Imperator: Rome

Imperator: Rome

Imperator: Res Publica
AlexKuczaja  [developer] Jul 12, 2022 @ 1:03pm
Suggestions Thread
Hello :) please, tell me all of your ideas and insights in this thread. For this to be immersive Roman Politics experience i kinda need to know all different ways Roman constitution could be bent and broken. It took humanity bit short of 500 years to come up with them, so i imagine i'm gonna need some brainstorming :D
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Showing 1-11 of 11 comments
How does Princeps Civitas work now? Would there be a way to simulate how the Roman Emperor held the powers of quite a few offices at once? Also I have a suggestion. would it possible to make offices that act as higher or lower governors? Like they buff the real governorships in game terms? Like a Legatus for a province, a Proconsul for a region
I had an idea

Strong families should influence weaker ones in a system of clientelism
AlexKuczaja  [developer] Jul 13, 2022 @ 4:46am 
Originally posted by Cameron122:
How does Princeps Civitas work now? Would there be a way to simulate how the Roman Emperor held the powers of quite a few offices at once? Also I have a suggestion. would it possible to make offices that act as higher or lower governors? Like they buff the real governorships in game terms? Like a Legatus for a province, a Proconsul for a region

Princeps Civitas is still much WIP, as i haven't tested it much yet. It should kinda work like a permanent rule of current ruler, with just co-ruler swapping to major-consul, but i still need to flesh it out more, and add special perks to it. As on provinces, i do consider something like this to reflect multi-governorships like one of Ceasar or Pompey. But i'm still struggling to come up with good way to tie characters. The actual governor would hold proconsul/propraetor title and sub-govs would be legates and their loyalty would be influenced by actual governor's loyalty.
Gnubbolo Jul 14, 2022 @ 8:38am 
Originally posted by Cameron122:
I had an idea

Strong families should influence weaker ones in a system of clientelism
no.
the clientele is a pact of patrician families with non-patricians such as merchants or professionals.
in this mod they are all patrician families so it is not historically consistent.
UPGRAYEDD Jul 14, 2022 @ 3:16pm 
I can't tell if this is already the case in your mod, but I think Consul/Co-Consul positions should count as "jobs" for purposes of "scorned family" status.

This isn't this case in the original game, which never made sense to me. In vanilla, a family can occupy the two most powerful positions in the Republic, and be angry for being "scorned."

Just my two sestertii, keep up the great work!
AlexKuczaja  [developer] Jul 14, 2022 @ 4:17pm 
Alas, scorned/not-scorned job counting seems to be hardcoded and i can't think of any possible workaround :( i've spent a lot of time trying to investigate it, because honestly this "scorned" system is broken beyond repair, you can literally build a liburnian, appoint some random family-member as a commander of this great fleet and it counts to grateful family score. All the while expected jobs are rounded down, so without changing % of jobs in defines all 15 patrician families would expect 0 jobs and would be grateful because they hold more-or-equal to 2*0 jobs. Honestly if it was rounded up, i would have already added all roman patrician families but thats a digress.
What if you made two new government offices “Consul” and “Co-Consul” and had a script where the ruler consuls always occupied the “separate” Consul government offices. That way later you could simulate times in the early Roman Empire where sometimes the Emperor was consul and sometimes he wasn’t. Would that fix issue of the ruler not counting as a job? Can jobs be hidden from the UI? Or maybe you could call it something else like Consular Dignity.
AlexKuczaja  [developer] Jul 16, 2022 @ 3:38am 
Nah, ruler and co-ruler are hardcoded to be unable to hold offices or jobs :( i tried to do the very thing you said.
As for hiding jobs in UI, i tried to do this but items in data grid seems to ignore "visible" argument. At some point i toyed with the idea of all magistrates being an office - you know, all 20 quaestors in the panel etc.

Funnily enough, what i *can* do is making "appoint" button invisible for the player, and i probably can make office name a custom loc, so maybe two offices for consular quaestors that are renamed to consuls if consul is the one to hold them? Ofc. that's still leaves some work to figure out how to make GUI know which office is which, but i'm sure there's some valid scope
Delendar Aug 3, 2022 @ 2:26pm 
Suggestion: Make each office affect some aspects on territory, province, region or nation level depending on how high the office is rather than buffing the characters. That way we can get benefits (or maluses) for having people on those offices, if they are just buffed they become too powerful and start getting corruption.
Emre Aug 20, 2022 @ 8:43am 
the mod makes the game needlesly easier. political influence income is so much higher than it should be and i haven't seen a disloyal character on the first 100 years of my save.
Faustus Felix Nov 11, 2024 @ 8:56am 
New bloodlines for ceratain roman families like Junii, Sulpicii and etc. Like it was done in Invictrus for Cornelii and Fabii. And is it possible to create dynamic bloodlines ?
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