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Imperator: Rome (Paradox's Next Grand Strategy Title)

Discussion in 'PC Games' started by Random Guy Esq., May 19, 2018.

  1. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,584



    It runs fine on my old 2500k based system. The people at the forum will whine and cry about anything and everything tbh, the hissy fits thrown over there not being two consuls, which from a gaming standpoint is a negligible feaure, had to be seen to be believed.

    It's light years better than Rome 2 at launch, I'm enjoying the game but it's also light years away from where EUIV is now, and that's to be expected, tbh it does feel like a starting point, it's a bit empty and it needs more meat on its bones. This is my first Paradox game where I've been in at launch and i'd happily give it 6 out of 10 on my first few hours of gameplay.
     
  2. Panos

    Sgarrista

    Joined: Nov 22, 2009

    Posts: 9,843

    Location: Under the hot sun.

    If you pick the CK2 or EU4 demos (Steam) you will see how those two games were on release.

    Fast forward 7 and 6 years respectively, even without any DLC just the free patches, are completely different games.

    Personally needs 3 things. The "2 DLCs" from CK2. Conclave & Way of Life in addition to character finder like CK2 has.
    Preferably the tribal families be more "frisky" also, as takes couple of civil wars and cannot fill half the government and research slots.

    However as Johan said today, this version of the game is the same we saw almost 3 months ago at first Dev Clash. Last 3 months just fixed the bugs etc.
    There is a new 1.1 version coming next month, with 3 months worth of new features and improvements. (hot fix 1.0.1 is out next week)

    I played Stellaris on launch day, and was more shallow and empty than Imperator is. Yet clocked hundrends of hours.
    Funny thing, and especially post patch 2.0, is completely different game today.
     
  3. No1newts

    Capodecina

    Joined: May 24, 2009

    Posts: 19,306

    Location: North East

    Well I completed the tutorial and considering the game is called Rome I went Rome on my first try.

    Ultra aggressive and pretty fast I have all of southern Italy (apart from the tip of the boot held by Syracuse) either owned or as a feeder state I can chew up as the passes. Took a few territories to the north and just rebuilding my manpower after nearly 10 years of constant war (had 300 manpower left of 102k at the end of the last war :D) before pushing north. Integrating a few of my smaller vassals as well before the push as I dont want too many vassals at one time.

    Trading a lot more now and income is pretty insane, as expected Rome are pretty OP so going to push hard and be aggressive early before having to worry about the likes of Carthage, Egypt or Macedon.
     
  4. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,584


    Yeah they are OP (but then again historically, it's pretty accurate), i'm not going half as fast as I could do.
     
  5. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,584


    Yeah, carachter finder, ledger, better UI and I'd like a UI that reflects the culture/region/religion etc, not just the flat white background, mission tree I really miss that from EUIV, buildings are nowhere near good enough, maybe 12 cities in a province and 4 building options? Just no.

    DLC's will come no doubt that, I don't mind paying for them, because let's say I've spent over £120 on EUIV, that's for 2.7K hours, now compare with spending £50 on Anthem a repetitive, featureless desert with a roadmap they just made up to placate the fanbase with...
     
  6. HungryHippos

    Soldato

    Joined: Mar 25, 2004

    Posts: 7,101

    Location: Fareham

    Got about 20 hours in this so far, so my thoughts are as follows on various things;

    People are whining about the game not being in-depth yet, but the game is what I was expecting a new Paradox title to be, a good starting point which needs the input of people actually playing the game to see what to improve. I picked up Rome:TW2 on release and hardly played it, this is a more interesting title on release for me.

    For the record I am happy with the game and I have been enjoying playing it. :cool:

    I like the addition of the extra unit types over the previous games, gives you a bit more of a tactical decision to make on what units to field. The new tactics options seem good too.

    I don't like the lack of an easy way to build to an army template, if I want to build a new stack it's a lot of clicking.

    The new automated armies thing is quite cool, but they also act like idiots. I was trying to use a bunch of armies a bit like a mini vassal swarm, but the AI isn't amazing.

    They probably need to rework the mercs, by the end of the game you have these huge merc stacks cluttering up the map making it almost hard to see what is and isn't mercs.

    Diplomacy is certainly too shallow, I didn't much like having to individually fabricate claims like in EU4, but the diplomats felt like they had a purpose.

    Building up provinces feels lacking compared to even EU4 or CK2. The new building types only being useful for the specific pop types that are present is not the right approach I think. Maybe buildings should work apart from pops and have their own bonuses to prevent stacking pops in one place being the meta. Maybe higher pop counts should give access to better buildings, and in some combination with "civ level" allow you to build better things, but that pop count should cap off at something sensible.

    Both of the above (Diplomacy and Buildings) mean that when not at war the game is not as interesting, as you don't have as much to work on/do outside of warring people.

    Moving pops around is both a pain, and also expensive, if you need to move pops you will not be making many technological advancements without spending cash to get more civic power. Additionally you can only move one pop at a time, and the list of places to move to seems to be ordered by random, so it changes order almost on the fly.

    For tech advancements, I don't mind the system they use, but I would often wind up with just a lot of bad choices for new techs, and some of those would even be repeats in the same category. From what I could see you get 3 choices from each of the 4 categories, but sometimes 2 of those choices would just be the same thing I don't want!

    Having all of the enslaved pops going to the capital is both fun and insane, by end game my Rome had about 900 slave pops. Rome was "starving" pretty much all game long as my pop growth was negative in Rome.

    Navy combat probably needs some development as it's dumbed down even from EU4. Naval transport is weird too I couldn't see a way to embark an army on a docked fleet, I could only move the fleet out into the sea tile, then move the unit onto the fleet. For undocking I could land on a port though. Without trade ships the naval side feels a little simple.

    Very happy with the map in general and the art style, not used all of the map modes yet, might be some missing that I haven't picked up on yet, notably I could not find one that would show me my claims.

    Late game is horrendously slow on the autosaves in Ironman. My save file for my Rome game was 60MB big, and it would take about 15-20 seconds just to save every 3 months.

    I had quite a few problems with provinces that weren't loyal, but it wasn't really clear how to influence making them loyal again. As Rome I basically had to fight half my country on 2-3 occasions as I went over 20% disloyal pops in provinces. Would definitely like to see some way to identify this as a problem before it becomes one.

    There are other things but i'm sure Paradox are already working on re-balancing some things, and addressing others.
     
  7. No1newts

    Capodecina

    Joined: May 24, 2009

    Posts: 19,306

    Location: North East

    @HungryHippos that's a lot of the same thoughts I've had, the happiness thing is a little weird and seems to be unable to be influenced beyond very, very basics measures like omens. It's almost TW esque in its simplicity that you just need to let them rebel and crush them every so often to keep them in line.

    I still can't work out transporting troops by ship, not sure what the heck to do it's just weird and if it's possible it's very unintuitive.

    I would agree with a lot of the general improvements you mentioned one I think is missing for Rome (not sure on how it plays out with other factions) is more and better ways to interact with characters and especially the factions in the capital. If you want them onside you have two choices, befriend leader or make your consul even more popular. Should be more duplicity involved like assassinations, sponsoring junior members to get them to take over and back you, straight up bribes or favours for short term backing.


    None of the above is game breaking for me and as others have mentioned I fully expect and believe Paradox to be **** hot on expanding the game and adding more depth as they do.
     
  8. HungryHippos

    Soldato

    Joined: Mar 25, 2004

    Posts: 7,101

    Location: Fareham

    To put people into ships I worked it out, it's a bit like CK2.

    You need more ships than you have army to transport, for example your army is 20K in size, you'll need more than 20 ships in one stack (select ships > G key to group them).

    Then you put your ships into the adjacent sea tile off the coast from where your army is.

    You can now move your units onto the ships the same way you move between cities.

    Once on the ships you just move the ships about to transport them, you can then do the opposite to offload them, i.e. move off an adjacent sea tile back onto land. The ships can also be redocked at a friendly port which dumps the units back on that land tile.

    Hopefully makes sense?
     
    Last edited: Apr 27, 2019
  9. No1newts

    Capodecina

    Joined: May 24, 2009

    Posts: 19,306

    Location: North East

    Yeah that makes sense, I was trying to work it out like EU4 so I had a fleet of 14 and army of 20 and I just thought it would take 14 and leave the rest standing, now I know I have to be more specific :p
     
  10. Clav

    Wise Guy

    Joined: Jun 10, 2011

    Posts: 2,310

    Location: N.Ireland

    Unless you have some odd modifier I haven't seen yet you should only need an equal number of ships per army 1 thousand, 20k troop will go into 20 ships.
     
  11. HungryHippos

    Soldato

    Joined: Mar 25, 2004

    Posts: 7,101

    Location: Fareham

    Wasn't sure if the unit weight factored into it at all, I know that for example elephants need more supply per 1K than light troops do.
     
  12. Andr3w

    Capodecina

    Joined: Oct 6, 2004

    Posts: 19,150

    Location: England

    I was doing well as Knossos, formed create and broke into North Africa. Got a little cheeky and ended up in a war with a country (Macedonia?) and I got annihilated!

    Time to restart.
     
  13. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,584

    A couple of nice UI mods on Steam - Nero's.

    Darker UI theme, and adds Roman Mosaic buttons.
     
  14. No1newts

    Capodecina

    Joined: May 24, 2009

    Posts: 19,306

    Location: North East

    Anyone know a way of speeding up manoiwer recovery? Sitting on 1k recovering 470 a month and whilst I don't want to wait until 111k max out and I need a pretty substantial number.

    Got loads of gold, nothing to do with it and just waiting staring at the screen :p
     
  15. HungryHippos

    Soldato

    Joined: Mar 25, 2004

    Posts: 7,101

    Location: Fareham

    To get your normal manpower higher I think you need more freemen on cities with lots of training camps, effectively you need to gear for it.

    With lots of cash though you can hire mercs to help you in wars.
     
  16. Panos

    Sgarrista

    Joined: Nov 22, 2009

    Posts: 9,843

    Location: Under the hot sun.

    @HungryHippos regarding naval battles, have you looked at the buttons and different stances and tactics to let them operate themselves?

    Same applies to the armies. :)
     
  17. No1newts

    Capodecina

    Joined: May 24, 2009

    Posts: 19,306

    Location: North East

    I've dropped 22 hours on this already :o

    Woohoo kicked Carthage completely out of Italy and off the islands as well, expanding down the Slavic coast now and a little into southern France/Switzerland lands. Making a point of capturing lands with natural choke points so I can control the future big wars with a few well placed forts.
     
    Last edited: Apr 28, 2019
  18. dirtybeatfreak

    Mobster

    Joined: Jun 25, 2006

    Posts: 3,894

    Location: Eastbourne

    Been watching Arumbas Youtube series on 'Playing tall with Macedon'. Even if you don't want to play your game 'tall' it still gives a bloody good insight into playing a lot deeper and how things work in relation to each other. I understood a fair bit on my own (like to start off working it out myself) but after watching him, realise there is a massive amount more depth than initially it would seem. Already excited for patches and DLC.

    Think I might try focusing a province on one thing, so Capital province will be research, next manpower etc etc
     
  19. No1newts

    Capodecina

    Joined: May 24, 2009

    Posts: 19,306

    Location: North East

    Going to have a watch as I'm sure there are lots of bits I am missing.
     
  20. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,584


    This kind of thing needs fleshing out like in EUIV.