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Grand Strategy Imperator: Rome - the new grand strategy from Paradox

Monocause

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steady infantry supported by cavalry/light inf could repel horse archer based armies,the romans won or had draws against parthian/sassanid and later hunic armies.

They weren't indestructible by no means. They were a blight though - and when talking about Romans, you're talking about a people with an insane amount of combat expertise, skilled commanders, well-developed logistics. And a huge professional army that Europe hasn't seen for quite some time and that at its time of height was literally unmatched. We're maybe even talking XVII-th century when armies in Europe reached the level of professionalism that Romans had - and it probably took even more than that to match the Roman expertise in fighting in different climates, with peoples of different cultures and fighting styles. That'd probably be colonial superpowers of the XVIII-th, perhaps only Britain and the French in the XIXth century and the US in the XXth century (that's not Europe though).

Romans were also renowned for their adaptability - be it in religion (they incorporated numerous deities from subjugated peoples), construction, tactics. When the Romans saw some good shit, they took it in, adapted it, made it properly Roman. Inability to do that would be the bane of all armies, including the aforementioned British and French and today, the US. Facing horse archers and associated tactics would decimate the absolute majority of contemporary European standing armies and probably all of levied ones as it required a swift adaptation of doctrine and tactics, which most people really suck at.

Lots of the expertise that Romans had was not present in many encounters with horse archers. The mongols were particularly adept at a never-ending skirmish and refusing a straight up battle. You could potentially inflict some casualties, but your troops were constantly harrassed by hordes of horsemen that came and go. It's kinda similar in effect to the fairly modern guerilla warfare concept, and in places like Afghanistan or Iraq even the US struggle and continue to suffer losses of men and material that would never happen in a straight-up fight.

fantadomat Re: elephants - of course they would hit the elephants, but that's not the point. Elephants would be unleashed in decisive moments when the engagement is already well underway. People are dying left and right, everyone's screaming and shouting, you barely know what's going on - and all of a sudden this huge beast tall at 3m and weighing 5-6 tons shows up, making incredible noise.

Most people without proper training would shit themselves in that scenario. And they did, and that was the point - not a sustained battle between elephants and a column of enemy troops. Still, it's difficult to accurately represent nuances like that in Paradox games so I guess they try to sorta represent it by giving bonuses, which I find makes sense as an abstraction.

Also, I know I'm nitpicking at this point but horses would definitely be able to smell elephants from 50-100 meters away. Not sure about that but I think it's possible that even a human would be able to smell an elephant from 50-100 meters away - depending on wind direction. At that range horses would also be able to see and hear them.
 
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Agame

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pre ck2 paradox community didnt have many problems with hoi3,all the fucking casual retards who want to larp being a king that came with ck2 are the reason hoi4 became the mess it is.

Partly, but there is a large amount of HOI2 vets who could not stand HOI3 to the point of skipping it entirely, and seem to enjoy HOI4s watered down and simplified systems, so regardless of what we want Paradox is catering to the larger audience, and of course casuals. As you say there are so many more people who just want to map paint and build pretty looking empires without any complexity or challenge from combat.

HOI3 was a glimpse of the beautiful potential of Paradox grand strategy with actual complex and meaningful combat. Snuffed out by one million drooling morans...
 

fantadomat

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Ahhh half the Carthage's generals are women in the latest dev clash.....sjws cuckz to the end. I am sure they would have won if they sent Hanibal's wife instead of him.
 

fantadomat

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Heavy historical expertise man!
You are misgendering by using nazi slogans like "man"!

Also the co-host is a massive cuck,constantly whines about certain jokes and apologizes every 39 seconds. It came as no surprise when he spit the beans that he is from marketing and is a frenchy.

Here the video if anyone cares:
 

Fedora Master

STOP POSTING
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I guarantee you this shit isn't an accident. If they are smart it may be a test to gauge how receptive their fans (read: their forum dicksuckers) are to feminist agenda pushing (very) and if they aren't smart it's still just hamfisted bullshit. There WILL be female leaders in the most retarded places possible, mark my words.
 
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Is HOI3 worth it? I actually never played, I was never a big fan of HOI so I pretty much stopped at HOI DH (which is post HOI3, tho). How does it compare to Darkest Hour?

Lol woman commanders. Weird. CK2 was very faithful in that regard, its actually fun that with Holy Fury, you can totally turn your nation into the land of the amazons if you feel like it.

I do wish women and men had different default, stats. Women should have personnal combat rating penalties by default.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
HOI3 was too ugly for me to enjoy and its performance was terrible, with the EU3 engine. I never spent any significant time playing it. However, I think it has the most detailed mechanics concerning the hierarchy of the order of battle. DH is still the best HoI in my book.
 

Vaarna_Aarne

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I'm ambivalent on the matter. HoI3 never quite got the same level of support (official or modwise) as HoI2 or HoI4, and a lot of its features don't really stand out that much since its core is very much HoI2. The chain of command isn't really that impressive, it's mostly just busywork or a means of automation.

I suppose the thing that does make HoI3 something interesting is that the number of tiles in each given province makes for some potentially extremely elaborate maneuvering and breakthroughs, and in terms of terrain and infrastructure HoI3 has definately the most balanced and interesting map of the series (well, once impassable terrain due to low infrastructure was added in), though without mods it kind of shoots itself in the foot and nerfs almost everyone except Germany, USSR, and Kwa to the point of non-functional, so that terrain doesn't get as much mileage as a fantastic force equalizer then.
 
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Hello and welcome to another development Diary about Imperator:Rome!

Today I will be talking about some changes we have done to the alliance system since it was last described in a developer diary, as well as the Military Traditions and political geography of India. :)

Alliance Changes

As we described in previous development diaries, calling allies to arms in Imperator has for a long time transferred the war leadership to a stronger party. There were a few different reasons for this, most importantly being able to drag in a major power to use them offensively as a small country is not necessarily realistic or balanced. There are risks with going to war even if you win that the greater country opens themselves up to, such as the risk of occupation and enslavement of its population.

Problematically however the transfer of war leadership often resulted in situations that were hard to predict or read. Small conflicts would frequently spiral into huge ones, with the biggest empires getting involved in situations where they would have little gain from doing so, while calling in all their allies.

The old system for transferring war leadership has therefore now been scrapped, with a number of changes to how alliances work introduced instead. Most prominently an alliance is now a contract of military cooperation between equals, whereas other types of treaties will be used for situations where a greater power defends a lesser one.

Transfer of War Leadership

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War leadership will now only transfer to an overlord when a subject is attacked, or from a guaranteed country when its strongest (most populous) protector is called. Once war leadership has transferred, the new warleader can call in their subjects and allies.

While allies will still help out in wars they will never take over leadership of the war from you.

Alliances & Guarantees

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Alliances can now only exist between countries of the same rank and Great Powers can never have any allies at all (instead they will have to defend themselves and rely on guarantees or subject relationships to protect others).

When your country changes rank through acquiring more cities, all existing alliances will be transformed into guarantees (there will also be a confirmation dialogue if demanding land in peace would result in a rank change).

A guarantee is now no longer just a casus belli but will instead lead to a call to arms when the guaranteed country is attacked, and it now also costs 1 diplomatic relations slot.

With these changes we hope to better reflect the drastically different types of relationship states could be in during this era, where a power may well act to defend, weaker states, but never as an equal (Rome itself is a good example of this type of diplomacy). With the possibility of more advanced cooperation between powers of more comparable strength.

Country Ranks

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Along with the changes to alliances we have changed the country rank definitions a bit. In particular we have increased the number of cities needed to be a Great Power (and therefore without allies) significantly, meaning there are no longer any Great Powers at the start of the game (though the Maurya Empire is close).

Country Ranks:
  • Migrant Horde: No Cities
  • City State: 1 City
  • Local Power: Between 2 and 24 cities.
  • Regional Power: Between 25 and 99 Cities.
  • Major Power: Between 100 and 499 Cities.
  • Great Power: 500 or more Cities.

India

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Today it is time to visit the subcontinent of India, separated from Persia and the Middle East by mountain ranges and deserts. This is also as far east as the map will go, it extends all the way to the Arakanese mountains and the natural border between India and Burma. India sticks out compared to all other regions we have been through in a number of ways, it is a region of vast fertile plains, high mountain ranges and deep jungles (a terrain type rarely found outside of India). India is also home to a very large part of the world population, even in 304 BCE, and the countries here generally have far larger resources than one might expect from their size.

Politically India has in history often been as diverse as Europe, with a number of different states fighting for hegemony, but at times it has also been united under great empires. Alexander the great, in his day, invaded even this region and conquered most of the Indus valley, leaving a number of Greek satraps and Greek settlements behind. In 304 BCE the subcontinent has however just watched the rise of the Maurya Empire under Chandragupta Maurya, who have risen from relative obscurity in the southern Indus Valley to defeating both the Nanda Empire, and the remaining Greek Satraps in India.

Religiously India at the start of our game is dominantly hindu but with Jainism and Buddhism both on the rise. Buddhism especially would come to spread from India in all directions, eventually becoming a major world religion.

In the last few diaries I have noted that there are numerous problems in finding sources and references for history of this era. India is far more well known than Germania or Scandinavia at our start, especially the part that was relevant to the Mauryas or the Greeks and their emissaries (some who visited the Mauryan capital in modern Bihar). India is also a very big place however, and there are still many parts of it that where we have had to extrapolate later day information.

Indian Military Traditions:

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Starting Tradition - Rathas: Allows Chariots

“Maurya Path”
  • Versatile Infantry: Archers Offense +15%
  • Descendants of Airavata: War Elephant Defense +15%
  • Warhost of the Empire: Light Infantry Morale +10%
  • Natural Pathfinders: War Elephant Jungle & Forest Combat Ability +15%
  • Dedicated Archers: Archers Discipline +10%
  • Homeland of our Fathers: Heavy Infantry Forest & Jungle +15%, Light Infantry Forest & Jungle +15%
  • Integrating the Tribes: National Tribesman Happiness +20%
  • Finisher Bonus - The Bureaucracy of War: Monthly War Exhaustion -0.02
*Coastal Path*
  • Natural Harbors: Galley Cost -15%
  • The Vyuha System: Archers Morale +10%
  • Masters of the Sea: Trireme Morale +10%
  • Plunder!: Allows Raid Ports Ability, +20% Enslavement Efficiency
  • Flexible Divisions: Morale of Armies +10%
  • City of the World's Desire: Fort Defence +15%
  • State Artisan: Archers & Chariot Cost -10%
  • Finisher Bonus - The 'Diplomatic' Fleet: Trireme Discipline +10%
*Noble Path*
  • Fit for a King: Chariot Defense +15%
  • Trained to Kill: War Elephant Discipline +10%
  • Armored Archers: Archers Defense +15%
  • Padma Vyuha: Allows Padma Vyuha Tactic
  • Imported Horses: Chariot Discipline +10%
  • Elephantine Abundance: War Elephant Cost -15%
  • Exotic Soldiers: Mercenary Maintenance -15%
  • Finisher Bonus - Striding Besides Giants: War Elephant Morale +10%

Northern India

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(Indus Valley)

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(Western Coast, the Maru Desert and the Avanti region)

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(Gangetic Plain)

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(Bengal)

Northern India is dominated by the Indo-Gangetic Plain, much like the Nile delta this is a very densely populated and fertile part of the world. Unlike the Nile Delta however it is far greater in size. The plain itself has been the heartland of a number of empires throughout history and at our start it is dominated by the newly formed Maurya Empire, which has just recently established its capital in Pataliputra, in north eastern India.

The Indus region in the far west has for a period of time been under Greek rule, after having been conquered by Alexander the Great and then handed over to a number of successive Greek Satraps. It is now theoretically part of the Seleucid Empire, but in practice these satrapies are under Mauryan control. The Seleucid and Mauryan empires have been in continuous conflict for a number of years now, ever since Seleucus and his son Antiochus moved east to secure Bactria, and the eastern Persian Satrapies.

As our game starts the Seleucid-Mauryan conflict is about to end, with the Seleucids handing over control over large parts of the eastern parts of their empire in return for a truce with the Indian conquerors and a great number of War Elephants to use in their wars with the other Greek Successors.

Starting Countries:

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  • Maurya: In time the Maurya empire would come to unite almost the entire subcontinent, and be remembered as one of the more successful pan-indian Empires. In 304 BCE however this is a very young kingdom, not unlike the big Diadoch monarchies in the west. The ruler, Chandragupta Maurya, would in time build a state different from previous ones in this region. It is hard to overstate the influence of the Maurya empire, not just because of the amount of land it came to include but also due to the conversion and missionary work of Ashoka for the Buddhist faith.
  • Atavia: Not all parts of the Maurya empire is ruled directly by Chandragupta’s governors. The tribal forest regions were generally kept in a more loose relationship as a subject state. Atavia is a settled tribe (previously known as a Tribal Kingdom), and starts as a Tributary of Maurya.
  • Kamarupa: In the far east, in the jungles of the Brahmaputra alley, the tribal state of Kamarupa remains independent from the Maurya empire.
  • Kalinga: Independent kingdom in modern Orissa. Kalinga famously resisted Maurya rule until it fell to Ashoka in a very bloody and savage military campaign. So much so that Ashoka is said to have sworn forsworn excessive violence and embracing Buddhism.
  • Karusa: Tribal state in the jungles of Eastern India. Not much is known about this region at the start of the game in history.
  • Indravana: Another tribal states in the hilly jungles of modern Orissa and Chattisgarh.
  • Bhoja: Tribal state in the Nimar valley, western India.
  • Rathika: Tribal state on the north western coast of India. Right on the border of the Maurya empire.

Southern India

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(Southern Tip of India, Sri Lanka and the Tamil Country)

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(Central India)

While most states in the south are not as well documented as northern India the Indian ocean ports here would become known to Roman and Greek traders, this region is also home to some of the oldest dynasties in the history of India, such as the Pandya’s, Cholas and Cheras.

Especially the island of Sri Lanka and the Tamil country in the far south west are very populous regions however and while not as strong as the Maurya empire in the north they are owned by powers with the potential to grow their influence in 304 BCE.

Starting Countries:

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  • Ashmaka: Weak Tribal State in the dry Deccani upland, just south of the Maurya border. Would be conquered by the successors of Chandragupta, who would also extend the road network south through this region.
  • Pitnika: Coastal kingdom controlling parts of the Western Ghats and the Konkan coastline.
  • Kuntala: Tribal state in the central South Indian upland, eventually conquered by the Mauryas.
  • Andhra: The tribal Andhra state centered on the Krishna river rule parts of the eastern Indian coastline, a region that still bears their name.
  • Mahisha: Tribal state of which we know very little in the South Indian interior plateau. Conquered by the Maurya empire within a generation of our start.
  • Alupa: Long lived Tribal State on the coast of Karnataka, ruled by the Alupa Dynasty. Would in time survive many of the great empires of India, including the Mauryas, far into the middle ages.
  • Satiyaputa: Tribal state in the Mysore plateau and the western Ghats.
  • Chera: One of the most important kingdoms of the far south, the Chera control a number of the Indian Ocean trade ports, that would remain commercial entrepots up until present day.
  • Ay: Small kingdom on the tip of the Indian subcontinent, in modern Kerala. The Ay dynasty, is one of the oldest known lineages of its region.
  • Chola: Autocratic Monarchy on the eastern coast of southern india (later known as Coromandel, a name based on what they called their realm). The Cholas would historically create their own overseas empire but at our start they are just a local power in this region.
  • Pandya: Autocratic Monarchy in the rich Tamil country ruled by a dynasty that considers itself already quite ancient by 304 BCE (and in fact they are also playable both in Europa Universalis 4 and Crusader Kings 2).
  • Anuradhapura: Kingdom ruling the island of Sri Lanka at our start, based around the great city of Anarudhapura. The kingdom would in time become greatly influenced by the spread of the Buddhist faith, an influence that remains to this day.
 

Makabb

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I'm slightly optimistic about this, this looks like it embodies the main idea of paradox grand strategy type game which started with europa universalis 1 - conquering and building an empire, the huge map with many small territories (like in hoi) will make for a long play where you have to fight on many fronts.
 
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Hello and welcome to another Development Diary for Imperator: Rome!

Today we will return once again to Diplomacy and the various ways you have to manage Expansion and Foreign Relations. We will also make a return to internal management and Tyranny before a small tour of the starting situation in the Horn of Africa.

Aggressive Expansion

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As described before Aggressive Expansion is a measure of how Aggressive and threatening your country appears in the eyes of the world. It is built up through war declarations and taking land, and it’s main effects are on foreign relations and the happiness of foreign pops and subject states under your control.

For a country with few foreign pops however, Aggressive Expansion is a far more lenient mechanic. In history even the most inward looking country would not have been indifferent to rapid expansion. In order for it to not be inconsequential even to a power with no foreign subjects, we have therefore added a general increase of all power costs by 2% per point of Aggressive Expansion above 50, as well as a decrease of happiness for same culture by 0.5% per point.

Peace-Time Aggressive Expansion Decay

A very aggressive country will never be popular, but it will also not necessarily be hated forever. In addition to its normal reduction over time we have added a decay rate for Aggressive Expansion when a country is at peace. The rate of decay is based on their current total accrued Aggressive Expansion. This means that a country that has been expanding very aggressively will be able to gain some additional decay, an increase that will dwindle as Aggressive Expansion approaches more reasonable levels.

On top of this further Aggressive Actions will generate less Aggressive Expansion the more you already have, as further Aggressiveness does not change the already very bad expectations the world has on your country.

Diplomatic Stances

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Diplomacy is not all action. Some things are best achieved by having a thought through foreign policy to reach the goals of a country over time. In Imperator you will have the ability to set a Diplomatic Stance for the country you control, which is a general foreign policy approach that your diplomats will pursue. The stances are all focused on different goals and their effects help you achieve those goals eventually.

Changing the selected Stance costs Oratory power, and gets more expensive each time the same ruler does so.
The Diplomatic Stances are:

Neutral Stance:
  • +1 Diplomatic Relations

This stance is what most countries start out with and lets you keep your options open. The extra diplomatic relation slot is useful for all manner of diplomatic initiatives. Especially since the base number of relations was reduced in favor of this.


Appeasing Stance:
  • Aggressive Expansion Decay +20%
  • Improve Relations Cost -25%
  • Opinion of Allies +25
  • Opinion of all others within Diplomatic Range +10

This stance is useful for when you have already expanded and want the world to consider you a potential friend again, and not just an eventual enemy.


Mercantile Stance:
  • National Commerce Income +25%
  • Create Trade Route Cost -25%
  • Opinion of others using the same stance +30
  • Opinion of others within Diplomatic Range +20

This stance allows you to focus all of the states diplomatic efforts on making profitable trades, and making others accept your trade offers.


Bellicose Stance:
  • War Score Costs -20%
  • Fabricate Claim Cost -10%
  • Opinion of Neighbors -20
  • Opinion of others within Diplomatic Range -10

This stance focuses on territorial expansion and finding reasons to expand your empire.

Subjugative Stance:
  • Integration Speed +25%
  • Loyalty of Subjects +10
  • Opinion of Subjects +20

This stance focuses on your subject states and how to tie them closer to your country.

Tyranny

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Where Aggressive Expansion represents the image of your country among foreign countries and foreign pops, Tyranny is a value related to how your country has dealt with its own people, it is increased through actions where the state reaches further than is expected of it. Imprisoning characters, forcing governors to change their governor policies, and forcing issues through the senate with barely any support, are all actions that increase the Tyranny of a country.

The more tyranny you accrue the less your core citizens will think of you, and the less loyal your governors and commanders will be. Being tyrannical also has its upsides however. The senate will be less likely to have the courage to oppose you in a Republic with a lot of Tyranny, and tyranny is necessary for transforming such a state into a permanent dictatorship. Tyranny also discounts the price for using tyrannical actions such as imprisonment or executions, and it increases the output of Slave Pops.

Character Interactions

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While we have talked about many of the available Character Interactions in the game before we have also kept adding more of them as we go. Here is an overview of some newer interactions that you may or may not have heard about in previous diaries:

  • Hold Games: Every 5 years your ruler can hold games for a bit of money, in order to increase their popularity.
  • Reward Veterans: Cohorts that are loyal to a successful and ambitious general can be a great problem, for a cost of power and money you can try to win some of them back to the state.
  • Give Free Hands: Give an employed character free hands to do whatever they can with their position until revoked. Increases the Loyalty and Corruption over time. As Corruption increases how much state income goes into a characters wages this may be a costly thing to do. Costs loyalty to revoke.
  • Grant Stipends: By generously increasing the pay for a certain family you can increase the loyalty of the head of that family. Very handy if a scorned family has raised an army against you.
  • Gladiatorial Debut: In extreme circumstances it may be worth the gamble to allow a prisoner to fight for their freedom. This will undoubtedly be popular, and is not unlikely to get them killed but may end up with them set free.
  • Grant Capitulatory Honors: Much like holding a Triumph this is a way to heap honors and money unto a general with many loyal troops, useful to possibly get even a disloyal and dangerous general loyal enough to make them part with their army.
  • Proscribe: Confiscate the money of an imprisoned character. Their entire family will lose loyalty, and you will gain tyranny.
  • Exalt Clan Chief: Allows a tribal ruler to bestow favors upon one clan chief who will become more loyal. Other clan chiefs will lose loyalty.
  • Grant Clan Autonomy: Disloyal clan chiefs can be allowed to take a part of a tribe with them and part ways with your state. This will make one of your provinces independent, with the clan chief as a tributary ruler. Increases loyalty of remaining clan chiefs.
  • Attempt to Buy Off Mercenary: Sends an offer to a mercenary company for a sum of money for abandoning their current employer. The employer will be allowed to surpass your bid.

And with those words on internal and external (mis)-management, tyranny and aggressive expansion, we turn our attention to one of the southernmost parts of the map. :)

Punt:

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By following the nile upwards and southwards we end up in the region today known as the Horn of Africa, known by the Egyptians for centuries as the land of Punt. This region is peripheral to the Imperator map but nonetheless it possesses resources to matter. Beyond the population of the Ethiopian highlands itself the coastline towards the red sea and gulf of Aden is home to a number of important trading ports for the trade with Egypt, Arabia and India.

As is often the case in the regions we cover there is a lack of good sources when it comes to the exact political situation and there has been some use of extrapolation and speculation to arrive at the setup we have.

The Ethiopian Highlands:

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Politically the Ethiopian highlands at the start of Imperator are divided. Eventually the kingdom of Aksum, possibly an heir to an even older kingdom known as D’mot, would rise to be the local hegemon, uniting most of the plateau shortly after the end of our game. In 304 BCE however the region is far from united and there are no clearly dominant countries here.

Starting Countries:

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  • Alut: Where the Blue and White Nile converges into one great river lies the kingdom of Alut, with its capital in the region in between the two great Nilotic tributaries. Compared to Kush, the country that controls the only route north, down the nile, this is a small and unimportant kingdom. If Alut is to prosper it will either have to be at the leisure of Kush, or through striking their northern neighbor when a moment of weakness arrives.
  • Boras: Small Tribal Kingdom on the Atbara river. On the border of the richer capital regions of Aksum and Kush, Boras is left with the land in between, an excellent starting point for a hostile takeover of one, or both of the other two. A likelier outcome however is that Boras will be high priority land to be conquered by either local hegemons.
  • Aksum: Small kingdom in the northern highlands of modern Ethiopia, bordering both Upper Nubia and all of the other Ethopian states. Would eventually grow into the hegemonic Axumite Empire.
  • Adoullia: Small kingdom in northern Eritrea, neighboring Aksum.
  • Gwanara: Kingdom on the Ethiopian Plateau, eventually conquered by Aksum.
  • Yeha: Kingdom ruler by the city of Yeha, the old capital of the kingdom of D’mot. Controls most of the eastern part of the Ethiopian plateau.
Horn of Africa:

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The coastline of modern Djibouti, Eritrea, and Somaliland was well known to the ancient authors, mostly because this is an area of important ports for the Indian Ocean Trade network. While trade was the reason for their existence it would be hard to call any of these small Republics and Monarchies rich.

Starting Countries:

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  • Avalita: Small trader kingdom around the city of Avalites, near modern day Zeila. While this is one of the larger states in this region it is far less powerful than the Arabic states just across the strait.
  • Mundia: Small salt exporting city state on the horn.
  • Mosylon: Small pearl fishing port on the Somaliland coast, and an entrepot for trade with India, Egypt and Arabia.
  • Oponia: Small city state, almost on the very tip of the horn. Like the other Macrobian Republics it is frequented by Greek, Egyptian, Phoenician, Indian and later Roman Merchants, yet this entrepot is also extremely vulnerable to barbarians, drought and any other dangers that come with being a small city state with few protectors.
 

coldcrow

Prophet
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I am going to gift all my paradox games away. It is beyond retarded to show an abstract thing as "aggressive expansion" as a discrete number to the player and even give him/her ways to manipulate it numerically. I am at a fucking loss for words.

PS: I realize that this is just the icing on the cake. It started a long time ago.
PS2: I know that this is somewhat hypocritical, as Civ4 started it with culture. I have to think about this.
 

fantadomat

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Bulgaria
Paradox is maybe the most lazy and creatively bankrupted developer i know of. I do believe that they could be saved by injecting a creative person in some high position,but i doubt it will happen. They do need a writer by nature to fix their shit,not coders and boring math people.

The whole AE is a retarded notion that never existed in real life. They should have just focused on making a empire collapse mechanics instead of AE. I am yet to see an empire that crumbles in their game,in early EU4 it was possible for an AI to die,but not in the present.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I have always hated it when you could see exactly what AE you have, and even worse, use mana points or something to control it. I know Pdox love their spreadsheets, but it should always be communicated in vaguer terms and addressed through indirect actions. A reasonable option was when you would check other nations in EU4 and they had a specific stance towards you (Threatened, Rival, etc), and that gave you a rough heuristic for their attitudes that was specific to their relative position to you. And you could change it, but only by gifting stuff, or modifying the geopolitical realities, etc., which is fairly realistic (at least within the Pdox gameworld).

And yes, I wish empire collapse & internal strife got far more focus especially in this era. Hope abounds that this might still happen somewhat, but a rival emperor coming in with a proper megastack and increasingly having provinces defect to him is a lot more interesting than some Ancient World Barbarian Coalition objecting to your Spanish campaigns.
 

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