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trapped mouse
May 25, 2008

by Azathoth
Awesome, I was waiting to hear when this was coming out, and I'm glad it's only 2 weeks away.

I'm looking forward to all the new systems, but what's really making me come back is the updates to the UI. Better late than never I suppose.

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trapped mouse
May 25, 2008

by Azathoth
Sorry for the double post, but since the last post was made two weeks ago, I think it should be fine. Paradox just released the patch notes for the upcoming DLC/patch, looks like it's coming out tomorrow.

quote:

###################
# Free Features
###################

UI: Entirely redesigned UI with a new visual style
UI: Added nested tooltip and game-concept support
Inventions: Technology advances now provide 1 Innovation per level
Inventions: Spend innovations in new branching trees to specialize your civilization
Inventions: Numerous augmentations to existing mechanics, government interactions, and unit abilities can be unlocked through the invention tree
Military: Raise Levies from your integrated pops in times of war
Military: Form standing Legions, appoint Legates and Tribunes, and track their accomplishments
Military: New Engineer unit type which aids in river crossings, sieges, and paving roads
Military: Combat Width is now dynamic and based on terrain
Military: 9 new unique 3D unit models for Legions
Military: Military traditions now displayed in tree structure
Military: Military tradition groups now unlockable based on integrated cultures [If enough integrated pops are present, theoretically any military tradition group can be acquired]
Military: New Legacy of Alexander wargoal for successor kingdoms, in which the ownership of conquered territory is flipped immediately [as in civil wars]
Military: Occupying a province’s and forts capital now occupies the entire province, removing need for carpet sieges
Buildings: Ports can now be built in any coastal territory
Buildings: Ports now come in tiers, with higher tiers able to build larger ships
Buildings: Buildings can now be limited to a specific cap
Buildings: Buildings now contribute to civilization level in territories
Buildings: Various buildings are now unlocked by invention trees
Buildings: All buildings rebalanced, including larger effects, rebalanced prices, and AI weighting - see below for detail
Trade: Individual Provinces can now be set to automatically (but slowly) seek goods to import
Character Interactions: Added Support Pretender, boosting the powerbase of a chosen pretender in any foreign monarchy [old succession crisis interaction renamed to Intervene in Crisis]
Character Interactions: Added Espionage, unlocked by invention, allows visibility of foreign manpower and treasury counts [now hidden by default] with events for sabotage and more

###################
# Expansion Features
###################

Great Wonder designer has been added, enabling customized wonders to be constructed
New Great Wonder modifier tiers can be unlocked in invention trees
18 new Diadochi Mission trees have been added, covering Thrace, the Antigonid Kingdom, Egypt, Macedon, and the Seleukid Empire
24 Honors and Dishonors can be earned by Legions distinguishing or disgracing themselves with their actions
13 new Deities have been added - hail Sobek
29 new Treasures can now be acquired
League City subject type added, acquired through the invention tree system
Alexander’s Panoply and Anthologia Philosophike treasure decisions have been added, allowing you to consolidate the effects of multiple smaller treasures
3 new music tracks with a focus on war and battle

###################
# Gamebalance
###################

# Economy
Manpower pools now regenerate faster, but only store 12 years-worth of manpower
Freemen and tribesmen now provide increased manpower
Most sources of tax income have been reduced
Population output in all territories is now reduced by 30%
Settlements now have 50% reduced ship building speed and a 15% malus to pop output, from 25%
Tributaries now have their tribute removed from their resources instead of just adding to the overlord
Build Road cost is reduced by Engineer cohorts
Food production now possible without surplus
Added an additional integrated culture for Antigonids, to give them a bit more fighting power
Governors now receive a standard wage of 0.2% of national income in addition to the provincial wage
Governor’s standard wages increased by 100% when their levy is raised
Low Fort Maintenance now reduces fort maintenance by 15% from 25%
#Buildings Rework City Details:
Granary: 100 gold, +200 Provincial Food Capacity, +2% Civilization Level
Library: 100 gold, +5% Research Points, +2.5% Conversion Speed, +2% Civilization Level
Marketplace: 100 gold, +2.5% Base Trade Routes, +2.5% Assimilation Speed, +2% Civilization Level
Training Camp: 100 gold, +10% Manpower, +2% Civilization Level
Tax Office: 100 gold, +10% Tax, +2% Civilization Level
Academy: 150 gold, 3 per city, +4% Noble Happiness, +5% Noble Desired Ratio, +0.01% Monthly Civilization Change, +3% Civilization Level
Court of Law: 150 gold, 3 per city, +6% Citizen Happiness, +10% Citizen Desired Ratio, +0.01 Territory Provincial Loyalty, +3% Civilization Level
Forum: 150 gold, 3 per city, +6% Freeman Happiness, +10% Freeman Desired Ratio, +2.5% Monthly Food, +3% Civilization Level
Mill: 150 gold, 3 per city, +6% Slave Happiness, +6% Slave Output, +10% Slave Desired Ratio, +3% Civilization Level
Aqueduct: 150 gold, +4 Population Capacity
Earthworks: 150 gold, 1 per city, +25% Fort Defense, -10% Population Output, +1 Hostile Attrition, -3 Combat Width
Theater: 300 gold, 1 per city, +10% Integrated Culture Happiness, +2 Pop Assimilation Speed, +0.05 Provincial Loyalty, +5% Civilization Level
Temple: 300 gold, 1 per city, +10% State Religion Happiness, +2 Pop Conversion Speed, +0.05 Provincial Loyalty, +5% Civilization Level
Foundry: 300 gold, 1 per city, -4 Slaves for Surplus, +10% Population Output, +50% Starting Experience, +5% Civilization Level
#Buildings Rework Settlement Details:
Barracks: 200 gold, +20% Manpower, -25% Migration Speed, +8% Freeman Happiness, +15% Freeman Desired Ratio, +5% Civilization Level
Mine: 200 gold, -5 Slaves for Surplus, -25% Migration Speed, +5% Civilization Level
Tribal Settlement: 200 gold, +10% Population Capacity Modifier, -2.5% Citizen Desired Ratio, +30% Tribesman Output, +8% Tribesman Happiness
Slave Estate: 200 gold, -25% Migration Speed, +50% Monthly Food Modifier, +30% Slave Output, +5% Civilization Level
Farming Settlement: 200 gold, -5 Slave for Surplus, -25% Migration Speed, +50% Monthly Food Modifier, +5% Civilization Level
Provincial Legation: 200 gold, +75% Migration Speed, +15% Integration Speed
#Buildings Rework Shared Details:
Fortress: 150 gold, -5% Manpower, +1 Fort Level, +5% Fort Defensive, +1% Civilization Level
Port: 150 gold, +1 Population Capacity, +15% Ship Recruit Speed, +0.1 Migration Attraction, +0.1 Migration Speed

#Population
Population growth speed and capacity now scale with civilization value, and are increased less by external sources
Tribesmen now consume less food
Population migration speed reduced significantly, with the exception of tribesmen
All settlement buildings now reduce migration speed from their territory by an additional 25% (bringing it to -100%: this will now effectively remove migration unless there are extenuating circumstances such as occupation/famine/unrest)
#Technology
Civic technology now grants 1% population capacity and 1% global food per level
Civic technology no longer grants Commerce Income
Oratory technology now grants 0.5% global civilization value per level, from 2%
Religious technology now grants 2% Omen power per level, from 2.5%

# Governments
Monarchies can choose a primary heir from the pretenders with the Anoint button, with positive and negative event consequences possible
Added rare event for large unstable AI tribes to splinter into subjects and free states
Added Elective Monarchy government type
Improved republic agenda selection logic
Rebalanced ‘Senatorial Chambers’ harsh happiness modifier in tribal reform mission

# Religion
Added Hellenic deities Dioskourai (Greek) and Castores (Roman)
Treasures can now be individually removed from non-pantheon Holy Sites as well

# Units
All cultures or culture groups now have a levy template, indicating which unit types their poptypes will raise. This should result in geographically appropriate levied armies
Levies are now raised from integrated culture pops in governorships
If a governorship is incapable of supporting raised levied units; the associated units will begin taking attrition until they are removed
Levies no longer have a maintenance cost - instead their pops cease producing base resources while raised
Regular unit (legion) maintenance increased significantly
Mercenary maintenance cost reduced to 150% of base
Military experience is acquired when disbanding experienced levies
Levies may not be disbanded during war
Powerbase from loyal veterans reduced significantly
Loyal levied units now grant loyal veterans to their governor when disbanded
Strategic trade goods have no bearing on levy composition, we now assume that cultures bring their horses/elephants with them.
Strategic trade goods are now required to be present in a governorship/region in order to recruit units of the linked type in a legion.

# War & Peace
Woo General interaction now transfers foreign legates
Triumphs may now only be held for generals who have won sufficiently large battles
A provincial Fortress limit has been added which will incur costs when exceeded
All countries with Pirate Heritage now have access to the Slave Raid naval ability
Forced March unit ability is now unlocked in the Martial invention tree
Carpet Siege unit mission added, replacing Fight Rebels, useful in civil and Diadochi wars
Being at Peace once again reduces War Exhaustion (by 0.08pm) to counterbalance new sources of War Exhaustion gain (levies and great conquest wars)

#Characters
Brave trait no longer reduces loyalty

# Other
Happiness for Same Culture modifier significantly increased for top rank nations
Tyranny now reduces character loyalty by 15% less
Colonization now requires 8 pops in a neighboring territory, from 10
Reworked all modifier durations to be at least 1 year
Reworked costs for event options
Vassal Integration costs (per pop) reduced by approximately 20%
Global monthly state loyalty malus removed from nation rank
Non-dominant primary culture territories now have +2 slaves required per trade good produced

###################
# AI
###################

# Diplomacy
AI now less willing to join defensive leagues far away
AI now has a default willingness to grant military access [as opposed to the previous default unwillingness]
AI significantly better at economic diplomacy: integrating subjects, improving opinion through gifts, and insulting potential war opponents

# Economy
AI now significantly more careful about exceeding budgetary restrictions
AI better at handling integrated cultures, and removing integrated cultures that are no longer economically sound

# War
AI nations with republic or monarchy government types will be far less likely to expand into tribal territory without a pre-existing claim. *Note: this behaviour is not an absolute rule*
Antagonist AI is now appropriately horrifying

# Other
AI will no longer be blocked in their missions by complex tasks
AI will now change missions after 60 years following the same one

###################
# Interface
###################

# Mapmodes
Removed the river Region/Area names to clear up the associated mapmodes

# Tooltips
Game Concepts and tooltips added to explain major mechanics

# Unit Models
Each culture group now has a seperate Levy and Legion model

# Other
Available casus bellis are now displayed in the diplomacy view
Characters can now be searched by textbox across all countries
Cohort information breakdown moved to the Ledger
Sacrifice button localization no longer fails to account for non-pantheonic religions
Loading quotes revised and expanded with more high-quality doom and sass from the past!

###################
# Usermodding
###################

# Triggers
Changed 'country_culture' trigger name to 'primary_culture'

# Other
Added script support for Legions
Added GetCulture('tag') and GetCultureGroup('tag') loc promotes
Added GetLegionDistinction('key') loc promote
country_culture event link now works
Inventions can now have effects on adoption
Military traditions can now have effects on adoption
Sea territories are now assigned to areas
Impassables now have their own terrain type
max_amount can now be defined for any building

###################
# Script
###################

# Achievements
Added 10 new achievements

# Decisions
Added 9 Anatolian formables: Lycia, Caria, Lydia, Cabalis, Milyas, Pamphylia, Lalasia, Isauria, Pisidia
Added decision for tribes to gain extra capital civilization for a price
Tweaked territorial requirements for Reunite Alexander's Empire decision
Added decisions to install Philokles of Sidon and Eunostos of Soloi for Diadochi

# Events
Reworked ‘Antigonid Cause Wavers’ events and the splitting of the Antigonid kingdom
Added regnal name events for Egypt, Seleukids, Pergamon, Bithynia and Mithridatids if ruled by the relevant family - long live Ptolemy XXIIV
Characters can now die during battles, not just after battles
Reworked Mithridates event chain, a new kingdom is now created in Paphlagonia and can annex Pontus diplomatically - player can start as either Kios or Pontus
Added option to boost Antigonos’ health for a price in his opening event
Clarified happiness impact of family adoption event after annexation
Pergamon is now playable via an option in the ‘Antigonid Cause Wavers’ event
‘Granary Fire’ event now only targets territories with granary buildings, destroying them
Added outcome of ‘True Weather of the Soul’ where Thrace annexes part of Macedon
Added Espionage interaction events for stealing technology and sabotaging legions
Added an event chain for Egypt on the Athenian Tragedies
Increased cooldown of city sacking events to prevent cash farming
Added costly Ptolemaic dynasty event to optionally acquire Blood of the Argeads trait
Researchers with Scholar, Intelligent, Obsessive, and Polymath traits have a chance to generate additional innovations over time. This effect can stack, and will show up when assigning research positions
‘Scientific Breakthrough’ now correctly describes tech progress as a percentage

#Missions
Added bypass events to the generic infrastructure mission tree

# Setup
Updated map in Greece, Anatolia, and Phoenicia
Added starting trade routes for Antigonids, Macedon, and Egypt to help with their economy, mostly with their own subjects
Added new tags in Anatolia, Black Sea, Adriatic, Paeonia, and Balearics
Split Bithynia and Cappadocia regions with new region of Cappadocia Pontica
Removed Pontic culture from Anatolian group (merged with Cappadocian) and renamed Greco-Pontic to Pontic
Added Pisidian, Milyadian, Oroandian, Cabalian, Lalasian, Cennataean, Morimenian, Cataonian cultures to Anatolian group
Moved Bithynian and added Mariandynian culture to Dacian group
Added Talaiotic culture to Occidental group
Added Paeonian culture to Illyrian group
Added several major rivers
Added many missing historical characters

# Other
Boni and Traditionalist parties will no longer disapprove of attacking the same religion or culture, instead balking at truce-breaking
Updated some laws and tooltips to better accommodate monotheism/Judaism
Royal Marriage Character Interaction can now be used on children above the age of 12, with the marriage events firing once both parties are 16
Assassinate character interaction renamed to Assassinate Rival, and can now be used on the target directly, as long as they are a rival of the ruler
Tutor character interaction can now be used on a child directly, and for any close relative of the ruler or the ruler themselves

###################
# Bugfixes
###################

# Code
Best possible province capital will now be picked when annexing a province
Fixed on_becoming_adult on_action not firing
Threaten War and Demand Military Access actions now work as advertized
Fixed some missing line-breaks and names in tooltips listing modifiers
Fixed Dismiss button not working for Researchers
Fixed stability cost of integrating a culture remaining even if that culture no longer existed
Fixed changing resolution on Linux making the game unplayable until restarted
Fixed battles against barbarians not accepting reinforcements
Fixed Mac crash after a few years of gameplay
Fixed ‘Occupation’ war exhaustion modifier appearing on declaring war
Fixed glowing borders sometimes not disappearing

# Script
Fixed the Optimates party disliking that you gave holdings to family heads
Fixed the Olympic games events sometimes not firing
Fixed infants arguing their corner in senatorial war councils and being used as scapegoats in trials
Fixed limit to number of Bloodline traits inherited by eligible children
Fixed wrong territory being targeted in the Athenian ‘Hekatomnid Legacy’ mission task
Fixed wrong claims given on formation of Assyria
Fixed Naval Parity Roman mission task requiring only 1 more ship than Carthage instead of 20
Fixed ‘Mutiny!’ event being able to target mercenary generals
Fixed Rome being able to make Ancona a feudatory despite differing culture groups
Fixed broken goto button in Unfriendly Neighbors event
Fixed wrong characters referenced in ‘Wild Oats’ events and ‘Scandalous Dominus’ events
Fixed ruler appearing on both sides of the 'Unconventional Politics' event
Fixed a missing portrait in the event 'Bountiful Harvest'
Fixed rulers receiving loyalty modifiers in some events
Fixed several cases where settlements were referred to as cities
Fixed Clan Chiefs complaining in the ‘The Neglected’ event
Fixed mercenary characters appearing in ‘Veteran’s Due’ and ‘Scholar of the Divine’ events
Fixed cases where local instead of global happiness modifiers were used
Fixed cases where the wrong party’s approval would be changed
Fixed negative tribal subject opinion modifier after reforming to a monarchy/republic
Fixed many typos and text overflow issues
Fixed some character loyalty modifiers not being cleared when moving country
Added some extra checks to reduce the chance of mercenaries being chosen in events where they could be given loyalty (as Mercenaries are always at 100 loyalty)
Fixed cooldown of the ‘Gratitude’ tributary subject event
Fixed ‘Word from Syracuse’ Roman mission event not starting a war
Fixed Epirote Macedon not being eligible for Antipater’s Dream achievement
Fixed multiple families of almost the same name in Anatolian countries
Fixed ‘Massaesylian Menace’ mission task for Carthage being impossible if they are already removed from the map
Fixed Governors and Generals demanding Offices in the ‘Political Ambitions’ event
Fixed some cases where numbers in tooltips had too many decimal places
Fixed ‘Suppression of the Massyli’ event firing for Carthage when already at war with Massylia
Fixed issues with ‘no other diplomatic tasks ongoing’ checks in Epirote mission tasks
Fixed disloyal subjects joining scripted wars which they otherwise would not
Fixed inconsistent place names in mission tasks
Fixed characters taking loyal veterans with them when moving countries
Fixed Clan Chiefs taking the Demanding an Office scheme
Fixed ‘Adriatic Opportunities’ Roman mission task making feudatories of another culture group

# Setup
Fixed missing section of the Euphrates
Fixed some lakes and shores not being on the painted map
Fixed bad Latin and Greek in some territory names
Fixed references to yet unborn Roman emperors in some territory names
Fixed Antigonos’ half brother’s mother being the wrong character
Fixed Salluvian culture being called Alluvian
Removed impassable in Egypt’s Eastern Desert which would not be colored
Added territory in India to avoid uncolorable impassables
Fixed Trapezous starting at tech 0 instead of 2

Marshal Prolapse
Jun 23, 2012

by Jeffrey of YOSPOS

trapped mouse posted:

Sorry for the double post, but since the last post was made two weeks ago, I think it should be fine. Paradox just released the patch notes for the upcoming DLC/patch, looks like it's coming out tomorrow.

So is this likely to make the game significantly better? I’ve tried it a few times since release...and eh I want to like the game due to the setting, but it feels really impenetrable, especially compared to CK3.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

MazelTovCocktail posted:

So is this likely to make the game significantly better? I’ve tried it a few times since release...and eh I want to like the game due to the setting, but it feels really impenetrable, especially compared to CK3.

So, this is the war patch. I think the most significant changes are going to see warfare becoming less... trivially solvable? Forcelimits and composition are going to be more closely tied to the shape of your society and hammering that into an effective fighting force is going to be more involving and more difficult. I think. It's also going to make the cultural stuff they added last summer more significant: integrating cultures is going to be a major part of increasing your war power. For that to matter, though, the AI needs to be able to expand competently enough to produce real rivals, which is as-yet unevidenced.

What it's probably not going to do is do a lot for the gameplay between wars- which is already where the game is weakest. Politics still doesn't grab me, even with all the attention it's received over the last year. There are changes to buildings coming, so economic development is going to look something more like EUIV, which I think I'm positive on? Trade is still going to suck.

If you're big on static content (I'm not) there's a lot of stuff for the diadochi coming in the paid DLC, and if the UI was a major complaint of yours it's had a total overhaul both in layout and aesthetic by an honest-to-god UX professional. It looks great!

Overall I think it's still going to feel a little hollow, but less so than before? Same as every other patch lol.

e: Couple of small-but-potentially-impactful things in the patch notes I don't think were highlighted in the DDs:

quote:

  • Strategic trade goods have no bearing on levy composition, we now assume that cultures bring their horses/elephants with them.
  • Forced March unit ability is now unlocked in the Martial invention tree
  • AI now has a default willingness to grant military access [as opposed to the previous default unwillingness]
  • Researchers with Scholar, Intelligent, Obsessive, and Polymath traits have a chance to generate additional innovations over time. This effect can stack, and will show up when assigning research positions
  • Royal Marriage Character Interaction can now be used on children above the age of 12, with the marriage events firing once both parties are 16
  • Character Interactions: Added Espionage, unlocked by invention, allows visibility of foreign manpower and treasury counts [now hidden by default] with events for sabotage and more

That military access thing, boy, it used to be loving impossible to get anywhere without a DoW.

KOGAHAZAN!! fucked around with this message at 21:03 on Feb 15, 2021

ilitarist
Apr 26, 2016

illiterate and militarist
My concern is that they only allowed some unknown streamers to show 2.0 today. And video uploads are embargoed till tomorrow when the patch goes live.

CharlestheHammer
Jun 26, 2011

YOU SAY MY POSTS ARE THE RAVINGS OF THE DUMBEST PERSON ON GOD'S GREEN EARTH BUT YOU YOURSELF ARE READING THEM. CURIOUS!
I mean em arguing only makes sense as a tactic on a paid product.

I doubt people are going to actively buy the game based on a patch unless it’s amazing

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I'm hoping that the changes to military traditions and inventions will mean that you'll be able to have meaningful differences between successive playthroughs (which aren't just you choosing to voluntarily gimp yourself). I never had that much of a problem with the core gameplay but the combination of passive AI and lack of distinction between how you built your cities and armies in each playthrough gave the game very limited replayability compared to other Paradox games. The UI was just the cherry on top of the poo poo cake where you try to remember which of the almost identical god icons is which for the 1000th time

Jabarto
Apr 7, 2007

I could do with your...assistance.
I'm cautiously optimistic, but unless they did something to change the fact that all characters everywhere are always one stubbed toe away from throwing the nation into civil war all the time forever, I'll probably bounce off it even though the new building systems and stuff look really good.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I believe that there's a lot of diplo inventions which increase character loyalty but the basic way that the loyalty system works is still the same which means that literally anyone will start a revolt if they get enough powerbase.

ilitarist
Apr 26, 2016

illiterate and militarist

CharlestheHammer posted:

I mean em arguing only makes sense as a tactic on a paid product.

I doubt people are going to actively buy the game based on a patch unless it’s amazing

We're talking about a paid product.

https://store.steampowered.com/app/1437660/Imperator_Rome__Heirs_of_Alexander_Content_Pack/

Vichan
Oct 1, 2014

I'LL PUNISH YOU ACCORDING TO YOUR CRIME

Tbf a lot of the additions are free.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Vichan posted:

Tbf a lot of the additions are free.

I'd go so far as to say that both of the paid DLCs which have come out since release are almost entirely "nice to have" flavour features. Yeah apotheosis and presumably wonders give you some buffs which you can't get otherwise, but there aren't any major game systems which you're locked out of if you just skip getting the DLC. It's all just missions for countries I don't want to play as, and extra unit models and gods.

Baron Porkface
Jan 22, 2007


Is there a way to control what trade requests I get?

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

First impression: wow did I ever underestimate how much time I'm going to spend thinking about what techs/traditions to pick. These trees are huge and there's a lot of poo poo I want all over.

As far as I can tell they've done a lot of clustering by bonus type, so you'll be able to go super hard on one particular area if that's your jam.

Baron Porkface posted:

Is there a way to control what trade requests I get?

Yeah, the trade screen will let you allow/deny requests for types of good and there's a global setting to prevent you trading your capital surplus.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I am really enjoying things so far but one negative I have to point out is that they have done a really bad job of making it transparent to the player how levies are generated. There's an info box for each culture with a % breakdown of what units that culture's levies produce, but based on the earlier dev diaries I'm almost certain that there are also restrictions on what units you get based on the poptype (e.g. you don't get heavy cavalry from freemen even if your culture has a high % of heavy cavalry units). They also don't seem to mention anywhere if slaves produce levies (I assume that they don't because that would be weird)

The fact that one of the patch's headline features, where you're supposed to care about what pops you have to change your levy units, is presented as a mostly inscrutable black box, is a pretty bad look even if it works correctly.

KOGAHAZAN!! posted:

First impression: wow did I ever underestimate how much time I'm going to spend thinking about what techs/traditions to pick. These trees are huge and there's a lot of poo poo I want all over.

As far as I can tell they've done a lot of clustering by bonus type, so you'll be able to go super hard on one particular area if that's your jam.


Yeah, the trade screen will let you allow/deny requests for types of good and there's a global setting to prevent you trading your capital surplus.

At first glance I want to go straight for foundries every time but maybe I'll change my mind.

Marshal Prolapse
Jun 23, 2012

by Jeffrey of YOSPOS
Eh I figure for $9.99 I can give it a shot. I only paid that much for the base game, so it’s not a huge money pit at this point.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

RabidWeasel posted:

I am really enjoying things so far but one negative I have to point out is that they have done a really bad job of making it transparent to the player how levies are generated. There's an info box for each culture with a % breakdown of what units that culture's levies produce, but based on the earlier dev diaries I'm almost certain that there are also restrictions on what units you get based on the poptype (e.g. you don't get heavy cavalry from freemen even if your culture has a high % of heavy cavalry units). They also don't seem to mention anywhere if slaves produce levies (I assume that they don't because that would be weird)

It's not wholly scrutable from the files, either.

It looks like pops and units are separated into "basic" and "advanced" levy tiers, basic pops producing basic levies, advanced pops advanced levies.

Then it seems units are selected to fill these basic and advanced slots based on the cultural template. There's some ambiguity here- the files seem to be written to imply that the ratios are enforce across the entire levy- which makes no sense and would mean the tier system is meaningless. I'm going to assume the ratios are enforced within tiers instead.

Anyway:

BASIC:

Tribesmen, Freemen

Archers, Light Infantry, Light Cavalry, Camelry, Horse Archers

ADVANCED:

Citizens, Nobles

Heavy Infantry, Heavy Cavalry, Chariots, Elephantry- yes, that is a real word

Samaritans have the highest ratios for Horse Archers, followed by the Dahae and then the Scythians.

e: Gauls actually get significant quantities of HI now, Chariots are mostly a British thing

KOGAHAZAN!! fucked around with this message at 17:15 on Feb 16, 2021

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

After spending fifteen minutes trying to work out why Lysimachus has no levies, I can confirm: this game desperately needs a way to answer the question "what % of these the pops in this region fall into the critical integrated culture and non-slave intersection??". I suddenly desperately need V2's population screen in my Imperator lmao.

At the very least I'd like a detailed breakdown on how the levies are calculated.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

KOGAHAZAN!! posted:

After spending fifteen minutes trying to work out why Lysimachus has no levies, I can confirm: this game desperately needs a way to answer the question "what % of these the pops in this region fall into the critical integrated culture and non-slave intersection??". I suddenly desperately need V2's population screen in my Imperator lmao.

At the very least I'd like a detailed breakdown on how the levies are calculated.

It's extremely strange to me that they didn't put all this info on the levy screen, it could just collapse down if you don't want to see the detail

And yeah even looking at the defines etc it's still not entirely clear exactly how levies are calculated except that there's some correlation between citizens / nobles and HI / HC / elephants on top of the culturally defined ratios

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Lysimachus has no levies because legions also use pop slots and if your legion is large enough you'll have nothing left for the levy

It took me half an hour to work this out and I'd already read the answer in a dev diary :tif:

Agean90
Jun 28, 2008


I got the legions use levy slots things quickly, but it took me like 45 minutes to find how to build cities lol

fuf
Sep 12, 2004

haha
I still had my usual Imperator experience where I start a new game and the first popup is "you have unused trade routes in your capital" and I click it and look at the list of trade goods and my eyes kinda glaze over and I wonder if I care

usually that's when I quit but I'm determined to push through it this time

Is it just because I'm more familiar with the others or is this the most complex paradox game? With the pops, character, and family stuff it just seems like there's so much going on. Or are the scales gonna fall from my eyes in a few hours?

Davincie
Jul 7, 2008

So trying this again and i have 2 questions:
1. Can i automate trade somehow? I only noticed some hours into my game the other provinces then your capital need manual trade route assignations too which is a bit much considering how often they break
2. How come i sometimes can’t build somewhere? The city of capau has 6/9 building slots and i have money but for some reason i can’t build. I can’t find a tooltip saying why. I thought maybe it was disloyalty but I could build in another disloyal province

Agean90
Jun 28, 2008


You government screen with a list of provinces has a setting for turning on auto trade

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Davincie posted:

So trying this again and i have 2 questions:
1. Can i automate trade somehow? I only noticed some hours into my game the other provinces then your capital need manual trade route assignations too which is a bit much considering how often they break
2. How come i sometimes can’t build somewhere? The city of capau has 6/9 building slots and i have money but for some reason i can’t build. I can’t find a tooltip saying why. I thought maybe it was disloyalty but I could build in another disloyal province

Are you trying to build something which is either restricted to a certain number per city or which you haven't unlocked the invention for yet? Foundries, grand temples and grand theaters are all unlocks but the tooltip doesn't say so IIRC.

Fuligin
Oct 27, 2010

wait what the fuck??

this UI isn't perfect but it's still much more attractive and unobtrusive

Davincie
Jul 7, 2008

found the automate trade button thanks. Although provinces still seem to say theyre not importing anything, but I assume that is just an ui bug.

The buildings I was trying to build weren't restricted, just markets etc. Eventually I was allowed to, no idea what changed.

appropriatemetaphor
Jan 26, 2006

Who you guys playing as? Looking to jump in and play someone not-Rome and not gigantic (like selucids or something).

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Davincie posted:

found the automate trade button thanks. Although provinces still seem to say theyre not importing anything, but I assume that is just an ui bug.

Unless it's changed in the new patch, importing has to be done manually. Only exports can be automated.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Wafflecopper posted:

Unless it's changed in the new patch, importing has to be done manually. Only exports can be automated.

The patch added automated imports

appropriatemetaphor posted:

Who you guys playing as? Looking to jump in and play someone not-Rome and not gigantic (like selucids or something).

Depending on your criteria for "not gigantic", Armenia is pretty fun. Or there's always the Bosphoran Kingdom.

ilitarist
Apr 26, 2016

illiterate and militarist
Well I can tell you there are some issues with the new UI



In case it's not obvious you can open the character sheet through tooltips on the country selection screen and even attempt to befriend the character. It's a good start for a creepypasta!

canepazzo
May 29, 2006



What is fort capacity? Rome starts with 6/5 fort capacity in Latium (so over threshold) but only one fort. What's up with that?

ilitarist
Apr 26, 2016

illiterate and militarist
Oh well, the new UI will need a lot of refinement. Like now nowhere on the territory view can you see a Civilization value. You can see maximum civilization value in a tooltip, but then tooltip lies to you about it being province-wide.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

appropriatemetaphor posted:

Who you guys playing as? Looking to jump in and play someone not-Rome and not gigantic (like selucids or something).

Scordiscia





I'm doing alright but the army changes are starting to pinch in exactly the right way. Going to have to give rights to those *spits* Eravisci to keep my armies afloat.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

ilitarist posted:

Oh well, the new UI will need a lot of refinement. Like now nowhere on the territory view can you see a Civilization value. You can see maximum civilization value in a tooltip, but then tooltip lies to you about it being province-wide.

If you mouse over the green bar on the territory view above where it says "summary" it tells you the impact of the current civ value of the territory, which you can use to calculate the actual civ value. Yeah they should really also show the actual civ value there too but it's equal to the population output bonus.

Karanas
Jul 17, 2011

Euuuuuuuugh
How do you get new governorships? I started a game as Rome and took most of the Italian peninsula but the only governors I have are for Latium and Magna Graecia who control all the land between the two of them.

trapped mouse
May 25, 2008

by Azathoth

Karanas posted:

How do you get new governorships? I started a game as Rome and took most of the Italian peninsula but the only governors I have are for Latium and Magna Graecia who control all the land between the two of them.

You conquer more regions. There's only one governor per region:



One that note, oh my god this game is so complicated getting back into it. I started as Armenia which seemed easy enough, but even that is seeming overwhelming.

Karanas
Jul 17, 2011

Euuuuuuuugh
noted, thanks

AnEdgelord
Dec 12, 2016
I dont have a big write up or anything but I will say that I fired up the game today and had a lot more fun with it than I did before. Levies+New Tech System+Redesigned UI is really hitting the spot for me.

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Baron Porkface
Jan 22, 2007


Agean90 posted:

You government screen with a list of provinces has a setting for turning on auto trade

??? I don't see a list of provinces in the government screen.

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