View Poll Results: Which game has the better features (not graphics)

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  • I find Rome Total War a deeper, more immersive experience

    225 76.27%
  • I find Total War: Rome II a deeper, more immersive experience

    70 23.73%
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Thread: Everything Rome 1 had that Rome 2 doesn't

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  1. #1
    GussieFinkNottle's Avatar Domesticus
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    Icon4 Everything Rome 1 had that Rome 2 doesn't

    1000th post! Happy Guy Fawkes night everyone

    As a return to this site after a busy month when I haven't been able to post, I thought I'd like to weigh in on an ongoing debate that I've seen since the release of Rome 2: whether Rome 1 was more feature-rich or deeper. Most of the arguments I've seen are quite subjective, or made by assertions, like 'Rome 2 has way more stuff' or 'it's massively streamlined now'.

    Though there were some good arguments on both sides, particularly in these threads: http://www.twcenter.net/forums/showt...-II&highlight= and http://www.twcenter.net/forums/showt...-is-it-just-me I haven't yet found conclusive answers

    So finally, in a slightly different direction to those threads, (please don't merge this with them) to bring some conclusive evidence to show what the series has lost, this is an attempt to definitively list everything that was in the original 'Rome Total War' and is not in Rome 2 (features not units or buildings). The counterpart thread for everything in Rome 2 but not Rome 1 can be found here: http://www.twcenter.net/forums/showt...-Rome-1-didn-t. I personally find the older TW games to be a deeper (if somewhat less historically accurate, but don't make that the subject of this thread) experience, but there are valid reasons to prefer today's games, not least the graphics.

    This is a comparison between vanilla RTW and vanilla R2, no mods

    If I have missed anything please post it as well as debate and I will put it in the OP (I have added some of the ones in blackberryalpha's post and alQamar's which were not in mine, and a few from the Reddit thread, which incidentally, amended some of what I said, particularly on character immersion, so is not to be trusted as my full opinion:http://www.reddit.com/r/totalwar/com...snt/?limit=500). Also, please post, I'd like to know what people think! If you disagree with me then especially do post, it will make the thread more interesting.

    Here goes:

    -taxation controls for every individual province

    -roads of differing sizes and qualities were build-able on the campaign map (after all, what the real Rome was famous for)

    -trade happened between settlements within a faction as well as between factions, this internal trade giving the map a more 'living' feel as your empire's commerce circulated

    -unique faction intro videos

    -city view for every settlement

    -new engine for the game

    -a range boost for missile troops on high ground (R2 has damage boost instead)

    -fire at will for all units with missiles, including legionaries

    -guard mode and loose formation for all units

    -set capital

    -family tree and set heir

    -permanent forts that looked like a fort on the campaign map, not a ring of spikes

    -watchtowers

    -towns rioted a few turns before rebellions or revolts, and rebels would be unhappy citizens, not just slaves

    -some of the wounded on the winner's side recovering immediately after each battle, and casualties could be dead or wounded, not just always dead

    -formations were more cohesive, though patches have brought Rome 2 close

    -% of each side that were dead displayed by hovering over the balance of power bar

    -diplomatic options: give region, map information, attack faction, threatening diplomacy (accept or we will attack)

    -you could set the exact amount of money offered or demanded in a diplomatic transaction

    -all buildings constructed shown on the battle map

    -building sites on the battle maps of towns in the process of constructing something

    -senate missions, with rewards including money, gladiator games or races, public offices, senate standing, naval and land units

    -politics had more of an impact on the campaign (in my experience you can ignore Rome 2 politics with no adverse effects)

    -contextual and lengthy pre-battle speeches

    -characters last long enough to become useful before they die

    -immersive deep traits system with unlimited traits to give detailed characters, all traits came from experience not rpg-levelling

    -nicknames 'the brave', 'the mad', 'the great' etc.

    -more variation in portraits: it was very unlikely you would have two generals with the same face, even though you would have many more generals

    -character portraits aged and there were traits to do with age

    -more building freedom, with the ability to construct as many buildings as you liked in towns (up to about 30) and not limited to 5 in Rome itself, or 3 or 4 in minor settlements

    -normal buildings such as markets that would have been easily and regularly constructed don't require R2's protracted research research, so you are less constricted in your building options

    -more period-inspired HUD (not gonna get involved in the row over the unit/building cards though)

    -historical event messages, and historically timed natural disasters

    -plagues that made sense (from squalid places) and that occurred more often to liven the campaign map up as did all natural disasters

    -more detailed breakdown of income with lots more factors in income per settlement

    -more trade resources, multiple trade resources per region

    -graphs displaying progress of all factions in general terms as well as financial, military, territory, population and production.

    -more detailed breakdown of public order with more factors for both positive and negative

    -all three of the post invasion options gave tangible benefits, as opposed to occupy being the only viable option in R2: slaughter gave public order as they were terrified of you and instant money; but destroyed the population size, occupy gave a large population but had potential public order problems, enslave provided long-term money and trade resources so was kind of a half-way house

    -no crippling attrition when besieging (subjective whether this is a good thing or not, but encouraged you to build lots of siege engines for epic battles)

    -casualties actually mattered as you couldn't just stand in your territory for a turn or two to replenish them for free (and replenishment is much faster now than in NTW or S2 - this one is up for debate as to whether it is a good thing, but it is a fact that you couldn't heal your armies as quickly or at no cost in Rome 1)

    -unit experience decreased when fresh recruits were used to refill it, making casualties matter even more

    -retrain was available in every town with the relevant barracks

    -If units are completely surrounded with no hope of escape, they fight to the death and cannot rout

    -music composed by Jeff van Dyck (matter of opinion as to whether he is better, but he did win awards, including a Bafta)

    -music that reacts quickly and dramatically to events on the battlefield for immersion and 'hollywood' drama, as opposed to sometimes imperceptibly changing track on the OST

    -tunnelling under town walls to bring them down (sap points)

    -wall sizes were not automatically changed with settlement sizes: they were built independently, so large cities could have meagre defences, and smaller ones (if maxed out) could get decent ones e.g. stone walls. This led to more diversity and different challenges between cities

    -religion (especially in Barbarian Invasion)

    -all buildings in towns were flammable, and those destroyed had to be repaired on the campaign map

    -much easier unit merging (click and drag) to refill units, balance casualties or balance experience

    -slower paced battles (though patches have made this much better than at R2 release)

    -general can be seen ordering the units about with every command you give: signalling with his sword for movements and rearing up to order a charge. Rallying also caused him to rear his horse. (In R2 he only signals when moving his own unit, and then only sometimes)

    -no limits on armies

    -military forces not glued to generals, and captains could be promoted from the ranks to become generals if they served well

    -not broken up into piecemeal dlc

    -pirates as actual naval forces that can be fought not percentage penalties on income (an Illyrian pirate queen is one of the R2 loading screens, and fighting pirates was the main occupation of the Roman navy - where are the pirates?)

    -no automatic transports, so navies more useful

    -pikemen that use their pikes, in R2 the AI generally uses its pikemen as swordsmen (though gradually improving with patches)

    -bigger bonuses from traits and retainers ( unlike '5% better melee attack')

    -needed siege weapons for town assaults, gates couldn't be burned down by infantry, bigger walls required better siege engines, ladders had to be constructed

    -the abilities could have come come from training e.g. formations and attacks, they were not magical stat boosts like +10% attack or remove all fatigue

    -more land battles (as opposed to settlement battles)

    -civil war actually against the other families not generic 'senate loyalists', especially inappropriate if the player wants to preserve the republic

    -ongoing cutscene to show senators' reaction to you

    -brigands appeared on the map on rich trade routes

    -scorched earth from armies in hostile territory, devastation shown on map and had public order and income consequences

    -primary and secondary weapons for cavalry

    -units stayed closer together when routing, not turning into weird massive long single-file lines, and chasing routing units was not a micromanagement-fest

    -banners stayed above routing units so you could track them down and see their numbers and the factors affecting them, routing enemies were also shown on the minimap ('radar map'), so didn't require the chore of searching the battle map and examining the landscape to find them

    -it was much harder to 'shatter' units (rout but terrify them so much they cannot be rallied)

    -battle damage e.g. to walls had to be repaired afterwards on the campaign map, or it would remain in future battles

    -marginally bigger units: infantry 160 standard/240 largest, missile 160, cavalry 108 compared to R2's infantry 160 standard/200 largest, missile 120, cavalry 80

    -full page displays when needed (settlement details, diplomacy) and not obstructive when not needed (R2's massive tall empty unit cards box)

    -population (and the ability to do migration tactics by recruiting units and disbanding them elsewhere)

    -a more dynamic base for modding: it will be much harder to change core game mechanics with R2

    -units could disengage without massive casualties or men 'locked into' time-consuming combat animations that ensured they would be caught and killed

    -a video showing you the death of the general on either side, and a video showing wall and gate breaches

    -more spaced units so you can see the fighting

    -lots of (orangey-yellow) torches carried by troops in night battles to provide light, not one weird bright white spotlight on the unit commander like in R2

    -smoke trail behind torches and more visible one behind fire arrows

    -horses try to leap over spears and shields when charging

    -artillery is (realistically) less accurate

    -there are 10 historical battles, compared to the 4 in R2, 3 of those 4 have you playing as the Romans (+1 more historical battle with DLC. You play as Rome.)

    -more populated cities have related problems, like squalor, and related benefits, like a large recruitment pool, unlike R2 where settlement size and squalor are not linked, only specific buildings

    -elephants have more animations and throw men into the air with tusks and trunk

    -mounted units have more impact, and units look like they have more weight: the men sent flying from cavalry charges flail like men, rather than flying 10 feet like a paper doll

    -there is more room for tactics: usually you can manoeuvre with infantry and skirmishers and deploy cavalry in flanking attacks, and battles progress in stages. In R2, once one line breaks somewhere, the whole battle line routs quickly and there is little room for tactics (admittedly this one is quite subjective, feel free to dispute if this is not your experience)

    -agents have more distinct roles, less crossover between them (possibly more intuitive but again, that is opinion, not fact)

    -you have the option of a short campaign as any faction which is less of a long-term commitment, and can be completed in a few hours, or 1-2 days. Thus Rome 1 also catered to the casual gamer, addressing more directly than R2 both the casual and the hardcore player

    -videos for capturing a wonder

    -much less distorted map projection

    -distance to capital

    -map areas: sahara desert, tip of Sweden, modern day Belarus, Lithuania and Latvia, more of modern-day Ukraine and Russia

    -you could zoom out much further on the campaign map

    -fertility varying between regions, and the ability to get a good or bad harvest instead of a set income

    -the year and faction displayed when loading a campaign

    -cities with more than one culture's buildings in them

    -units visibly pushed siege engines to the walls, as opposed to just walking behind them while they magically move forwards

    -save battle replay saved exactly what happened (patches are improving this, but it is not yet fully fixed in Rome 2)

    -culture-specific advisers

    -culture-specific music

    -campaign map animations for natural disasters: volcanoes erupted, floodwater could be seen on the map, and the ground convulsed in earthquakes

    -far longer unit and building descriptions, with historical information

    -you could have multiple generals within one army

    -trade to every settlement, not just the capital, isolated settlements could still trade

    -disciplined troops such as Romans would form columns, stepping aside to allow other units to move or rout through them, so the cohesion of your formation was not disrupted when this unit crossover happened


    As a little aside, I'd also like to remind you of the things that have been removed that were in Medieval 2:

    -agent videos

    -armour cleanness deteriorated over the course of a battle, troops did not start out filthy

    -armour and weapon upgrades visibly changed the appearance of units' equipment

    -prisoner count displayed on in-battle HUD, not just victory screen

    -diplomatic options e.g. marriages

    -recruitment cool-down, limited pool of units to recruit from, as though reflecting a trained reserve






    And here is the full text I posted in the other thread as the opposite balance to this list:

    ''Right, as a counterpart to this thread: http://www.twcenter.net/forums/showt...Rome-2-doesn-t
    Where I listed all the Rome 1 features not in Rome 2, as I stated I will do, this thread is an effort to go through everything that is in the new game but wasn't in the original, to show why many prefer it. There is an impressive array of features added, even if a lot has been cut. In fact, despite being the game that cut the most, Rome 2 is also the game that invented the most new features since the original Rome. I also here endeavour to combat the flak aimed at me in the other thread as not able to see both sides.

    Please contribute if you see things I've missed out (I have added some that Pontic Pontus and Dunadd suggested), or discuss the relative merits of the two games

    To highlight what is completely new, features that have not been seen before are unformatted, those that have been in TW games since Medieval 2 are in bold, features that have been in since Empire/Napoleon are underlined and features that were in Shogun 2 are in italics

    So here, all in one place is my comprehensive 'in Rome 2 but not in the original Rome' feature list:

    -Legions and legion legacy/history

    -Army naming and banner customisation

    -Cinematic camera without HUD

    -Line of sight

    -Stances: forced march, muster, raiding, fortified (though RTW had forts separate from armies, that could be garrisoned by different armies)

    -Transports (debatable benefit)

    -Wonders not included in original 7 e.g. Stonehenge

    -Political parties

    -Territorially unified Rome

    -Slums

    -Some faction-dependent mercenaries

    -Differentiation between client states and satrapies, not just generic vassals

    -Ability to levy soldiers from satrapies

    -Ability to select upgrades, specialise armies

    -117 factions plus rebel and slave emergent factions

    -More playable factions: every playable Rome 1 faction (3 Romans, 1 Carthage becomes 3, Gallic tribe, German tribe, Brittanic tribe, Seleucids, Egypt, Greek cities, though DLC, are 3 playable factions (Athens, Sparta, Epirus) and 3 non-playable ones (Syracuse, Rhodes, Pergamon) instead of 1, Parthia) plus Macedon, Pontus, 3 steppe tribes in DLC, 3 Gallic tribes in DLC

    -Playable barbarian factions are real tribes: Iceni, Suebi, Arverni instead of Britannia, Germania and Gaul

    -Families and civil wars for all factions

    -Carthage a republic

    -More units (around 3x as many)

    -200 naval units

    -Navies can attack and capture coastal settlements, as well as reinforce land forces near a coast or besieging a coastal city

    -More factors affect diplomacy e.g. you were nice to my ally/you had a war with my trade partner

    -Ability to give general orders to AI-controlled allies e.g. ‘defend here’

    -Edicts

    -Recruit directly into armies rather than from settlements

    -African and Asian elephants (since patch)

    -Province/region system to aid management

    -New formations, such as shieldwall (but this was in BI), defensive testudo and differentiation between hoplite and Macedonian phalanxes

    -More city variants and 5 unique cities based on their historical counterparts

    -Option of Republic or Empire after civil war, not just Empire

    -Cultural and Economic victories, and victory conditions include allies, client states and satrapies

    -Full-screen strategic overview map

    -Multiple capture points in cities

    -CoH-style victory countdown for capturing cities and victory points

    -Limited armies intended to give bigger, more decisive battles (and I have found I am fighting larger battles, though some have not)

    -Navigable rivers

    -Sea regions, that can be neutral, hostile, contested, shared or controlled, each with different bonuses and penalties

    -Seleucid, Ptolemaic, and Carthaginian Empires broken up into satrapies/client states

    -More weather and lighting effects

    -New siege engines e.g. wall ram

    -Historical storyline to follow with money rewards

    -Map effects e.g. clouds

    -Replenishment for fleets at sea in friendly regions

    -Barbarian confederations

    -Selection of generals' bodyguards and admirals to choose from, in Rome 1 there were at most 2 different generals' bodyguards per faction and you could not choose between them

    -Female Agents

    -Naval mercenaries

    -Better graphics

    -Battle Prisoners, enslave prisoners, more detailed slavery mechanics

    -1 v 1 animations and wounded animations

    -More historical figures

    -New ammunition types: poisonous or exploding catapult ammo, flaming javelins etc.

    -Height, appearance and equipment differences between men within a unit

    -Dirt on units and (with dlc) blood

    -Deployables in battle
    e.g. caltrops, spike pits, barricades, stakes, burning bales (fireballs)

    -Bigger map, including Upper Egypt (counter-intuitively further south) Arabia, Caledonia, Media, Parthia, Persia, Bactria, Indian Ocean and Aral Sea

    -Warscape

    -Save campaign battle replay

    -'Intelligent zoom' (N)

    -Exempt provinces from tax

    -Automatic garrisons in towns, separate from the field armies

    -Cavalry mount/dismount toggle

    -Attrition in harsh climates, when starving or when besieging/under siege (only attrition under siege was in the original Rome)

    -More graphical effects and shader options

    -More cultures (e.g. Illyrians, African Tribes, Sarmatians, Arabs) with their own units and building varieties

    -Diplomacy with every faction, not just the ones you have an agent nearby (Rome 1 diplomats)

    -Agents can do more actions and have crossover roles

    -Villages on battle maps not in a settlement

    -Numerical breakdown of diplomatic relations

    -Soldiers and horsemen leap over (and break) low walls, fences, hedges and market stalls

    -Better researched units and equipment

    -Tech tree – 3 branches, and faction-specific

    -No areas start out as rebels (no faction cap)

    -Slow motion

    -Unit replenishment instead of retrain, though units can be retrained to upgrade them

    -New battle modes: coastal battles, port sieges, naval battles, more developed ambushes

    -Diplomatic options: join war against, non-aggression pact, defensive alliance, war target, satrapies or client states instead of protectorates

    -Prestige (now called Imperium and resulting in agent, edict and army cap boosts)

    -Remove HUD option for screenshots

    -Torches to burn down gates (debatable benefit)

    -Bars as well as numbers to show health of units

    -Indicators on flags of morale, active effects and fatigue

    -Dilemmas
    and subjects

    -Ability to give control of some units to the AI

    -Wildlife (other than birds)

    -More group formations and grouped-units options

    -More abilities and generals’ bonuses are dependent on their attributes

    -Food supply in campaign

    -Ability to move units while hidden

    -DX11

    -General and agent skill trees''
    Last edited by GussieFinkNottle; July 26, 2014 at 10:53 AM.
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  2. #2
    Sharpe's Avatar Praeses
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    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Invariably a thread like this will be hugely biased.

    I'm just going to pick a few points to show you what I mean.

    more land battles
    This totally depends on who you play as - Try Baktria, not a naval battle in sight.

    not broken up into piecemeal dlc
    Like every game circa 2003/2004. Rome 2 has DLC now in 2013 like every game circa 2012/2013. It's called a trend - remember when you could download extra missions for Doom via phone in '96?

    music that reacts to events on the battlefield for immersion and 'hollywood' drama
    R1 had better situational timing, but the music ain't as good.

    This is my favourite TW piece ever:



    It's epic, when that sweep comes in and you might be making a decisive move with your Companions or whatever.. feels good man.

    -buildings that should be easy to construct don't require 30 turns' research, so you are less constricted in your building options
    At the same time you could argue that the R2 system is far deeper as it requires provincial and factional specialization. Do you make a region a breadbasket or a military zone?

    -more variation in portraits: it was very unlikely you would have two generals with the same face, even though you would have many more generals
    Dem bald Romans

    -fire at will for all units with missiles, including legionaries
    This should be in.

    military forces not glued to generals
    This killed campaigns, even worse in the pre-patch R1, hundreds of captains with single units of Hastati running around is not fun to fight.

    bonuses not measly ('5% better melee attack')
    Stack them - in my current Carthage campaign my mercenaries are cheaper than my normal troops due to stacking abilities making them cheaper.

    -casualties actually mattered as you couldn't just stand in your territory for a turn or two to replenish them for free (and replenishment is much faster now than in NTW or S2)
    At the same time you could build unlimited men so casualties didn't matter. Once you controlled the Aegean as Greece in R1 you could pump out twenty stacks of Armoured hoplites and Greek Cav and steamroll the world.

    There is loads more, but there is a serious case or rose-tint going on. R1 was amazing, but I have a feeling most people here were like 12/13 when it came out and are little too nostalgic for it.

  3. #3

    Icon1 Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by Sharpe View Post
    There is loads more, but there is a serious case or rose-tint going on. R1 was amazing, but I have a feeling most people here were like 12/13 when it came out and are little too nostalgic for it.



    You really don't know what you're talking about. I suspect you're really only 12 or 13.
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
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    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

  4. #4
    Sharpe's Avatar Praeses
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    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by stackero View Post



    You really don't know what you're talking about. I suspect you're really only 12 or 13.
    About the response I expected, would have made me a small child when the game came out. Dat logic, how indicative.

  5. #5

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by Sharpe View Post
    About the response I expected, would have made me a small child when the game came out. Dat logic, how indicative.
    Yes. I would. Makes sense. Your statement is oh so indicative of such.
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
    EB2 needs modders. click The EBII Recruitment thread, mod Medieval 2 for ancient eras.
    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

  6. #6
    Dago Red's Avatar Primicerius
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    Default Re: Everything Rome 1 had that Rome 2 doesn't

    My, how the mighty have fallen.

    Pretty comprehensive list you have here, and these are not middling unimportant factors. Depth is a matter of many intricate thins working together both on the surface and behind the curtain. You always got the sense there was more to discover about how Rome I worked. In Rome II, there's just more to discover about how it doesn't.

    Thank Zeus I'm going out to a party all night and won't have the temptation to subject myself to it's endless disappointment.

  7. #7

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by Dago Red View Post
    My, how the mighty have fallen.

    Pretty comprehensive list you have here, and these are not middling unimportant factors. Depth is a matter of many intricate thins working together both on the surface and behind the curtain. You always got the sense there was more to discover about how Rome I worked. In Rome II, there's just more to discover about how it doesn't.

    Thank Zeus I'm going out to a party all night and won't have the temptation to subject myself to it's endless disappointment.


    Good post.

    Oh yes, great idea, wait for me. Cheers
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
    EB2 needs modders. click The EBII Recruitment thread, mod Medieval 2 for ancient eras.
    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

  8. #8

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by GussieFinkNottle View Post
    1000th post!

    As a return to this site after a busy month when I haven't been able to post, I thought I'd like to weigh in on an ongoing debate that I've seen since the release of Rome 2: whether Rome 1 was more feature-rich. Most of the arguments I've seen are quite subjective, or made by assertions, like 'Rome 2 has way more stuff' or 'it's massively streamlined now'.

    Though there were some good arguments on both sides, particularly in these threads: http://www.twcenter.net/forums/showt...-II&highlight= and http://www.twcenter.net/forums/showt...-is-it-just-me I haven't yet found conclusive answers

    So finally, in a slightly different direction to those threads, (please don't merge this with them) to bring some conclusive evidence to show what the series has lost, this is an attempt to definitively list everything that was in the original 'Rome Total War' and is not in Rome 2 (features not units or buildings). If this thread garners interest and debate I may try to make a thread with all the features in Rome 2 not in Rome 1. I personally find the older TW games to be a deeper (if somewhat less historically accurate, but don't make that the subject of this thread) experience, but there are valid reasons to prefer today's games, not least the graphics.

    This is a comparison between vanilla RTW and vanilla R2, no mods

    If I have missed anything please post it as well as debate and I will put it in the OP. Please post, I'd like to know what people think!
    Here goes:

    -taxation controls for every individual province

    -roads of differing sizes and qualities were build-able on the campaign map (after all, what the real Rome was famous for)

    -trade happened between settlements within a faction as well as between factions, this internal trade giving the map a more 'living' feel as your empire's commerce circulated

    -unique faction intro videos

    -city view for every settlement

    -a range boost for missile troops on high ground

    -fire at will for all units with missiles, including legionaries

    -guard mode and loose formation for all units

    -seasons

    -set capital

    -family tree and set heir

    -permanent forts that looked like a fort on the campaign map, not a ring of spikes

    -watchtowers

    -some of the wounded on the winner's side recovering after each battle

    -formation fighting instead of blobbing

    -% of each side that were dead displayed by hovering over the balance of power bar

    -diplomatic options: give region, map information, attack faction, threatening diplomacy (accept or we will attack)

    -all buildings constructed shown on the battle map

    -building sites on the battle maps of towns in the process of constructing something

    -senate missions, with rewards including money, gladiator games or races, public offices, senate standing, naval and land units

    -contextual and lengthy pre-battle speeches

    -characters last long enough to become useful before they die

    -immersive deep traits system with unlimited traits to give detailed characters, all traits came from experience not rpg-levelling

    -nicknames 'the brave', 'the mad', 'the great' etc.

    -more variation in portraits: it was very unlikely you would have two generals with the same face, even though you would have many more generals

    -character portraits aged and there were traits to do with age

    -more building freedom, with the ability to construct as many buildings as you liked in towns (up to about 30) and not limited to 5 in Rome itself

    -buildings that should be easy to construct don't require 30 turns' research, so you are less constricted in your building options

    -more atmospheric HUD (not gonna get involved in the row over the unit cards though)

    -historical event messages, and historically timed natural disasters

    -plagues that made sense (from squalid places) and that occurred more often to liven the campaign map up as did all disasters

    -better breakdown of income with lots more factors in income per settlement

    -more trade resources, multiple trade resources per region

    -better breakdown of public order with more factors for both positive and negative

    -all three of the post invasion options gave tangible benefits, as opposed to occupy being the only viable option in R2: slaughter gave public order as they were terrified of you but destroyed the population size, occupy gave a large population but had potential public order problems, enslave provided long-term money and trade resources so was kind of a half-way house

    -no crippling attrition when besieging (subjective whether this is a good thing or not, but encouraged you to build lots of siege engines for epic battles)

    -casualties actually mattered as you couldn't just stand in your territory for a turn or two to replenish them for free (and replenishment is much faster now than in NTW or S2)

    -unit experience decreased when fresh recruits were used to refill it, making casualties matter even more

    -retrain was available in every town with the relevant barracks

    -music that reacts to events on the battlefield for immersion and 'hollywood' drama

    -tunnelling under town walls to bring them down (sap points)

    -wall sizes independent of settlement size

    -religion (especially in Barbarian Invasion)

    -all buildings in towns were flammable, and those destroyed had to be repaired on the campaign map

    -unit merging to refill units or balance casualties

    -slower paced battles (though patches have made this much better than at R2 release)

    -numbers on unit cards (same as above)

    -no limits on armies

    -military forces not glued to generals

    -not broken up into piecemeal dlc

    -pirates as actual naval forces that can be fought not percentage penalties on income (an Illyrian pirate queen is one of the R2 loading screens, and fighting pirates was the main occupation of the Roman navy - where are the pirates?)

    -new engine for the game

    -no automatic transports, so navies more useful

    -pikemen that use their pikes

    -bonuses not measly ('5% better melee attack')

    -needed siege weapons for town assaults, gates couldn't be burned down by infantry, bigger walls required better siege engines

    -abilities that could come from training e.g. formations and attacks, not magical stat boosts

    -more land battles

    -civil war actually against the other families not generic 'senate loyalists', a particularly annoying term if you want to preserve the republic

    -ongoing cutscene to show senators' reaction to you

    -brigands appeared on the map on rich trade routes

    -scorched earth from armies in hostile territory, devastation shown on map and had public order and income consequences

    -units stayed together when routing, not turning into weird massive long single-file lines, and chasing routing units was not a micromanagement-fest

    -routing enemies were shown on the minimap ('radar map') so didn't require the chore of searching the battle map and examining the landscape to find them

    -marginally bigger units: infantry 160 standard/240 largest, missile 160, cavalry 108 compared to infantry 160 standard/200 largest, missile 120, cavalry 80

    -full page displays when needed (settlement details, diplomacy) and not obstructive when not needed (R2's massive tall empty unit cards box)

    -population (and the ability to do migration tactics by recruiting units and disbanding them elsewhere)

    -a more dynamic base for modding: it will be much harder to change core game mechanics with R2

    As a little aside, I'd also like to remind you of the things that have been removed that were in Medieval 2:

    -agent videos

    -armour cleanness deteriorated over the course of a battle, troops did not start out filthy

    -armour and weapon upgrades visibly changed the appearance of units' weapons

    -prisoner count displayed on in-battle UI

    -diplomatic options e.g. marriages

    Excellent and accurate list. Needs a rep
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
    EB2 needs modders. click The EBII Recruitment thread, mod Medieval 2 for ancient eras.
    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

  9. #9

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Good OP, deserves a +rep. Cheers
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  10. #10

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    it's not biased he just gives you the facts and I tend to agree. look at the freaking list of nice features we lost since RTW and like you said it's 2013 so how's it a good thing?

  11. #11

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    My own list I was making.

    · When the general dies in battle it zooms to him.
    · Soldiers have space between them and you can see the fighting.
    · In night battles multiple soldiers carry torches.
    · Torches and flaming arrows leave a short smoke trail.
    · When charging, the first row of horses leaps at the enemy.
    · Horses faced with spears and pikes will rear up.
    · Horses will whinny when in combat and dying.
    · There are more historical battles.
    · Combat is slow enough to use tactics instead of frantically clicking abilities and orders.
    · You can build watchtowers and forts on the map.
    · Banners in battle don’t look out of place and aren’t covered in glowing lights and circles.
    · The UI is historical and period specific.
    · The Senate system is intuitive and relevant.
    · Agents have intuitive defined roles.
    · There is a family tree.
    · There is a short game and a long game option.
    · There is hotseat multiplayer.
    · A population mechanic is in the game and intuitive. More population is harder to control.
    · You can build many more different buildings in each city including walls. They are all intuitive without illogical penalties. You’re not limited to a 4 or 6 sad slots.
    · Religion is represented in the game.
    · Characters acquire traits by their actions on the map and in battle. You don’t customize them with endless miniscule percentages.
    · Characters have a loyalty, command, management, and influence rating that is intuitive.
    · Mounted units have a real sense of impact especially elephants.
    · Artillery isn’t laser accurate and OP.
    · Armies and navies can be commanded without a character.
    · The music is much better and changes depending on what is happening.

  12. #12

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    I agree with almost everything (+ rep) however I certainly disagree about chasing routing armies.

    Rome had the most annoying micromanagement for chasing routers in any TW game to date. Your cav would slow down and follow the routers, trying to keep up with the last man in the unit, rather than charging through the entire group of men. The only way to counter this was to give them a move command right through that group of enemies, and once they were in the middle of a mass of routers, you could then give them an attack command and they would start killing.

  13. #13

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by Unwelcome Guest View Post
    I agree with almost everything (+ rep) however I certainly disagree about chasing routing armies.

    Rome had the most annoying micromanagement for chasing routers in any TW game to date. Your cav would slow down and follow the routers, trying to keep up with the last man in the unit, rather than charging through the entire group of men. The only way to counter this was to give them a move command right through that group of enemies, and once they were in the middle of a mass of routers, you could then give them an attack command and they would start killing.
    You still need to do that in Rome II sometimes....

  14. #14

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by blackberryalpha View Post
    My own list I was making.

    · When the general dies in battle it zooms to him.
    · Soldiers have space between them and you can see the fighting.
    · In night battles multiple soldiers carry torches.
    · Torches and flaming arrows leave a short smoke trail.
    · When charging, the first row of horses leaps at the enemy.
    · Horses faced with spears and pikes will rear up.
    · Horses will whinny when in combat and dying.
    · There are more historical battles.
    · Combat is slow enough to use tactics instead of frantically clicking abilities and orders.
    · You can build watchtowers and forts on the map.
    · Banners in battle don’t look out of place and aren’t covered in glowing lights and circles.
    · The UI is historical and period specific.
    · The Senate system is intuitive and relevant.
    · Agents have intuitive defined roles.
    · There is a family tree.
    · There is a short game and a long game option.
    · There is hotseat multiplayer.
    · A population mechanic is in the game and intuitive. More population is harder to control.
    · You can build many more different buildings in each city including walls. They are all intuitive without illogical penalties. You’re not limited to a 4 or 6 sad slots.
    · Religion is represented in the game.
    · Characters acquire traits by their actions on the map and in battle. You don’t customize them with endless miniscule percentages.
    · Characters have a loyalty, command, management, and influence rating that is intuitive.
    · Mounted units have a real sense of impact especially elephants.
    · Artillery isn’t laser accurate and OP.
    · Armies and navies can be commanded without a character.
    · The music is much better and changes depending on what is happening.


    Another good one. got to rep
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
    EB2 needs modders. click The EBII Recruitment thread, mod Medieval 2 for ancient eras.
    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

  15. #15

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by blackberryalpha View Post
    My own list I was making.
    · There is hotseat multiplayer.
    It was introduced in MTW2:K, not counting mods.

  16. #16
    Libertus
    Join Date
    Nov 2011
    Location
    Somerset, UK
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    Default Re: Everything Rome 1 had that Rome 2 doesn't

    I've played Rome1 for years and love it - still playing it. I was so hoping Rome2 would be better.

    But I played Rome2 the other night and in 15 minutes went through 20 years of Campaign, only to think "What can I control in this?" - Answer: nothing really. I was just clicking 'End Turn' waiting for the chance to be able to do something that made a difference.

    In Rome1 it'd take me all night to play 1 year of Campaign, there was so much to look out for.

    So I removed Rome2 from my disc today. There's a lot better uses for 20Gigs of disc space.

  17. #17

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by BattlerBritain View Post
    I've played Rome1 for years and love it - still playing it. I was so hoping Rome2 would be better.

    But I played Rome2 the other night and in 15 minutes went through 20 years of Campaign, only to think "What can I control in this?" - Answer: nothing really. I was just clicking 'End Turn' waiting for the chance to be able to do something that made a difference.

    In Rome1 it'd take me all night to play 1 year of Campaign, there was so much to look out for.

    So I removed Rome2 from my disc today. There's a lot better uses for 20Gigs of disc space.
    I don't see how it's physically possible to spend all night in Rome 1 deciding what to do with 4-5 settlements, at best that you start with, when a year in Rome 1 is... 2 turns? Yet you couldn't find stuff to control within 20 turns in Rome 2?

  18. #18

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by krisslanza View Post
    I don't see how it's physically possible to spend all night in Rome 1 deciding what to do with 4-5 settlements, at best that you start with, when a year in Rome 1 is... 2 turns? Yet you couldn't find stuff to control within 20 turns in Rome 2?
    Shocking, someone stopped playing R2, nay more shocking, they choose Rome 1 to replace it. What is wrong with people?
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
    EB2 needs modders. click The EBII Recruitment thread, mod Medieval 2 for ancient eras.
    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

  19. #19
    Sharpe's Avatar Praeses
    Join Date
    Jun 2008
    Location
    London
    Posts
    8,876

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    My favourite thing about Rome 1 is when you used autoresolve as the Romans you would win and only lose about 40 men. Made campaigns so much easier.

  20. #20

    Default Re: Everything Rome 1 had that Rome 2 doesn't

    Quote Originally Posted by Sharpe View Post
    My favourite thing about Rome 1 is when you used autoresolve as the Romans you would win and only lose about 40 men. Made campaigns so much easier.
    What the hell is autoresolve? And who would use it to make a game easier?(sarcasm)
    Need your Rome itch scratched. Head for Total War: eras Forum. Your Empire Beckons.
    RS2,EB1,RTR,SPQR,Diadochi,RTH,Troy,IBFD,Hegemonia City States,77BC FRRE,more.
    EB2 needs modders. click The EBII Recruitment thread, mod Medieval 2 for ancient eras.
    (Now a community service announcement) Feel you're being cheated and deceived by bad game releases? Let us agree, no preorders from any company known to release incomplete games. Wait for the game to come out to decide. This will eventually cut down on bad releases and reduce forums that pit fellow gamers against one another.

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