Hello!
It is been a rocky launch in some aspects, with part of the community unhappy. While it is not Hoi3, there are still issues, and I want to make sure you understand that we are looking at them.
Technical Issues
It looks like we have addressed most of the incompatibility issues, and that the game had heavy stuttering on some machines. It is something we will continue to fix immediately as they prop up.
Barebones Games
This is the feedback that I just do not understand. I took everything we had in Rome I, and made every mechanic deeper and more complex, while adding lots more new mechanics to make it into a game. This game was developed the same way we did EU4 and HOI2, the previous games I’ve been most satisfied with, where we used all the original gameplay code of the previous game, and just built upon that.
I’ve not cut away anything when making Imperator to add into future expansions, and every game-mechanic, and lots more, we had planned was in the original 1.0.
I have said before launch that this is the best game I’ve made, and I stand by it still. 1.0 of Imperator is the best 1.0 we have ever made of a game.
Missing UI / Bad UX
I agree that there are things in the UI that is suboptimal. Some screens are bigger than they could be, like the province interface, and some do not have all the information you may need. We are all working on improving that. Some UI I deemed as optional as we ran lower on time, and I wanted to prioritise the gameplay experience, so those will come in patches.
- Multiplayer Chat will eventually come, but not in 1.1
- Ledger, I regret cutting it, but there will be a first version in 1.1
- Macrobuilding functionality: While we hadn’t planned diplomatic or army template macrobuilder for 1.0, we should have focused on having better interface for impact of what you are building.
- Colonisation & Pop Management. It is functional, but not optimal. We definitely need to improve here.
Here is a small peek at a work in progress UI...
Bad AI
Ironically, this is the game we spent the most resources in writing AI for, both in time and people. Instead of a basically reactive AI, that had no goal, and reusing old mechanics, we decided to write this AI as a new proactive system working with plans.
I understand that effort and intent is not the same as result, but AI was something we did focus a lot on.
Power / Abstracted Currencies
I understand that there is a part of the community that dislike abstracted currencies like prestige, monarch power, influence or political power, they do make it into games that are possible to balance and
In 1.1, with us adding stability, war exhaustion, aggressive expansion and tyranny to the price structure, you could make a really good mod, replacing all power costs with impacts on those attributes. Such a mod could also completely make the instant culture conversion of a pop cost tyranny instead, making it something you do not want to do in bulk, or you could make changing an idea cost 5 stability, which is not much in direct cost, but limits you in other ways.
The base game will continue to use these currencies, as they make for a better game, but I acknowledge that there is a group of people who dislike them, and prefer another experience, so we will improve the game, to be able to support it.
Lack of Flavor
There has been a lot of feedback of the game about how most countries just feel the same to play, and there are no variations. While most people appreciate that there is enough difference between settled tribes, migratory tribes, monarchies and republics, there is not much difference between the different tribes other than their starting location.
While we did not view this is a flaw, we hear you, and will add some distinct flavor to 1.1, some new to our games, and some familiar.
First of all, we are adding bonuses to each religion, so that different religions have different impacts. That in itself does not make the game suddenly great, but it gives a bit more flavor.
Secondly, we are diversifying Omens, so that different religions, or even different countries can have unique omens for them. We will go into more details on this soon.
Finally, we are adding something we call Heritages to countries. This is something they start with, which gives 2 bonuses and 1 drawback. There will be lots of “generic” heritages for countries, which depends on their geography, but we aim to add as many unique ones as possible in 1.1, and then keep adding them.
Percieved Shallowness
A lot of the things that happens has not been visible enough to the player, like you don’t see the things characters do with each other. This will be changed for 1.1, where you will be able to always see what a character is up to, besides just an ambition.
Another thing is that the game has been tuned so a lot of the mechanics is not required to think about, especially when you are a big power. I’ve seen a lot of comments about how great the game is when you play smaller, compared to Rome where you just rofl-stomp everything, and don’t have to care about any challenges. One thing we are reworking in 1.1, is how a characters “power base” is calculated, which is the amount of troops, holdings, wealth or territory he or she may hold, and that power base will have much more impact.
Content
It is hard to compare content between various games, but Imperator shipped with the same amount of events as Victoria 2 with expansions, and more than any game had at release besides CK2.
We also had more character interactions than CK2 at release, and a similar amount of diplomatic actions and relations as EU4 had at release.
Of course, when you have been playing games that have 5-10k of events,dozens upon dozens of unique systems, any new game, no matter how much content they have, will feel light.
We will continue to add more content at each update, with a nice chunk on focus on Italy in 1.1, but it will take years of expansions and patches until Imperator reaches
Cheers everyone, and tomorrow Trin Tragula will show off what we have been doing for 1.1.
/Johan