I've played strategy games for years, but had just sort of put off getting into the TW series for various reasons. A lot of my experience has been with various Matrix Games titles, such as:
http://www.matrixgames.com/products/....War.1861-1865
http://www.matrixgames.com/products/...perors.Edition
http://www.matrixgames.com/products/...'s.Edition
Most of these games are highly strategically oriented, though the FoF and CoG series do have a tactical battles engine too. It is hex- and turn-based and visually 'painful.' Not to mention that the tactical AI is remarkably gullible compared to the AI in RTW. Great games, but that are more akin to board games, but lots of fun.
Another one that I enjoyed was one that is probably on the verge of dying now, a turn-based modern mercenary combat simulator with a bit of a campaign to it.
http://www.matrixgames.com/products/...he.Jagged.Edge.
Imagine RTW set in a make believe 1990s African nation, and instead of commanding a 20-card "army" you command up to 10 mercenaries, each of whom has a certain number of slots for weapons, armor, ammo, etc. Then also imagine it is turn-based instead of real-time (which honestly is not such a bad thing given how often I tend to pause against the AI).
The other game that I've played the hell out of over the years was Civilization. I was a big fan of the series up to Civ 4. I couldn't do Civ 5 because of the Steam Exclusive distribution, not to mention it sounds like it was a real dog of a game
Probably my most favorite Civ experience ever (and I suspect Dvk will know what I'm talking about based on the centurion image in his signature pic) was the Rise of Rome scenario for Civilization 3 Conquests. It was an exceptionally well-balanced game that did a fine job of striking that perfect balance between playability, realism, challenge and winnability. I replayed that scenario many times to 'perfect' my grand strategy for the quick and efficient expansion of Rome.
So I've had a lot of fun with strategy games and tactical games (oh! another good tactical game is
http://www.gamersgate.com/DD-TWMBW/m...-blade-warband
RTW vanilla did an amazing job of blending virtually all the things I love about the games from these genres: historical realism, strategic dynamics, a turn-based element that allows for a 'meditative' analytical gaming experience, reasonably challenging campaign AI, reasonably attractive campaign map, intriguing growth/build/expand ecology to understand and master, and engrossing tactical dynamics.
So what about this mod? Roma Surrectum II?
Basically everything above, upped virtually to the max:
1. Much more enriched historical realism
2. Much more complex, compelling and yet (most impressively) balanced! and playable (esp. in the sense that the AI seems to 'get it') strategic dynamics
3. The campaign part of the game is _just_ the right amount of richer (the recruitable generals, the additional trade stuff, the additional buildings all the rich lore). Points two and three really must be highlight as exceptional accomplisments because, in my experience an all too common pitfall that really productive and capable modders tend to suffer from is 'throwing in the kitchen sink.' In sum, just including too much stuff, or stuff that somehow imbalances the game, esp. as regards the AIs ability to incorporate it into its 'thinking.' You guys have done one of the best jobs I have ever seen in my ~10 years of computer gaming at striking the perfect balance here! *applauds*
3. The vanilla campaign AI is reasonably challenging, but with the changes you guys have made, he seems to _know_ how to be a real pain in the ass! To be fair, it is true that with the zero turns production there does seem to be a -tad- too many new troops churned out, but then there were hundreds of thousands killed in the 2nd Punic War so maybe it is not really that imbalanced . . . Having said that, the ebb and flow of buiding and transporting troops to the hinterlands, restocking and preparing supporting 'armies' and coordinating their movements with the availability of commanders and the timing of city projects is just about the most perfect reflection of my understanding of how ancient era warfare really worked that I've yet seen. The only thing we are really missing here it seems is 'logistics,' but given the tendency of armies in this era to live off the land, perhaps that is not such an issue
. . . . Oh! BTW, for an EXCELLENT little strategic wargame that does a great job of reflecting Prussian era logistics and seasonal campaigning, check out
http://www.gamersgate.com/DD-ROP/rise-of-prussia
Difficult! game!
And then of course, we have what was clearly a major focus in the development of RSII (though quite commendably not THE focus!) the improved graphics . . . ASTOUNDINGLY WELL DONE gentlemen!!
I don't know if you guys touched the code for the tactical battles or not, but given that there are SO MANY new units, and that the AI can truly HANDLE them, you certainly did something very VERY right there too!
In sum, everything that Vanilla RTW did great, you elevated to superlatively great, and things that RTW vanilla neglected you brought in! Things that RTW included and which did not add much, you took out. All in all, you perfected this game.
I say all of this because, I love computer games. I'm convinced that we are at this stage in history at a watershed that is comparable (if not greater) in intellectual, artistic, philosophical and social signficance to the development of Writing / Alphabet in the ancient world, or the development of the Printing Press in more recent times. While this Information and Creativity Revolution is true of Information Technology as a whole, I believe that where it is really fascinating, and shows the greatest potential to transform and improve the human condition is in computer games. While tis true, RTW is 'just a silly game,' RSII is an example of just how rich, textured, engrossing and compelling one of those 'silly games' can be, and that precedent can be expanded to a wide-array of topics and themes, not all of which are strictly 'entertainment.'
I was very surprised to learn a year or so ago, that MMORPG game designs are being used in educational and training contexts: to train foreign language, to train emergency disaster preparedness personnel, to train emergency room staff, and of course, various branches of the military have been using games for literally centuries.
I believe that with the flowering of computer games of myriad genres, the potentials for this form of interactive learning to expand to a more and more broad diversity of niches is great. Imagine for an example, a sophomore in college (or high school for that matter) who instead of simply "taking Introductory Statistics" _Plays Introductory Statistics!_ I know it is hard to imagine how a topic like statistics (or chemistry or biology, but hmmmm, NOT history eh!?) could be captured in a computer game and harnessed into an educational context, and I admit I don't have all the details worked out, but I do think that we are at the dawn of this sort of thing happening.
While your mod does not directly lead to this sort of efflorescence of gamer culture as Modern Englightenment, by virtue of being an exemplary piece of art/science it sets a standard and undoubtedly plants seeds of high expectations and dreams into the minds of thousands of players young and old.
Plus it is a helluva lot of fun to play!![]()




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