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canepazzo
May 29, 2006



To pass the time and get some more background info for the game launch later this week, I've been listening to this guy's History of Rome podcast; it's about 200 episodes, each 12-15 minutes, covering from the foundation to the fall. He starts a bit dry and kinda boring but after episode 3-4 he really gets into it and is actually an entertaining narrator. Game's period is covered from around episode 13 or so, haven't gone too far yet.

Highly recommend, podcast's also on Spotify.

Edit: has any other game ever got the endorsement of a country's official twitter? :aaa:

https://twitter.com/armenia/status/1120303285699842048

canepazzo fucked around with this message at 07:23 on Apr 23, 2019

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canepazzo
May 29, 2006



What do you guys reckon will the Byzantium of I:R? Both in difficulty and popularity. One of Athens or Sparta maybe?

canepazzo
May 29, 2006



sudo rm -rf posted:

i'm trying to remember when stellaris and hoi4 unlocked on steam, but my memory is failing.

any chance we're playing some time tonight? like midnight cest?

In about 15 minutes they're starting a 24 hours stream on Twitch leading to launch, and they usually launch sometime right at the end. So start watching the stream and when it finishes you'll be able to play :hist101:

canepazzo
May 29, 2006



It's unlocked, restart your steams

canepazzo
May 29, 2006



No ledger? :argh:

canepazzo
May 29, 2006



WASD for scrolling, W is not diplomatic map mode, in a break from most (all?) Paradox games. Also the pause/restart has the most ungodly loud sound.

canepazzo
May 29, 2006



Where can I see what jobs are available? I'm doing the tutorial and tons of families are clamoring for jobs. No bootstraps in Rome seems like.

canepazzo
May 29, 2006



If you liked Many A True Nerd's Crete playthrough, he also made a (Paradox endorsed) tutorial - here https://www.youtube.com/watch?v=8uUs7fa0lQg

Haven't watched yet, just going through the official one first, game is good.

canepazzo
May 29, 2006



Can someone explain families to me? Why do I want them happy? Why would I want to collect more families from my conquests?

canepazzo
May 29, 2006



So pops can die out - what happens if a city is emptied?

canepazzo
May 29, 2006



Hadn't occurred to me but you can make friends with a ruler in order to increase their country's opinion. I like the friending process too, I'm sure it will become repetitive but it feels organic enough.

canepazzo
May 29, 2006



Gotta love the people on reddit complaining about the game being too easy




after playing the tutorial.

canepazzo
May 29, 2006



Slaves taken during occupations: are they taken from the slaves pops or can any pop be enslaved? What happens to enslaved pops from occupations at the end of the war?

Say I'm Macedon, fighting Epirus, and during the war they enslave 10 of my pops. Then I win the war and annex them; do the enslaved pops stay where they were? Do they get returned? What if I white peace?

canepazzo
May 29, 2006



Wooper posted:

I just spent countless men sieging down forts that just teleported to different cities after they broke. Then I lost the civil war because my enemy took my real forts and I didn't have enough men left to fight them.


I like the game a lot but this here is just bullshit - the civil war faction should have that one capital and once it's gone, done. The teleporting is bad enough, but that they get a fort to boot is just garbage. Needs to be patched out.

canepazzo
May 29, 2006



Dr. Video Games 0031 posted:

Not cool that the AI will randomly dishonor calls to arms when the tooltip says they will accept. Like, really not cool. The tooltip should be absolute.

It truly is the heir to Victoria 2 then...

canepazzo
May 29, 2006



TorakFade posted:

We really need a ledger. Or some sort of central management tool where I can check my provinces (goods, pops, cultures, religions, policies) and even regions. If they don't want to give us war information on enemies fine, but please, PLEASE let us see internal info for the whole country in an easy, complete and sortable way. I can't bear hovering over every single city, province or region to see data and being unable to compare it with the province next door

(Or is there something like that already and I totally missed it?)

Johan said a ledger is coming, but probably not in 1.1

canepazzo
May 29, 2006



I'm stuck with princeps civitatis (if you appoint a dictator and he refuses to step down the law gets changed automatically) and want to change to a less tyrannical one but the entirety of the populists will not vote to change as it increases populist influence. None of the other parties even reach 50% of the votes (I'm friend with all the party leaders), my own party has all the + except "friends with the party leader" (cause I'm the party leader) and it only adds up to 56% of the party voting aye.

What I'm saying is that this is an extremely accurate representation of democracy A+++ would cause a constitutional crisis again.

canepazzo
May 29, 2006




Ah, a centrist.

canepazzo
May 29, 2006



Post-launch dev diary out

quote:

Hi everyone and welcome to the first post-release development diary for Imperator!

As soon as the first patch, Demetrius, is ready, it will be released this week.

For Imperator, some things will be similar to how we have developed games since we released CK2, and some will be new. We will aim to have two major updates each year, with accompanying big expansions, where we focus on flavor in the paid content, while having core systems primarily part of the free patch. We have been working on ideas for our first expansion, but before starting on that one, we are doing a big free patch, which contains a lot of free features for all of you.

This free patch has been in development since the release version was frozen in mid february, so it contains all the things the design team have been working on, while QA and Coders worked on stability, AI and polish for the release.

Our first big patch called ‘Pompey’ will be out before the summer holidays, and will contain some new features, and lots of balance changes. We’ll talk about some of the balance changes in this development diary, and for a list of most new features go to the roadmap at https://forum.paradoxplaza.com/forum/index.php?threads/imperator-current-roadmap.1170956/


Technology
While the technological research in the game was working mostly fine, we had some edge cases that did not work out all that great. First of all, it was impossible to really catch up when you were behind, unless you were a really small country, so we did a reversed ahead of time penalty from when you are behind Secondly, it was also possible to stack your research output so high that ahead, rendering the ahead of time penalty useless, so we made the ‘ahead of time penalty’ a multiplier on your tech speed. Finally we changed the base time for a new technology from 15 to 20 years.


Shattered Retreat
The action of voluntarily doing a shattered retreat was a bit over-powerful, in that while it was useful, it had almost no drawbacks. Now when you do a manual shattered retreat from the unit interface, that unit will also lose 50% of its remaining strength.


Truce Breaking
As you may have seen in the dev clash, breaking a truce had no impact on your reputation, so it will now increase your aggressive expansion as well, just like some other games we do.

Mercenaries
Mercenaries, while performing mostly like we intended, where too much of a renewable resource. What we have done is reduce the amount of mercenary companies, and not stack them all in the most heavily populated areas.

We also made it so that mercenaries can not be stackwiped, and if they would have been, instead they now charge their disband fee from employer, and leaves his employment.

Mercenaries that are no longer employed and marching back to their home city, will no longer reinforce during the march.

You can no longer recruit mercenaries that have not recovered all their strength.

Regnal Numbers
We have added in the functionality for monarchies to use regnal numbers on their rulers. So your 4th Alexander will be “Alexander IV Argead”.


Assassinations
These were a bit powerful, and rather devastating if you played a monarchy or tribe. So in those nations, the military skill of your master of the guard or bodyguard reduces the success chance of that action.


Governors
One thing that was completely missed when developing the game, was the aspect of having the governors attribute matter. This obviously needed to be changed, so now finesse skill of governors will impact the output of the cities they govern by 5% for each finesse.


Population Growth
Population growth also had a few problems in that we had only one variable to play with. After a lot of discussion and testing we split it up into population capacity, which terrain, technology, civilization level and granaries impact, and population growth, which is impacted by resources and situations like your city being burned to the ground by invading armies.


Stability
The old stability mechanics were partly legacy from the first PDS game ever made, with a range from -3 to +3, and also one of the most complained usage of power that we had in the game, in that people did not enjoy being able to instantly increase stability if they just had power.

First of all stability is now 0-100, and decays towards 50 over time. Of course all events and mechanics changing stability have been adapted to the new range.

Stabbing a pig costs 100 power, and gives +0.5 stability a month & increased pig-stabbing costs by 50% for 5 years, and this is stackable, so the more pig-stabbing you do, the faster it will increase in that timeframe.

Threshold for starting wars is a minimum of 10 stability, and you need 10 stability to appoint people to government.


War-Exhaustion
In a similar way War-Exhaustion has also been overhauled, in that it is no longer an instant reduction for some power. You now spend power to add an overtime reduction of it, and this can be stacked in a similar vein as pig stabbing.


Legitimacy
When changing Stability and War-Exhaustion, we also took a look at legitimacy, and made it work the same way. Legitimacy is no longer instantly increased from a button press, but a stackable short-term increase you can pay to get.


Modding Support
One little thing with all these balance changes is that to make them more easily handled, we changed the price-structure we use for lots of actions, to support 4 new values, instead of just gold, powers and manpower.

These 4 values are stability, tyranny, war-exhaustion and aggressive expansion. So if you wish for assigning ideas to increase your war-exhaustion in your mod, now you can do it.

canepazzo
May 29, 2006



Nothingtoseehere posted:

Manpower growth is supposed to be 25 years to full, instead of the 10 of EU4. Why is beyond me (possibly because it grows much faster than in EU4) but its not bugged.

It also is ruined by paradox math. There's a thread on reddit but the tl;dr is that every city contribution to manpower is rounded down, so you end up losing 15-25% of your pops manpower.

quote:

What we are missing from this equation is that this is a Paradox game, which like all other Paradox games, suffers from a rather severe case of Paradox Maths. It turns out that your monthly Manpower does not just get rounded once per city, but rounded down once per city. In the example of the first screenshot, I am getting almost 1 Manpower less per month than I should since 2,075/300=6.917, but it gets rounded to 6, about 13% lower than it should be.

The lower the Manpower Cap of a city, and therefore monthly Manpower, the larger percantage of your monthly Manpower you lose. Any cities with less than 300 Manpower Cap give 0 Manpower per month. Scaresly populated areas obviously get it worst. Leaving countries there to rely heavily on their base Manpower recovery which as an added bonus is of course being rounded down from 12500/300=41.67 to 41 (provided you don't have any maximum Manpower modifiers)

canepazzo
May 29, 2006



TorakFade posted:

So, how do you get vassals? I mean the kind of vassals that will help you in your wars, I don't care about money or manpower by now as Rome, but I sure wouldn't mind a few extra stacks from vassals. Whenever I go to war, the only CB I can get is the standard "claim" one, not sure if that will let me vassalize an enemy without killing me with AE ?

There are 4 sub menus when you sue for peace, provinces, cities, money and subject interaction. You can select feudatory or tributary in there, no matter the CB.

canepazzo
May 29, 2006



Shimrra Jamaane posted:

So has anyone here or on the Paradox forums completed a world conquest yet?

Pax Aeterna on reddit except the achiievement was bugged :lol:

canepazzo
May 29, 2006



First patch is live

quote:

###################
# Gamebalance
###################
- Tweaked Mercenaries to be less numerous and a bit more spread out.
- Country Capital now has one extra building slot.
- Fortifications in capitals are now normal buildings, and not something that magically appear. First level is still free.

###################
# AI
###################
- Fixed disloyal generals being overly helpful and attacking enemy armies.
- Fixed AI not attacking rebels/barbarians.
- Fixed reserve objective behaving rather offensively.
- Reworked AI reconnaissance objective to patrol on borders rather than around a point.
- Army and fort maintenance is auto set to normal maintenance on outbreak of war.

###################
# Interface
###################
- Fix to naval combat interface martial skill icon overlap.
- Fixed top-right corner of topbar visually overlapping score indicator.
- Added truces to diplomatic mapmode.
- Tweaked Combat Prediction Indicator to be more accurate.
- Adjusted default UI scaling.
- Tactics view is now scrollable when it needs to be.

###################
# Performance
###################
- Optimized daily tick to improve stuttering
- Added option to run a benchmark. Use the launch options with ‘-benchmark’ to run a ~4 minute benchmark, testing GPU & CPU.


###################
# Bugfixes
###################
- The game will no longer resend all diplomatic messages to the player that has been saved, each time the game is loaded.
- You now get new inventions when you get new technology from events, unit abilities and other effects.
- Fixed Out of Syncs related to siege & combat.
- Fixed wrong type of apostrophe being used in English version.
- Barbarians no longer have "TRIBE" in their name.
- Fixed issue where mapicons were showing invalid state (such as ended combat or sieges) after a peace deal.
- Fixed rare crash if province was no longer owned while trying to build a fort.
- Fixed rare crash related to events.
- Saving now happens on a background thread, shows a message and will pause the game in multiplayer.
- Disabled pause menu interaction when saving.
- Fixed bug where in some cases a 'zero' navy or army could exist
- Game will now calculate surplus before removing extra trade routes, to prevent incorrectly removing a trade route.
- Can no longer remove disloyal commanders from their armies
- Combat dice rolls are between 1 and 6 now instead of 0 and 5
- Fixed bug where in some cases a 'zero' navy or army could exist.
- Fixed case where country name would contain unlocalized text.
- Fixed potential crash when returning to lobby in multiplayer.
- Fixed potential crash when unit constructions finishes.
- Permanent province Modifiers will no longer be removed on conquest.
- Stopped the Pharos Lighthouse event chain from occasionally concluding prematurely.
- Updated localization in French, Chinese, Spanish and Russian.
- Fixed party conviction being several magnitudes too large when loading an ironman save.
- Fixed incorrect popup when guarantee is upgraded to alliance.
- Fixed bug where clan chiefs could sometimes have count for more than one.
- Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language.
- Various fixes to the Paradox account creation interface.
- Fixed searching for lobbies in lobby browser menu
- Fixed ‘november’ crash due to not enough threads available for processing
- Fixed startup crash on windows 7
- Mare Nostrum achievement no longer requires a small part of the northern Spanish coast.
- Fixed bug with barbarian removal in impassables for minor and major spawn points.
- Fix potential oos caused by imprisoning dead characters.
- Fixed bug where the decision to form Kushan did not properly check the current tier of a country
- Forming Cyprus now requires you to be suitably small.
- Fixed ironman permitting different mods when loading save.

canepazzo
May 29, 2006



How do I tribe? I got the basics of monarchy and republic, but tribal play is scary and complicated. Why am I out of citizens? Do I want citizens? Do I raise armies or work with the retinues? Do I want freemen or tribesmen?

canepazzo
May 29, 2006



I think you can also win if you capture the leader of the rebellion in battle, a-la CK2.

canepazzo
May 29, 2006



Hotfix up on Beta branch

quote:

Imperator 1.0.2 contains the following fixes:

- Bugfixes: Fixed bug where taking provinces in peace deals would occasionally fail
- Bugfixes: Fixed 'Pax Aeterna' achievement not being possible to achieve
- Bugfixes: Fixed 'Cinncinatus' achievement not being possible to achieve

Known issues;
- Game may crash when playing on a save game created in 1.0.0

canepazzo
May 29, 2006



Senor Dog posted:

Speaking of Syracuse, I started this game tonight and am running into something annoying as heck

I sieged down "mliet" (malta) and it's telling me it isn't coastal or by my poo poo so I can't have it



It's a bug in 1.01, but was fixed in 1.02beta, broken again and hotfixed on the same branch.

canepazzo
May 29, 2006



What I don't get is the giant hangups people have with "mana". What's the issue with it exactly? Why is it different from ducats, prestige, piety, unity, political power etc.?

canepazzo
May 29, 2006



I don't think they intended or inferred their dev clashes to be representatives of the games and game mechanics, there's dev diaries, streamer previews and their own single player videos that showcase the game. Dev clash was not the only Imperator preview they showed, to be fair, far from it.

canepazzo
May 29, 2006



Why does it even cost anything? It costs time in EU4, time/luck in CK2, time (and infamy if unlucky) in V2. Why is a cost needed in Imperator? I'd like it to be time based and cost infamy tiranny if "discovered" so that it truly can be Victoria 2.5.

canepazzo
May 29, 2006



Maybe you could make it so you can use different points to declare different CBs: military for a war of aggression (say like imperialism in EU4), civic to justify it (the actual claim CB), religious for a holy war (must be against different religion?). Then you could tie different bonuses/drawbacks to it: a military CB is increased morale and discipline or manpower, but increases aggresssive expansion; civic has less AE but increases tyranny, religious could risk other countries of same religions to join in (like in CK2). Different types of CB could also increase influence/reduce happiness of the parties/families/characters, depending on which one you use.

canepazzo fucked around with this message at 16:27 on May 5, 2019

canepazzo
May 29, 2006



zhuge liang posted:

Uhh no it's freaking not. Try playing a tribal and going from local power to regional power. You're not really any stronger (24 cities to 26 cities is really not a meaningful difference in low POP areas) but suddenly you can't ally any of your neighbors anymore and all the knives start coming out.

Having some kind of scaling intimidation modifier to discourage small countries from allying with big ones is fine but a hard line at 25 cities, then 100 cities, etc. leads to all kinds of nonsensical and frustrating results.

I got around that by vassallizing a couple neighbours instead of outright annexing them, that way I kept them when I got too big for the pond.

canepazzo
May 29, 2006



Dreissi posted:

Oh my god the naval tactics icons; good choices.


Agreed, those are amazing. In fact, they should make all icons animal based. Civet for civic power?

canepazzo
May 29, 2006



I think cultural assimilation policy should only work in the home region; all other regions should get a different mechanic, say "culture acceptance" ? Or maybe something similar to separatism in EU4.

canepazzo
May 29, 2006



Patch notes for Pompey are out:

quote:


###################
# New Features
###################

- Civil Wars have been reworked to be based upon the disloyal power base versus the total power base of a country. Each character have a power base that depends on their holdings,commanded units, wealth, titles, governorship importance etc. This value is displayed in overview, character listings, character and family views.
- Added Coastal and River Terrain types for naval combat.
- All countries can now convert religion if their high priest is of the new religion and a majority of the free pops in their capital also follow it. Republics require the approval of their Senate, Monarchies must have 70 Legitimacy and Tribes must have the approval of the Clan Chiefs.
- Seleucid bloodline trait now gives a bit of ticking province loyalty to better allow them to control a far flung empire.
- All Religions now come with their own associated Omens, with their own effects.
- Added country specific Omens to a number of countries and some culture specific ones. More context specific Omens will keep being added in future patches.
- Added Specific Omens for Hellenic countries following the Serapis Cult.
- Every country in the world now has a “Heritage” providing it with passive benefits and a penalty. Heritages are dependent on the capital of the country but can also be specific to other circumstances.
- Added Country specific Heritages to: Rome, Sparta, Carthage, Phrygia, Macedon, Egypt, Seleucid Empire, Mauryan Empire, Judea, Tartessos, Byblos, Armenia, Epirus, Thrace, Rhodes, Athens, Etruria, Syracuse, Icenia, Arvernia, Atropatene, Tarentum, Argos, and Thebes.
- Added the possibility of on map eruptions for the following volcanoes: Vesuvius, Aetna, Ararat, Methana, Aragats, Argaeus Mons, Argaios Mons, Ausara, Bamni, Qarqar, Caucasus Mons and Iberia Mons. A volcano eruption will cause considerable damage to the local economy until cleaned up.
- Added storms that can strike at sea, in deserts or during winter. Storms will cover a number of sea zones, or cities and will deal heavy attrition to present units. While a storm is ongoing it will be visible on the 3D Map.
- Added Navigable Rivers. A navigable river can be forded at specific locations, which can be blocked like straits by a navy. Light ships will perform better than others in a river.
- Legitimacy is no longer instantly increased from a button press, but a stackable over time ticking improvement.
- War Exhaustion is no longer a button to magically decrease it instantly, but instead works like the changed stability.
- You can now embark & disembark armies while in a port, and you have a big enough navy.
- You can now view foreign characters from the diplomatic view.
- Reworked the province view, adding more information, including pierchats of population.
- You can now tell units to start building roads, and they will continue doing it as long as you have power, instead of stopping in each new location to await new orders.

#Dual Rulers:
- Aristocratic Republics now have Co-Consuls. Co-Consuls provide power in attributes where they are better than the current ruler, and their ruling traits are applied to the country along with those of the primary ruler. Popularity of ruler is average of both of the Consuls, while corruption is the sum of their corruption.
- Consorts: In Monarchies the consort of the ruler will now count as a co-ruler and give benefits to the country in the form of their stats supplanting the ruler’s if they are better. A consort with living children will get a ticking reduction of loyalty if the primary heir is not their child.


#Province & City Improvements
- Urban development interaction added for cities. Using the interaction increases local Civilization Capacity, as well as Civilization growth rate.
- You can now set what unit types your clan retinues should be. Changing will update retinues as well but strength is dropped to 0.
- Added four Province-level investments, corresponding to each of the Power types: Population Output and Province Loyalty for Military Power, Building Slots for Civic Power, Local Import Routes for Oratory Power, Same Religion Pop Happiness for Religious Power

#Naval Rework:
- Reworked Navies to form lines of battle and split Galleys into 6 classes with different roles, ranging from Light (Highly maneuverable and with a high chance to attempt to board) to Medium (all around balanced) and Heavy (Can only target ships directly opposed, withstand more damage and very hard to board). Heavy Ships are unlocked in some Military Tradition Trees (Persian, Indian and Greek) and can perform special unit abilities to help project power overseas. Navies now also make use of their own Combat Tactics and can shattered retreat to a friendly port.
- Added Liburnian ship type in the Light Ship Category.
- Triremes now belong to the Light Ship Category.
- Added Tetrere and Hexere Ship types in the Medium Ship Category.
- Added Octere and Mega-Polyreme Ship types in the Heavy Ship Category.
- Added Capture Port Naval Unit Ability allowing Heavy ships to capture unguarded adjacent ports.
- Added Port Raid Naval Unit Ability allowing Heavy Ships to create a breach in an ongoing adjacent port with an ongoing siege.
- Added Port Assault Naval Unit Ability Allowing Mega-Polyremes to remove 1 fort level from an adjacent enemy port.
- Added Naval Range: Naval Range is calculated from your closest owned port and any ship that goes out of range will take Attrition damage. Heavy Ships will take increased Attrition damage when out of range.
- Ships can now be captured in Naval combat: A capture attempt will happen if a ship takes enough morale damage to retreat from the battle. Since Light ships primarily deal morale damage this means that they will get more chances to capture opposing ships. Success chances are however also based on chance: Light ships have -20% chance to successfully capture heavy ships, while heavy ships have a +20% chance to capture lights. Medium is +/-10% vs the other. Capture chance is further impacted by admiral Martial skill and national modifiers. Captured ships joins their new owner’s navy but will not take part in the ongoing battle. Number of captured ships will be shown in the combat report.
- Pirates Reworked: Pirates can now be hired to supplement your navy in the Mercenary Tab. Unemployed pirates will eventually go on a raid, harming the economy of an unfortified target city before returning to their old home port. Any country can root out a pirate nest using a unit ability in enemy territory when at war, or in their own territory if they have banned piracy.

- Province Capitals are now fixed, and will never relocate naturally unless the city is lost in a war. Province capital can be moved by the player to another city in the same Province for a cost.
- Added the capability to release a subject country out of any owned Province, from the country overview screen.
- Country capital can now be moved for a power cost that is dependent on the difference in population between your current capital and the desired new location.

#Holdings Rework:
- Characters can now hold multiple holdings, limited by their capabilities (mainly finesse). A city can also have multiple holdings, one for each 10 slaves present. Unowned Holdings can be granted to characters by the state or purchased by them over time. Holdings can also be confiscated by the state, lost to starvation, or lost if a city change hands, causing a loss of loyalty for their old owner (this loyalty modifier will last 5 years per lost holding).
- A holding will provide its owner with income, boosting their personal wealth over time.
- If more than half of the Holdings in a city belong to a character on the Rebel side in a Civil War then that city will defect at the start of the conflict.
- It is no longer possible to move or promote slaves if it would mean the loss of a holding for a character.

#Ledger
- Ledger: Added a ledger with a sortable overview of data about the player country as well as other countries in the world. Pages include:
- Countries: Lists all countries in the world, together with relevant statistics, army sizes, military traditions, heritages, stances, etc.
- Rulers: Lists all current rulers in the world, and lets you interact with them.
- Provinces: All Provinces in the currently played country, listed with pops, trade routes, loyalty as well as tax and commerce income.
- Inventions: Lists all currently bought inventions in the current country.
- Our Rulers: lists all former rulers of the current country.

#Government Interactions
- Government Interactions: Added the concept of Government Interactions. Actions you can take in the government view that are dependent on your current government type:
Monarchy Government Interaction: Summon War Council, usable once every 10 years, allowing you to choose a free claim on neighboring territory at the cost of the loyalty of one or more officers.
- Monarchy Government Interaction: Demand Oaths of Allegiance, costing 200 Oratory and Religious Power, and yielding +25 Primary Heir Attraction for 5 years.
- Monarchy Government Interaction: Hold Games has been converted to a Government interaction for monarchies and tribes, allowing your ruler to participate in the games.
- Monarchy Government Interaction: Patronize the Arts, costing 300 Civic power, and yielding 5% Primary Culture Happiness and 0.01% Global Civilization Gain per month, for 5 years
- Republic Government Interaction: Empower Civic Faction decreases build cost by 15%, but increases populist influence by 0.25 per month for 5 years. Costs Civic Power and is cheaper to perform if the Civic Party is in power.
- Republic Government Interaction: Empower Military Faction increases discipline by 2.5%, but increases populist influence by 0.25 per month for 5 years. Costs Military Power and is cheaper to perform if the Military Party is in power.
- Republic Government Interaction: Empower Mercantile Faction decreases Create Trade Route Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Oratory Power and is cheaper to perform if the Mercantile Party is in power.
- Republic Government Interaction: Empower Religious Faction decreases Convert Pop Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Religious Power and is cheaper to perform if the Religious Party is in power.
- Republic Government Interaction: Empower Populist Faction decreases monthly corruption of all characters by 0.05 per month, and reduces Populist Faction Influence by 0.5 per month for 5 years. Costs gold, and requires a Populist Consul.
- Tribal Government Interaction: Assembles Raiding Parties costs 200 military and 200 oratory power, increasing Enslavement Efficiency by 10% for 5 years.
- Tribal Government Interaction: Encourage Tribal Migration which will decrease the Centralization of a Tribal Nation, but cause 5 pops to move out of your realm, into a nearby province (preferring empty provinces).
- Tribal Government Interaction: Tribes can also make use of the Hold Games and “Hold War Council” interactions.

#Macrobuilder
- Macrobuilder Improvements: The Macrobuilder to promote, assimilate or convert Pops, as well as constructing buildings will now show the expected return of each action to give you providing better information to decide what action to take. You can also sort your available target cities on these numbers to find the most ideal spot for performing the chosen action.

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


# Economy
- Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.
- Lax Taxation is now -50% tax
- Reworked how commerce work, so it primarily a province income.
- Commerce Economic Policies now impact how much you get from imports vs exports.

# Governments
- Non Scripted rulers at start of the game now have 50 popularity, no longer tanking starting legitimacy
- Electable Governments can now be set to have an minimum age for its elections.
- Health now impacts electability in republics.
- Endorse Party cost up to 50 from 25, and Tyranny down from 5 to 2.
- Republics now only have 1 law reducing unrest like other government forms.
- Disloyal Co-Rulers and Consorts now increase power costs by up to 25% at 0 loyalty up from 0% at 50 loyalty.

# Characters
- Inspire Disloyalty now reduces loyalty of target by 0.5 per month.
- Increased base amount children per couple by +1.
- Tweaked some traits
- Governor finesse skill now impact the output in a province.
- Loyalty now impacts effect of office holders.
- Loyalty now impacts how well researchers perform!
- Loyalty of generals, admirals and governors is now dropping slowly by default for Major Powers & Great Powers.
- Random Characters now gain 2 traits instead of 3 traits.
- At least one other family member that is not head of family will now always marry.

# Units
- Boarding Tactics is now +10% Ship Capture Chance.
- Changed lots of trireme_cost to ship_cost
- Changed some attrition modifiers to impact weights of units instead.
- Clan leaders that get regular cohorts loyal to them will make them into retinues.
- Enslaved Efficiency from unit modifiers are now considered as well when enslaving.
- Exiled retinues at strength 0 will now disband.
- Reduced impact from troops on unrest from -5 to -4.
- Reduced size of clan retinues a fair bit, and they are now less likely to grow beyond average supply limit in home areas.
- Reward Veterans: removed oratory cost, increased gold cost to 6x monthly income
- Attrition reduction modifiers is now applied AFTER cap is applied.

# War & Peace
- AE reduction from high AE is -3 instead of -5
- Tweaked combat prediction to be more accurate
- Battle Result can now have a larger impact on wars, and not always +1/-1.
- Some war declarations like truce breaking and/or no-cb wars will now also incur some Aggresive Expansion

# Technology
- Tweaked technology ahead of time to be MULTIPLIED on speed.
- There is now a behind on tech speed multiplier that increases your tech speed.
- Technology is now 33% more costly to get.
- Reduced a few loyalty increases from inventions.
- Reduced benefits on happiness from inventions.

# Traditions
- Agema Military Tradition now reduces Heavy Cavalry Cost.
- Greek Tradition bonuses to mountains now instead apply to hills.
- Levantine traditions now give 10% Naval morale instead of 5% (so in line with other traditions).
- March of the Eagles (+10% Land Morale) is now a finisher for latin tradition countries.
- North African Traditions now reduce War Elephant Cost.
- Triplex Acies Tactic now available as second tradition for latin countries.

# Cities & Provinces
- Your own Forts and Friendly Zone of Control now saves you from attrition due to winter and terrain.
- Country Capital now has one extra building slot.
- Rome and its surroundings now has more Farmlands.
- Marketplaces no longer boost commerce income, but instead gives +10% tax income.
- Provinces that are isolated and not adjacent to other provinces in your country now get a small loyalty hit.
- Each road in a city now gives a minor boost to civilization growth
- Each port in a province now adds +1 trade route to that province.

# Mercenaries
- Tweaked Mercenaries to be less numerous and a bit more spread out.
- Can no longer recruit mercenaries that have not recovered their strength.
- mercenaries marching home to their home position will not reinforce.
- mercenary maintainance increased by 50%
- Mercenary Captain is now a status that gives +5 martial while they have a mercenary company
- Mercenaries that would have been stackwiped now charge their disband fee from employer, and leaves his employment.

# Pops
- Assimilation and Conversion of pops now cost 30 Monarch Power.
- Unrest no longer causes negative population growth. (no spiral of doom)
- Colonization can now be done over two seazones.
- Slaves are now far more distributed over your empire, and looks at holdings of general as well.

# Tradegoods
- Glass now increases local civilization.
- Precious Metals is now city loyalty.
- Spices are now for citizen output, while dye is for citizen happiness.
- Surplus of wood in capital is now +50% ship building speed, and export is +20% in ship building speed.

# Barbarians
- Barbarian Hordes have no attrition in unowned provinces.
- Barbarians are no longer clever enough to use zone of control propagation.
- Barbarians now use the cultural graphics type of their commander
- Barbarians reinforce twice as quick when not sieging.
- Barbarians that have not fought in a battle will never accept surrender.
- Barbarians will now grow in size as they take over provinces containing tribesmen.
- Removed potential strength from barbarian negotiations.
- Reworked the size of barbarian spawns to take population, and particularly tribal population into account, instead of always being 1 cohort per barbarian power.

# Other
- Tweaked lots of trireme_* modifiers to use common naval modifiers
- countries now get +50 loyalty in all current loyal states when they end up in a civil war OR a rebellion.
- Reduced wrong culture happiness for outlawing Judaism to -10% from -25%
- Integration speed is now boosted by 0.05 per parent nation Rank
- Selling a city now removes your claim from it.


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

# Economy
- AI less likely to pick the low wages option.
- Made AI relinquish certain economic policies when in a deficit.
- Constrained AI overspending during distress a bit (it led to a much shorter deficit period than DEFICIT_YEARS).
- AI will no longer run at low maintenance if neighbor with player and not allied.

# Diplomacy
- Upped AI's tendency to negotiate for military access.
- War balance acceptance can now not go below -40. (Added define PEACE_ACCEPTANCE_WAR_BALANCE_CAP).
- AI will use shorter paths if not worried about safety of army/navy.
- Substantial Land Lost - If demanding 20% or more of a country's cities in a peace deal, they have an extra -10 acceptance.
- Fixed bug in AI military access calculation that made it take longest rather than shortest path of countries negotiated with.
- AI may now prefer to plan/declare wars adjacent to countries already declared on so it doesn't have to move its troops as much.
- AI no longer accepts all vassalization offers. (Buggy diplo action serialization.)
- AI now improves relations with nations they want to trade with.
- AI now knows how long time integration takes and that it's probably not worth waiting for it prior to declaring war.
- AI pays off barbarians if they get out of control.
- AI settles barbarians whenever possible.
- AI uses Enforce White Peace
- AI will no longer insult or support rebellion on you unless they have an extremely untrustworthy personality.
- AI will no longer insult or support rebels on an ally unless they have an untrustworthy personality.
- AI will only integrate subjects they have a border with.
- The largest most recent land battle (with weight decaying over time) will if won by a nation increase their War Enthusiasm by 10.

# Military
- Tweaked AI in a number of cases that should result in fewer suicides (fingers crossed).
- Tweaked AI tactic selection to be a bit more likely to use the best choices.
- More accurate war length prediction with ML and incentive to choose shorter wars in planning.
- Fixed AI detach from unit.
- Fixed a reason for AI forgetting that it's about to go to war, thus messing up its preparations.
- AI handling of barbarians tweaked to avoid excessive treasury draining. Also fixed up strike teams to work more as intended instead of constantly running around as huge blobs of troops. Which should also help with handling Barbarians.
- AI builds fewer regular troops when manpower pool is being drained. (Added define ARMY_BUDGET_MANPOWER_REDUCTION.)
- AI doesn't try to merge units into those with disloyal generals.
- AI evaluation of units now take damage taken/done factors into account as well.
- AI now ignores barbarians they have paid off.
- AI now uses Recruit To to gather up newly recruited regiments a bit more effectively.
- AI should be faster in starting to attack into a city a friend is attacking into in some cases.
- AI should no longer immediately go for a respawned enemy retinue.
- AI troops will now attempt to move closer to war target before declaring if they have a land path. This should save some time for them.

# Misc
- Improved AI Legitimacy handling.
- AI can use scripted GUIs if ai_is_valid evaluates to true and ai_chance is above 1 for actions requiring a price to be paid (for which it is the plan value), or above 0 (specifying probability of happening) for other actions.
- AI demands surrender of barbarians whenever possible.
- AI now checks if the omen can actually be called.

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

# Alerts
- Clicking the "unassigned titles" notification will now open the offices tab
- Added an alert for when you can enact a decision.
- Barbarian alert will now ignore paid off barbarians.
- You now get an alert if you have free idea slots


# Map
- Simple Terrain Map Mode now displays terrain types in Ocean, Lake and River Zones when zoomed out.
- The on-map widgets should now elide long names, rather than let them overflow.
- Added a new mapmode widget when zoomed in, for the population mapmode.
- Added in red striped in the population mapmode for provinces that are above capacity.
- Sea gulls will now appear around ports as well as potential ports in uncolonized land, signifying the potential for a port in that location.

# Misc
- Reworked colonisation to not be a UI, but an automatic sending of a pop.
- Clicking the top bar resources will now open the corresponding interface
- When moving pops, the target provinces are now sorted by amount of pops in them.
- The "+" and "-" characters outside of the keypad can now be used to alter game speed.
- Pressing Enter will now save the game in the save menu.
- changed minimum resolution to 1080p
- Wage tooltip in economy screen is now sorted.
- Separated land & navy building menus
- Split Army & Navy stats into two seperate tabs in the military view.
- Show changes in province values when building buildings and when promoting/converting/assimilating pops in tooltips and in macrobuilder
- Added more details to revolt & civil war tooltips to explain why.
- Added the generals wages to the unitview maintenance info
- Added tooltips for when a country is too small for a civil war.
- Clarified governor policy tooltip to include mention of it being useful to purge barbarian strongholds.
- War Exhaustion is now displayed in the top bar!
- Added mouse panning & focus on combat to settings menu
- Replaced the work 'Rank' with rank icon in diplomacy interface nation list (SUL-4107)
- Add shortcurs for mercenary view and macro builder
- Added font icon for hotkey 'Z', and added both space and pausbreak as hotkeys for pause. It'll now show the spacebar font icon in the tooltip.


# Macrobuilder
- Improved Map Tooltips for building buildings through the macrobuilder.
- Show breakdown of cost in price tooltip in the macro builder

##############################
# User Modding
##############################

# New Functionality
- Character-Interactions can now have province and country select targets.
- TimedModifiers now keep track of how long they have been active, to be used for progress bars.
- Omens can now have triggers, so different countries can have different omens.
- Tyranny, Warexhaustion and Aggresive Expansion can now be set in prices (together with power, manpower, gold & stability.)


# Effects
- added 'add_breach' siege effect.
- added 'divorce_character = char' character effect.
- added 'set_state_capital = <provscope>' state-effect
- added 'show_animated_text = <locstring>' effect for provinces.
- Added 'remove_building_level = building' effect to province
- Added 'remove_holding' effect for character effect
- Added a 'start_civil_war = <char>' effect to countryeffects.
- Added an 'add_holding=<prov>' to character scope.

# Modifiers
- added 'add_and_extend' to modifier modes.
- added a scaled holding modifier for characters.
- added available_holdings modifier for provinces
- added civil_war_threshold & rebellion_threshold modifiers for countries.
- added power_base modifier for characters.
- added holding_income_modifier modifier for characters.
- added holdings_possible_for_character modifier for characters.
- Separated population growth and population capacity into two separate modifiers.
- Added unique modifier to use for army/navy weight modifiers. (as original tooltip claimed attrition did)
- Added 'naval_damage_done' modifier for country/commander/unit.
- Added 'naval_damage_taken' modifier for country/commander/unit
- Added in adjacent-to-major river and contains minor river modifiers for cities.
- Added 'ship_capture_chance' modifier.
- Added 'ship_cost' and 'cohort_cost' modifiers.
- Added 'non_retinue_morale_modifier' modifier.

# Triggers
- Made strength_percentage & morale_percentage consistent with other percentages
- added 'has_co_ruler_government' country scope trigger
- added 'has_holding_in = <prov> trigger for characters.
- added 'has_minor_river' province scope trigger
- added 'is_adjacent_to_major_river' trigger to provicne scope
- added 'is_co_ruler' trigger to char scope.
- added 'is_isolated' trigger to state scope.
- added 'max_amount_of_holdings ' trigger for province.
- added 'max_holdings_owned' character trigger.
- added 'non_loyal_power_base' country trigger.
- added 'num_holdings_owned' trigger for characters
- added 'is_state_capital' trigger for province-scope.
- added 'current_amount_of_holdings' trigger for province.
- added ' power_base' trigger for character scope.
- Added a 'ship_category = light/medium/heavy' trigger for subunits.
- Added 'has_breach' siege trigger
- Added 'heritage = xyz' trigger for country scope.
- Added 'possible_holdings' trigger to country scope.
- Added percentage_characters_below_max_loyalty.
- Removed num_characters_below_max_loyalty

# Scopes & Lists
- added 'XXX_neighbor_area' lists.
- added 'XXX_neighbor_region' list.
- added '_holdings' lists from character to province list.
- added 'current_co_ruler' link
- added '_holding_owners' list from province to characters.
- added 'siege_controller' scope switch from siege to country.
- added 'sub_unit_type = heavy_infantry/trireme/etc..' subunit-trigger.
- added 'subunit_strength_percentage' and 'subunit_morale_percentage' subunit triggers.
- added 'total_holdings' trigger to country scope.
- added 'total_power_base' country scope trigger
- added primary_heir, secondary_heir & consort event-target links from country to character.
- added siege scope switch from unit/province
- added location switch from siege to province

# UX
- added GetTimedModifier('NAME') promote from country/states/unit/province/character.
- added HasTimedModifier('NAME') promote from country/states/unit/province/character.
- added a "GetBuildingProgress" to the UI in "Province"-scope.
- added functions for getsecondaryheir
- Added 'GetInverseProgress' for timedmodifiers, so they go from 100 to 0 as well.
- Added a debug mapmode for climate

# Other
- Added support for morale_damage_done & strength_damage_done attributes on sub unit types.
- Different heritages can have different opinions of other heritages.
- Moved a few more hardcoded defines to prices.
- Moved all the logic of getting stability hits from declaring war at various states to be using prices.
- You can now define co_ruler in the setup file.
- Added some more defines to use for battle impact on warscore.
- Added support for _co_ruler and _consort titles per covernment.
- Added support for historical regnal number from start as well.
- Areas now know if they are adjacent to another area.
- Less likely to crash game while editing omens/military traditions etc.
- Hooked in on_action for holding lost.


###################
# Setup & Script
###################

# Decisions
- Form Arcadia can now only be formed by someone with an Arcadian tag or Arcadian Capital City.
- Form Arcadia and Form Achaea are now mutually exclusive from one another.


# Events
- More events now make use of portraits for involved characters.
- Added more Dynamic Historical Events for Carthage.
- Added more Dynamic Historical Events for Italic Minors.
- Added more Dynamic Historical Events for Rome.
- Added events relating to Slavery.
- Added events relating to Dual Rulers in Monarchies and in Aristocratic Republics.

# Setup
- Added Regnal Numbers to Macedon, Odryssia, Dardania, Sparta, Armenia, Bosporan Kingdom and Epirus
- Fixed Turdetania and Edetania, so they are Iberic rather than Druidic.
- Fixed Albania, Pontus, and Gutonia country cultures and Gutonian starting capital
- Fixed Scythia, Maeotia and Kharesmia being the wrong primary culture.
- Changed the religion of some Aestuian pops to be Matrist rather than Tuistic
- Changed three tags in the eastern Alps to be Hellenic rather than Druidic, to fit the population under their rule.
- Corrected a Barbarian Spawn Point in Eastern Arabia.
- A number of starting rulers with a military past now have more impressive character statistics.


# Map
- Fixed units not having the correct rotation when stationary
- Added more greek cities in the Seleucid Empire.
- Added Navigable River Zones in the Nile Delta, the lower Rhine, Euphrates, Tigris, Indus, Ganges and Echedoros.
- Added new cities in Cappadocia, Egypt, Babylonia, the Rhineland and Cyprus.
- All volcanoes are now named. Volcanoes can now be searched for in the province finder by typing “Volcano”.
- Volcanoes are now more clearly visible on the map, with a big caldera as a sign of volcanic presence.
- Changed names of cities east of Carthage to better fit reality.
- Fixed all the single pixels in areas being incorrect


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

# Stablity & Performance
- prevent crash when trying to play sfx without event info, log and error instead
- Fixed crash from older saves
- Fixed potential crash when doing peace treaties
- Fixed potential crash when returning to lobby in multiplayer
- Fixed potential crash when unit constructions finish
- Fixed CTD in ownable_provinces list.
- Fixed CTD when dismissing governor in non-capital province
- Optimized script events & country score calculation
- Fixed issue where game sometimes hangs for a very long time
- Fix for random deadlock when saving game

# Multiplayer & Out of Syncs
- Fixed Potential Out os Syncs related to Combat.
- Fixed out of sync related to AI.
- Fix objectives oos in ai threat map caused by only deleting first matching entry in an unordered map
- Fix oos caused by checksumming ironman manager
- Fix oos caused by incorrect reading of scripted gui ai power estimations
- Fix oos caused by province isolation being recalculated on client when loading save from host
- Fix oos caused by setting NeverGiveUpTradeSurplus from unsyncrhonized code
- Fix oos caused by unsynced parts of ai being included in ai checksum
- Fix oos caused by battle names being saved localized
- Fix oos caused by wrong kind of random in ai pop promotion planning
- Fix oos when switching language while playing in a multiplayer session
- Fix potential oos caused by imprisoning dead characters
- Fixed OOS caused by localized family names being used in synchronized code
- Don't break alliances on hotjoin
- Fix an issue where a player hotjoining back in after dying would instantly game over
- Remove combat location post-read fix since that could cause OOS

# Game Mechanic Bugs
- recruitment cancelled by lack of resource now is properly refunded.
- ships can no longer become loyal.
- zero strength barbarians will now disappear.
- religious unity is recalculated when you convert the religion of a pop.
- Capital bonus is now only shown when you actually get it from a trade.
- You now get new inventions when you get new technology from events, unit abilities and other effects.
- Removed hardcoded wealth stealing of banished characters (wealth still stolen through script).
- Can no longer remove disloyal commanders from their armies
- Fixed bug where in some cases a 'zero' navy or army could exist
- Fix has_law trigger returning true for inactive law groups, causing Princeps event to fire too often
- Fix owns_or_subject_owns trigger problem causing subjects being able to snatch some decisions from their overlord
- Fix party conviction being several magnitudes too large when loading an ironman save
- Fix to Intervene War failing.
- Fixed an issue where the paid off barbarian would just stand still.
- Flanksize on units are now saved and loaded properly.
- Fixed the oldest child not always inheriting the throne for relevant succession types
- The game will no longer resend all diplomatic messages to the player thats been saved, each time the game is loaded.
- The last pop can now die!
- Characters now consider all titles they have, so party leaders will no longer cause their family to be scorned.
- Battle Prediction is no longer shown for when paid off barbarians would be in same province as you.
- Can no longer settle the same barbarian tribe endless amount.
- Dismiss from Office now works again.
- Don't allow clan retinues on ships to gain new cohorts past the transport capacity
- Overrun will now give proper combat ends.
- Prevent migrant units from moving into water
- Removed auto-divorce when someone goes abroad.
- Make sure transferred subjects join revolter in civil war

# Text & UX
- Improved Disreputable Dalliance tooltip and fixed scope issues with banish and child scopes
- corrected tense for death message!
- Header for outliner should now be properly centered in all languages
- When having no siege progress, the text will no longer be all upper case.
- Attrition in unit window now only has 1 decimal and a percentage sign.
- Fixed the word 'equilibrium' being misspelt in the stability tooltip.
- Increased width of textfield in account creation interface to fit non-English localization
- Fixed message about traderoute giving bonus to entire province when it should just be the capital.
- Fixed some values showing too many decimals.
- Fixed top-right corner of topbar visually overlapping score indicator
- The fourth trait displayed in the Characters & Families tab should now properly show a tooltip when hovered.
- Added dynamic culture name for PROV123 "Iguvium / Icuvium"
- Fixed spelling error in alert for scorned family.
- Fixed spelling error in Spanish localization, Caño (sprout) to Daño (damage)
- Fixed spelling error of 'Inventos' in TECHNOLOGY_MENU
- Fixed type in PROVINCE_TOOLTIP_players, "Treasurey" -> "Treasury"
- Minor loc fix to a Hellenic Flavor event
- Modifier icons in province interface should no longer overflow, instead they overlap when more than 7
- The "No Deficit!" text should be properly centered now, and deficit modifiers should elide when too long.
- Tooltip for Economy interface button in topbar no longer references converting power to gold
- Fixed unit morale damage/strength damage done shown in red instead of green in macro builder.
- Entries in the message log will now elide if longer than two rows
- Fixed missing localization for DECISIONOTHER_* strings
- Fixed missing string for PEACEACCEPTOTHER_ALLY_LOG for all languages
- Fixed "sexy" Russian province names into something less sexy.
- Fixed outdated description of inventions in tutorial.
- Fixed tooltip when no corruption progress
- Fixed case where country name would contain unlocalized text
- Fixed spelling error of "Deceanglia"
- Fixed a few spelling errors "lead by" is now consistently "led by".
- Fixed issue with the “Man of Action” event triggering.
- Fixed broken scopes in English, Chinese and Spanish loc for dip_friends_rivals.11.desc
- Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language
- Fixed incorrect promote scopes in German/Spanish governor policy tooltips
- Fixed scope issue with Man of Action
- Fixed a spelling mistake in an invention.
- Fixed various minor errors in the Pyrrhus events.
- Improved localization for military alliance acceptance message
- Added some missing Russian Localization.
- Description for Punic Ascendance now correctly mentions requiring to play as Carthage

# Misc
- Updated a number of events that had triggers that were very hard to meet, they should now trigger more regularly.
- Fixed ships sometimes flickering in ports
- After losing, observing is no longer seen as playing an ironman game
- Enabling debug mode will now recalculate the version checksum
- Fixed the Colossus of Rhodes fire being visible on the flat map
- Fix cultural clothing gene modifiers always overwriting random factor with 0
- The port of Appolonia is now linked to the proper sea-zone
- Stopped Etruria selling themselves to Carthage.
- Fixed world conquer achievement not possible
- Forming Cyprus now requires you to be suitably small.
- Added check that both involved characters can get friends and rivals when adding friends or rivals.
- Added missing age check to ip_monarchy.15
- Prevent subject nations from having civil wars
- The 'Bottleneck' tactic should now play a sound when chosen
- Achievement checking for the Alexandria Lighthouse now functions even if the most ambitious version of the lighthouse was built.
- Fixed Lofty Notions not giving office if target already had one

canepazzo
May 29, 2006



RabidWeasel posted:

Double posting but from the sound of a recent post by Johan they're reworking pops to have migration, promotion and assimilation similar to V2. Guessing that this will be detailed on on tomorrow's dev diary, but I can't see any other way to read having increased migration attraction etc. as building modifiers.


Next step: move the start date 2140 years ahead, but keep the name.

canepazzo
May 29, 2006



Fuligin posted:

There are at least two new mystery resources to replace mana, at least one of which is probably gping to be "gov. Influence," whatever that is. I'm excited though! Pompey is a lot of fun, I'm eager to see what imperator will become with more polish and a stronger focus on ~~simulation~~

One seems to be like combat experience similar to what Hoi 4 does :

https://twitter.com/producerjohan/status/1145938778172903425?s=19

canepazzo
May 29, 2006



https://twitter.com/gameimperator/status/1146735813662793729?s=19

Very early Cicero already in beta

canepazzo
May 29, 2006



https://twitter.com/producerjohan/status/1147168534134497280?s=19

So how is the 1.2 beta shaping up? Reddit seems uncharacteristically positive for once.

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canepazzo
May 29, 2006



https://twitter.com/producerjohan/status/1149942147627589632

Empire Sprawl ? IN MY IMPERATOR?

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