out. I reserved the first 7 posts so I could collect all the past DDs in a row. The OP will have an index, so we can jump to any particular topic as needs be going forward.
  17. It certainly is mate, I've made this thread to collect hard data only, so we can have a text and image store of everything we know. I saw your thread as a place to chat about the upcoming game and share links to other offsite resources. Hope I didn't step on your sandals.......
  18. Characters - DD#7 The characters in Imperator are deeply detailed, and together with the pops and the politics are part of what makes a vibrant living world. They have portraits that age gradually, with lots of different ethnicities covering the world. There are four attributes that characters have. Martial represents a character's ability to fight and lead troops. Characters with high martial skills make excellent generals. Charisma is a character’s ability to charm and persuade others. Zeal is a character's ability to inspire faith in other characters, and also in calling upon the favour of the gods. Finesse represents a character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent researchers and governors. For those of you that played the original Rome or the Crusader Kings series will not be surprised to hear that our characters have traits. Traits on a character can be gained or lost. Traits can be categorized in the following categories. Personality - This includes being Brave or Coward, Cruel or Merciful. These impacts the character attributes and stats directly, as well as….. Military - Usually a character has a maximum of one of those, that may give a bonus or penalty Health - Stressed, Maimed, Lunatic etc. Not beneficial to the character in most cases. Status - Some exceptional traits that can be given from actions, like Conqueror Traits can also unlock a variety of unique event options, each tailored to the specific trait in question. Those of you familiar with CKII will be (dis)pleased to see the return of the Lunatic trait. A Character also has his or her personal wealth, and four primary stats. Popularity - Popularity is a measure of how the people see the character. In republics high popularity characters are more likely to elected leader of the republic. However even monarchies cannot ignore popular people. Loyalty - Loyalty is a measure of a character's loyalty to the state. Disloyal characters are more likely to cause problems to a ruler than loyal ones. However even the most loyal of characters has their limit. Prominence - Prominence represents the fame of the character. Jobs and titles help bring characters to public attention. Corruption - Corruption is a measurement of this character’s willingness to engage in underhanded practices. Greed, bribery and the bending of rules come hand-in-hand with high corruption. Characters have parents, will be able to marry and get children, just as you’d expect. They can also have friends and rivals. Characters can be given various roles. Besides being ruler of a country, they could be assigned to govern a province, command an army, handle research or be given a role in the government. Some countries allow women to be given offices, and some do not. There are lots of different interactions you can do with and on your characters, including arranging marriages, bribe them, loan from them, or even sacrifice them if your religions so permit and desire. There will be a deep development diary on those later in development.
  19. The economy and buildings - DD#6 First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income. Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well. There are also various economic policies that affects your income and expenses on a country level, but we’ll go through these in a later development diary. Finally, each city has a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level. Currently these are the effects of the building types, but that may change during development. Training Camps : Gives +10% Manpower, and +10% experience to units built in the city. Fortress: Each gives +1 fort level. Marketplace: Each gives +20% Commerce Income Granary: -1 Unrest and +10% Population Growth Each building type can be built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
  20. Population mechanics - DD#5 The population in the game is divided into population units, or “pop” for short, just like Vicky or Rome1. Each individual pop has its own religion, culture and happiness . So yes, there are minorities in Imperator! While there are ways to increase happiness of pops, including ideas, inventions and access to trade-goods, they tend to be less happy if they are not of the same culture-group, or if they belong to a different religion. Happiness impacts two thing on the pop, first of all, a pops happiness directly affects how productive they are. Secondly, low happiness increases unrest in a city. There are four different types of pops in the game. Citizens - They provide research and commerce income. These represent the patricians in Rome, and nobility in monarchies Freemen - They provide manpower. The plebs of Rome is included in this group. Tribesmen - These provide a tiny amount of manpower and tax income. These are the barbarians or uncivilized parts of your areas. Slaves - These provide tax income So how do you get a more pops in a city? First of all, there is always a single pop either in growth or decline, depending on the population growth of the city. When this pop is fully grown or totally dead, either a current pop is picked for death, or a new random pop is created that will slowly grow. Terrain, Civilization value, amount of pops in the city and access to trade-goods impact the growth in a city. Another cool modding aspect is that everything that costs power, manpower or money use the same “price”-mechanic internally, so you can base everything on money if you so desire.
  21. Units - DD#4 Light Infantry: These units can assault, and can be built by everyone. They are are cheap and quick to build, but weak against every other type of unit. Heavy Infantry: These units can assault, and require the iron trade-goods to be built. They are not cheap, but are really good against cavalry, light infantry and chariots. Archers: These units can assault, prefer to fight from the second row, and can be built by anyone. They are good versus infantry, but weaker versus cavalry. They are cheap and fast to build. Horse Archers: These units prefer to fight from the second row, and require the steppe horse trade-goods to be built. They cost similarly to cavalry, and are deadly to slower moving units. Light Cavalry: These units prefer to fight on flanks, and require the horse trade-goods to be built. They are not very expensive to build, and move very quickly. Weak against most units, but strong against archers and light infantry. Cavalry: These units prefer to fight on flanks, and require the horse trade-goods to be built. They are more expensive to build, and move quickly. Countered by heavy infantry and War Elephants, but very good against everything else. Camels: These units prefer to fight on flanks, and require the camel trade-goods to be built. They are quick to build, and move quickly. Strong versus lightly armoured types. War Elephants: This unit requires the elephant trade-goods be built. They are very expensive to build, but are very good against units that can not quickly run away. Chariots: These units can be built if you have the celtic or mauryan traditions. They are rather cheap to build. They are very good against light infantry, but weaker against other units. One interesting thing for modders is that you can add and make as many unit-types as you’d like, as units are coded using simple text files.