Imperiums: Rome vs Carthage – dev pre-release stream II
Hello everyone.
Imperiums: Rome vs Carthage will be here in just few days so let's give you a taste of what is coming in another Dev preview stream this Friday on our Twitch and Youtube.
The previous stream was a bit of a surprise even for Pavel:) Playing Samnites, he was defeated by the Romans in several turns. Well, these things happen. He then turned down the Illyrian proposal to lead them in their own struggles and rather started a new game playing Antigonid Kingdom to show a different play style. It went quite well as he was able to withstand the pressure from all the other Diadochi and even make a small progress against Seleucid Empire.
This time Pavel will be playing Epirus to show you another interesting and very dynamic region of the map. It should be a fast-paced game and definitely not an easy one.
As always, Pavel will be happy to answer your questions and explain in detail new features of the upcoming DLC.
This part of our Spotlight series was not originally in the schedule. The Spotlights should focus on mechanics and features that significantly affect the game play and contribute to greater immersion, replayability and player engagement. This Spotlight however is about features that we did not intend to implement in Rome vs Carthage, but were added as a sort of after-thought when we got convinced that without them the game will just not be „perfect“ :)
IT projects in general and indie game development perhaps even more so, are notoriously known for being almost never completed on time. Unforeseen delays must be always planned for and discipline must be exercised by the whole team if we are serious about our roadmap and schedules. But every now and then we get an idea that is just SO great that we have to suspend our strict rules and implement it (just this once! … until the next time, of course :)).
They are rarely game-changing mechanics as they would probably need a lot of time for implementation (considering that we have to make sure that it fits the structure of the game core and will correctly and logically interact with all other mechanics and features). Yes, you could say that these additions are the icing on the cake ... nothing major but it will make the game more fun, interesting and definitely more enjoyable.
So, what ideas kept us awake? Let’s hear from Pavel, the master of self-discipline:
Every good game designer should have a clear plan what features and mechanics are to be implemented and how they will interact well before he starts coding. The whole construction should be clearly visible in his mind. Based on this, he can make a good estimate of completion time. But in the spirit of Imperiums games, we have to be prepared for the unexpected :)
It is natural that as the game grows under your hands, you suddenly see improvements that would make the game flow smoother, be more fun, more interesting … But any additional work necessarily requires more time to complete the game. I am not only talking about the development itself, but balancing, testing, tweaking and here, you really have to exercise iron discipline to be able to judge what you can afford to include within the current schedule and budget, and what simply has to wait till the next time. We, too, had to learn to be realistic.
The times when we got carried away are gone. We often learnt the hard way that we have to be systematic, otherwise we trap ourselves in a vicious circle of never finishing, constantly fighting the feeling the game is not complete. Saying that though, sometimes you just can’t resist :) Whenever there is a suggestion for something new to be implemented above the original plan, we weigh carefully how much the implementation will delay our schedule and how big any changes to the game core would be and only when these factors are acceptable, do we start working on it.
This Spotlight is dedicated to those features that we did not include in our plans for Imperiums: Rome vs Carthage, but they did make it in nevertheless.
First came two events that are iconic for the ancient Greek and Roman eras and were already part of the Greek Wars campaign. Again, you will be able to build the famous Colossus that will earn you additional Influence. As before, the construction can only be started by using a dedicated state decision when you meet all the conditions. There can only be one Colossus in the game and the AI factions are capable of building it as well.
The second event is the Olympic Games, by far the most used and liked event in the Imperiums campaigns. Considering that one turn in Rome vs Carthage will last half a year (contrary to Greek Wars where it lasts one quarter), it will be possible to join the Games every 8th turn. In order not to make this mechanic a game-changer but rather an interesting gamble, the fee to join the Games was lowered and so were the potential winnings. You can spin the Wheel of Fortune without jeopardizing the state coffers.
Now the real new additions.
Apart from the Colossus, one more world wonder was added, the Lighthouse of Alexandria that we simply call "the Great Lighthouse" (because it might not be built in Alexandria :)). The historical lighthouse was not built at the time when our campaign starts which gives room for any faction around the Mediterranean to build this great structure. Similarly to Colossus, the Lighthouse can be built only once in the game, rewarding you with additional Influence and significantly reducing trade loss on all trade routes to 50%. This means that you will save a great deal of resources on overhead costs, the same applies for states trading with you. That naturally increases the interest of other nations in trading with you, giving you a great advantage in international trade.
It would of course be great to have more world wonders in the game, we stuck to these two, simply to stay faithful to history. Only these two were built more or less in the time of our campaign.
Two more historical events are the latest additions to the game. Although we focused on this whole feature in one of the previous Spotlights, these two events have not yet been implemented:) Both are dedicated to the famous military campaigns of Pyrrhus of Epirus, one to southern Italy and another to Sicily. Similarly to other historical events, they are semi-scripted, triggered by a set of pre-defined conditions that ensure that the events logically fit the current situation. If the Greek city of Tarento in southern Italy is threatened you can see Pyrrhus aiding them, as well as his landing on Sicily to try to push the Carthaginian oppressors back to Africa. Our goal was to add to the feeling of historical authenticity, increasing immersion.
Finally, there is a new quest inspired by a historical event to spice up the game. After the death of Alexander the Great, his body was sent to Macedonia, only to be hijacked on the way by Ptolemy and brought to Egypt with great honors. We have placed the tomb of Alexander with his corpse, in a mausoleum in the city of Memphis in Egypt. Ownership of the sarcophagus generates an extra income of Influence every turn, as it is a matter of great honor to guard the remains of the great strategist. Following Ptolemy’s example, anybody can try to steal the body. There can be only one Alexander’s Mausoleum on the map and any faction that wants to keep the sarcophagus must send a General to the place where the body currently rests, steal it and bring it to their capital within ten turns. If the mission is successful, a new Mausoleum is built with a significant increase in relations with all the other Diadochi. The quest can be repeated many times until a General does not manage to get the sarcophagus to the capital in time or is killed on the way, in both cases the body is ruined and lost forever.
What do you think, do you find these additions as great as we do? Do you have any other similarly great suggestions? We won’t be able to implement anything new to Rome vs Carthage anymore but they can inspire future feature(s).
The release date is coming close so wishlist the Imperiums: Rome vs Carthage DLC to get the launch discount and spread the word if you can. We really appreciate your support and are looking forward to hear you comments.
We will visit the Central Mediterranean region in this Faction Highlight. Italy is on fire and larger empires circle around like birds of prey, just waiting for their chance to benefit from the spoils of the war. The Central Mediterranean will be one of the places where history is made in the upcoming Imperiums: Rome vs Carthage DLC.
The Central Mediterranean has for a long time been the domain of Carthage and the Greeks. Italy has been divided among small Latin tribes, none of which managed to unite them under one leadership or usurp power over them by force. Now, it seems that the events are taking a new unexpected course, that could bring many gains to those who can navigate the situation with boldness.
The recently established Roman Republic has managed to alienate all of the other Latin tribes and it now faces a military pact of Samnites and Etruscans supported by Gauls. This alliance could attack Roman lands from many directions simultaneously, if they can only coordinate their actions and subordinate their own interests to the joint plan for a time.
These new developments are followed closely by the Epirean king Pyrrhus, as well as Carthage, both of whom have their own plans in the region. The island of Sicily and Magna Graecia, the southern part of the Italian peninsula, are contested by both sides. Success would provide a firm foothold and strong base for further expansion to the rest of the peninsula.
Standing aside from this central conflict are the Illyrian tribes on the eastern coast of the Adriatic Sea. They are much more occupied with the wars in Greece and Macedon to become actively involved in Italy.
Italy is rich in resources and fertile lands, whoever controls the region can quickly rise to dominate the whole Mediterranean. The whole situation is waiting in suspense for a leader to set the path of victory.
Hello everyone. Summer months always fly by too quickly and we hope that you made the best of that time with some great vacation memories in store for the colder months:)
We released the last regular update at the end of June and we have kept ourselves busy since then finishing the new Imperiums: Rome vs Carthage DLC.
As always, we keep working on the base game core and there are many interesting improvements in the new update of version 1.2.6. called "Get ready for Rome". Once again, a big thanks to our players and community for their feedback and reports that inspired many of the aforementioned improvements and bug fixes, so please keep it coming.
Let's get to the details:
Some of the 3D models such as blacksmith, stable and shipyard have been remade, with fort and defensive wall in the making and new city models further in the pipeline.
Trade routes can now go through unowned territories hidden in the fog of war (previously, trade routes were automatically cancelled when parts of their routes through unowned territories were not fully visible).
Strategic Overview was extended by "grouped map item types". For now, three groups were added - military, mines, and buildings which allows you to get a better picture of the whole economic and military situation.
Strategic Overview in the list view now automatically scrolls to the currently selected map item and highlights it.
New keyboard shortcut was added to the Strategic Overview - pressing Tab now instantly switches between map and list views.
Brief description per faction was added to the New Game window containing information about the initial setup and how difficult the start will be.
"Tooltip delay" game setting was implemented.
"Map exchange" treaty importance was increased. It is now one of the most "intimate" treaties (apart from military pacts).
Set of positions where particular buildings cannot be built is newly defined for all scenarios (this should prevent exploits such as blocking certain straits by shipyards).
Food production of scrubs was slightly increased.
Trade loss information was added to the tooltip in the Political Map.
The Research progress bar is always visible even when there is nothing being researched. This should make it easier for you to navigate to the Technology Tree and draw your attention to the fact that you are not researching anything.
Report panel stops the automatic scrolling when you first click on an item in the list.
Tooltip comparing governments (when you want to choose a new government) was improved.
Using "Alert" action now also adds dismissed units to the unit loop.
Rewards received for completed Objectives are now better arranged in the information window.
When you click on the fake lock when selecting a faction in the New Game window, a window with a warning pops up and once you confirm your selection, this particular faction will be automatically checked (previously you had to check it manually again).
The AI was also improved in a number of aspects:
AI more adequately reacts to certain events happening to other members of its union as well as events related to its master (such as losing the capital city).
When AI considers how and where to attack an enemy, it takes more into consideration its resource situation and its current needs. If AI is in need of a particular resource, it might redirect the attack to a particular mine(s) or certain producer.
AI will not build fields/farms anymore on tiles outside of the city range.
Improved algorithm in charge of newly built units (and their types).
Improved algorithm for keeping all units supplied.
Movement of Generals was improved.
Bugs and issues fixed:
Too loud intros were tuned down (player's game settings).
Small issue in "Teach technology" action was fixed (you could not teach a technology to your own confederation members).
An issue with building and repairing a temple causing city damages (in particular, when the number of local citizens was low) was fixed.
Small fixes in Objectives and Achievements related to your federation members was fixed.
An issue with Generals deserting when they were in "containers" (like a city) was fixed.
When two factions join in a federation and the member state already has some confederation members, these member states stay as confederation members also in the newly created federation (previously they all turned into federations).
The list of unit improvements checkboxes on the right side of the Strategic Overview was not positioned correctly when UI scaling was active.
Strange bug which was creating more factions with the same name and banner in custom worlds was fixed.
An issue with very weak Hades Warriors was fixed.
Several rare CTDs fixed.
How do you like the changes? Are there any which you consider substantial "quality-of-life" improvements? Share your thoughts with us:)
We are less than two weeks away from the release of Imperiums: Rome vs Carthage. Don't forget to wishlist it and get the release discount!
See you in Roma. Or Carthago. Or Alexandria?
Yours, Kube Games team.
Imperiums: Rome vs Carthage – dev pre-release stream
Hello everyone.
The release of Imperiums: Rome vs Carthage is just two weeks away and some of you asked if Pavel will stream the game before the actual release. Pavel is still in the middle of his conquest of Persia in the Age of Alexander campaign but the temptation to show you the new DLC is too big :)
Important question, which faction should he play? We set up a poll on our Discord channel with five factions you can choose from. We omitted Carthage and Rome on purpose in order not to spoil the fun for you:)
Here is a short description of the initial historical and geographical setup for each faction and a note on what gameplay you can expect:
Hellenic League - interesting and diverse start at three different locations. Many potential threats but none of them critical.
Ptolemaic Kingdom - peaceful beginning allowing sufficient time and options to build economy and prepare for military campaigns.
Antigonid Kingdom - dramatic start with enemies all around. It is all about diplomacy and tactics.
Lysimachus - easy start with clear goals. Diplomacy is key.
Samnites - dangerous situation from the start with all-is-at-stake battles right at the beginning. A bad start can turn into defeat in several turns, a very tactical game.
So, leave your vote and join us on Tuesday 6th on our Twitch channel or alternatively on our Youtube channel. As always, Pavel will be happy to answer your questions during the stream.
Don't miss it!
Yours, Kube Games team.
Imperiums: Rome vs Carthage Manual
Only three more weeks until the long-awaited expansion Imperiums: Rome vs Carthage is released. This DLC does not focus on adding more mechanics to make already a complex game even more difficult, instead we concentrated on improving and building upon existing features to provide you with a truly intense gaming experience. Most of the new features have been covered in the series of Spotlight articles, but for those who want to start planning their strategy, we have some interesting bedtime reading, a comprehensive manual :)
The faction choice will be crucial. Italy is on fire with the prolonged wars between the fledgling Roman Republic, Etruscans and Samnites and at this stage none of them is close to final victory. As if this was not enough, the Hellenic League and Carthage are also both trying to use this conflict to strengthen their position in Italy and Sicily.
Greece and Asia are also a war zone between the successor states of Alexander the Great. The powerful Diadochi mercilessly fight each other which endangers the stability of the whole region. Their wars however could be an opportunity for the lesser kingdoms to gain political and military strength.
Finally, the wild tribes living in obscurity of the further corners of the world are fighting for basic survival, still, even these people have the power to change the course of history.
So, tuck the manual in your sleeve and start the game with a battle cry on your lips. Glory and fame await those who show no fear. Are you the one to rule the ancient Mediterranean?
The last but one Spotlight is dedicated to a mechanic that we consider to be a highlight of the upcoming Imperiums: Rome vs Carthage DLC. Migrating tribes will change the gaming experience into an intense and deep taste of history.
The barbarian tribes that roamed the vast territories beyond the borders of the „civilized“ world were considered primitive savages without any competent leadership. At worst, they could harass border towns, but they were incapable of becoming a major threat to the technically, militarily and economically advanced nations. Nothing is more dangerous than an arrogance that blinds reason.
These people nurture the same desire for a good life and well being as the civilized folk and their leaders are as power hungry as many of the great kings.
Let’s hear from Pavel who will share more details about this new mechanic.
It has always been our ambition to make a strategy game that makes the player think one step ahead and plan his actions carefully weighing all his options, sort of chess in the form of a strategic game. Mindless clicking should be limited to a bare minimum and micromanagement that leads to no strategic advantage, should be obliterated. A player should have less tasks during his turns, but they all require close attention as they are important and could potentially change the course of the game.
I can already hear some of your objections and I admit that this approach has its pros and cons. On one hand, it intensifies the feeling that your decisions matter and that they do affect the game developments. It forces you to think about your decisions before you take them and that, at least in my opinion, is a great advantage of this approach. On the other hand, the reduction of the micromanagement duties to a bare minimum could create a feeling there is „not enough to do“. It would of course totally break the deep immersion we strive for, so we have to come up with other ways to keep you entertained and „busy“.
One way is to use a competitive AI that provides a worthy opponent to your efforts, another is the never ending struggle with limited resources. The Imperiums: Rome vs Carthage DLC will introduce a new challenge, in my opinion, one of the best mechanics in the whole Imperiums series, we have called it Migrating Tribes.
In the Imperiums base game, independent nations represented by cities without owners have already been implemented. They cannot engage in political negotiations and do not take an active role as the game develops. We have built on this mechanic over time.
First, we changed these lifeless cities into communities capable of self improvement and self defense. They improve their settlements as any other player would and build a small defensive military force. Next came what we call internally “mirror development”, an ability of these cities to “learn” from nearby foreign settlements and adopt their technological achievements. This increases the notion of continual development through natural interaction. Another level was the addition of the so called “territorial behavior”, which allowed the independent nation to protect not only the city itself but also the surrounding area by attacking any foreign units if they violated these invisible borders. These cities grow in size similarly to regular cities, which means that the city perimeter also grows, so it creates an interesting natural barrier to expanding factions. As players have already found out, independent cities are definitely not easy prey and they can often require a substantial force to subdue their tenacity.
Now, the new Migrating Tribes mechanic takes this whole concept to a completely new level. Independent cities are no longer standalone centers passively interacting with their surroundings. The scattered settlements could belong to a single tribe, although they do not form a state. However, they can act together and have a common goal. As an example, take the small communities of the Helveti or Celtiberian people. They function independently of each other, but may have similar interests and in certain situations they would all follow the same line of thinking. Bad harvests might force them from their current territories and they will migrate in similar directions rather than moving around wildly with no logic. Perhaps if rich lands were found further along the river all of their expansion efforts would unanimously follow this route.
All of this should create some very interesting tensions in the game. Individual groups push towards certain regions in a coordinated migration, meeting the factions already settled there. They are no longer just defending their bare livelihoods, but they expand their territories with determination. The “empty” areas on the map, where before, you would usually only encounter small settlements with limited resistance, are now suddenly active and potentially dangerous territories. Resource mines in these lands are no longer low hanging fruit but will be contested. The seemingly uninhabited territories are transformed into true terra incognita, holding hordes of dangerous nomads who can come and ravage your nation. What’s more, there is no political dialogue with them, they only know the power of the sword.
The icing on the cake is the ability of these tribes to establish new kingdoms and hence become a new political faction. For this to happen, a certain predefined number of cities must be associated with the tribe. This number differs based on the tribe and historical cohesion of its members. From mindless standalone cities we have created a potentially dangerous force that bars the way to the expansive efforts of established kingdoms and that also nurtures dormant ambitions that could give rise to a new power capable of winning the game.
As a game designer, I find this mechanic to be a major addition to the upcoming DLC. It makes the game more engaging and fun, as it faithfully illustrates the historical movements of small tribes. The majority of them slid into obscurity over time but a few entered history with an unexpected force leaving a long lasting legacy behind. I hope that you will love this new feature and that Imperiums: Rome vs Carthage will make it to the top of your gaming list and stay there for a long time.
If you hear the horns echoing in the forests on your border, light the warning signal fires, because the danger hidden in the woods is mighty and history has a swift way of dealing with those unprepared for the unexpected. Don't forget to wishlist the DLC ;)
The expansion brings you a huge new campaign map and a number of new mechanics that we talked about in Spotlight articles, such as historical events, plagues, floods, social unrest, and mandatory objectives. Two additional Spotlight articles will cover the remaining highlights, migrating tribes and additional features.
Wishlist the DLC and get a launch discount or pre-order it now on our website.
We will stream the "dev-play" of the new campaign map on Twitch. Please subscribe to our channel, we cannot wait to show you all the new stuff in this expansion!
This last faction highlight takes us to the Black Sea, another interesting region in the upcoming Imperiums: Rome vs Carthage DLC. It might seem that all of the world changing events are taking place around the Mediterranean, but perhaps the relative distance from the political scheming of the great powers could be the decisive factor in establishing a new ruling empire.
The nations on the shores of the Black Sea have very different cultures and ambitions, which allows players to try different playstyles and provides great replayability value.
The Bosporan Kingdom, along the northern shore, controls the most economically developed areas of the region. They hold lands along the coast but have not yet managed to secure territories further inland, where their colonization efforts met with the sharp swords of the Scythian warriors. These two nations fight each other relentlessly, neither one has been able to gain the upper hand so far. However, the Sarmatian hordes migrating from the east, may yet even unite these old enemies in the face of a new foe.
The straits between Europe and Asia are occupied by Lysimachus in Thrace and Antigonids in Anatole. They carry on an endless war against each other, both wanting to control the domains of the Black Sea.
In their shadow live the smaller kingdoms of Cappadocia and Armenia, both trying to maintain their relative independence without getting too involved on either side.
The Black Sea hides great potential and many dangers. The differences between the states are deep, unorthodox methods will have to be employed to dominate them, peacefully, or by the sword.
Imperiums celebrates its second anniversary. Celebrate with us!
July 30th marks exactly two years from the launch of Imperiums: Greek Wars. It was a big step for us – we decided to strike out on our own and take care of everything from the beginning to the end ourselves, starting from designing, programming, testing, marketing to release and following support. Two years is quite a long time, so allow us to look back and remember some of the greatest achievements.
https://store.steampowered.com/app/1183470/Imperiums_Greek_Wars/ Imperiums has received altogether 28 major updates since the release of version 1.0.0. and approximately three times as many patches. We publish a changelog with every update to sum up the most important changes, improvements, and bug fixes. The frequency of updates has stabilized on an update every two months or so, and we plan to continue to support the game further on.
Imperiums supported six languages at launch: English, German, French, Spanish, Russian, and Czech. That in itself was a major achievement, and we bow to our community translators not only for managing such a large quantity of texts but for keeping the quality of translations on a top level. Considering the size of our studio and amount of texts that strategy games usually have, six official languages is an amazing feat! That’s just a beginning, though. Several other volunteers have jumped in after release wanting to have Imperiums in their own mother tongue. With their help, players now can play Imperiums in Japanese, Polish, Italian, and Chinese. Ten localizations was far beyond our dreams when we started few years back, and we do our best to keep all these languages up to date for all campaigns both already released and planned. So once again, thank you to our wonderful translators!
We have unfortunately identified some bugs over the two years that were missed during development. There are over 300 fixed bugs in our internal system, and the simplest ones were not even recorded as they were fixed right away. However, we still cannot say that we are done. :) There are currently approximately 200 outstanding bugs, suggestions, possible improvements, and changes that we go through based on priority and time. Many of the changes both implemented and waiting for realization have been added thanks to your suggestions. We are grateful for such active feedback; speaking to our community is important to constantly improve the game, and we hope you will keep the suggestions coming.
We have published two expansion packs in those two years and another one is almost at the door. Four months after release of the main campaign we published Imperiums: Troy, a small tactical scenario with couple of significant changes to game rules, ideal for a one-evening game or a multiplayer game with few friends. This DLC is free as a thank you for your continuous support.
It took us another ten months of hard work to finish the next expansion pack Imperiums: Age of Alexander, a big DLC with a huge map and several significant new features such as units in reserves, regional centers, emissaries, and more granular economic micromanagement.
You might have already noticed the news about the upcoming DLC Imperiums: Rome vs Carthage. It is shaping up to be the best campaign ever released within the Imperiums framework. It will include a huge map covering the entire Mediterranean and some of the important neighboring regions. You can try your luck playing any of the 25 playable factions. This expansion pack, like those before, will bring some new elements such as migrating tribes, multiturn events, mandatory objectives, and historical events. We tried with this DLC not to increase the difficulty and complexity of the game but rather expand the existing mechanics and make them more interesting. Our goal was to make the game more alive to increase your immersion and engagement.
Imperiums: Rome vs Carthage is not the end of the Imperiums journey, though. We are already working on another small expansion ideal for a few-evenings game or multiplayer session. The topic and era are very interesting even if a bit obscure. More details will be revealed soon after the release of Rome vs Carthage.
And what else is in the pipeline? We have many plans and hope that this smaller expansion will not be the last one. We would like to publish at least one more major DLC similar in scope and size as Rome vs Carthage, but this is dependent on the interest in the previous DLCs. So, if you want to support further development, get a copy of Rome vs Carthage! :)
What is left to say… Perhaps a simple “Thank you”! Thank you for the support of our translators, community, testers, and all you players who have bought the game and/or any of the DLCs. And special thanks to players who left a review for the base game as well as for the expansion packs. The game will not be alive without you, so please, stay with us!