First Dev Diary
Only a short one.
Hello everyone and welcome to the first development diary for Imperator: Rome! Each monday until release, except when the team is on holiday, we’ll be giving you a development diary!
Today we’ll be talking about the vision for this game. We have often talked about how close we are with the community, but this is the first game we have made where a post from a forum-member is quoted at the top of our Game Design.
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 https://forum.paradoxplaza.com/foru...e-2-if-it-happens.769694/page-5#post-19193193
This was such a great post describing Rome, so that when we started with Imperator, it was a natural to use.
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.
There were a few main things with the original that was really bad though, and that we have decided to remove or change.
We’re removing characters as envoys, as that was a bad mechanic, and you primarily used to get rid of people.
Omens and Religious Prestige were not very fun, and have been changed.
Trade was lots of micromanagement, this have been reworked for a more interesting and fun mechanic.
All in all, whenever possible we’ve strived to be adding more depth and complexity to the game, to make this into the ultimate GSG.
Here’s a quick look of Iberia!