Imperator: Rome’s long-awaited Marius Update 2.0 goes live later today, its patch notes revealing a reworked military system, redesigned interface, and much more.
The Marius Update 2.0 marks a significant step in Paradox’s efforts to redeem Imperator: Rome. At launch, the grand strategy game divided fans due, in part, to its overreliance on “mana”, which gave ruling a nation a rather artificial feel. Subsequent updates kept addressing various issues, 2.0 giving the game a makeover that aims to make the UI a bit more lively while reducing the amount of clutter.
Here are all the changes and additions that you can expect when Imperator: Rome’s Marius Update 2.0 goes live later today, as detailed by Paradox in the full patch notes:
Free Features
- UI: Entirely redesigned UI with a new visual style
- UI: Added nested tooltip and game-concept support
- Inventions: Technology advances now provide 1 Innovation per level
- Inventions: Spend innovations in new branching trees to specialize your civilization
- Inventions: Numerous augmentations to existing mechanics, government interactions, and unit abilities can be unlocked through the invention tree
- Military: Raise Levies from your integrated pops in times of war
- Military: Form standing Legions, appoint Legates and Tribunes, and track their accomplishments
- Military: New Engineer unit type which aids in river crossings, sieges, and paving roads
- Military: Combat Width is now dynamic and based on terrain
- Military: 9 new unique 3D unit models for Legions
- Military: Military traditions now displayed in tree structure
- Military: Military tradition groups now unlockable based on integrated cultures [If enough integrated pops are present, theoretically any military tradition group can be acquired]
- Military: New Legacy of Alexander wargoal for successor kingdoms, in which the ownership of conquered territory is flipped immediately [as in civil wars]
- Military: Occupying a province’s and forts capital now occupies the entire province, removing need for carpet sieges
- Buildings: Ports can now be built in any coastal territory
- Buildings: Ports now come in tiers, with higher tiers able to build larger ships
- Buildings: Buildings can now be limited to a specific cap
- Buildings: Buildings now contribute to civilization level in territories
- Buildings: Various buildings are now unlocked by invention trees
- Buildings: All buildings rebalanced, including larger effects, rebalanced prices, and AI weighting - see below for detail
- Trade: Individual Provinces can now be set to automatically (but slowly) seek goods to import
- Character Interactions: Added Support Pretender, boosting the powerbase of a chosen pretender in any foreign monarchy [old succession crisis interaction renamed to Intervene in Crisis]
- Character Interactions: Added Espionage, unlocked by invention, allows visibility of foreign manpower and treasury counts [now hidden by default] with events for sabotage and more
Expansion Features
- Great Wonder designer has been added, enabling customized wonders to be constructed
- New Great Wonder modifier tiers can be unlocked in invention trees
- 18 new Diadochi Mission trees have been added, covering Thrace, the Antigonid Kingdom, Egypt, Macedon, and the Seleukid Empire
- 24 Honors and Dishonors can be earned by Legions d zistinguishing or disgracing themselves with their actions</li>
- 13 new Deities have been added - hail Sobek
- 29 new Treasures can now be acquired
- League City subject type added, acquired through the invention tree system
- Alexander’s Panoply and Anthologia Philosophike treasure decisions have been added, allowing you to consolidate the effects of multiple smaller treasures
- 3 new music tracks with a focus on war and battle
Game Balance
Economy
- Manpower pools now regenerate faster, but only store 12 years-worth of manpower
- Freemen and tribesmen now provide increased manpower
- Most sources of tax income have been reduced
- Population output in all territories is now reduced by 30%
- Settlements now have 50% reduced ship building speed and a 15% malus to pop output, from 25%
- Tributaries now have their tribute removed from their resources instead of just adding to the overlord
- Build Road cost is reduced by Engineer cohorts
- Food production now possible without surplus
- Added an additional integrated culture for Antigonids, to give them a bit more fighting power
- Governors now receive a standard wage of 0.2% of national income in addition to the provincial wage
- Governor’s standard wages increased by 100% when their levy is raised
- Low Fort Maintenance now reduces fort maintenance by 15% from 25%
Buildings Rework City Details:
- Granary: 100 gold, +200 Provincial Food Capacity, +2% Civilization Level
- Library: 100 gold, +5% Research Points, +2.5% Conversion Speed, +2% Civilization Level
- Marketplace: 100 gold, +2.5% Base Trade Routes, +2.5% Assimilation Speed, +2% Civilization Level
- Training Camp: 100 gold, +10% Manpower, +2% Civilization Level
- Tax Office: 100 gold, +10% Tax, +2% Civilization Level
- Academy: 150 gold, 3 per city, +4% Noble Happiness, +5% Noble Desired Ratio, +0.01% Monthly Civilization Change, +3% Civilization Level
- Court of Law: 150 gold, 3 per city, +6% Citizen Happiness, +10% Citizen Desired Ratio, +0.01 Territory Provincial Loyalty, +3% Civilization Level
- Forum: 150 gold, 3 per city, +6% Freeman Happiness, +10% Freeman Desired Ratio, +2.5% Monthly Food, +3% Civilization Level
- Mill: 150 gold, 3 per city, +6% Slave Happiness, +6% Slave Output, +10% Slave Desired Ratio, +3% Civilization Level
- Aqueduct: 150 gold, +4 Population Capacity
- Earthworks: 150 gold, 1 per city, +25% Fort Defense, -10% Population Output, +1 Hostile Attrition, -3 Combat Width
- Theater: 300 gold, 1 per city, +10% Integrated Culture Happiness, +2 Pop Assimilation Speed, +0.05 Provincial Loyalty, +5% Civilization Level
- Temple: 300 gold, 1 per city, +10% State Religion Happiness, +2 Pop Conversion Speed, +0.05 Provincial Loyalty, +5% Civilization Level
- Foundry: 300 gold, 1 per city, -4 Slaves for Surplus, +10% Population Output, +50% Starting Experience, +5% Civilization Level
Buildings Rework Settlement Details:
- Barracks: 200 gold, +20% Manpower, -25% Migration Speed, +8% Freeman Happiness, +15% Freeman Desired Ratio, +5% Civilization Level
- Mine: 200 gold, -5 Slaves for Surplus, -25% Migration Speed, +5% Civilization Level
- Tribal Settlement: 200 gold, +10% Population Capacity Modifier, -2.5% Citizen Desired Ratio, +30% Tribesman Output, +8% Tribesman Happiness
- Slave Estate: 200 gold, -25% Migration Speed, +50% Monthly Food Modifier, +30% Slave Output, +5% Civilization Level
- Farming Settlement: 200 gold, -5 Slave for Surplus, -25% Migration Speed, +50% Monthly Food Modifier, +5% Civilization Level
- Provincial Legation: 200 gold, +75% Migration Speed, +15% Assimilation Speed
Buildings Rework Shared Details:
- Fortress: 150 gold, -5% Manpower, +1 Fort Level, +5% Fort Defensive, +1% Civilization Level
- Port: 150 gold, +1 Population Capacity, +15% Ship Recruit Speed, +0.1 Migration Attraction, +0.1 Migration Speed
Population
- Population growth speed and capacity now scale with civilization value, and are increased less by external sources
- Tribesmen now consume less food
- Population migration speed reduced significantly, with the exception of tribesmen
- All settlement buildings now reduce migration speed from their territory by an additional 25% (bringing it to -100%: this will now effectively remove migration unless there are extenuating circumstances such as occupation/famine/unrest)
Technology
- Civic technology now grants 1% population capacity and 1% global food per level
- Civic technology no longer grants Commerce Income
- Oratory technology now grants 0.5% global civilization value per level, from 2%
- Religious technology now grants 2% Omen power per level, from 2.5%
Governments
- Monarchies can choose a primary heir from the pretenders with the Anoint button, with positive and negative event consequences possible
- Added rare event for large unstable AI tribes to splinter into subjects and free states
- Added Elective Monarchy government type
- Improved republic agenda selection logic
- Rebalanced ‘Senatorial Chambers’ harsh happiness modifier in tribal reform mission
Religion
- Added Hellenic deities Dioskourai (Greek) and Castores (Roman)
- Treasures can now be individually removed from non-pantheon Holy Sites as well
Units
- All cultures or culture groups now have a levy template, indicating which unit types their poptypes will raise. This should result in geographically appropriate levied armies
- Levies are now raised from integrated culture pops in governorships
- If a governorship is incapable of supporting raised levied units; the associated units will begin taking attrition until they are removed
- Levies no longer have a maintenance cost - instead their pops cease producing base resources while raised
- Regular unit (legion) maintenance increased significantly
- Mercenary maintenance cost reduced to 150% of base
- Military experience is acquired when disbanding experienced levies
- Levies may not be disbanded during war
- Powerbase from loyal veterans reduced significantly
- Loyal levied units now grant loyal veterans to their governor when disbanded
- Strategic trade goods have no bearing on levy composition, we now assume that cultures bring their horses/elephants with them.
- Strategic trade goods are now required to be present in a governorship/region in order to recruit units of the linked type in a legion.
War & Peace
- Woo General interaction now transfers foreign legates
- Triumphs may now only be held for generals who have won sufficiently large battles
- A provincial Fortress limit has been added which will incur costs when exceeded
- All countries with Pirate Heritage now have access to the Slave Raid naval ability
- Forced March unit ability is now unlocked in the Martial invention tree
- Carpet Siege unit mission added, replacing Fight Rebels, useful in civil and Diadochi wars
- Being at Peace once again reduces War Exhaustion (by 0.08pm) to counterbalance new sources of War Exhaustion gain (levies and great conquest wars)
Characters
- Brave trait no longer reduces loyalty
Other
- Happiness for Same Culture modifier significantly increased for top rank nations
- Tyranny now reduces character loyalty by 15% less
- Colonization now requires 8 pops in a neighboring territory, from 10
- Reworked all modifier durations to be at least 1 year
- Reworked costs for event options
- Vassal Integration costs (per pop) reduced by approximately 20%
- Global monthly state loyalty malus removed from nation rank
- Non-dominant primary culture territories now have +2 slaves required per trade good produced
AI
Diplomacy
- AI now less willing to join defensive leagues far away
- AI now has a default willingness to grant military access ]as opposed to the previous default unwillingness]
- AI significantly better at economic diplomacy: integrating subjects, improving opinion through gifts, and insulting potential war opponents
Economy
- AI now significantly more careful about exceeding budgetary restrictions
- AI better at handling integrated cultures, and removing integrated cultures that are no longer economically sound
War
- AI nations with republic or monarchy government types will be far less likely to expand into tribal territory without a pre-existing claim. *Note: this behaviour is not an absolute rule*
- Antagonist AI is now appropriately horrifying
Other
- AI will no longer be blocked in their missions by complex tasks
- AI will now change missions after 60 years following the same one
Interface
Mapmodes
- Removed the river Region/Area names to clear up the associated mapmodes
Tooltips
- Game Concepts and tooltips added to explain major mechanics
Unit Models
- Each culture group now has a seperate Levy and Legion model
Other
- Available casus bellis are now displayed in the diplomacy view
- Characters can now be searched by textbox across all countries
- Cohort information breakdown moved to the Ledger
- Sacrifice button localization no longer fails to account for non-pantheonic religions
- Loading quotes revised and expanded with more high-quality doom and sass from the past!
User Modding
Triggers
- Changed 'country_culture' trigger name to 'primary_culture'
Other
- Added script support for Legions
- Added GetCulture('tag') and GetCultureGroup('tag') loc promotes
- Added GetLegionDistinction('key') loc promote
- country_culture event link now works
- Inventions can now have effects on adoption
- Military traditions can now have effects on adoption
- Sea territories are now assigned to areas
- Impassables now have their own terrain type
- max_amount can now be defined for any building
Script
Achievements
- Added 10 new achievements
Decisions
- Added 9 Anatolian formables: Lycia, Caria, Lydia, Cabalis, Milyas, Pamphylia, Lalasia, Isauria, Pisidia
- Added decision for tribes to gain extra capital civilization for a price
- Tweaked territorial requirements for Reunite Alexander's Empire decision
- Added decisions to install Philokles of Sidon and Eunostos of Soloi for Diadochi
Events
- Reworked ‘Antigonid Cause Wavers’ events and the splitting of the Antigonid kingdom
- Added regnal name events for Egypt, Seleukids, Pergamon, Bithynia and Mithridatids if ruled by the relevant family - long live Ptolemy XXIIV
- Characters can now die during battles, not just after battles
- Reworked Mithridates event chain, a new kingdom is now created in Paphlagonia and can annex Pontus diplomatically - player can start as either Kios or Pontus
- Added option to boost Antigonos’ health for a price in his opening event
- Clarified happiness impact of family adoption event after annexation
- Pergamon is now playable via an option in the ‘Antigonid Cause Wavers’ event
- ‘Granary Fire’ event now only targets territories with granary buildings, destroying them
- Added outcome of ‘True Weather of the Soul’ where Thrace annexes part of Macedon
- Added Espionage interaction events for stealing technology and sabotaging legions
- Added an event chain for Egypt on the Athenian Tragedies
- Increased cooldown of city sacking events to prevent cash farming
- Added costly Ptolemaic dynasty event to optionally acquire Blood of the Argeads trait
- Researchers with Scholar, Intelligent, Obsessive, and Polymath traits have a chance to generate additional innovations over time. This effect can stack, and will show up when assigning research positions
- ‘Scientific Breakthrough’ now correctly describes tech progress as a percentage
Missions
- Added bypass events to the generic infrastructure mission tree
Setup
- Updated map in Greece, Anatolia, and Phoenicia
- Added starting trade routes for Antigonids, Macedon, and Egypt to help with their economy, mostly with their own subjects
- Added new tags in Anatolia, Black Sea, Adriatic, Paeonia, and Balearics
- Split Bithynia and Cappadocia regions with new region of Cappadocia Pontica
- Removed Pontic culture from Anatolian group (merged with Cappadocian) and renamed Greco-Pontic to Pontic
- Added Pisidian, Milyadian, Oroandian, Cabalian, Lalasian, Cennataean, Morimenian, Cataonian cultures to Anatolian group
- Moved Bithynian and added Mariandynian culture to Dacian group
- Added Talaiotic culture to Occidental group
- Added Paeonian culture to Illyrian group
- Added several major rivers
- Added many missing historical characters
Other
- Boni and Traditionalist parties will no longer disapprove of attacking the same religion or culture, instead balking at truce-breaking
- Updated some laws and tooltips to better accommodate monotheism/Judaism
- Royal Marriage Character Interaction can now be used on children above the age of 12, with the marriage events firing once both parties are 16
- Assassinate character interaction renamed to Assassinate Rival, and can now be used on the target directly, as long as they are a rival of the ruler
- Tutor character interaction can now be used on a child directly, and for any close relative of the ruler or the ruler themselves
Bug Fixes
Code
- Addressed stability issues on Mac and Linux
- Best possible province capital will now be picked when annexing a province
- Fixed on_becoming_adult on_action not firing
- Threaten War and Demand Military Access actions now work as advertized
- Fixed some missing line-breaks and names in tooltips listing modifiers
- Fixed Dismiss button not working for Researchers
- Fixed stability cost of integrating a culture remaining even if that culture no longer existed
- Fixed changing resolution on Linux making the game unplayable until restarted
- Fixed battles against barbarians not accepting reinforcements
- Fixed Mac crash after a few years of gameplay
- Fixed ‘Occupation’ war exhaustion modifier appearing on declaring war
- Fixed glowing borders sometimes not disappearing
Script
- Fixed the Optimates party disliking that you gave holdings to family heads
- Fixed the Olympic games events sometimes not firing
- Fixed infants arguing their corner in senatorial war councils and being used as scapegoats in trials
- Fixed limit to number of Bloodline traits inherited by eligible children
- Fixed wrong territory being targeted in the Athenian ‘Hekatomnid Legacy’ mission task
- Fixed wrong claims given on formation of Assyria
- Fixed Naval Parity Roman mission task requiring only 1 more ship than Carthage instead of 20
- Fixed ‘Mutiny!’ event being able to target mercenary generals
- Fixed Rome being able to make Ancona a feudatory despite differing culture groups
- Fixed broken goto button in Unfriendly Neighbors event
- Fixed wrong characters referenced in ‘Wild Oats’ events and ‘Scandalous Dominus’ events
- Fixed ruler appearing on both sides of the 'Unconventional Politics' event
- Fixed a missing portrait in the event 'Bountiful Harvest'
- Fixed rulers receiving loyalty modifiers in some events
- Fixed several cases where settlements were referred to as cities
- Fixed Clan Chiefs complaining in the ‘The Neglected’ event
- Fixed mercenary characters appearing in ‘Veteran’s Due’ and ‘Scholar of the Divine’ events
- Fixed cases where local instead of global happiness modifiers were used
- Fixed cases where the wrong party’s approval would be changed
- Fixed negative tribal subject opinion modifier after reforming to a monarchy/republic
- Fixed many typos and text overflow issues
- Fixed some character loyalty modifiers not being cleared when moving country
- Added some extra checks to reduce the chance of mercenaries being chosen in events where they could be given loyalty (as Mercenaries are always at 100 loyalty)
- Fixed cooldown of the ‘Gratitude’ tributary subject event
- Fixed ‘Word from Syracuse’ Roman mission event not starting a war
- Fixed Epirote Macedon not being eligible for Antipater’s Dream achievement
- Fixed multiple families of almost the same name in Anatolian countries
- Fixed ‘Massaesylian Menace’ mission task for Carthage being impossible if they are already removed from the map
- Fixed Governors and Generals demanding Offices in the ‘Political Ambitions’ event
- Fixed some cases where numbers in tooltips had too many decimal places
- Fixed ‘Suppression of the Massyli’ event firing for Carthage when already at war with Massylia
- Fixed issues with ‘no other diplomatic tasks ongoing’ checks in Epirote mission tasks
- Fixed disloyal subjects joining scripted wars which they otherwise would not
- Fixed inconsistent place names in mission tasks
- Fixed characters taking loyal veterans with them when moving countries
- Fixed Clan Chiefs taking the Demanding an Office scheme
- Fixed ‘Adriatic Opportunities’ Roman mission task making feudatories of another culture group
Setup
- Fixed missing section of the Euphrates
- Fixed some lakes and shores not being on the painted map
- Fixed bad Latin and Greek in some territory names
- Fixed references to yet unborn Roman emperors in some territory names
- Fixed Antigonos’ half brother’s mother being the wrong character
- Fixed Salluvian culture being called Alluvian
- Removed impassable in Egypt’s Eastern Desert which would not be colored
- Added territory in India to avoid uncolorable impassables
- Fixed Trapezous starting at tech 0 instead of 2
Imperator: Rome is out now on PC.
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