![]() ![]() ![]() Unit Experience no longer decays from losses in combat but instead decays over time. ![]() Political Influence will be used to perform actions directly relating to your country's government such as selecting National Ideas or implementing Laws. A new currency, Political Influence, is now generated by loyal members of your Government over time. Instead mechanics have been changed to happen over time, use other currencies or opportunity cost. Monarch power has been removed as a concept.Manual movement of pops is now only possible for Slaves and Tribesmen (if you are a Tribe). Pops now migrate over time to neighboring cities, cities in the same province, or between provinces with a port in your empire.An overview for current changes underway in a city can be opened from the city interface. All of these changes will now instead happen over time due to a combination of factors that you can speed up through government policies and other actions. Pops now no longer instantly promote to another type, assimilate their culture or convert their religion.You can now disband loyal cohorts, for double the cost, but those loyal cohorts will turn into "veteran cohorts" for that character that impact their powerbase, and will be raised as experienced cohorts if that character revolts.Below you'll find the new features, as described in the beta patch notes, however it's worth keeping in mind that everything is subject to change. The aim is to move towards gameplay that evolves more organically instead of relying a lot on instant decisions. Here is a screenshot from my Thrace game.The main focus of Imperator: Rome's Cicero Patch is the "overhaul", or more realistically removal, of the Monarch power system. Families with less than 4 current children will now be allowed more children. Foreign characters will now have less children. Courtsize limit lowered to 120 (only non-foreign counted) Families now keep track of how many children they have in total. 0.01 Monthly War Exhaustion per Zeal (base values decreased as well)Īlso be aware that the governor policies in the capital region is multiplied by the finesse value.Ĭharisma impacts how quickly cohorts becomes loyal.Īnd then he talked about families in this post: The value use is taken from the ruler, co-ruler or consort. Related to the topic of the OP, he posted this yesterday: Indeed, the updates continue to trickle out. Tomorrow I'll give you some more information about "mana" removal. Various inventions and other attributes can reduce your decay. Experience on cohorts now decay, relative to their current experience. You do not lose experience from reinforcing. You now get more experience from combat. I talked a little bit about Military Experience this morning ()Īnother thing we're adding to Cicero is a new ability to armies called Drill.ĭrill will give you experience each month, for a higher chance of the cohorts becoming loyal to their commander, and a small extra monthly payment. The second related link is about drilling and cohort experience High warexhaustion will increase it a little bit, and relying on mercenaries will reduce it. You gain experience basically by the average experience of all your cohorts. Each tradition you take costs 100 experience. Military Experience is a new resource in Cicero, which is used to get traditions. The first is about the new resource, military experience: As usual, I'll posts links to the discussions and the text so that you don't have to go there if you don't want to. Here's another couple of items that Johan has revealed about the Cicero update.
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