In Imperator we tried to focus on the rise of the Roman Empire, rather than the Imperial era. So we wanted to emphasize the greatness and the rise of Rome rather than the decadence of the fall that came later. One thing though that I really like about the Roman era is that it’s got this grand style that they just perfected. So in Imperator: Rome you have the opportunity to play either a single player campaign or a multiplayer campaign. In the single player campaign, if you want to revise history as you see fit, this is the way to go. You also have the multiplayer campaign where you can hang with friends and engage in a game of cloak-and-dagger with them. So with every new Paradox game we make we obviously want to try to improve the visuals, and in Imperator we’re taking the text big leap. So the technology that we’ve developed for this game will be the foundation for the next generation of Paradox games. We always try to push everything better, especially in the art department. So the map now extends further into Sweden, covers all of Britain and extends all the way to India. As you zoom out, the game seamlessly transitions into a paper map, which immerses the player in the experience. One of the ways we’ve improved Imperator from previous titles is we obviously have higher fidelity of the map. One of the ways that is visible is that… before when you have islands, for instance, and they tend to have to be scaled up to make them visible. In Imperator the world has such a high fidelity, we don’t actually have to do that. The islands are actually the resolution that they are compared to the land provinces. Because we increased the fidelity, we also had to develop new tools to support this technology. So one thing we created is a map editor where you can, in real time, paint the terrain on the map and see how it blends together. When playing Imperator I want the player to feel like they are leading their country to greatness, so we try to emphasize that in the aesthetics of the game.