This whole thread is so

ing biased. I mean, seriously ?
And none of them worked. People tend to forget the only time AI used this was the famous
"Please do not attack - Accept or we will attack" ass-retarded non-sensical time-wasting diplomatic

. Diplomacy pretty much revolved around such nonsense as "Give me 20000 denarii - Become protectorate", then being attaked again by that faction next turn. Rinse and repeat for infinite money. Or the classic allies betraying you for no reason.
Entirely subjective as well as untrue. I would create every stinking happiness building in Rome 1, as well as destroy some of those that caused negative bonus and still all of my settlements would revolt late-game. Only solution was puprosedly losing the city, then recapturing and exterminating it for infinite money. Another one of those retarded Rome1 mechanics.
Basically these all come down to replenishing units, only you split it up into 3 arguments to make the list look longer. Not only that, but casualties actually do matter a lot in R2 because of the fact that you have less armies, so every single army is woth more. Also keep in mind that you get attrition in enemy territory (not in R1), and that your replenishment rate decreases based on your food income, to the point where you actually lose soldiers because of food shortage.
Seriously, this is an argument ? What's the next thing, unit design by Vincent Van Gogh ?
Which lost its effect because after a while you just knew which music would occur at what moment. "Before battle : Calm music, nothing going on. Order a unit to slightly adjust formation BOOM OMINOUS BATTLE MUSIC THEY HAD BEST GET IN FORMATION QUICKLY." (which actually reminds me of the dreaded circling units in phalanx formation always decided to do at the very last moment before enemy contact).)
Yes but smaller cities could still only build wooden walls so you would never fight a small city with a stone wall, and when you upgraded your city you automatically had better walls (well I never saw a huge roman city with wooden walls in my game in any case)
Also possible in Rome2 I believe, but I don't miss this as it comes over very artificial and it's obviously very unrealistic to know the exact number of units fighting for every unit.
Again subjective, I personally like this. Can't begin to describe how ridiculously boring and repetitive these late-game siege battles in R1 were. Fighting off Roman stack after Roman stack in a small, depopulated German village with a handful of cleverly placed phalanx units became so tiresome because every battle was exactly the same. Put phalanx units in the center of your town (or in "triangles" against the wall) and let the enemy charge itself to death. Rinse and repeat
every singly
ing turn. Also for those who played TATW, remember the endless Mordor stacks in Osigiliath you had to fight off every turn. 1 autoresolve was enough to destroy an entire campaign.
I personally think the R2 unit and building cards give a much more authentic feel than Rome1's UI. But obviously this is subjective as well.
Blah blah, the list goes on for what seems to be an eternity and when you get such retarded crticisms like
you basically get the point as to why this thread is so full of crap.