

Some too are situational - if you’re bordering Egypt, let’s say, you might get a mission block dealing with securing grain supplies from the breadbasket of the nile.Īnd they’re not all to-do lists full of “build x number of forts”, either: some of the mission blocks Peter told me about involved achieving objectives within a set time, or making difficult choices between alternate solutions to a problem. Many of the mission blocks tell stories - for example, as Carthage’s influence expands in the mediterranean, Rome is tasked with defending her historic port sites. When you add up all the objectives, each of the trees is a good bit larger than a HOI4 mission tree. The centrepiece of the Punic Wars pack is a pair of objective trees - one each for Carthage and Rome - comprising around ten “mission blocks” each, and with each mission block containing eight to fifteen individual objectives. Of course, there’s still some room for scripted missions and storytelling.

In a setting like this, with the fate of so many nations in flux, it didn’t make sense to be too prescriptive about what players should push towards. Imperator opens on a crucial moment in history, during which several empires had just fallen to bits, and growing powers such as Rome had everything to play for. For him, some kind of mission system was essential for Imperator, but neither the focus trees from Hearts of Iron 4, nor the mission sequences of Europa Universalis 4, felt like a good fit. “You start the game,” he explains, “pick a country, and… what then? People often find they lack direction, and don’t really know where to go with their nation”. But while Cicero was all about addressing audience complaints, knocking out Imperator’s foundations and rebuilding them with nicer mosaics and a hypocaust (in this metaphor, the game is a villa), Livy is all about what content designer Peter Nicholson calls “quality of life”. Suffice to say, there were a lot of changes, and you can read about them here.

I thought of starting this article by summarising everything that changed with the Cicero patch, but I genuinely don’t have time - I’d probably be pushing 2,000 words before I even got round to discussing Livy. And once again, like bread hurled from a tribune's balcony, it's all for free. But there's a whole amphora full of other improvements too, including a revamped character experience system, and new tactical gameplay which - among other things - includes finding dinner for elephants. The headline change is the new mission system, which introduces both scripted objectives for Rome and Carthage as part of the Punic pack, and procedurally generated missions for everyone else.
IMPERATOR ROME CICERO PATCH
Despite retaining everything I liked about it in the first place, it's a wildly different experience now - and patch 1.3, "Livy" is going to shake it up even more. Sad times as your boats have nothing to do: also gone.
IMPERATOR ROME CICERO FREE
Nevertheless, in response to a good deal of player roaring on launch, Paradox have been working hell for leather to rebuild whole sections of the game, and after two big free patches, we're now looking down the barrel of a third before the end of the year - along with a content pack (also free) about the Punic Wars.Īs of September's 1.2 "Cicero" patch, The Monarch Power resource, which many people referred to as "mana", is gone. To be honest, both of us were happy with it as it was. My colleague Ghoastus absolutely loved it. When Imperator: Rome was released in April this year, I really enjoyed it.
