Re: Narrative choices/ "Decision Paths" in TW:R2
You're welcome! Having played using the new Power & Politics patch, I've noticed events occurring such as plagues and a great fire which destroyed all of the buildings in one city. (Maybe they also happened before the patch - I'm not sure.)
Having played a bit more with the new DLC Empire Divided, I can show you some of the events I've seen when playing as Aurelian's Rome.
Here's a standard narrative choice, the type of event which can happen in the standard Grand Campaign as well as the Empire Divided one (you make a choice and discover the consequences in the following turn). As you can see, events like these tend to represent the attitudes and behaviour of ancient cultures (for example, in this scenario when your son-in-law has a problem with his wife, there is no option to simply talk to the people involved and to try to work out a solution):-
The following event seemed to be purely narrative, creating atmosphere for the player without any effect on the campaign and with no dilemma to resolve:-
There are also events which do have an effect on the campaign but which don't have a dilemma to resolve, like cult feasts:-
I was intrigued by this event, which had choices and (presumably) had effects on the campaign; it prompted me to look online for information about the Sibylline Books:-
As I see it, these kinds of events add atmosphere to the campaign, create opportunities (such as an event boosting public order in a recently conquered region), problems (such as a great fire wrecking a city) and prompting players to learn about the actual history. For writers of After Action Reports, they're a useful source of inspiration (in my Iceni AAR, I have sometimes used in-game historical events, such as the arrival of a refugee from a nearby tribe, as part of the story. I have also invented my own historical events, such as the incident involving the two cauldrons which caused a war in Chapter Twenty-six.)
Last edited by Alwyn; December 17, 2017 at 05:51 AM.