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  1. #1

    Default [Suggestion] Romani - Imperium

    While this might not be entirely, technically "realistic", I propose this : After a character becomes Consul for the first time, grant him permanent Imperium.
    Let's face it, 8 turns of Imperium is nothing for any sort of campaign in the actual game. Even sieging one province really close to Rome, if you want to starve them out it's a miracle your Consular army's commander still has Imperium by the time the settlement starves out or they sally out in desperation, which is really quite silly.

    It might not be entirely historical in a way, but at the same time it makes a lot of sense. Proconsuls were the oldest, most esteemed veterans of politics and likely Roman warfare. They're meant to be trusted to govern Provinces for long periods (sometimes many years), and serve as Generals for a lengthy campaign if need be, it's not functional to cycle a Consul with an ex Consul in the middle of a campaign. I do love the idea of Imperium, the immersion it gives and the whole Cursus Honorum going on and the bonuses you get and its rewards for taking the hassle of cycling your Generals back to Rome and only having proper Imperium holding ones leading armies, I just think it should be given more practical thought.

  2. #2
    Cohors_Evocata's Avatar Centenarius
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    Default Re: [Suggestion] Romani - Imperium

    Quote Originally Posted by HarkonRules View Post
    While this might not be entirely, technically "realistic", I propose this : After a character becomes Consul for the first time, grant him permanent Imperium.
    Let's face it, 8 turns of Imperium is nothing for any sort of campaign in the actual game. Even sieging one province really close to Rome, if you want to starve them out it's a miracle your Consular army's commander still has Imperium by the time the settlement starves out or they sally out in desperation, which is really quite silly.

    It might not be entirely historical in a way, but at the same time it makes a lot of sense. Proconsuls were the oldest, most esteemed veterans of politics and likely Roman warfare. They're meant to be trusted to govern Provinces for long periods (sometimes many years), and serve as Generals for a lengthy campaign if need be, it's not functional to cycle a Consul with an ex Consul in the middle of a campaign. I do love the idea of Imperium, the immersion it gives and the whole Cursus Honorum going on and the bonuses you get and its rewards for taking the hassle of cycling your Generals back to Rome and only having proper Imperium holding ones leading armies, I just think it should be given more practical thought.
    I don't know about you but with promagistrates extending imperium to 4-5 years IIRC I don't see a problem with the system as it is now. Might just be my game though.
    I tend to edit my posts once or several times after writing and uploading them. Please keep this in mind when reading a recent post of mine. Also, should someone, for some unimaginable reason, wish to rep me, please add your username in the process, so I can at least know whom to be grateful towards.

    My thanks in advance.

  3. #3

    Default Re: [Suggestion] Romani - Imperium

    Promagistrates? I don't believe I ever saw this... Please explain more? If there is such a thing, you might be right yes... But still, I wouldn't hate to see a badass 50+ year old successful and charismatic veteran of politics being given leeway to govern provinces trustfully and lead armies for longer campaigns without getting command penalties...

  4. #4
    Cohors_Evocata's Avatar Centenarius
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    Default Re: [Suggestion] Romani - Imperium

    Quote Originally Posted by HarkonRules View Post
    Promagistrates? I don't believe I ever saw this... Please explain more? If there is such a thing, you might be right yes... But still, I wouldn't hate to see a badass 50+ year old successful and charismatic veteran of politics being given leeway to govern provinces trustfully and lead armies for longer campaigns without getting command penalties...
    Well, at least in my Romani campaign, which I've unfortunately left unfinished after some submod issues, most if not all of my praetors and consuls got their respective promagistrates (i.e. propraetor and proconsul) I don't know exactly how many turns of imperium that leaves them with, but IIRC it was somewhere around 20. To clarify, that was enough for me to move my FL from Rome to the South of Italy, make some preparations and campaign in Sicily for a few years. If memory serves me right I had just consolidated Messana and was about to capture Syrakousai when my imperium expended. Now I can see this limit being a problem if you have to move characters as far as Syria or Britannia, but at least in the early stages of the campaign it worked just fine for me.

    I should mention I'm probably somewhat biased due to my love of roleplaying a campaign like this, but personally I'd find it a shame if this feature was dropped, as it added a lot of immersion and management for me. Perhaps it would be possible to create a system where the length of promagistrates is tied to the Roman reform system? Say, if you attain Marian Reforms, the length of a proconsulate is extended to seven years, so as to replicate the issues the Roman system of government had with dealing with the realities of an expanding realm. I don't really have a historical basis for this, but IIRC promagistracies were quite rare in the early days of the Republic (if existant at all) and only came into being in later years, precisely to deal with those issues.

    As for the modding side of things: I quite frankly wouldn't know whether it is possible to tie the traits and reform systems together in such a way. Is it possible to change the effects of traits and ancillaries based on the militairy era the player (or computer) has reached at that point? If not, I think this idea could probably only be carried out by creating specific traits for each era, which probably would be more problematic to implement, as IIRC a lot of the entries in that file are interconnected. Clarification on this would be much appreciated.

    EDIT: Poppis came with the exact number of years.
    Last edited by Cohors_Evocata; October 24, 2014 at 04:32 PM.
    I tend to edit my posts once or several times after writing and uploading them. Please keep this in mind when reading a recent post of mine. Also, should someone, for some unimaginable reason, wish to rep me, please add your username in the process, so I can at least know whom to be grateful towards.

    My thanks in advance.

  5. #5

    Default Re: [Suggestion] Romani - Imperium

    Pro praetor and consulships last for 3 years, so you have imperium for a total of 4 years at a time.

  6. #6

    Default Re: [Suggestion] Romani - Imperium

    I don't want the feature dropped at all, I like it a lot, but 20 turns for campaigns as far away as overseas engagements in Spain for instance... It's still somewhat asfixiating. Why not reward one already for the hassle of managing a character up until the highest office of power? I don't see permanent imperium after completing the cursus honorum as a terrible thing, in a way you also miss out on having the guy administrate one of your main Urbs to yield an extra 1000 Income a turn due to all his Influence...

  7. #7

    Default Re: [Suggestion] Romani - Imperium

    I might have figured out a solution, check my suggestions thread.

  8. #8
    Semisalis
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    Default Re: [Suggestion] Romani - Imperium

    Hmmm, did Julius Caesar have a title for his five years in Gaul?
    ~ Too soon old, too late smart ~

  9. #9

    Default Re: [Suggestion] Romani - Imperium

    I agree in general with this suggestion. I'd keep the Praetor and Propraeator the way it is, but I'd make the Imperium granted by Consul and Proconsul a permanent feature.

    After all, if we were going for *total* historical accuracy, it wouldn't be realistic for a character to be re-elected Consul, since in most of the EB timeframe a Consulship was a once-in-a-lifetime thing. I don't think extending the Imperium granted by a Consulship is too great a stretch. People who want to roleplay legal command limits can still voluntarily remove their commanders when their term as Proconsul ends.

  10. #10

    Default Re: [Suggestion] Romani - Imperium

    Guys, VT Martin uploaded an alteration you can make to your script by adding a simple line to produce precisely my suggestion, permanent Imperium AFTER a character becomes Consul, in The Org forum in the clone thread I made there :

    http://forums.totalwar.org/vb/showth...omani-Imperium

    Figured some might be interested.

  11. #11

    Default Re: [Suggestion] Romani - Imperium

    I find this is alleviated a lot if you edit the campaign map movement speeds to be higher. Makes it much more manageable, and imo makes the whole experience actually much more realistic. Campaign map movement speeds in TW games have never really matched up with the turn length.

  12. #12

    Default Re: [Suggestion] Romani - Imperium

    Not really about the movement speeds. I lose the most time by sieging, as I almost always go for starving them out. A more historical and realistic feat than a frontal assault.

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