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Imperator Rome – 2.0 Patch Notes | Conquer the World!

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Imperator Rome – 2.0 Patch Notes | Conquer the World!

Patch 2.0

Free Features

  • UI: Entirely redesigned UI with a new visual style
  • UI: Added nested tooltip and game-concept support
  • Inventions: Technology advances now provide 1 Innovation per level
  • Inventions: Spend innovations in new branching trees to specialize your civilization
  • Inventions: Numerous augmentations to existing mechanics, government interactions, and unit abilities can be unlocked through the invention tree
  • Military: Raise Levies from your integrated pops in times of war
  • Military: Form standing Legions, appoint Legates and Tribunes, and track their accomplishments
  • Military: New Engineer unit type which aids in river crossings, sieges, and paving roads
  • Military: Combat Width is now dynamic and based on terrain
  • Military: 9 new unique 3D unit models for Legions
  • Military: Military traditions now displayed in tree structure
  • Military: Military tradition groups now unlockable based on integrated cultures [If enough integrated pops are present, theoretically any military tradition group can be acquired]
  • Military: New Legacy of Alexander wargoal for successor kingdoms, in which the ownership of conquered territory is flipped immediately [as in civil wars]
  • Military: Occupying a province’s and forts capital now occupies the entire province, removing need for carpet sieges
  • Buildings: Ports can now be built in any coastal territory
  • Buildings: Ports now come in tiers, with higher tiers able to build larger ships
  • Buildings: Buildings can now be limited to a specific cap
  • Buildings: Buildings now contribute to civilization level in territories
  • Buildings: Various buildings are now unlocked by invention trees
  • Buildings: All buildings rebalanced, including larger effects, rebalanced prices, and AI weighting - see below for detail
  • Trade: Individual Provinces can now be set to automatically (but slowly) seek goods to import
  • Character Interactions: Added Support Pretender, boosting the powerbase of a chosen pretender in any foreign monarchy [old succession crisis interaction renamed to Intervene in Crisis]
  • Character Interactions: Added Espionage, unlocked by invention, allows visibility of foreign manpower and treasury counts [now hidden by default] with events for sabotage and more

Expansion Features

  • Great Wonder designer has been added, enabling customized wonders to be constructed
  • New Great Wonder modifier tiers can be unlocked in invention trees
  • 18 new Diadochi Mission trees have been added, covering Thrace, the Antigonid Kingdom, Egypt, Macedon, and the Seleukid Empire
  • 24 Honors and Dishonors can be earned by Legions distinguishing or disgracing themselves with their actions
  • 13 new Deities have been added - hail Sobek
  • 29 new Treasures can now be acquired
  • League City subject type added, acquired through the invention tree system
  • Alexander’s Panoply and Anthologia Philosophike treasure decisions have been added, allowing you to consolidate the effects of multiple smaller treasures
  • 3 new music tracks with a focus on war and battle

Gamebalance

Economy

  • Manpower pools now regenerate faster, but only store 12 years-worth of manpower
  • Freemen and tribesmen now provide increased manpower
  • Most sources of tax income have been reduced
  • Population output in all territories is now reduced by 30%
  • Settlements now have 50% reduced ship building speed and a 15% malus to pop output, from 25%
  • Tributaries now have their tribute removed from their resources instead of just adding to the overlord
  • Build Road cost is reduced by Engineer cohorts
  • Food production now possible without surplus
  • Added an additional integrated culture for Antigonids, to give them a bit more fighting power
  • Governors now receive a standard wage of 0.2% of national income in addition to the provincial wage
  • Governor’s standard wages increased by 100% when their levy is raised
  • Low Fort Maintenance now reduces fort maintenance by 15% from 25%

Buildings Rework City Details

  • Granary: 100 gold, +200 Provincial Food Capacity, +2% Civilization Level
  • Library: 100 gold, +5% Research Points, +2.5% Conversion Speed, +2% Civilization Level
  • Marketplace: 100 gold, +2.5% Base Trade Routes, +2.5% Assimilation Speed, +2% Civilization Level
  • Training Camp: 100 gold, +10% Manpower, +2% Civilization Level
  • Tax Office: 100 gold, +10% Tax, +2% Civilization Level
  • Academy: 150 gold, 3 per city, +4% Noble Happiness, +5% Noble Desired Ratio, +0.01% Monthly Civilization Change, +3% Civilization Level
  • Court of Law: 150 gold, 3 per city, +6% Citizen Happiness, +10% Citizen Desired Ratio, +0.01 Territory Provincial Loyalty, +3% Civilization Level
  • Forum: 150 gold, 3 per city, +6% Freeman Happiness, +10% Freeman Desired Ratio, +2.5% Monthly Food, +3% Civilization Level
  • Mill: 150 gold, 3 per city, +6% Slave Happiness, +6% Slave Output, +10% Slave Desired Ratio, +3% Civilization Level
  • Aqueduct: 150 gold, +4 Population Capacity
  • Earthworks: 150 gold, 1 per city, +25% Fort Defense, -10% Population Output, +1 Hostile Attrition, -3 Combat Width
  • Theater: 300 gold, 1 per city, +10% Integrated Culture Happiness, +2 Pop Assimilation Speed, +0.05 Provincial Loyalty, +5% Civilization Level
  • Temple: 300 gold, 1 per city, +10% State Religion Happiness, +2 Pop Conversion Speed, +0.05 Provincial Loyalty, +5% Civilization Level
  • Foundry: 300 gold, 1 per city, -4 Slaves for Surplus, +10% Population Output, +50% Starting Experience, +5% Civilization Level

Buildings Rework Settlement Details

  • Barracks: 200 gold, +20% Manpower, -25% Migration Speed, +8% Freeman Happiness, +15% Freeman Desired Ratio, +5% Civilization Level
  • Mine: 200 gold, -5 Slaves for Surplus, -25% Migration Speed, +5% Civilization Level
  • Tribal Settlement: 200 gold, +10% Population Capacity Modifier, -2.5% Citizen Desired Ratio, +30% Tribesman Output, +8% Tribesman Happiness
  • Slave Estate: 200 gold, -25% Migration Speed, +50% Monthly Food Modifier, +30% Slave Output, +5% Civilization Level
  • Farming Settlement: 200 gold, -5 Slave for Surplus, -25% Migration Speed, +50% Monthly Food Modifier, +5% Civilization Level
  • Provincial Legation: 200 gold, +75% Migration Speed, +15% Assimilation Speed

Buildings Rework Shared Details

  • Fortress: 150 gold, -5% Manpower, +1 Fort Level, +5% Fort Defensive, +1% Civilization Level
  • Port: 150 gold, +1 Population Capacity, +15% Ship Recruit Speed, +0.1 Migration Attraction, +0.1 Migration Speed

Population

  • Population growth speed and capacity now scale with civilization value, and are increased less by external sources
  • Tribesmen now consume less food
  • Population migration speed reduced significantly, with the exception of tribesmen
  • All settlement buildings now reduce migration speed from their territory by an additional 25% (bringing it to -100%: this will now effectively remove migration unless there are extenuating circumstances such as occupation/famine/unrest)

Technology

  • Civic technology now grants 1% population capacity and 1% global food per level
  • Civic technology no longer grants Commerce Income
  • Oratory technology now grants 0.5% global civilization value per level, from 2%
  • Religious technology now grants 2% Omen power per level, from 2.5%

Governments

  • Monarchies can choose a primary heir from the pretenders with the Anoint button, with positive and negative event consequences possible
  • Added rare event for large unstable AI tribes to splinter into subjects and free states
  • Added Elective Monarchy government type
  • Improved republic agenda selection logic
  • Rebalanced ‘Senatorial Chambers’ harsh happiness modifier in tribal reform mission

Religion

  • Added Hellenic deities Dioskourai (Greek) and Castores (Roman)
  • Treasures can now be individually removed from non-pantheon Holy Sites as well

Units

  • All cultures or culture groups now have a levy template, indicating which unit types their poptypes will raise. This should result in geographically appropriate levied armies
  • Levies are now raised from integrated culture pops in governorships
  • If a governorship is incapable of supporting raised levied units; the associated units will begin taking attrition until they are removed
  • Levies no longer have a maintenance cost - instead their pops cease producing base resources while raised
  • Regular unit (legion) maintenance increased significantly
  • Mercenary maintenance cost reduced to 150% of base
  • Military experience is acquired when disbanding experienced levies
  • Levies may not be disbanded during war
  • Powerbase from loyal veterans reduced significantly
  • Loyal levied units now grant loyal veterans to their governor when disbanded
  • Strategic trade goods have no bearing on levy composition, we now assume that cultures bring their horses/elephants with them.
  • Strategic trade goods are now required to be present in a governorship/region in order to recruit units of the linked type in a legion.

War & Peace

  • Woo General interaction now transfers foreign legates
  • Triumphs may now only be held for generals who have won sufficiently large battles
  • A provincial Fortress limit has been added which will incur costs when exceeded
  • All countries with Pirate Heritage now have access to the Slave Raid naval ability
  • Forced March unit ability is now unlocked in the Martial invention tree
  • Carpet Siege unit mission added, replacing Fight Rebels, useful in civil and Diadochi wars
  • Being at Peace once again reduces War Exhaustion (by 0.08pm) to counterbalance new sources of War Exhaustion gain (levies and great conquest wars)

Characters

  • Brave trait no longer reduces loyalty

Other

  • Happiness for Same Culture modifier significantly increased for top rank nations
  • Tyranny now reduces character loyalty by 15% less
  • Colonization now requires 8 pops in a neighboring territory, from 10
  • Reworked all modifier durations to be at least 1 year
  • Reworked costs for event options
  • Vassal Integration costs (per pop) reduced by approximately 20%
  • Global monthly state loyalty malus removed from nation rank
  • Non-dominant primary culture territories now have +2 slaves required per trade good produced

AI

Diplomacy

  • AI now less willing to join defensive leagues far away
  • AI now has a default willingness to grant military access [as opposed to the previous default unwillingness]
  • AI significantly better at economic diplomacy: integrating subjects, improving opinion through gifts, and insulting potential war opponents

Economy

  • AI now significantly more careful about exceeding budgetary restrictions
  • AI better at handling integrated cultures, and removing integrated cultures that are no longer economically sound

War

  • AI nations with republic or monarchy government types will be far less likely to expand into tribal territory without a pre-existing claim. *Note: this behaviour is not an absolute rule*
  • Antagonist AI is now appropriately horrifying

Other

  • AI will no longer be blocked in their missions by complex tasks
  • AI will now change missions after 60 years following the same one

Interface

Mapmodes

  • Removed the river Region/Area names to clear up the associated mapmodes

Tooltips

  • Game Concepts and tooltips added to explain major mechanics

Unit Models

  • Each culture group now has a seperate Levy and Legion model

Other

  • Available casus bellis are now displayed in the diplomacy view
  • Characters can now be searched by textbox across all countries
  • Cohort information breakdown moved to the Ledger
  • Sacrifice button localization no longer fails to account for non-pantheonic religions
  • Loading quotes revised and expanded with more high-quality doom and sass from the past!

Usermodding

Triggers

  • Changed 'country_culture' trigger name to 'primary_culture'

Other

  • Added script support for Legions
  • Added GetCulture('tag') and GetCultureGroup('tag') loc promotes
  • Added GetLegionDistinction('key') loc promote
  • country_culture event link now works
  • Inventions can now have effects on adoption
  • Military traditions can now have effects on adoption
  • Sea territories are now assigned to areas
  • Impassables now have their own terrain type
  • max_amount can now be defined for any building

Script

Achievements

  • Added 15 new achievements

Decisions

  • Added 9 Anatolian formables: Lycia, Caria, Lydia, Cabalis, Milyas, Pamphylia, Lalasia, Isauria, Pisidia
  • Added decision for tribes to gain extra capital civilization for a price
  • Tweaked territorial requirements for Reunite Alexander's Empire decision
  • Added decisions to install Philokles of Sidon and Eunostos of Soloi for Diadochi

Events

  • Reworked ‘Antigonid Cause Wavers’ events and the splitting of the Antigonid kingdom
  • Added regnal name events for Egypt, Seleukids, Pergamon, Bithynia and Mithridatids if ruled by the relevant family - long live Ptolemy XXIIV
  • Characters can now die during battles, not just after battles
  • Reworked Mithridates event chain, a new kingdom is now created in Paphlagonia and can annex Pontus diplomatically - player can start as either Kios or Pontus
  • Added option to boost Antigonos’ health for a price in his opening event
  • Clarified happiness impact of family adoption event after annexation
  • Pergamon is now playable via an option in the ‘Antigonid Cause Wavers’ event
  • ‘Granary Fire’ event now only targets territories with granary buildings, destroying them
  • Added outcome of ‘True Weather of the Soul’ where Thrace annexes part of Macedon
  • Added Espionage interaction events for stealing technology and sabotaging legions
  • Added an event chain for Egypt on the Athenian Tragedies
  • Increased cooldown of city sacking events to prevent cash farming
  • Added costly Ptolemaic dynasty event to optionally acquire Blood of the Argeads trait
  • Researchers with Scholar, Intelligent, Obsessive, and Polymath traits have a chance to generate additional innovations over time. This effect can stack, and will show up when assigning research positions
  • ‘Scientific Breakthrough’ now correctly describes tech progress as a percentage

Missions

  • Added bypass events to the generic infrastructure mission tree

Setup

  • Updated map in Greece, Anatolia, and Phoenicia
  • Added starting trade routes for Antigonids, Macedon, and Egypt to help with their economy, mostly with their own subjects
  • Added new tags in Anatolia, Black Sea, Adriatic, Paeonia, and Balearics
  • Split Bithynia and Cappadocia regions with new region of Cappadocia Pontica
  • Removed Pontic culture from Anatolian group (merged with Cappadocian) and renamed Greco-Pontic to Pontic
  • Added Pisidian, Milyadian, Oroandian, Cabalian, Lalasian, Cennataean, Morimenian, Cataonian cultures to Anatolian group
  • Moved Bithynian and added Mariandynian culture to Dacian group
  • Added Talaiotic culture to Occidental group
  • Added Paeonian culture to Illyrian group
  • Added several major rivers
  • Added many missing historical characters

Other

  • Boni and Traditionalist parties will no longer disapprove of attacking the same religion or culture, instead balking at truce-breaking
  • Updated some laws and tooltips to better accommodate monotheism/Judaism
  • Royal Marriage Character Interaction can now be used on children above the age of 12, with the marriage events firing once both parties are 16
  • Assassinate character interaction renamed to Assassinate Rival, and can now be used on the target directly, as long as they are a rival of the ruler
  • Tutor character interaction can now be used on a child directly, and for any close relative of the ruler or the ruler themselves

Bugfixes

Code

  • Addressed stability issues on Mac and Linux
  • Best possible province capital will now be picked when annexing a province
  • Fixed on_becoming_adult on_action not firing
  • Threaten War and Demand Military Access actions now work as advertized
  • Fixed some missing line-breaks and names in tooltips listing modifiers
  • Fixed Dismiss button not working for Researchers
  • Fixed stability cost of integrating a culture remaining even if that culture no longer existed
  • Fixed changing resolution on Linux making the game unplayable until restarted
  • Fixed battles against barbarians not accepting reinforcements
  • Fixed Mac crash after a few years of gameplay
  • Fixed ‘Occupation’ war exhaustion modifier appearing on declaring war
  • Fixed glowing borders sometimes not disappearing

Script

  • Fixed the Optimates party disliking that you gave holdings to family heads
  • Fixed the Olympic games events sometimes not firing
  • Fixed infants arguing their corner in senatorial war councils and being used as scapegoats in trials
  • Fixed limit to number of Bloodline traits inherited by eligible children
  • Fixed wrong territory being targeted in the Athenian ‘Hekatomnid Legacy’ mission task
  • Fixed wrong claims given on formation of Assyria
  • Fixed Naval Parity Roman mission task requiring only 1 more ship than Carthage instead of 20
  • Fixed ‘Mutiny!’ event being able to target mercenary generals
  • Fixed Rome being able to make Ancona a feudatory despite differing culture groups
  • Fixed broken goto button in Unfriendly Neighbors event
  • Fixed wrong characters referenced in ‘Wild Oats’ events and ‘Scandalous Dominus’ events
  • Fixed ruler appearing on both sides of the 'Unconventional Politics' event
  • Fixed a missing portrait in the event 'Bountiful Harvest'
  • Fixed rulers receiving loyalty modifiers in some events
  • Fixed several cases where settlements were referred to as cities
  • Fixed Clan Chiefs complaining in the ‘The Neglected’ event
  • Fixed mercenary characters appearing in ‘Veteran’s Due’ and ‘Scholar of the Divine’ events
  • Fixed cases where local instead of global happiness modifiers were used
  • Fixed cases where the wrong party’s approval would be changed
  • Fixed negative tribal subject opinion modifier after reforming to a monarchy/republic
  • Fixed many typos and text overflow issues
  • Fixed some character loyalty modifiers not being cleared when moving country
  • Added some extra checks to reduce the chance of mercenaries being chosen in events where they could be given loyalty (as Mercenaries are always at 100 loyalty)
  • Fixed cooldown of the ‘Gratitude’ tributary subject event
  • Fixed ‘Word from Syracuse’ Roman mission event not starting a war
  • Fixed Epirote Macedon not being eligible for Antipater’s Dream achievement
  • Fixed multiple families of almost the same name in Anatolian countries
  • Fixed ‘Massaesylian Menace’ mission task for Carthage being impossible if they are already removed from the map
  • Fixed Governors and Generals demanding Offices in the ‘Political Ambitions’ event
  • Fixed some cases where numbers in tooltips had too many decimal places
  • Fixed ‘Suppression of the Massyli’ event firing for Carthage when already at war with Massylia
  • Fixed issues with ‘no other diplomatic tasks ongoing’ checks in Epirote mission tasks
  • Fixed disloyal subjects joining scripted wars which they otherwise would not
  • Fixed inconsistent place names in mission tasks
  • Fixed characters taking loyal veterans with them when moving countries
  • Fixed Clan Chiefs taking the Demanding an Office scheme
  • Fixed ‘Adriatic Opportunities’ Roman mission task making feudatories of another culture group

Setup

  • Fixed missing section of the Euphrates
  • Fixed some lakes and shores not being on the painted map
  • Fixed bad Latin and Greek in some territory names
  • Fixed references to yet unborn Roman emperors in some territory names
  • Fixed Antigonos’ half brother’s mother being the wrong character
  • Fixed Salluvian culture being called Alluvian
  • Removed impassable in Egypt’s Eastern Desert which would not be colored
  • Added territory in India to avoid uncolorable impassables
  • Fixed Trapezous starting at tech 0 instead of 2

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