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Thread: Dynamic city growth

  1. #1

    CA Developer Icon Dynamic city growth

    Hey all,

    To showcase the incredible detail in ROME II’s campaign map, we thought we’d give you a Greek-peek of how city growth looks in the game, using the walled city of Massalia in southern France – or modern-day Marseille – as an example.

    Settlements and cities in ROME II grow in a very organic way, and can expand in a number of different directions, while reflecting some of your key building decisions. Each city has a number of potential slots which can be developed ready for further construction, and it’s this process which physically expands the city. These construction slots can then accommodate new structures such as temples, training grounds, marketplaces and so on, which then appear within the city on the campaign map. You’ll also see greater works represented in the city too. As you can see here, we’ve upgraded our way through the Forum building-chain to a full-blow amphitheatre, with a typically Roman aqueduct thrown in for good measure.

    As your city grows, it begins to impact the landscape around it. Urban sprawl appears outside the walls as the city increases in size. If your building choices support agriculture, farmland blossoms around the city, and forests are cut back to make way for new works.

    Not all cities boast walls however, only provincial capitals. This gives the player a much greater range of battle types across a broader variety of settlements, and reduces the number of siege battles you’ll face compared to Shogun 2, which in turn keeps battle gameplay fresh and interesting. Across Rome II’s 49 different settlement, city and port-town battle maps, you’ll see a tremendous amount of urban battlefield variety while you’re storming your way through enemy provinces!

    http://wiki.totalwar.com/images/a/a3...ity_growth.jpg

    Spoiler Alert, click show to read: 
    Total War: Shogun 2 and its mod tool set, The Assembly Kit, are on the Steam Workshop. Check it out here.

    The formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA

  2. #2
    Archilles's Avatar Semisalis
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    Default Re: Dynamic city growth

    nice

  3. #3
    Evelien's Avatar Miles
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    Default Re: Dynamic city growth

    Amazing graphics ! Jusw saw it on Facebook.


  4. #4

    Default Re: Dynamic city growth

    Just need the link to work

  5. #5
    Epic28's Avatar Senator
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    Default Re: Dynamic city growth

    Is that an aqueduct traversing out from the city walls??

    Thanks for the info Will!
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  6. #6
    =Vastator='s Avatar Senator
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    Default Re: Dynamic city growth

    Yeah, link seems broken.
    BTW thanks !

    Edit: now it's working
    Last edited by =Vastator=; August 12, 2013 at 10:07 AM.
    Disclaimer: the post above is way way prealpha, the final version will be way better than this.

  7. #7
    Rhaegar1's Avatar Campidoctor
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    Default Re: Dynamic city growth

    As soon as the link works I will very vocal in my happyness about this shiny new feature. But in the meanwhile, is it possible to pretty please state something about how this will affect the moddability. Especially with regard to adding regions and cities? I think this will be very important with regard to someone who wants to add India to the map or Corinth or whatever tickles their spots.

    edit: oh it works now. Looks really nice CA, can't wait to make this the capital of my Gallic empire
    Last edited by Rhaegar1; August 12, 2013 at 10:11 AM.
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  8. #8
    Zipzopdippidybopbop's Avatar Barred from the Local
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    Default Re: Dynamic city growth

    Is this a Roman controlled or Greek controlled city? What happens if I conquer it as Carthage and expand the city? Does it change its appearance or remain the same, or even hybridise?

  9. #9

    Default Re: Dynamic city growth

    awesome!

  10. #10
    Sherm's Avatar Ordinarius
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    Default Re: Dynamic city growth

    In an image there is an huge forest, in the other there only some trees. This changed cause the player choiches? Seems that this change also the gameplay, the strategy and the tactics!!!

  11. #11

    Default Re: Dynamic city growth

    I really like the big cities. They look beautiful!
    "We will bring Rome to them not because of the strength of our legions, but because we are right"

    "The Romans had left marble and stone, brick and glory."

  12. #12
    High Fist's Avatar Vicarius
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    Default Re: Dynamic city growth

    Oh that's sweet! How long would it take for the city to grow to such a size (roughly)?

    Love
    the sub-urban sprawl too.
    Last edited by High Fist; August 12, 2013 at 10:20 AM.
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  13. #13
    craziii's Avatar Protector Domesticus
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    Default Re: Dynamic city growth

    ok this is completely off topic

    but are those mushroom shape tree forests passable/useable by an army? if not, I am extremely worried.
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  14. #14
    Biggus Splenus's Avatar Primicerius
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    Default Re: Dynamic city growth

    Thank you Will Lots of love
    Quote Originally Posted by craziii View Post
    ok this is completely off topic

    but are those mushroom shape tree forests passable/useable by an army? if not, I am extremely worried.
    Tree forest... are there any other types of forest? Camel forest perhaps?
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  15. #15

    Default Re: Dynamic city growth

    Quote Originally Posted by Miles Invictus View Post
    Is this a Roman controlled or Greek controlled city? What happens if I conquer it as Carthage and expand the city? Does it change its appearance or remain the same, or even hybridise?
    It has been stated several times already that a city will change cultural appearances once the owning faction starts upgrading it. IE the city will look Roman after Carthage takes it from Rome, but as Carthage keeps control and builds things the city will take on a Carthaginian look.

  16. #16
    Modestus's Avatar Protector Domesticus
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    Default Re: Dynamic city growth

    Looks very pretty but how does this impact on the tactical battles, in the first shot to the west of the city there is a beach so I should be able to land an army however in the final shot the beach has been absorbed into the city can I still land an army there?

    As cities grow the amount of space on the campaign map where you can have a field battle gets smaller so in practical terms as cities grow on the campaign map the distances between siege maps will shrink, is that correct?

  17. #17
    High Fist's Avatar Vicarius
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    Default Re: Dynamic city growth

    Quote Originally Posted by craziii View Post
    ok this is completely off topic

    but are those mushroom shape tree forests passable/useable by an army? if not, I am extremely worried.
    No. It's to limit what the AI can do so what they seems smarter. There was a thread on this a day or two ago.
    The only self-discipline you need is to finish what you sta-

  18. #18
    babydoc's Avatar Semisalis
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    Default Re: Dynamic city growth

    Hippodrome has wrong number of rows for seats.
    No buy for me.
    Thats it I had enough!

  19. #19

    Default Re: Dynamic city growth

    Amazing graphics!

  20. #20

    Default Re: Dynamic city growth

    Its fun, its beautiful, i like. Good job guys. But i am afraid for modding... it will be hard to do that in mods... :/
    RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
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