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I've been keeping cities to the historical ones that exist at game start (in the civilized lands) and razing the new ones that the AI builds in dumb spots (fortunately, if they build on a food tile, razing the city brings it back). In barbarian lands with zero starting cities, I build only one per province, in the best spot possible (farmland, coastal, next to a river, with a port, is ideal, depending on the province you might have to settle for plains with 'nearby river' pop capacity bonus) and make that the capital. It's ideal to only have one fat city per province, having more than a couple with decent population will run into food issues most likely, but in barbarian lands that's likely never gonna happen, so if i have to plop a city on a farmland producing grain, or a coastal port producing fish, I don't feel too bad about it. I likewise spec my cities for research. They suck for producing trade goods unless the population is insane (my cities have a 22% slave ratio and currently require 18 slaves per surplus, so they need a minimum population of 82 for a single extra trade good) I build a single theater, a single temple, then three libraries. You get rapid diminishing returns on multiple libraries, since all the buildings that adjust the desired fractions are really adjusting weights, with the final percentage being that pop type's percentage divided by the sum of all the different pops' desired weights. And for that reason, combining libraries, forums, and mills is counter-productive. Anyway, I did some rough napkin math in my Rome game, and three libraries was all that gave a marginal increase of greater than 2.5% more citizens, while each academy gives 2.5% increased research, so after three libraries I spam academies as allowed. Aqueducts I only build in cities with enough modifiers that give more than 10 pop capacity per aqueduct, which at the game start limits them to farmland cities only (might change late game with enough stacking bonuses). Settlements, I build farming settlements everywhere possible, then slave estates everywhere else. I used to build mines but razed them all and don't anymore, since unlike slave estates, they don't boost food output. Another tip about food: if you have a heavily populated capital and are importing a ton of grain (it's the most efficient since each additional good is a flat +5 food), don't forget to make sure that you also have at least one of fish, livestock, and vegetables, since the first one of each gives a +10% modifier, which can end up being more than +5 after you're stacking enough imported grain. Still trying to get a handle on the migration system. Seems like pops can really only move to either the capital, province capital, or ports (and it seems like slave distribution from conquests works the same way). So, if you have an inland city that's not the province capital, or a port, no one's gonna be able to move there. You can use aqueducts to encourage pop migration where desired, the open capacity they provide encourages pops to move there. Tribesmen are also super slow to migrate (like they might take a century or two to move one pop...) without the province legation building but gently caress building those. I keep demolishing the ones I conquer (along with tribal estates) just so I don't forget to destroy them later, but it's probably optimal to leave the legations there until all the tribesmen migrate to a city where they can be assimilated, converted, and promoted/demoted. I'm also finding that in newly-conquered lands with high unrest and unhappy pops, it's more effective to leave them on the "local autonomy" governor policy and let them slowly convert, where having the active culture/religion conversion policies would give an effective progress of 0% due to all the negative modifiers from unhappiness and unrest. I'm enjoying 1.2 a lot (though I also enjoyed 1.0 at release, and didn't think it was fundamentally broken like some people did). Biggest annoyances right now are the unending spam for trade requests for the food that's keeping your people from starving (an inefficient workaround is to trade away what you produce, and then import more from other provinces, which wastes trade routes but stops the spam) and that the 'nearby river' province modifier to pop capacity was seemingly automatedly and randomly applied, and it's being correctly redone by hand for 1.3. This thread has some interesting information about cities that got me thinking (it's some gamey min-maxing, but has some useful principles in it, though I don't follow all of them): https://forum.paradoxplaza.com/foru...-state.1278714/
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# ? Nov 18, 2019 05:10 |
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# ? May 28, 2024 06:28 |
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https://forum.paradoxplaza.com/forum/index.php?threads/imperator-livy-update-and-punic-wars-pack-release-december-3rd.1288802/ The next update comes out on December 3rd.
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# ? Nov 25, 2019 15:06 |
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drat nice, guess I'm gonna shelve my pritania game for now and pick it up again after. Those changes look awesome, I especially like the character/family rework to make characters more interesting and worth caring about and the mission system to give better focus and guidance to the player. I'd been feeling especially in the further flung barbarian lands that a sense of direction is seriously lacking and this should help
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# ? Nov 25, 2019 17:55 |
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Them adding more territories to places like Britain and Greece is just wild. I'm not complaining! Just, wild. How dense can we go
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# ? Nov 25, 2019 18:21 |
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Well Greece has so many single territory states that more provinces is proportionately more useful over there (plus a lot of weird impassable mountains)
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# ? Nov 25, 2019 20:48 |
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I'm contemplating buying this game, but the early reviews were... not great. What's the general consensus on its current state and potential? I'm a huge fan of CK2, particularly the role playing aspects. How are the rp possibilities in Imperator?
Freudian slippers fucked around with this message at 15:08 on Nov 28, 2019 |
# ? Nov 28, 2019 15:01 |
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Much less than CK. They might be better in the next patch but they’re super threadbare right now. It’s OK. I got about twenty hours of it so I’m not pissed I bought it but I’m going to wait for a few more content rich updates before my next play through.
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# ? Nov 28, 2019 15:59 |
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The rework to the underlying pop and region mechanics has been pretty successful and now the game has a pretty compelling mechanical base going forward. Now they just need to layer some interesting regional and internal narratives on top of these mechanics and hopefully that will be coming with the next content update thats about to drop on December 3rd.
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# ? Nov 28, 2019 16:02 |
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Thanks for the replies, guys. I might wait a bit to see which direction the game takes before buying it.
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# ? Nov 28, 2019 17:10 |
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I’d say imperator is better as a big fan of eu4 than a big fan of ck2. But yeah it’s still a little rough but this dec3 patch might be the tipping point to “eh good enough”
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# ? Nov 28, 2019 18:23 |
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When you conquer dumb poor barbarians and build cities in the regions, they come out made of wood and straw and have the color of poopy mud. Does this change once youve civilized them to be literate greeks?
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# ? Nov 29, 2019 01:15 |
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Nope, I've seen dev mentioning they didn't do graphical change for provinces sorry cities sorry territories yet.
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# ? Nov 29, 2019 10:12 |
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https://forum.paradoxplaza.com/forum/index.php?threads/imperator-rome-developer-diary-2nd-of-december.1292193/ Patchnotes.
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# ? Dec 2, 2019 14:21 |
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ilitarist posted:https://forum.paradoxplaza.com/forum/index.php?threads/imperator-rome-developer-diary-2nd-of-december.1292193/ Thanks for the link quote:# Diplomacy gently caress yes
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# ? Dec 2, 2019 14:38 |
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quote:- The maximum manpower is now 20 years of Manpower gain rather than 25. Overall Manpower will now be lower as a result of this. That, uh, that's going to reduce manpower caps to 40% of what they were. The AI already seemed to be spending most of its time at or close to 0 MP... and mercs have had a maintenance increase, so this is going to kneecap countries' ability to hellwar.
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# ? Dec 2, 2019 16:01 |
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KOGAHAZAN!! posted:That, uh, that's going to reduce manpower caps to 40% of what they were. The AI already seemed to be spending most of its time at or close to 0 MP... Attrition is non-existent as long as armies are supplied with food so this makes more sense in context.
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# ? Dec 2, 2019 16:06 |
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Yeah, under the old system attrition was killing at least as many men as combat, quite possibly more. This may even be a net gain to functional manpower, assuming it's not overly difficult to keep armies supplied.
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# ? Dec 2, 2019 16:34 |
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That's a point, hadn't considered that. It's gonna be weird playing a Paradox game where attrition isn't the biggest killer.
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# ? Dec 2, 2019 18:03 |
Patch and DLC are live now. Restart Steam. Earliest patch time for a Paradox game I remember, not that I complain.
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# ? Dec 3, 2019 10:28 |
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Paradox releases always used to come out around 10am Swedish time back in the old days. Nice patch! Wow, Etruria allied with Carthage for the first time I've seen, that crimps my normal early game opening move.
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# ? Dec 3, 2019 12:26 |
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V for Vegas posted:Nice patch! Wow, Etruria allied with Carthage for the first time I've seen, that crimps my normal early game opening move. That's... Not good news for Rome
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# ? Dec 3, 2019 13:20 |
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TorakFade posted:
gaulish_sickos.jpg
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# ? Dec 3, 2019 13:29 |
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I'm trying to finish my Rome campaign in Cicero before updating... the struggle is real... Also, I just upgraded to a 1440p IPS monitor (LG 27GL850-B) and I am sitting here in awe of how drat good the map in this game looks. E: Said "gently caress it" and updated, RIP my dream of Augustan borders. E: Went back to Cicero. 1.3 looks neat, but it was killing me that they reduced the number of available mapmodes (I like that they're customizable, but not that I can't have all the ones I want) and broke edge scrolling (at least on dual monitors) Azuren fucked around with this message at 23:13 on Dec 3, 2019 |
# ? Dec 3, 2019 21:04 |
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Welp I got a wierd glitch with the new patch. Autosave and specific save dont work. Cant overwrite on either. As in I played to 500 but autosave is stuck at 467, actual save wont advance either. Clears up on restart (of computer) but this means that games can easily get hosed, if you think you saved, well you didnt... Gaj fucked around with this message at 05:00 on Dec 4, 2019 |
# ? Dec 4, 2019 04:20 |
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Playing a little bit today, this new mission system helps a llt and makes everything feel way less aimless.
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# ? Dec 4, 2019 05:25 |
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To clarify, while overwriting a save "works" in the sense that the button goes down and the game says saving, the data does not seem to be over written, and wierdly enough goes BACK in recorded saves. Such that: If you save on year 1, it will always go back to year 1 Autosave may work on year 2. Creating a new save file will somehow mirror the data from the first save, on year 1.
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# ? Dec 4, 2019 05:52 |
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Anyone know how I should be building my navy? I dont understand what boats to use and when.
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# ? Dec 4, 2019 06:53 |
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I would expect a hotfix soon, the saving bug is widely reported and Paradox said, "This is a known issue and something that should be part of the fix in the near future " on their forums. Suddenly I don't feel so bad about staying on 1.2 That said, Imperator patches do seem to be buggier than usual. I was in the seeming minority that enjoyed 1.0 at launch, and was annoyed by the 1.0.1 "can't take islands in peace deal" bug. For bonus points, I bought the game on GOG, and we never got the beta patches that Steam did, at least for that version.
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# ? Dec 4, 2019 06:56 |
It's weird that the flavor pack aimed at the Punic Wars and Carthage doesn't include new land unit models for Carthage.
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# ? Dec 4, 2019 08:32 |
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Initial impression is that your manpower reserve feels more like a reserve and less like fuel for your army shaped rockets. Cool.
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# ? Dec 4, 2019 09:14 |
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KOGAHAZAN!! posted:less like fuel for your army shaped rockets. Cool. lmao this is actually the perfect analogy for how it was.
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# ? Dec 4, 2019 16:13 |
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The save issue should now be fixed fyi, but they messed up something in the hotfix so the version still appears as 1.3 instead of 1.31 or whatever
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# ? Dec 4, 2019 23:20 |
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I am still irrationally angery at how city appearnce is fixed at game start. I tried an experiment where I made city (it was the mud village model), brute forced cultural and religius assimilation, destroyed the city, rebuilt it when the majority for both was Hellenic. City model still mud, not clean stucco. Also tried this super slow by changing the culture of province first, then built a city. Still looks like mud.
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# ? Dec 5, 2019 05:01 |
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Thinking of jumping in on the free weekend. How’s the economic/trade gameplay? Are there any nations that lend themselves to this kind of play?
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# ? Dec 5, 2019 10:22 |
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doingitwrong posted:Thinking of jumping in on the free weekend. How’s the economic/trade gameplay? Are there any nations that lend themselves to this kind of play? No. Here's how trade works: your land produces resources. A province that has a resource gets a bonus for having it. There are special bonuses for having two of any particular type in your capital. So mostly what you do it move surpluses around to max your bonuses and stop your cities from starving. Occasionally other countries will ask you for some of your surplus to satisfy their needs, and that's where the money is. There's no real trade game there to speak of. You can't go out and sell stuff. The rest of the economy is about slaves. You get slaves from war. You can also build buildings, but to do that you need building slots, which you get from having lots of population. Which comes back to slave raiding. KOGAHAZAN!! fucked around with this message at 10:46 on Dec 5, 2019 |
# ? Dec 5, 2019 10:44 |
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Is there any guide or database about how sometimes when you build a city, the trade goods produced changes? It seems to mostly happen when you build a city on a food tile.
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# ? Dec 5, 2019 17:08 |
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Gaj posted:Is there any guide or database about how sometimes when you build a city, the trade goods produced changes? It seems to mostly happen when you build a city on a food tile. You got it. If you build a city on a territory that produces food, it will change to one of several 'urban' trade goods. The tooltip before you build it will list the odds of what each one will be (25% chance of earthenware, etc). If you reduce a city back to a settlement, if it originally produced food, it will return to producing food.
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# ? Dec 5, 2019 17:28 |
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Haven't touched this since before the Cicero patch and I no longer know how to play this game. Is there a way to flag a particular trade good as being off the table for trading? I have several provinces that need to keep one or two of their base food goods to keep from starving but everyone wants to buy them off me.
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# ? Dec 5, 2019 23:05 |
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Not really. There is an option to not consider trades that would take a surplus away from the capital (on by default I think?) Luv 2 be drowned in constant offers to buy grain from Rome even though I'm already importing a ton of food there specifically to not starve.
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# ? Dec 5, 2019 23:10 |
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# ? May 28, 2024 06:28 |
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Two things I'm seeing is the AI blobbing hard and also civilising really quickly. Like a majority of Gaul and Hispania are democratic republics now, a century in. Something else: if you take the monarchic branch of the civilising mission tree, you eventually hit "Bureaucratic Purge". The Purge is one of these missions that lasts a year and gives you constant events during this period. Now, one of your clans will have been designated "the republican clan" at the beginning of the mission tree. The events the Purge gives you are "kick the republican clan out of their offices"- governorships, army commands, etc. You'll keep getting these events until they're all gone- you can choose to be tolerant, at the expense of stability, but literally a couple of days later you'll get the exact same event for the exact same character with the exact same options. You will be hammered with these events until you give in and kick them out. So that's bad, but it gets worse: clans have retinues. Which means that at least one of them is always going to be a general. And no, they are not exempt from these events. If you choose to kick the retinue leader off his army, he goes, and the stack turns into a regular stack, but he'll immediately spawn a new retinue and you'll start getting events for that. It's completely hosed.
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# ? Dec 6, 2019 01:08 |