Imperiums: Greek Wars cover
Imperiums: Greek Wars screenshot
Genre: Strategy, Indie

Imperiums: Greek Wars

Spotlight - Time scale

We have already mentioned some of the changes that will be introduced to the game along with the new time scale. We will no longer operate in years and seasons, but in weeks. This affects many of the existing mechanics but also gives us a chance to introduce some new ones, such as 'Politics in Rome'.

Today´s spotlight will focus on the changes that are less visible but no less important.


Having a long-term strategy is essential for planning a lengthy war campaign. However, once the conquest starts, you need to operate on a much shorter time scale. Taxes that will fill your coffers over a year will not help you pay a group of mercenaries right now. The training of new soldiers takes time and conscripting all able men immediately would cripple your economy. As the campaign starts your most urgent need is men.

Let Pavel explain how citizens have become the most crucial of resources.


A number of challenges and new possibilities appeared when we introduced the new time scale into the Rise of Caesar DLC. We could implement the Weather and Seasons mechanic and we had to create an alternative to the classical tech tree by implementing the 'Politics in Rome'. So, what else has changed?

Let's start with citizens. The population growth mechanic did not convert sensibly to a weekly time scale, because one year in the new DLC could see the population double or even triple. Balancing this mechanic led to an interesting outcome, the population was hardly growing between turns. The natural consequence of this has made citizens the most important resource, more so than even gold, iron or stones.

Military strategy is affected, armies are made of soldiers and they in turn are recruited from citizens. With soldiers so precious, the more costly and lengthy ways of maintaining armies, such as their healing in cities, need to be planned very carefully as losing soldiers can become a real problem.

Settlers are also affected by the slowed population growth. The "execution time" of certain actions has been modified to the new time scale, e.g. building a road, constructing a bridge, building a farm and chopping wood. With these actions now taking longer, alongside the fact that settlers cannot be "created" so easily any more, means that the whole development of the map slows down significantly. Careful consideration will be required for construction projects as well as supply lines, essential for any military advances.

You as Caesar are not the absolute leader of Rome, you are a consul in one of the Roman provinces and obedient to the Senate and the will of the people. You cannot build legions yourself, if you need another legion to boost the four you have, you will have to navigate through a labyrinth of political intrigues. It is possible for you to train inferior units to supplement your battle hardened legionaries and use these troops to somehow get by. After all, part of Caesar's military genius was turning lost battles into victories.

The changes to the time scale have made the new DLC much more tactical and the Roman Republic a very specific and interesting faction. This DLC will really push your strategic and tactical thinking to the limits, the action has not slowed, you will have to be on your toes and alert from the moment you step into Gallic territory all the way to the Scottish highlands.


Caesar's tactical skills made him an unpredictable and dangerous man, he could always find a solution to an impossible situation. This made him a hero amongst his troops and the people of Rome. Can you follow him with limited resources and move forward no matter how difficult the road seems to be?

All these changes definitely push the Imperiums series another step forward and bring a very different feel to the gameplay. Please take a moment and wishlist the upcoming DLC and subscribe to our channel. A few more spotlights are still in the pipeline so stay tuned!

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/

Yours,
Kube Games team.

Faction Highlights – Roman Galia

The Gallic lands have submitted to Roman rule and a new campaign map still within the Imperiums: Rise of Caesar DLC takes you to the next phase of the conquests of Julius Caesar.


The great Julius Caesar conquered the whole of Gaul but the pride of its people has not been broken.

Yet Caesar’s ambitions are far greater. The river Rhenus creates a frontier between Roman Galia and Germania. A decisive victory over the Suebi tribes living there would make Caesar a Roman hero forever. The conflict seems inevitable.

The British Isles that sometimes appears out of the mist tickles his imagination. The prosperous coastal cities of the Britons are known to Roman traders but what lies beyond them is veiled in mystery.

Caesar is adamant to fly the Roman eagle above the heads of the Germanic and Briton peoples, but neither of them will give him an easy path to victory.

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/

Add Imperiums: Rise of Caesar to your wishlist and see if you could march in Caesar’s footsteps through the wild lands of Gaul, Germania and eventually the British Isles.

Yours,
Kube Games team.

Spotlight - Politics in Rome

The release of the new DLC Imperiums: Rise of Caesar is getting closer and it's time for another Spotlight teaser, this time focused on the Politics in Rome mechanic.



The great Caesar was not only an accomplished military man, he was also a skilled politician. His military victories won him the love of the Roman people (and the envy and fear of other patricians), however it was his political cunning that led him to the highest position and this should be considered among his greatest virtues.

The Roman Republic went through turbulent times during Caesar's life. The rigidity of the political system allowed a tyrant named Sulla to take control of the Senate and the city. Soon after the genius strategist Pompey Magnus added extensive new territories into the Roman realm and it became clear that any great general could now assume absolute power. The fragile political situation led to a so-called Triumvirate, a treaty between the three most powerful men of the time, Pompey, Crassus and Caesar. These three ruled Rome even though it was still called a Republic however after a while greed and secret plots lead to strife between them and eventually to Caesar's victory.

Now, let's hear from Pavel, our lead game designer to explain how politics is incorporated in the game.


As mentioned in the previous Spotlight, the biggest challenge we faced with this new expansion was the different time scale, we now operate in weeks instead of months and years. This allowed us to incorporate a new set of mechanics which had to be carefully designed and planned.

During the design phase it became clear that we could not keep the Research mechanic and Invention tree in their current form because they simply did not fit the new time scale. The first option, to remove the mechanics entirely was just out of the question. The second option, to increase the research time dramatically (say fivefold) would mean that only the first few technologies would ever be explored in the game. When considering alternatives one interesting idea popped up that would allow us to retain the mechanics but have them work in an entirely new way. We called this new approach, Politics in Rome.

So what is this new mechanic?
It is all about decisions that have to be taken at significant crossroads in life, decisions that are irreversible and have a great impact on future events. During his lifetime Caesar had to make many crucial decisions and the Politics in Rome mechanic tries to simulate this.

These decision events are visualised like the Invention tree, each appearing with several options that vary in costs and consequences. At a decision point, you must choose one of the options presented. Once the decision is taken it cannot be changed, future events have been determined. The consequences of your choice are immediately apparent to you and the other factions in the game. The decision events are revealed to you as you progress through the game.

As the name implies the new mechanic is focused on the politics in Rome. Playing as the Romans you get to decide, playing as other factions you are simply an observer of what is happening in Rome and you have to face the consequences.

The "tree" of decision events can be shared across the two consecutive scenarios. As the Roman leader, your policies established in Gaul will continue to be in effect in Britain. But this is something I will talk about in detail in a future spotlight.


The position of power comes with great responsibility. Your decisions will affect the lives of millions, get it right and your rule will flourish, get it wrong and the abyss beckons.

If you like what you read, wishlist the DLC and follow our channel.
You can read more about the Rise of Caesar in our next posts. There are still plenty of cherries that will decorate the DLC so stay with us!

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/

Yours,
Kube Games team.

Faction Highlights – British Isles

The second campaign map of Imperiums: Rise of Caesar DLC is focused on the conquests of Germania and the British Isles. The Romans have already taken Gaul but the great Roman general Julius Caesar will not stop until he triumphs over all the northern barbarian tribes.


The British Isles are a remote corner of the known world, largely isolated from the world’s political and military turmoil.

The south of the British Isles is inhabited by Britons. Although densely forested, the coastal areas are fertile lowlands with a number of prosperous cities, while the highlands hide rich mineral deposits.

North of the Isles is true wilderness, only scarcely populated by Caledonians, tough and unforgiving people used to life at the edge of survival.

The island of Hibernia is equally undeveloped, supporting only small clans vaguely related to the Caledonians.

The Britons are aware of the Roman conquest in Gaul but care very little about the developments in Germania east of the Rhenus River.

The remoteness of the islands has kept them safe from any foreign invasion so far, but the ambitious Roman general Julius Caesar wants to bring Roman culture here with the tip of his sword if necessary.

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/

Wishlist the Imperiums: Rise of Caesar DLC and play on two interconnected maps of Gaul and the British Isles.
Will you lure the Roman invasion forces into a trap, or will you face them on an open field man against a man?

Yours,
Kube Games team.

Spotlight - Weather and Seasons

We are back with our Spotlight series, with each article focused on one new mechanic that appears in the new DLC Imperiums: Rise of Caesar. Today, we will talk about Weather and Seasons, a new concept that greatly enhances the tactical dimension of the game.



Far north beyond the Alps, the weather is not as mild and pleasant as around the Mediterranean. The often harsh conditions make the lands inhospitable and its people tough, they are used to living on the edge of survival. There are no roads to make traveling through the dense forests and boggy swamps easier. The tribal settlements are often hostile, so the building and guarding of military camps is a matter of survival.
Spring comes with rain that turns the few paths into muddy slides, while the air in hot summers buzzes with mosquitoes. Autumn brings early snow and the freezing temperatures of the winters can leave the most resilient of men weak and exhausted.

Pavel, the main developer and game designer, will share his views on how this mechanic is incorporated into the game.


Previous campaign maps have turns lasting a month, a quarter or even half a year and as such, it made no sense to implement more tactical mechanics. Perhaps with the exception of a „battle view“ and even here the possibilities would be quite limited. Besides, this is not a direction which we want to go in right now.

The Rise of Ceasar DLC has a different time scale and turn length compared to previous campaign maps, which was a major factor in shaping our decisions about what changes to implement.

The fact that one turn in the Rise of Caesar DLC equates to one week dramatically changed our options for adding more tactical elements to the game. The most important one is Weather and Seasons.

The mechanic has 3 elements – rain and snow, snow cover and temperature. Let’s dive into each of them now.

Rain and snow (depending on temperature) lowers the mobility of units and reduces the effectiveness of supply lines. Both phenomena move across the map with the wind. Tiles where it was snowing the turn before will be covered with a snow crust (this also reduces the mobility of units and the effectiveness of supply lines but to a lesser extent than snowing itself). The snow cover stays on the tiles until the temperature rises above 0°C.

Temperatures change over the seasons. Most of the time you will not need to pay extra attention to it, however it will become an important factor when it gets to more extreme levels (above 30°C or below -5°C). In such cases, all units not stationed in or close to a city will be affected by the extreme weather.

In hot conditions their battle readiness is temporarily reduced (the men are exhausted), but it will return to its original level when the temperature drops. The health of units exposed to freezing temperatures below -5°C is negatively affected with every turn the situation lasts. This is a more permanent effect on health that does not automatically recover when the temperature rises, any units affected will need healing before they reach full battle readiness again.

A new Weather panel above the Map Menu has been added, this indicates the weather for the current turn and a forecast for the coming turn. It shows the temperature, the weather and the wind direction for the current turn (wind direction is important to give you an idea of how the weather will develop for the coming turn). Forecasts are only indicative and should be viewed accordingly.

Special warnings are displayed when snow, rain and/or extreme temperatures are forecast for the coming turn. This notification can be disabled directly in the Weather panel if so desired.

I consider this mechanic to be the most interesting new concept in the DLC. It greatly expands the tactical dimensions of the game and forces you to plan your campaigns as well as any backup plans to account for the effects of winter and the actual weather. Caesar himself had to plan his conquests in a similar way, winter was too unpredictable and campaigning too risky.


It is said that you might lose a battle but still win the war, but in Imperiums: Rise of Caesar one lost battle could be the end of your military career. It requires a true tactical genius to balance the risks. The Gallic bogs are full of Romans who will not return home.

If you haven’t done so, please add Imperiums: Rise of Caesar to your wishlist.

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/

Thank you for the continuous support!
Yours,
Kube Games team.

Version 1.3.2. Defensive structures

Hello everyone.

The days are getting longer and nature is waking up again, so it is time for a new build, version 1.3.2. called "Defensive structures".



We are also working hard on the new DLC Imperiums: Rise of Caesar so if you haven't added it to your wishlist yet, do it now to claim the release discount.

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/


What has been improved in the new version:

MAIN IMPROVEMENTS:
  • Terrain look was improved.
  • New models and icons of forts and defensive walls were added.
  • New window added when you start a new game, summarizing the changes of that particular DLC.
  • Tutorial button is now present in all the official mods, making it easier to come back to it.
  • Slow convergence of Army Morale as a result of government changes (instead of instant change) was implemented (based on Kaysoky's suggestion on Steam forum).


OTHER IMPROVEMENTS:
  • Preventing misclicks when a unit has moved but the unit selection has not yet switched to the next unit.
  • The list of potential improvements and trainings is now sorted per availability.
  • Text of the tutorial has been updated to explain some actions more clearly.
  • Performance improvement from fine tuning of bitmaps.
  • When joining a PBEM game, a tooltip notifies you that you haven't filled in the email address.
  • Updated Russian, German, French, Japanese, Italian, Spanish, Czech and Chinese.
  • First Korean translations added. We are now looking for volunteers to help with proofreading!


AI IMPROVEMENTS:
  • AI is now capable of building forts and defensive walls and actively uses them.
  • Neutral factions can build boats and disembark units.


BUGS AND ISSUES FIXED:
  • An issue with default birth rate support (per city) when a confederation is revoked.
  • An exploit when a player was selling a unit.
  • An issue when a General declares a new state based on a member of a current confederation (General is NOT at war with neither the original faction, nor its master).
  • An issue with birth rate support in cities that are trading posts when a player has not enough resources to support such a grant.
  • Further logging of a couple of issues added.
  • Couple of rare CTDs were fixed.


We hope you will enjoy the next game, let us know how you like the improved terrain look and 3D models.

Enjoy the Spring!

Yours,
Kube Games team.

Price changes

Hello everyone.
We hope that you enjoyed Christmas and you're happy with whatever you found under the Christmas tree :)



We don't want to ruin the festive mood but we wanted to inform you that there are price changes coming that will affect customers in certain countries. These will take effect after our Steam winter sale ends on 4th January.

A few months ago Valve (Steam) changed their recommended regional pricing model related to the base price in dollars. This reflects changes in exchange rates over the last few years.
It is not a sudden decision by Valve but one that has been on the cards for some time now.

To be perfectly clear, we have not changed the original price (nominated in US dollars)!

The changes will only affect currencies where the price is derived from the dollar exchange rate. Listed in descending order below are the currencies with the highest price increase (the difference between the original and new price).
  • Argentine Peso
  • Turkish Lira
  • Russian Rubles
  • Ukrainian Hryvnia
  • Hong Kong Dollar
  • Brazilian Reals
  • Norwegian Krone
  • Polish zloty
  • New Zealand Dollar
  • Taiwanese Dollar
  • Japanese Yen
  • Chinese Yuan
  • Swiss Francs

Please note, currencies with less than a 10% increase or where less than 0.5% of units were sold (e.g. Kazakhstani Tenge) are not listed.

Once again, this is not something Kube Games have initiated, it follows the new Valve regional pricing recommendations. We are aware that this is not an ideal announcement for the end of the year, but we wanted to give you a heads up in advance. The Steam sale seems like a good opportunity for those who are waiting for a good deal as this is the highest discount on Imperiums games so far.

We wish you all the best in the new year and are looking forward to meeting you again in 2023. Many interesting things are still waiting for all of us in the Imperiums realm, so stay with us!

Yours,
Kube Games team.

New DLC Imperiums: Rise of Caesar

Hello,
Xmas is coming and with it a small gift to our faithful community :) You've probably heard the rumors that we are working on the next DLC, so here is the official announcement of what is coming to Steam next Spring!



Imperiums: Rome vs Carthage shifted the focus from the Greek and Persian wars to the central Mediterranean, where the young Roman Republic was trying to dominate the Italian peninsula in the endless tribal wars against its neighbors. However, it’s path to hegemony did not end there, the scene is set for another interesting era, the power struggle between the Senate and the consuls, among which one name stands out, Julius Caesar!

The Imperiums ancient series simply will not be complete without the conquests of Caesar in Gaul and the British Isles.


The new DLC Imperiums: Rise of Caesar brings you TWO campaign maps, Gaul and the British Isles. After your legions complete the invasion of the Gallic territories you can sail across the channel to enter the mysterious British Isles. Alternatively, you can defy the Romans by playing one of the Gallic tribes and try to change history as we know it.



The maps are smaller than in Rome vs Carthage, being much more tactical and the new mechanics will test your tactical prowess to the limit. Weather and seasons will complicate the planning of military offensives, the recruitment of new legions has to be earned by the completion of tasks or through political scheming in Rome, Caesar can be used in the front lines as a general, and key political decisions will affect the course of events.


The Gods of war are unleashed!

Add Imperiums: Rise of Caesar to your wishlist now, not only you support our team but you can be sure not to miss the launch discount!

https://store.steampowered.com/app/2250440/Imperiums_Rise_of_Caesar/
Yours,
Kube Games team.

Version 1.3.1. Color Schemes

Hello everyone.

The latest expansion Imperiums: Rome vs Carthage was released almost two months ago and we are very happy to see how popular it has become. We are also grateful for all the feedback on our Steam forum and through reviews.

The positive reception of the DLC gave us the boost we needed and we are now full at speed working on the next expansion pack, but as always we dedicate substantial time for updates, improvements and bug fixing based on your feedback and suggestions.



The next update called "Color schemes", a version 1.3.1. brings many interesting improvements. Details in the changelog below:

MAIN IMPROVEMENTS:
  • Birth rate support mechanism was improved by adding a grant limit based on city size. This allows you to set a maximum size for a particular city (on local level) or all cities in general (on global level) and limit the birth rate support for cities that exceed the set size. It should make the management of birth support easier, especially for bigger empires. (This improvement was suggested by Guirai in Steam forum)

  • Terrain color schemes were implemented. You can now choose from several different color schemes the one that best fits your taste. Go to Game settings -> Player settings -> Advanced settings -> Color scheme. We would appreciate your thoughts on the various color palettes, which ones do you like and why?

  • Terrain textures and overall readability of the map was improved, including changes in terrain textures, tweaking a number of static geometry objects (trees, bushes) and other.

  • Mandatory objectives were implemented in the Age of Alexander, Ancient Greece (vanilla) and Peloponnese scenarios. It is an optional mechanic that will have impact on new games only.

OTHER IMPROVEMENTS:
  • Ambiguous mandatory objectives have been removed from the mandatory objectives list but stay in as generic objectives (per suggestion from MiyabiSFG).

  • Impact of the "Influence" action of a General has been tweaked by taking into account how far he is from his country. The odds of him successfully initiating a revolt in a foreign city, resulting in the city changing ownership to your faction decrease with the distance he is from his motherland. The actual chance of a revolt stays the same but could result in a city becoming independent or joining another nearby faction (based on feedback on Steam forum).

  • "Center on preset position" functionality was added. It is an extension of a "center on unit" functionality allowing you to center the camera on a selected map item in the exactly same angle and height. This way, you can make nice time lapse sequences taken from the same position.

  • New kingdoms established by the migrating tribes are now more prone to quick collapse at the beginning of their existence.

  • The ability of Heroes and Emissaries to survive an attack and cause considerable damage to an attacker was reduced. These units are now very vulnerable to any attack.

  • Proposal offering to lead another country (when the player is defeated), was improved to reflect the historical relations and current proximity.

  • The loading of a save game was accelerated.

  • Number of improvements to lower the memory consumption were implemented.

  • Rome vs Carthage DLC was further balanced, especially Macedonia faction setup (based on feedback from Steam forum).

  • Error report tool was further improved.

  • All the city names and territories were translated to Japanese.

  • Updated translations for Japanese and German.


AI IMPROVEMENTS:
  • AI stops proposing trade deals when the demanded amount of food is near the limit of the player's capacity.

  • AI proposing unions of any type (confederation, federation or absorption) was further improved.

  • Rare bug showing an empty field where a reason for the AI rejecting certain diplomatic proposals (like accepting treaties) should have been, was fixed.


BUGS AND ISSUES FIXED:
  • Roman basic units - Milites - were able to cross rivers. This is not possible anymore.
  • The flag pole for Generals in "incognito" mode was still showing faction color (even if it shouldn’t) was fixed.
  • Quickload and quicksave in multiplayer games were disabled.
  • Loading the game for the first time (when vanilla and DLCs are purchased together) was loading the new DLC straight away. This was fixed so that the vanilla mod is loaded first to allow the player to go through the tutorial.
  • Bug when a player could not recruit a new unit in a particular situation, was fixed.
  • Cancelled federation or confederation leading to incorrect owner changes for units such as Emissary, Sage and General. This is now fixed.
  • Bug allowing a unit placed in reserve in a city to perform the "influence tiles" action, was fixed.
  • Bug allowing a General to incite unrest while still aboard a ship, was fixed.
  • Bug allowing stables to have multiple specialization was fixed (thanks to Altruist and his forum post)
  • Very specific and rare "deadlock" in AI algorithm was fixed.
  • Couple of rare CTDs were fixed.


We hope that you enjoy all these improvements. Keep the suggestions coming!

If you like the game and particularly the new DLC, we would be grateful for a review. Players usually don't write reviews on DLCs which is a bit of a shame because other players might definitely appreciate your opinion.

Enjoy the fall and stay with us:)

Yours,
Kube Games team.

P.S. First news about the next DLC should be ready soon, so stay tuned :)

Imperiums: Rome vs Carthage finally out!

The day is finally here! Almost a year after the Age of Alexander, the first big DLC, you can now start a new grand campaign with the Rome vs Carthage expansion.

We have spent many days and nights testing the game greatly enjoying the twists and turns, often being caught by the „one more turn“ compulsion in the middle of the night:)
You are in for a treat so fire up your machines, the Roman spears are sharp and ready to stab at anyone standing in their way.


The background story is probably clear from the title. It is 301BC, Carthage is the ruling power in the western and central Mediterranean. The generals of Alexander the Great, the Diadochi, fight mercilessly among each other in the east trying to restore the glory of the former Macedonian empire. All the while the Roman Republic is gaining the upper hand in Italy and gathers strength for the greatest expansion of all time. Will they succeed and eventually rule the Mediterranean?

Each battlefield requires a different strategy as every faction must react to different needs and face different dangers.

There are very interesting new features apart from the huge map with 25 playable factions:
  • Migrating tribes will challenge anyone daring to explore the wilderness beyond the borders of the civilized world.
  • Multiturn events such as plague, revolts and floods allow you to change the outcome through prompt actions.
  • Mandatory Objectives will make strategic decisions even more important than before.
  • Historical events provide more immersion and an authentic feel.
And much more!


You can now purchase the DLC on its own or in a Complete edition bundle together with the vanilla game Imperiums: Greek Wars and the Imperiums: Age of Alexander DLC or newly in a Complete your set bundle. All have a limited launch discount.

You can also purchase the DLC separately on our website; by doing so you will support the dev team directly and be able to get a better price!

We would like to thank you for the support and encourage you to leave a review of the DLC on Steam. Feel free to share your ideas, suggestions, and opinions with us on our Steam forum and Discord.

If you like the game, tell your friends, a personal recommendation is worth a hundred reviews!

https://store.steampowered.com/app/1839160/Imperiums_Rome_vs_Carthage/
Yours,
Kube Games team.