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More importantly, the objective list could be useful, on easier difficulty settings, to suggest key goals to the player for each empire, or at least the more significant ones. These grand strategy sandbox games are sometimes a turn off to players who have trouble knowing where to start and where to go, particularly when the historical goals of some of the more obscure or lessor well known factions are not as obvious. Such a list of suggested goals could address this issue and bring those players back into the fold.

Exactly this, well said.
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Yep thats my point...tells you to do stuff but teaches you nothing useful for a game like this
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Computer Wargaming / Re: It Never FRIDAY's In Southern California
« Last post by Jarhead0331 on Today at 04:59:14 AM »
Imperator, Stellaris, DCS and Star Citizen.
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^I think the objective list is a great idea for a game like this and it could serve multiple purposes if done right. For instance, it would be a much more effective tutorial if there was more explanation behind each task. As it is presently, it does very little to actually teach the game beyond introducing the major UI areas and giving a very broad overview of some of the fundamentals.

More importantly, the objective list could be useful, on easier difficulty settings, to suggest key goals to the player for each empire, or at least the more significant ones. These grand strategy sandbox games are sometimes a turn off to players who have trouble knowing where to start and where to go, particularly when the historical goals of some of the more obscure or lessor well known factions are not as obvious. Such a list of suggested goals could address this issue and bring those players back into the fold.
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It's funny, I really like the tutorial... but then I don't need it as a tutorial, because I've always been good at figuring things out. How well it works as an actual tutorial isn't something I'm in the best position to judge.

I think it was more the presentation and format itself that I liked - I'd liked to see that kind of check-list/objective set thing rolled out to the main game in some way. It's oddly comforting being able to just follow a list of things to do, instead of trying to internalise reasons for doing things. Again, that's just me though.
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My own personal issues with the game are a combination of knowing what has already been done with previous Paradox games, coupled with my own personal reading into the era. Granted, most of my reading is about the 2nd Century BC and only on the Republic, but it means I found it hard to ignore the missed opportunities that could have really made these factions feel different to one another.

Like JH, I know this is an investment and that it will get better over time, but it also doesn't mean that Imperator is wholly immune to critique even at this early stage.

Call me a nerd, but Rome (and plenty other factions for that matter) shouldn't have standing armies at this point in history, and given that CK2 basically pioneered mechanics around raising levies/temporary armies, I personally feel it's a bit weird they didn't try to do something similar for Imperator's launch. If they bring it in later, fine, but it feels they've presented a fairly homogeneous picture of the the ancient world in order to provide an even playing experience everywhere which basically means nowhere has much character to it.

I can't help but feel even at this early stage, they probably could have done a bit better? I try to avoid criticism like that though because game development is hard and it's not like I could have done a better job myself. Devs get a lot of flack they don't deserve.

But agreed, I've had a good time with it. It's been immensely satisfying planning out my defensive fort network, and then connecting those forts with roads and then providing additional roads to other parts of the coutnry for rapid redeployment.

Of course games can be criticized, especially when something is not correct.  Just seems the more vocal audience is coming across as "surprised" by what they got.....everyone should have known by now what was coming through all the pre advertising and that is just how paradox is....you either like it or you don't

One area I think is a complete waste and dumb is the tutorial.  If they seriously want to make this game more accessible and to even a larger audience, they must do better than a bunch of objective cards that you read and go do something.  Tell us why?  Tell us how? Tell us some strategy?  The one objective said to go sacrifice something in the religion screen and it wasn't readily listed as a big picture like other things...instead it was on a tiny button at the top.....took me 20 minutes to figure that out but they could have shown a picture indicating where to click.
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Computer Wargaming / Re: It Never FRIDAY's In Southern California
« Last post by Pete Dero on Today at 04:00:56 AM »
In contrast with Southern California it will rain for the next 3 days in Belgium so : Imperator Rome and Field Of Glory II.
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This is from one and the same real review on Steam :

Pro
Good learing curve

Con
You can learn the game in 1 hour



Also someone complained they didn't get a stable high FPS in game as if he was reviewing Counter Strike.


I watched a few videos on Twitch and Youtube before buying and I feel I got what I expected.



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My own personal issues with the game are a combination of knowing what has already been done with previous Paradox games, coupled with my own personal reading into the era. Granted, most of my reading is about the 2nd Century BC and only on the Republic, but it means I found it hard to ignore the missed opportunities that could have really made these factions feel different to one another.

Like JH, I know this is an investment and that it will get better over time, but it also doesn't mean that Imperator is wholly immune to critique even at this early stage.

Call me a nerd, but Rome (and plenty other factions for that matter) shouldn't have standing armies at this point in history, and given that CK2 basically pioneered mechanics around raising levies/temporary armies, I personally feel it's a bit weird they didn't try to do something similar for Imperator's launch. If they bring it in later, fine, but it feels they've presented a fairly homogeneous picture of the the ancient world in order to provide an even playing experience everywhere which basically means nowhere has much character to it.

I can't help but feel even at this early stage, they probably could have done a bit better? I try to avoid criticism like that though because game development is hard and it's not like I could have done a better job myself. Devs get a lot of flack they don't deserve.

But agreed, I've had a good time with it. It's been immensely satisfying planning out my defensive fort network, and then connecting those forts with roads and then providing additional roads to other parts of the coutnry for rapid redeployment.
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i am puzzled by the comments as well about it not being interesting.  maybe because i am no expert in paradox games i am blind to it.  never expected it to be greatly different than last games but seems people had bigger ideas in their heads regardless if it was clear what it would be.  maybe the paradox formula is losing some of its charm for some people but i am sure in the end it will turn out like the other games and further built over time.

with this version i am going to do my best to finally learn this system, but if it doesn’t work out i am not going to blame the game since it is what i expected anyway.
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