The new strategy map is based around the concept of detail and quality. From the outset of the development process, the intent of the developers was to create an immersive environment in which the player can manage his empire in a historically accurate setting. This means that the RTRVII map has been "zoomed in" in order to create a more detailed environment.
Players should also notice that there are many unique elements to RTRVII that are very rare amongst other mods. Nearly all of the models on the campaign map have been redone, including the settlements and naval vessels. The RTRVII strategy map bears almost no resemblance to RTR 6 or Vanilla. The new map truly is a piece art which we are sure our fans will enjoy.
RTR VII will use a polished version of the economical system which you will already have used in RTRVII: Fate of Empires. This means that you will have to make important choices, which will influence the further development of a settlement.
Every region has certain resources, around which the economical system has been set up. Once you have gained access to a resource, you will be able to use it in that particular region to build up an industry. In other regions you will be able to do this too, but then you'll first have to construct an 'import building'. Each economical building tree has specific bonusses, and as your settlement grows you will be able to develop more industries. Like this, it's up to you what you want your economy to look like!
The use of spies has been completely revamped in RTR VII, which adds a new tactical dynamic to the game. A freshly recruited spy will have different functions, which you will have to utulise to fully benefit from them. In his home settlement, a spie will provide stability bonusses. However, in adjacent regions he will cause unrest and help to integrate a newly conquered region into your empire.
The Roman Leadership System implemented in Rome Total Realism VII is based on the Cursus Honorum of ancient Rome. Players utilizing the Romans will notice that each family member is designated a role. These family members will be best suited to preform assignments and duties that they would have been presented with during the time of the Roman Republic. All family members are capable of climbing the Cursus Honorum, however they will be need to accomplish historical requirements before they can climb each rank.
Family members with different roles will have different abilities. For example, Praetors will hold imperium within friendly provinces, but not outside of Roman territory. Aediles will have administrative abilities within settlements, but not outside of settlements. This means that different family members will be more suited to accomplish a task than others.
The system will consist of two parts: a trait and an ancillary. When a family member becomes eligible for a certain office, a trait telling so will appear. To actually benefit from it, he will have to travel to Rome itself to get the ancillary connected to the trait. When the character is in an area which is part of his imperium, for instance when a new aedilis gets into a settlement, the combination will start working. This is visible through a trait and the fact that a character gets command, management and influence bonusses connected to his office.
I hope y'all will have fun playing the mod as much as we had making it!
Rome Total Realism Project Dev Team Member and Head of Public Relations
RTR VII Beta Tester/Dev Team Member
"Coasting through the intermission that separates day from day, I find myself feeling oddly at peace with reality. Despite everything, I think life will workout in the end. The world, as as I see it is a remarkable place." - DukeCanada, the interstellar wanderer.
A heartfelt thanks to everyone who played a part in creating this mod. Your efforts are greatly appreciated by many people. I absolutely love that my favourite game is consistently updated and upgraded via the mods made altruistic people such as yourselves.
I'm four years in as Sparta. Man this is tough. I'm -17000 denarii in the hole, but have three cities now and a stabilized economy. I like it better than EB so far. Props to you devs.
I'm curious, do you plan to add in "Historical Battles" later? The reason I ask is because my friends and I use the battle editor frequently to play out key battles in a hotseat campaign we have going.