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What Is Imperator Rome? Paradox Dev Diary #1 Underlines The Vision For The Game

What Is Imperator Rome? Paradox Dev Diary #1 Underlines The Vision For The Game

After the announcement of Imperator Rome, we were left with one major question. Just what exactly is it? What's the vision for this game? Game Producer Johan Andersson answer this pertinent question in the very first Developer Diary.

Something rather interesting is where the team got their inspiration from. It began with a forum post from a Paradox fan.

The balance between CK2 and EU4/Vic2 should remain in Rome2. Rome was a fantastic mix between CK1(characters), EU3 (diplomacy, and war) and Vic1(parties, provinces system and population dynamic) and its own feature like barbaric migration and the best civil wars in Paradox games
— @Leon Aditzu

Johann further stated that this was such a great description of Rome, they started with this at the foundation of Imperator Rome's design. Obviously the past decade has seen massive improvements to their game. Imperator Rome will of course take advantage of everything they've learnt.

In this game we’ve wanted to stay true to this vision, while implementing the knowledge we’ve learned in the last decade of making games with better UX and player agency, while increasing the depth and complexity enormously.
— Johan Andersson - Game Producer
 No, you don't just get to play as the Romans. The Iberian Peninsular has a vast amount of tiny states vying for glory.

No, you don't just get to play as the Romans. The Iberian Peninsular has a vast amount of tiny states vying for glory.

He, however, noted that three mechanics from Europa Universalis: Rome would be changed.

Envoys

Envoys were agents that allowed you to undertake certain actions in other nations. In Europa Universalis: Rome, characters can be picked to become envoys. Essentially this led to players using envoys as a cheap way to get rid of characters. Envoys will be reworked to avoid players misusing them.

Omens & Religious Prestige

According to Johan, these mechanics weren't fun. Omens were yearly events the player could invoke. It could be a buff or impart a negative impact, and it all depended on chance. The chance of successfully invoking an omen depended on Religious Prestige and this entire part of the game felt a bit out of place. It didn't fit in with the rest of the mechanics well.

Trade

Trade in Europa Universalis: Rome involved a lot of micromanagement. Players had to create trade routes and negotiate new trade routes with other nations. It's unlike the system they use for Europa Universalis IV where trade happens regardless of your actions. I'm unsure if Johan and the team are going for a trade system similar to EU4 but it's clear that they would like to reduce or remove the micromanagement aspect of it completely.

Paradox is promising to add more depth and complexity to Imperator Rome while making huge strides in the presentation and User Experience of the game. They have raised the bar of quality on grand strategy games, and I'd like to see them raise it up further with Imperator Rome.

So far from the little I've seen from Johan's presentation, it looks amazing and the systems seem to be well-thought out. But as they say, the proof is always in the pudding. We'll know more as we get closer to release of the game.

Paradox Interactive hasn't announced a release date for Imperator Rome but some sites state the game is targeted for release in early 2019. An early beta test is planned to happen in a couple of months so we'll get a clearer idea of a release window once we're well into the beta. For now, you can watch the presentation Johan Andersson gave at PDXCON 2018.


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