Imperator Rome: The Senate and the People

Head in victory wreath

We’re finally at the heart of my suggestions to improve Imperator: Rome.  I’ve discussed how Republics are boring and aren’t differentiated from monarchies.  I’ve discussed how there’s nothing fun to do during peace-time.  I’ve also discussed how civil wars are too easy to avoid, and when they do happen they’re too easy to win. Now I’ll discuss how Imperator could make things better.

As I said in my first post, Republics in Imperator Rome are just short-term monarchies.  But they don’t have to be.  Wheeling and dealing was a big part of the Roman republic, and it should be a big thing here too.  

When the Consul of a Republic dies or ends his term in Imperator, another is elected in his place.  The new ruler always comes from one of the 3 main Republican factions: Democrats, Oligarchs, and Traditionalists, with each faction having its own bonuses and its own agendas that they want to get passed during the next Consular term.  The player has very little control over this process, and so sometimes the factions will demand goals that the player doesn’t want.

If a faction wins the election, the only way for the player to prevent them from implementing their party platform is to tank their Senate Support and gain a lot of Tyranny. But there are other times when the parties will want to implement something that the player also wants. The lack of player input during this process means you really can’t have any sort of strategy or planning around it, making it a poor mechanic for a strategy game. But maybe we could change that.

When an election is about to occur, why not let the player have some input on it, in exchange for tying their hands down the line.  I’m envisioning the equivalent of a 3-way treaty between the 3 Senate factions that the player can bring up at any time to influence the outcome of the election in exchange for making promises to the other factions. 

Say your Consul is a Traditionalist and it looks like a Democrat will be elected in his place.  You, the player, really don’t want the Democrats in power because their party plank is to implement shorter term lengths and you don’t like that.  So you bring up the 3-treaty and try to figure out “what can I do to avoid this?” 

The Democrats can’t be swayed to vote against their own party member, but perhaps you can change their agenda by offering some concessions.  What if you installed a Democrat as the Governor of Cisalpine Gaul?  You make it so that for the next term the Governor of that province will be a Democrat and you can’t remove him for any reason.  This placates the Democrats, and in exchange they’ll agree not to force shorter terms, and instead will work towards a Manumittance law which is also something they support. It just happens to be something you support too since it increases the number of Freemen pops and therefore the amount of manpower in the nation.

The Oligarchs then are incensed.  You’re giving things to the Democrats and not us!  We won’t stand for this!  Your Traditionalist allies also aren’t happy with this, so you need at least a little Oligarch support to get this one over the finish line.  So now you deal with the Oligarchs: what if they received the Governorship of Magna Graecia?  Fair’s fair, the Democrats receive a Governorship, the Oligarchs should too.  The Oligarchs say fine, but also next term they’ll demand that more land be handed out to their own people as well.

But now your traditionalist allies are angry.  You gave governorships to the other parties and left nothing for us!  So OK, you have to give something to them as well.  They already control most of the political positions that aren’t governors, but they’re demanding that their Party Platform from the last election be enforced.  They ran on a platform of stripping citizenship from the newly conquered Gauls.  Now, your predecessor gave citizenship to the Gauls in the first place so they could fight in your armies, and stripping their citizenship will greatly reduce your nation’s fighting power.  But the Traditionalists don’t care!  They ran on this platform, they’re demanding it.  So if you want your 3-way treaty to go through, then you’ll have to take away citizenship from the Gauls.

Strangely, stripping citizenship can actually be a useful tool of course. Citizenship is mostly useful for obtaining the military traditions associated with particular cultures, once you have those traditions you can revoke it with no consequences. And each additional culture you give citizenship to angers your primary culture, so if you plan to Romanize the barbarians anyway then keeping Romans happy at the expense of the Gauls just makes sense. So from the player’s perspective: this treaty actually enforces 2 things that they already wanted, that being a new law from the Democrats and new citizenship status from the Traditionalists, at the expense of giving out governorships that can’t be revokes. AND the player avoided a law that they really didn’t want, that being the Shorter Terms law that the Democrats wanted to pass.

You have a tentative treaty in place, but now you need to enforce it before the election happens.  The governors will be people you can’t replace during the next term, and some laws will change.  If you really want to limit this via game mechanics, you can even have the treaty cost Political Influence (PI) just like big treaties cost bird mana in EU4. I’d be ok with that as it seems realistic enough to equate PI with political capital in the modern sense.  You could also make the cost of the treaty scale with how many things are in it.  That would make Grand Bargains a rare thing, while smaller political agreements to hold power are the norm.  

In fact, maybe the above treaty is too big, costs too much PI, and gives away too much.  It ensures that a Democrat is elected, but prevents the Democrats from enforcing their favored agenda in exchange for giving out governorships and changing laws.  Maybe there’s a smaller scale solution?

Maybe instead of going to the factions, you could go to the family heads we spoke about earlier.  Each family has members in all 3 political parties, but the Family Head can likely wrangle their clan together to support a shared interests.  Maybe instead of some Grand Bargain, you can just bribe the family head? 

By letting the player also bargain with the family heads, instead of just the factions, you actually make the Great Families of this game matter. These are supposed to be part of the core concept and unique selling points of the game, that there are powerful families within it you need to keep on your side to maintain and expand your power. But they’re really somewhat meaningless as of now.

But in my system, I’d let you negotiate with the family head in order to get them to vote for a certain canddiate. With enough bribes of both money and holdings, you can get a nice Traditionalist elected, but be warned that giving out money and holdings makes that family more powerful down the line. The upside is you won’t have to give concessions to the other parties, or even to your own backbenchers who are making extreme demands. The downside is you’ve made one of the Great Families more powerful.  But that’s a problem for the future Consul.  Your current Consul then hands the reigns off to your chosen successor and you start playing as them.

If my system were implemented, I think Republics would have fun and interesting mechanics to deal with that sets them apart from Monarchies. The player would have to compromise with the other parties and maybe those compromises would bite them in the end.  Remember, the Grand Bargain discussed above would have appointed Governors of Cisalpine Gaul and Magna Gaecia who couldn’t be removed, even if they were disloyal.  The agreement with the Family head will give him more power, and he can never be removed.  Agreements like these would be powerful and would let you choose a successor and influence your Republic. But they can also set you up for civil war, and as I said, civil wars should be harder. 

Additionally, I think these changes would at least give Imperator: Rome something interesting to do during peacetime. Rather than ignoring policies, you could enact them whenever you wanted so long as you could bargain with the Senate. And rather than ignoring the Senate and removing disloyal governors whenever, you could have a system where gaining the support of the Senate sometimes requires making pacts with ambition people you’d rather not give power to.

I think in the 3-way treaty system I described above, everything in the game should be on the table for the player to give away or gain. Governorships, positions in the cabinet, laws and citizenship, maybe a forced war declaration on a neighbor. Maybe even changing your pantheon’s gods and building specific buildings. Wrangling the Senate should mean having to deal with powerful, conflicting forces, and it should require the occasional compromise to keep things working.

In exchange though, the player could use this system control the senate and pick their successor. Sometimes the Senate wants laws changed that the player also wants to change. But if the player changes it, it costs stability and PI, while doing it through this 3-way treaty should at least not cost stability. In fact, doing anything through the 3-way treaty should have its normal costs waived, as this would encourage players to use the treaties for their benefit while potentially setting them up with powerful enemies for later.

In this way, the Senate becomes an interesting and powerful mechanic for the players to deal with during peacetime. And likewise governors and cabinet members can’t be replaced with yesmen, because they’ll often get their positions through Senatorial compromise. I’ve now written a whole lot of words about a game I don’t really like, and even if all my changed were implemented Imperator would still not be a masterpiece. But I hope I’ve impressed upon you why the game isn’t good and why I feel these kinds changes would improve it. Hopefully next time Paradox tries to make a new IP, they’ll come up with interesting mechanics like these to put into it.

Civil wars in Imperator: Rome

crossed swords

In the last two blog posts, I’ve discussed how Imperator: Rome needs more fun things to do.  In particular, Republics don’t do anything interesting and governing your provinces is very boring.  This time I’d like to talk about civil wars.

Imperator’s unique selling point is supposed to be civil wars.  Rome was filled with civil wars, and these are supposed to give Imperator a unique and fun gameplay loop besides just standard conquest.  After all, it’s one thing to win power, it’s another to hold it. But actually civil wars are way to easy to both avoid and win, so they end up being minor annoyances instead of fun gameplay features. 

How civil wars are supposed to work is that every character in your country has a “power base” depending on their job and responsibilities.  And if enough characters with enough power hate you, they’ll start a civil war.  So that governor of a large province?  You better keep him happy because he’s got a large power base.  While that no-name failson who just lives in the senate?  No one cares about him, feel free to do so also.

You also can’t just remove people who hate you from their positions.  If the governor is actively raising an army and preparing for civil war, you shouldn’t be able to just politely bring him back to Rome and put a yesman in his place.

The problem is that it’s too easy to game this.  If your governor hates you, you’ll get an alert saying such.  But if you flip him a bribe he’ll be temporarily mollified, and you can then remove him with no consequences.  Same thing for powerful office holders: your Tribune of the Plebs, your Pontifex Maximus, these are powerful officials who you should need to keep happy.  But you can always bribe them and then replace them with yesmen if they ever get miffed.

So while you should need to work to keep everyone happy, it’s actually way to easy to do so. The player will never run into a situation where there is a character who hates them but is too powerful to remove. You can remove everyone with a bribe and a click, and while they’ll still hate you afterwards, they’ll no longer be powerful.

The only people you can’t bribe and replace are family heads.  They have a magical power base that can’t be removed by removing their jobs, since they largely don’t have jobs (idle rich, you know).  So if a family head hates you enough, you’ll likely be forced into a civil war with no chance of stopping it.  

But then we run into the second problem: civil wars are too easy.  They have some unique mechanics I won’t talk about, but generally you fall into civil war when about ¼ of your country’s power base hates you.  But if ¼ of the country rises up against the other ¾, then it’s really easy for the ¾ to beat the ¼ with no issues. 

I think this is terrible game design, if a civil war is going to happen then it should be a big, important thing, not a nuisance crushed without breaking a sweat.  If a civil war is triggered, then no matter what percentage of the powerbase hated you, the civil war should have at least ½ of your country on its side, just to make things interesting. This would try to reflect how sudden alliances can trigger and people can join the rebels not so much out of hatred for you, but instead as a mercenary desire to be rewarded by whatever side wins the civil war.

But I also think victory on the battlefield shouldn’t be the only way war ends. I’d like it if you could negotiate with the rebels, offering clemency and bribery to turn them back to your side. If a rebel leader turns, they’ll bring their army and provinces back to your fold. And on the other hand, if you keep pissing people off then more armies and provinces should join the other side.

But on top of this, the game shouldn’t end if you lose a civil war. I think that just like in EU4, if they rebels win they can enforce their demands and rule the new nation, but making this end the game just doesn’t make sense. We aren’t playing as a specific family or person in Imperator: Rome, we’re playing as a vague “spirit of the nation” just like in EU4, and the nation still exists even if the rebels win the civil war.

So to sum up, civil wars in Imperator are too easy to avoid and aren’t even fun when they happen. I have some ideas of how to improve this, but it will take until next post for me to finally tie together all these posts about Republics, Governors, and civil wars. So please read on when I next post.

Imperator: Rome needs to be fun during peacetime.

The antechamber to an ancient roman senate

Last time on this blog, I discussed how I don’t like Republics in Imperator: Rome feeling the same as monarchies.  Once you have Senate Support, while there are a handful of unique events related to running the Republic, there’s nothing to sink your teeth into.  EU4 and CK2 both have very unique republics with unique gameplay loops, and Imperator Rome deserves the same.  It will never get the same because it’s been abandoned by players and Paradox alike, but hopefully Imperator’s death will make Paradox think twice before trying to stuff mana into a game that doesn’t need it.

But before we discuss what I do want from Republics, I’d like to tackle another bugbear I have of the game, and that is that peacetime is boring and governor policies aren’t fun.  

Imperator desperately needs something interesting to do during peacetime.  Implementing policies should be that thing, but it isn’t.  As it stands now: every province you own in the game is assigned a governor, and those governors set policies that influence the province.  These governor policies can do a lot of things, they can convert their pops to your One True Faith, they can help build up defenses to increase your manpower, they can encourage trade to increase your wealth.  But you don’t have control over what policies your governors set.  If Imperator is to be a series of interesting choices (in the words of Sid Meiers), then we should start with these policies.

The only way currently to set what policies you want for your provinces is to spend Political Influence (PI), which is a rare currency in this game that is far better spent on other things.  PI is needed for everything from changing laws, to keeping yourself stable, to fabricating claims so you can go to war with your neighbors.  Everything costs PI, and governor actions are at the bottom of the list of what I want to spend PI on.

To give you an example of the value of PI, that “encourage trade” governor policy provides a roughly 10% increase to the provinces taxes.  But it costs about 10 PI to enact.  Now, even a small nation in Imperator can easily have 10 provinces, so increasing just 1 province’s tax by 10% is really just a 1% benefit to your overall nation.  Meanwhile, for 50 PI you can found a city, which not only massively increases tax but also increases manpower, research, and conversion speed through its buildings.

So you can either spend 50 PI to enact 5 “encourage trade” policies, providing a modest 5% boost to income, or you can spend it to found a city and get way more benefits.  But it gets worse, occasionally governors become corrupt or die, and so you have to replace them.  The new governor will undo all your policies, and you have to spend that 50 PI again just to get that same 5% bonus.  A 5% bonus that is still less than what you can get from just founding a city. 

And remember, that 50 PI is also needed to increase your nation’s stability, pass important laws, or fabricate claims on a neighbor.  There’s just never a time when I feel I can waste my PI changing governor actions, so I just ignore the governors entirely.  There’s an entire game mechanic in this game that is completely wasted because it costs precious mana.

I think changing governor policies shouldn’t cost PI.  It should be completely free like national focuses (or foci) in Victoria 2.  If changing policies were free, I could actually see myself constantly going around to my provinces and spending time changing what they’re doing.   Imperator Rome has the most boring peace-time of any Paradox game, and letting me play around with the provinces would at least give me something to do.  

After a big war I could change all the policies to manpower producing ones so I can replenish my armies. This is the same way that Victoria 2 lets me use national foci to replenish my soldiers.  If I need to build a huge monument for my own megalomania, I can tax my provinces to hell and back, making them angry at me.  And once I build the thing, I can switch to giving them more autonomy so they’ll like me again.

If you limited how many governor policies I had, it would also enforce hard and perhaps interesting choices on my playstyle.  Let’s say you limited me to just 2 provinces having governor policies in the entire nation (2 is the same as the starting number of national foci in Victoria 2).  In that case, the policies need to be very powerful in order to make using them worthwhile.  As a start, let’s make policies 5x more powerful than they are now.

If that were the case, then as I expanded I’d have to make interesting choices about where to use my policies.  I can encourage trade in my heartlands, or I can convert pops in my recent conquests to the One True Faith.  Encouraging trade gets me money, but converting pops makes them less likely to rebel, where do I need to put my focus?  Or maybe I just had a big war and need to replenish my manpower, well if I use both policies for manpower, then I’m not getting more money or converting pops.  

I could also see myself using some of the rarer policies in this case. There’s a policy called “social mobility,” which increases the rate at which pops promote and demote.  Usually this is kind of pointless, and pops quickly reach an equilibrium state without needing this policy, and once they reach equilibrium they can promote/demote no further.  But when you’ve just founded a city, it can be useful to quickly turn the tribesmen who live there into nobles and citizens.  I could see myself using this policy in that case for a quick turnaround.

Governor policies should be something that helps keep me interested between wars, the same way national foci help keep me interested in Victoria.  Making them powerful, free, but rare would mean I’d be constantly switching things around as the game progressed.  But as they stand now, they’re weak, expensive, and everywhere so I usually just ignore them.  They aren’t worth the mana and they aren’t worth my time.  

Imperator: Rome critique, part 1

pencil sketch of roman ruins

After I finished typing out my thoughts on Imperator: Rome, I put it out of my mind and went back to playing more enjoyable things.  But my friend who bought it for me wanted to play games together, and since we’ve already played to death every other game in our libraries, why not try Imperator multiplayer?  I wasn’t keen, but there’s a new mod called Invictus that’s supposed to make the game way better, so we downloaded it to see.

Invictus doesn’t really change anything, to be honest.  It adds more nations, sure.  It adds more missions, fine.  It gives each and every nation a completely unique tradition, making them 5% better at one thing and 5% worse at another.  Those are all very pretty things that likely took a lot of work, but they don’t fix the fundamental problems of Imperator: Rome that I already talked about.  War is still boring, peace is still boring.  In other Paradox games, I feel like I’m always working towards something, in Imperator, I feel like I’m always waiting.  Just waiting for aggressive expansion to decrease, waiting for truces to end, waiting for enough PI to fabricate more claims. Other Paradox games include plenty of waiting but they also include a lot of doing.  And Imperator just doesn’t have enough to do.

So in our Multiplayer, I played the Etruscan republic and he played the Carthiginian republic.  Two Republican enemies of the Roman Republic got their revenge on Rome within the first 5 years.  But after we got our revenge, we found that playing as Republics in Imperator was still pretty boring.  There just wasn’t enough to do, not enough that was fun, and the challenges Republics present you with are neither challenging nor interesting.  Over the next few posts, I hope to outline what the problems are, and then what my proposed solutions would be, as well as some other stuff that’s on my mind.

I know it’s fairly onanistic to write posts about “how to fix X game,” and I’m not a games designer or even a modder who can put my thoughts into action.  But this is the streams of my consciousness, and so this is what I’ve been thinking of.

There’s two ways that playing a Republic in Imperator can go, and neither are really interesting.  If you don’t know what you’re doing then you quickly lose the support of the Senate, and once they hate you, it’s almost impossible to ever make them like you again.  Low Senate support lowers Stability, and low Stability lowers Senate support.  You enter a state where the only way to do anything is to gain Tyranny, and since Tyranny also lowers Senate support, you quickly enter a death spiral of decreasing Senate support, decreasing Stability, and increasing Tyranny.  Eventually Senate support goes so low that you can’t do anything at all, your nation is paralyzed, and you can’t play the game.

We can make funny political jokes about how this is very realistic of what happens in a Democracy.  But Imperator is a video game and games should be fun.  Realistic as this may be, it isn’t fun.

The other way things can go is if you do know how to play the game.  In that case you quickly pass the “anti-piracy” edict to make everyone love you.  Then you ensure that your favorite faction holds all the positions of power in society.  Once your faction is the only one in charge, they’ll all love you forever and the other factions become too weak to ever do anything.  Your Senate support skyrockets and you can do anything you want, and once you make your elected rulers reign for life, you’re basically playing a monarchy with a different coat of paint.

Again jokey jokey this is all realistic in certain Democracies.  But again, it isn’t fun.

There’s an apocryphal quote from Sid Meier of Civilization fame: “games are a series of interesting decisions.”  I want Republics in Imperator to be fun and interesting.  I want to feel like I’m making choices and weighing up my options throughout the entire game, not just once at the start of the game when I turn myself into an elected monarchy.  

In the following series of posts, I’ll try to outline what changes I’d make and why, to at least make Republics in Imperator play better.  But before that I’ll need to discuss governors and civil wars, which are also incredibly undercooked in this game.  This will be a long series, but if you read to the end I hope you’ll get a better appreciation of what Imperator Rome could have been, even though it will never get an update or likely even a sequel.  Trashing or praising dead games is a time honored tradition on the internet, and I hope you’ll join me for this.

Imperator: Rome, a laundry list of grievances

I said in my last post that I could give a laundry list of grievances for why I didn’t like most of the game. So here they are in no particular order.

The Republic mechanics are terrible, offering no real long term strategy and consequences. You either set up your Republic well in the first few years, in which case you spend the entire game with zero problems, or you stumble early and can never recover, and you might as well just restart. If you get the factions on your side, they’ll stay happy forever. But if they hate you, then every new election sinks your country lower and lower into anarchy and you can’t do anything about it. We can make jokes about how this is accurate for a democracy, but the problem is that it isn’t fun. There’s no actual haggling or politics in a republic, no real interesting choices. You can easily ensure that your favored factions retain all their power and influence and ignore the other faction, and from then on the republic just doesn’t matter, you’re basically an elected king.

The mechanics for levying soldiers are too gamey in many respects. The game does a good job of realizing that for ancient Rome, military service was the job of citizens, not just everybody. Because of that the game only lets you levy a full compliment of troops out of pops that are your correct culture. In all other territories without your pops, you simply get 4 cohorts of light chaff. However you get those 4 cohorts no matter how many (or FEW) pops reside in your new territory. So conquering a new territory with just 1 pop in it expands your army more than conquering the remainder of your home territory containing 100 pops.

Why does founding cities require mana to begin with? And why is there a limit on the number of mercenaries you can raise? These two things together just mean that by mid game, there’s nothing to spend your money on. I quit my games with 1000s of denarii in the bank because I just couldn’t spend them, having already build all the buildings I wanted, being unable to found more cities due to the mana restriction, and being unable to raise new mercenaries because you have a hard-cap to the number of companies you can raise regardless of your size. This is a game that has made money absolutely useless outside of the first 10 years of the game.

Speaking of useless money, the AI plays the same way. Every single tiny tribe in Europe is sitting on a Consul’s ransom of gold and the moment you go to war with them they’ll raise their maximum allowance of mercenaries against you. This means that expanding into 5 Gaulic tribes ends up being more painful than fighting large empires such as Egypt or Carthage because those 5 Gaulic tribes actually end up with more armies to use. It’s nonsense and it just shows that this game is balanced horribly, since both the player and the AIs can’t find anything to spend their money on.

You set up trade routes by importing goods from a foreign province. Then when that province gets conquered, you have to restart the trade route manually even though the new owners will still accept the trade. Just let the route have continuity unless the new owners would forbid it, stop giving me pointless busy work.

Trade in general is underwhelming. There are a tiny number of nice capital bonuses (stone, for the early game) and then a whole lot of boni so minor you won’t even notice.

Every civ feels exactly the same. Defenders of this game will wrongly claim that the Roman classical period just isn’t popular (ignoring Rome: Total War), and will likewise claim that there isn’t enough history to put in any real flavor. That’s just nonsense, the game is just bad at flavor. Playing as the King of Armenia shouldn’t feel identical to playing as the Consul of Rome.

Let’s go further with the above point: base-game EU4 actually felt very different depending on where you started. You could play inside the HRE with Austria or Brandenburg, which gave you lots of bonuses but also limited your expansion and forced you to comply with HRE laws. You could play as an HRE neighbor like Poland or France, in which case your expansion into the HRE was limited but the small states within it were unlikely to hurt you. Or you could play somewhere far away from the HRE like the Ottoman Empire or Muscovy. Your expansion was unconstrained, but being next to high-tech neighbors does help you boost your tech, and so you might find yourself falling behind on tech due to lack of HRE-neighboring bonus. Finally you could ignore Europe and go colonizing with Portugal or Spain. In this case you played the colonial game instead. All those types of games did feel very different from one another, and they were all played in the same game-map covered by Imperator: Rome. And that was base-game EU4, no expansions or patches which brought Japanese Shogunates, Chinese Tian-zi’s, or native American confederations. Just straight out of the box EU4 in Europe.

NOTHING in Imperator:Rome feels different or unique in this way. Nothing has its own unique flavor or game-play benefits. There’s just no reason to ever play a second game after you’ve played your first. And I think that’s why this game failed.

Boy, Imperator Rome isn’t that good

I had no desire to play the new Paradox game Imperator:Rome, but when I received it for free from a friend last Christmas, I thought I might as well respect the gift and give it a go. Besides, they say the game was changed significantly since its mana-infested launch and I thought I might as well give it a go.

It’s not great.

To start with the good, Imperator: Rome does try to have unique concepts. You can play as unsettled tribes, for instance. This allows you to move your people around the map and claim vast tracks of territory, as well as assimilate large numbers of people into your migratory horde.

You can also play as a settled tribe and reform into a Roman-style republic or a kingdom. This is done OK but it does feel mostly like a less-fleshed out version of Vicky 2 or base-game EU4’s Westernization mechanic. It’s just kind of there.

And there’s republics with their own factions and influence. Whatever.

I could give a laundry list of grievances as to why none of these mechanics really entertain me. But the biggest problems with Imperator are much much bigger: there’s nothing to do outside war, and war is boring.

Let’s start with the first, Paradox plays motte-and-bailey with what exactly they are. They proudly coined “Grand Strategy” as the term to market themselves, and push their games as a way to play historical simulators or alternative history. Yet when pressed about the bad history or lack of strategy their games include, Johan, a high ranking Paradox dev who loves to fight and troll on social media, will exclaim that these are wargames, that war is the point and it’s what they focus on. So the fact that Imperator isn’t fun when you aren’t at war is both a damning indictment of Paradox’s claim yet also gets deflected by people like Johan.

With that said, peace is boring in Imperator. You’re supposed to use this time to manage your empire, convert conquered peoples to your religion and culture so they stop being so mad that their parents were killed, and building up your forces and treasure through buildings. This is all done terribly. Converting people is a waiting game that is supposed to be influenced by governor actions, yet those governor actions run on mana, the same currency you need to start wars, change laws, or doing any of the other things in the game. When a governor dies or gets replaced, their replacement undoes all the settings you put in, forcing you to spend yet more mana to fix them. By locking the converting and enforcing (with things like harsh treatment or local autonomy) behind mana, you encourage the player to just not interact with this function at all, lest they waste their precious mana and have none left over for war, the closest thing this game has to fun.

What’s worst is that this system doesn’t have to be here, previous Paradox game Victoria 2 had a genuinely better system with national foci (plural for focus). You only had a few national foci at any time, so for a large empire you had to move them around to get the best effect. And there were always things you wanted to do with your foci, encourage clergy to get more research and literacy, encourage craftsmen and capitalists to get more industry, encourage soldiers to prepare for or sustain a war. You had to make interesting trade-offs between your long-term and short term national interests, and weather what you needed in the near future was a more literate populace or a wealthier one or what have you. And if the national focus system (which DIDN’T use mana!) was just ported straight to Imperator, it would be much better.

But it isn’t. So being in peace costs mana, a scarce resource. And in turn this means peace is boring.

So war, that’s fine right? Well recent design decisions at Paradox have turned war into a boring slog. I wonder if they got taken over by secret pacifists who want to teach us all about the banality of war by making a wargame boring during war.

At some point a few key decisions were reached at Paradox interactive. Now I want to preface by saying that Johan and his social-media trolling ilk will fervently deny this, they denied for years the most obvious Paradox designs such as AIs not taking attrition in many circumstance. It’s very dumb that Paradox lies about their own design decisions, and lying to your customers is just one reason I have zero sympathy for them or desire to give them money ever again. But anyway these design decisions make war a boring slog that isn’t really worth it.

First up is the changes to shattered retreat (SR). I first encountered SR in CK2 and here’s how it is supposed to work. In base-game CK2 and other Paradox games, a defeated army or navy will simply move one province away to rest and heal. But the victorious army is now standing on the province where the battle happened, and there’s no difficulty in them walking to the defeated army and starting an immediate fight. Since the defeated army just lost and is now smaller, it will likely lose again, retreating further and further battle after battle until it’s completely wiped out. This often turned wars into basically 1-battle affairs, where whoever won the first battle would win the entire war as the defeated army had no way to rest, recuperate, and respond.

SR is supposed to fix this as a defeated army marches away and cannot be engaged by anyone until it reaches a point several provinces away. If you chase after it, you’ll find you cannot engage it until it reaches its destination. What’s more, it slowly regains some of its moral as it marches, so when you finally do engage it it will be stronger than what you may expect. This is supposed to allow defeated armies to get back into the fight and mean that the whole war isn’t decided by a single battle. The problem here is that it’s too easy to abuse this mechanics and the AI always does so. If a battle seems like it’s even slightly going the wrong way, the AI will retreat across their territory. You fight it again and it retreats again. Battles have become almost bloodless affairs in Imperator where only a small fraction are lost in any fight. Gone are the days of Darius when a single defeat from Alexander forced him to raise an entirely new army, instead a single army can fight dozens of battles, be defeated in every single one, and the soldiers and generals will never desert, quit, or get cut down as they flee like what usually happened in a Roman-era battle. In fact another small change enforces this: when an army retreated from battle in prior games, the army against it got a few free hits in before it left. This was to mimic the actual circumstances of retreating troops being cut down, but this mechanic is gone.

What the above all does is turn Imperator into whack-a-mole. You have to chase down enemy armies constantly and it just isn’t fun.

A second SR change is the omniscient AI. The AI knows at every moment where all of your troops are. This means there’s no reason to ever be strategic, no reason to ever have forces in multiple places to cover multiple avenues. The AI always knows exactly how many troops you have and where, and isn’t shy about walking half-way across the world to siege down an undefended province. So if you don’t play whack-a-mole with them the AI can walk past any obstacle to annoy your backlines, and will do so even while their capital city is being razed to the ground by your forces. The AI’s armies and soldiers apparently don’t care about the dying of their families back home, but your own empire can get severe penalties from being sieged down from behind. And if you DO send an army towards them, the moment you click the map the AI is instantly alerted that an army is coming their way, even if they have no way of knowing your army is on the move. They will then scuttle back to where they came from. So you either play whack-a-mole or you just ignore them, because you can’t trap them, fight them, or do any of the strategy you’d expect from a strategy game.

Finally, the AI has decided it will never EVER engage unless it thinks it has overwelming odds of victory. This turns them into little McClellans who will retreat from every fight and completely refuse to even engage you if you’re strong enough. I’ve genuinely had wars where I never fought the enemy because they decided I was too powerful and just ran their armies away. Again I guess they don’t care about protecting their homes and families.

All this together turns war into a boring slog. If you are weaker than the AI, you want to get a local concentration of forces and defeat AI armies one by one. But they know your every movement and whether they will win a battle and they always retreat, so this tactic turns into my least favorite game of whack-a-mole ever. And if you are stronger, you want to find their forces, defeat them, and start the siege. You skip steps 1 and 2 because since you are stronger the AI never engages.

It’s just a terrible game overall.