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#16
10-08-2020, 17h10
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#17
10-08-2020, 18h56
###################
# Expansion Features
###################
A new set of missions has been added to the Epirus pack.
Pyrrhus now possesses a bloodline trait, for owners of the Epirus pack.
Any added content will be applied retrospectively for those who pre-ordered the game.
The Epirus pack is made available for purchase.
If Epirus dlc is active, Prove Legitimacy may acquire Pyrrhus’ bloodline
###################
# Free Features
###################
Cultural Integration: Added cultural integration feature, allowing you to grant or remove citizenship (or other poptype) rights for individual cultures within your borders.
Cultural Integration: Added Culture UI, giving you an overview of the cultural situation in your nation.
Cultural Integration: Added cultural decisions feature, letting you make important decisions on your treatment of individual cultures.
Cultural Integration: Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
Pops: Nobles poptype added. Nobles generate research and traderoutes, and have a high political weight
Pops: Political weight added. This simulates the influence of pops when generating unrestlow numbers of nobles with a high weight will generate more unrest than large numbers of slaves with a low political weight.
Rebellion Rework: Provinces can now rebel separately when their provincial loyalty reaches 0. Neighboring provinces will join in a rebellion if their loyalty reaches 0 while a revolt is ongoing.
Rebellion Rework: Provinces that rebel will declare their rebellion war using a new offensive wargoal that sets their own capital as the target.
Rebellion Rework: Subjects
Senate rework: characters now exercise their influence by controlling votes.
Senate rework: Nations now have 3 main senate factions, as opposed to 5. 3 unique factions are added for Rome, as well as a set for other republics.
Senate rework: senate approval now applies to most actions you may wish to take. Keeping the senate happy will reward you with more absolute power, but displeasing them will cause your rule to be ineffectual.
Senate Rework: Approval is now a global statistic, not balanced for each individual action.
Senate rework: Faction issues feature added. Fulfilling a faction's agenda will please them, however if they are elected they may attempt to push their agenda without your consent.
Trade rework: Trade goods now have a route-price, depending on the goods type. This is modified by whether a trade route is domestic, import, or export, and will generate commerce income for both parties.
Trade rework: Citizens and Nobles now generate trade routes for the Provinces in which they reside.
Trade rework: Tradegoods have been entirely rebalanced, reducing modifier quantity to a more manageable level, as well as now focusing on poptype modifiers.
Added ‘seek spouse’ character interaction.
Cross store multiplayer enabled for all our currently supported stores (Steam, Gog, Plaza, and MS Store)
###################
# Game Balance
###################
#Characters
Added new faction impact to character interactions
Increased disloyalty modifier of pretenders in Succession Crisis event from -10 to -25 and increased threshold for removing the Popular Successor character modifier from +33 to +40 loyalty
Influence a Character interaction now correctly requires the target to have at least 50 prominence
Plotting Quietly loyalty modifier is now correctly removed if the scheme is aborted
In order to attend a Triumph a commander will leave his army if one is held for them. A Triumph now requires that a character has at least 20 loyalty.
Adoptions are now restricted to primary state culture characters unless the cultural decision "Ease Restrictions on Citizenship" has been enacted.
# Economy
Slaves happiness no longer affects their output.
Slave output reduced marginally to account for the above.
Slave default happiness drastically reduced.
Slave political weight reduced.
Flat commerce income removed from all poptypes
# Governments
Revolts of Maurya, Seleukids and Antigonids will no longer be given generic empire names
# Religion
Added new apotheosis effect for converting pops to Nobles.
# Units
We now show country flags on units instead of just their colors
#Other
All characters that arrive in your country due to you annexing their homeland will now have a loyalty penalty for 5 years.
Country ranks Regional power, Major Power and Great Power now gives -5%, -10% and -15% War Score Reduction respectively.
Forming Persia is now possible for Anatolian and Caucasian culture countries, but requires that Persian culture is integrated.
Important foreign families that are taken in after annexation will now try to bring female members as well.
Reduced assimilation for all pop types.
Rome now have a unique invention that removes some of the requirements to intervene in wars
The Invention Career Negotiators now Gives War Score Cost Reduction.
The Invention Diplomatic Immunity now gives increased Subject Opinions.
The Invention Humane Conduct now gives War Score Cost reduction.
The Invention Noble Envoys now gives +1 Diplomatic relations.
The Invention Open Negotiations now gives +2 Diplomatic Reputation instead of +1.
The National Idea "Casus Belli" now gives War Score Cost reduction.
Deified rulers giving free investments will now never give more than 1.
Triumphs now give a more substantial loyalty boost, for 20 years, and their price is 30 Political Influence. A character being given a Triumph will gain either Victorious or Conqueror traits if they do not have a Status trait already, which will increase their Senate influence.
Added new culture map mode functionality. Cultures can be selected individually.
Added province selection secondary mode for culture and religion map modes
Stability, Tyranny, and Aggressive Expansion have now all been rebalanced. The primary effect of AE is now on internal stability.
###################
# AI
###################
# Diplomacy
Fixed huge AI budget reservation for opinion_diplomacy and removed it and army and navy_construction maximums from hardcode and put into script.
# Economy
AI now decides where to build forts partially decided on the economic value of its states
# War
AI armies will now prefer to deep strike less.
AI calculation for target number of generals and admirals have been made independent, helping nations with lots of fleets (e.g. Carthage).
AI invasions should be a bit more conservative selecting armies that could walk to goal
AI is a bit better at gathering its armies together into fewer stacks to match leader count.
AI may now decide to use its navies to blockade enemy fleets and ports if it doesn't have anything better to do and thinks it is safe.
AI will now achieve donkey
Fixed AI declaring war with non-adjacent claim somewhere far away when they could get a much closer claim by fabricating.
Fixed big AI countries like Maurya and Seleucids scheduling lots of naval invasions on land.
Made sure big AI countries are more keen to fight each other (WAR_POWER_FACTOR in defines).
###################
# Interface
###################
Added culture UI to track all cultures in a nation
Senate UI updated with new changes
Senate approval now tracked in top bar for republics
###################
# Script
###################
# Events
Added a backup solution if Pyrrhos decided to stay at home in the pre-order event chain.
Added a handful of flavour events for specific deities.
Added minor events on completion of provincial investments
# Setup
Added new barbarians for the two new culture groups that were split from Gallic
Added new Scythian cultures: Sakan, Thyssegetian, Legian, and Agathyrsian.
Added new Odrysian culture for Odrysia as well as parts of Thrace.
Renamed Celto-Pannonian, and split it into Scordiscian and Eraviscian.
Split the Gallic culture group into Gallic, Belgae, and Pannonian.
Split the old Belgae culture into several smaller cultures.
Split up Dacian culture.
Added Atavi culture for the tribal forest peoples in north eastern india.
Added Dardic culture for the north western Aryan areas.
Added a port to Naupaktos in Aetolia
Blemmyan culture is now part of the Meroitic group
Changed culture of Elis to Aetolian
Messenia now starts in the Mantineian defensive league, this should help their survivability against Sparta
Moved Rosmerta holy site from Cunetio in Britain to Scarponna in Gaul
Renamed Nilotic Culture Group to Egyptian. Moved Garamantic culture to the Numidian culture group.
Split Aryan into two culture groups. A new eastern group called Pracyan now represents the north eastern Indian cultures where Magadhi was the dominant court dialect.
Split Egyptian culture into Boharic, Sahidic and Faiyumic.
Changed Phthia Menid's culture to Thessalian
Ambrakia now starts as an OPM tag in Epirus
# Other
Added 4th Diadochi war events for Thrace
Added event to introduce Jewish minority characters in some cases.
Introduced tribal tattoos to some Egyptians out in the desert. They are now considered Tribesmen rather than Citizens.
Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
Added some characters in Dardania and Paeonia
Added tooltips to some 4th diadochi war events for clarity
Diadochi ultimatum events will now only release tributary subjects
Generic conquest missions are now disabled when a country has specific content for that region
If Cappadocia accepts Ariarathes back on the throne this will now make them independent of Phrygia. Phrygia will be able to go to war with Cappadocia to stop this if they are at peace when it happens.
Making Carthage a tributary as Rome will no longer transfer their subjects to Rome
Opened up road building in subject land.
Reduced price of granary and prospecting in generic infrastructure mission
Roman Colonia now take two years to become cities if not already
Seleukids now gain a temporary siege assault modifier for abandoning the Indus
Simplified tooltips of Seleukid-Mauryan starting event
The Armenian events relating to their Cappadocian pretender now has a chance to fire any year rather than always after 3 years.
The Diadochi war between Macedon and Antigonids will now include Antigonid's subjects
The Epigoni event will no longer fire for successor kingdoms who manage to reunify the Argead empire before their second ruler's death
added on_reign_ending onaction
added party: has_agenda = agenda_key trigger
added population_happiness, local_population_happiness
Changed party support entries to be party approval
Changed some script to fix an issue
###################
# Bugfixes
###################
Improved daily and monthly tick performance compared to version 1.4
Fixed AI Setting CallToArms affecting other nations joining you in the war instead of the other way around
Fixed Become Great Warrior 'finished_when' tooltip
Fixed civil war resolution not giving occupied provinces to their occupier
Fixed crash in the mission view related to mouse movement around GUI animations
Fixed culture of Mutasiva Vijaya to be Lankan just like his country and people.
Fixed destroyed subunits not reinforcing combat ( naval battles )
Fixed is_unit_locked trigger
Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
Fixed isolated provinces being calculated properly now. It wasn't...
Fixed the issue where recruited ex-Mercenary Rulers would not be able to befriend other characters using the 'Make Friend' Character Interaction.
Made Aleuadae, Philaidae, and Aiakidai names consistent with other Greek families names (Aleuadid, Philaid, Aiakid)
Revolts, etc, now copy military traditions alongside with tech
alliance now properly removes guarantees
fixed add_morale effect not working
fixed appearance of 'damage_unit_x_percent' effect
fixed appearance of 'damage_unit_x_percent' effect descriptions
fixed food shortage caused by units to flip-flop every monthly tick
fixed governor troops sacking the wrong city
fixed randomly generated rulers having a duplicate entry in the Our Rulers ledger category
fixed country claims not updating when conquering, releasing nations or selling provinces
mercs now get full food when hired
revolts no longer bring entire governorships
single-province countries now more likely to generate valid civil wars.
stopped rooting out pirates from deleting land mercs
tech progress now overflows instead of being reset to zero
unit action modifiers now factored into maintenance cost. Drill Army is no longer free
Added adulthood checks to the candidates chosen in Rising from Obscurity event, so no more infants rising to glory
Added bypass for Sicilian Champion mission if no Siceliote countries exist in Sicily
Added civil_war check to missions to stop revolt tags from selecting them
Added custom tooltip making Desecrate conditions clear
Added more limits to Hades hunger - the world is safe again
Added ping for Aeolia losing land in 4th Diadochi deal with Thrace
Changed pop setup so no province would start over pop capacity
Changed some misplaced islands off the coast of Italy
Fixed minor_character leaders of civil wars being executed immediately if the war ends quickly
Fixed references to Phrygia left over from 1.4
Fixed the issues with the first Athenian mission occasionally showing "null_family".
Hera will no longer give Citizen Happiness as both passive and active effects.
Removed loser portraits from civil war pings. Losers.
Tweaked Roman Assembly laws to better reflect historic party approval
Fixed clan chiefs spawning into enemy units
Added highlighting to the Magna Graecia development decisions
Ariarathes will now correctly lose the Foreign Citizen modifier on returning to Cappadocia
Child rulers can no longer start schemes through character interactions, no matter how ruthless that 8 year old things he is
Dismissing a Governor who was given free hands will now remove their loyalty benefit from it
Eagle Falls event for Rome disabled for naval battles
Event choosing capital after reunifying the Argead empire will no longer remove state investments
Fixed consort not dying in Eager Consort events. Death comes for us all.
Fixed swapped name and description for Matrist deities Perkunas and Mother Goddess
Roman deity Venus now grants passive modifier to population growth instead of population capacity
Term extension from Appoint Dictator is no longer removed after a year included in the original term
Characters will no longer seek underage patrons
Fix issue where minor characters created from script could end up as major characters by inheriting one of their parents' family
Fixed the issue with the mission task 'Securing the Coast of Africa' not having a proper count of provinces you held, if some of the provinces were held by subjects.
Make hordes have a 50% chance of female leaders when playing with mixed gender rules
Merging regular army units with migrants will no longer yield them migrant access.
You can no longer reassign leaders before the one year minimum by moving around cohorts to another unit.
Tweaks made to character marriage targeting. The first family in a country should no longer be preferred when doing marriage calculations.
Various engine level fixes and improvements
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#18
10-08-2020, 18h56
Population capacity has received a
total
rebalance. It will be
significantly
harder to sustain high population cities.
Provincial investments have been rebalanced accordingly. Civic investment now grants 2.5% pop capacity, with extra building slots being moved to the religious investment. Oratory investment retains +1 trade route.
Libraries are now a Noble poptype building, granting noble happiness and desired ratio (at a lesser rate than other poptype buildings).
Academies now grant research points and noble ratio.
Marketplaces now grant 2.5% Local Base Trade Routes (from pops).
Road networks now grant 5% local base trade routes modifier instead of commerce income
Ports now grant 10% local base trade routes modifier to their entire Province, instead of +1 flat route
Forts have been made significantly more expensive to build and operate, but will now reduce local unrest in their Province by -0.25 per level.
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Calvi
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#19
10-08-2020, 20h08
Bien vu
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#20
18-08-2020, 10h26
Pas de carnet cette semaine alors que l'équipe se focalise sur la chasse aux bogues ! Cependant, on peut en attendre un la semaine prochaine qui s'étendra sur la suite du développement - donc les prochains patchs !
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#21
25-08-2020, 14h05
Nouveau carnet sur la suite du développement pour Imperator: Rome. C'est aussi l'occasion pour les développeurs de faire part de leurs retours, leurs objectifs ainsi que de leur relation avec la communauté !
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Hiérophante
Banni
Tacticien théorique
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#22
25-08-2020, 18h58
Bonjour à toutes et à tous,
C'est moi ou il est impossible d'utiliser les options diplomatiques " menacer de guerre " et " exiger le droit de passage " ?
J'ai beau être une grande puissance et cliquer sur les boutons, rien ne s'affiche
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trajan
Chef éplucheur
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#23
25-08-2020, 20h53
D'une manière générale, la diplomatie de Imperator est une catastrophe. Tellement loin du système d'EUIV !
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Hiérophante
Banni
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#24
25-08-2020, 21h01
Envoyé par
trajan
Voir le message
D'une manière générale, la diplomatie de Imperator est une catastrophe. Tellement loin du système d'EUIV !
*Joue Rome*
*Etrusque s'allie avec Carthage*
*Etrusque déclare la guerre à Rome*
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Limse
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#25
28-08-2020, 12h14
Le dernier patch pour
Imperator : Rome
remonte au à deux semaines - 11 Août. Intitulé patch 1.5 « Ménandre », son attention s'est porté sur les fonctionnalités touchant aux cultures dans le jeu. Il fut accompagné par une amélioration du pack de précommande centré sur l'Epire. Après quelques semaines de pause dans les carnets, l'équipe revient sur ce dont elle a travaillé, les corrections et équilibrages. Elle touche aussi à certains points qu'ils aimeraient aborder ou non à l'avenir.
Voici, donc le carnet en question que vous pouvez trouver ci-dessous !
Vous pouvez trouver l'article sur cette présentation
ici
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Limse
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#26
11-09-2020, 07h34
Après plusieurs mois de secrets, Paradox dévoile ce qu'il va advenir d'Imperator: Rome. Et c'est tout simplement un changement de studio pour le développement du jeu.
Paradox Thalassic
reprendra ainsi les rênes. Ils ont été d'abord des assistants dans des projets comme
Bloodline 2, Planetfall
ou
Crusader Kings III
avant de se voir offrir l'opportunité de désormais travailler sur Imperator - la première fois qu'ils peuvent travailler pleinement en indépendance. Plus d'informations sur leurs plans et projets sortiront dans les prochaines semaines, pour l'instant ce carnet se charge de faire la présentation des membres de l'équipe.
Dernière modification par
Limse
,
11-09-2020, 07h36
.
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#27
11-09-2020, 14h05
Au début j’ai cru que c’était le nouveau studio de Johan.
Plutôt bonne nouvelle pour le jeu qui va bénéficier à minima d’un an supplémentaire de développement. C’est nécessaire pour améliorer le militaire qui est faible ainsi que l’UI qui est une catastrophe.
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DiderLord
Vieux con!
Stratège incompris
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#28
15-09-2020, 07h14
Présentation vidéos du patch 1.5 et du petit dlc Epirus. Le jeu continu à s'étoffer mais on n'est plus sur un aussi gros patch que lors des 1.2 et 1.3.
Cela s’explique peut-être par le fait que le new studio travaille sur une grosse extension.
Au menu du jours c'est culture, changement de pop et révision du commerce.
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Corvéable
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#29
28-12-2020, 10h49
Bonjour,
Le jeu étant en promo sur steam (à 20€), je voudrais savoir si ça vaut désormais le coup de le prendre ? J'avais testé le jeu à sa sortie mais l'interface et le manque d'immersion m'avaient rebuté à l'époque. Et aujourd'hui je n'arrive pas trop à me rendre compte de l'état du jeu.
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#30
28-12-2020, 15h52
Le jeu est bien meilleur et la prochaine extension va modifier les deux plus grosses lacunes actuelles du jeu: la guerre et l’interface.
L’immersion est mieux avec plusieurs pays importants. Tu préfères jouer quoi?
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