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  1. #1
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default The 10 things you want to see in Rome II

    Hello everyone, I'm doing a video for this site called (you guessed it) "The 10 things you want to see in Rome II" or something like that with maybe a shorter name for YouTube.

    Anyways, based on your feedback I will adjust this post to reflect what the list has on it. (kind of like a poll, but with any options you want)

    1 being the thing you want most, 10 being the thing you want least.

    Here are some basic rules:
    • You can list all 10 if you want or just as many things you want fixed as you can. (I will read every post an aggregate them based on feedback)
    • Don't post things like siege Ai, settlement AI, battle AI, naval AI (because this can all be categorized as Battle AI)
    • Please be fair, don't ask for your money back or something silly!
    • Keep it within the scope of the game.
    • It can be game fixes, tweakes or new features altogether.





    For those wondering how I did the list, I wrote down all the main points everyone had, added a weight to them (based on where in your list you put it) and added up the scores. Strangely enough the top 4 are all really really close to eachother

    Quote Originally Posted by DarrenTotalWar
    Ok guys, I've gathered all the info. 50 posts of good stuff. Video coming saturday. Thank you all for participating. I'm sure many of you will keep posting your fixes/desires later, but I cannot aggregate them aswell.

    I've hidden the list on the original post so people can't see the top 10 just yet I have explained how I've aggregated the scores though, so if you're bored enough you can read every single post and figure it out yourself!

    Thank you all!
    Just added up the new list, it's actually awesome, can't wait to do this video!

    Video is done, uploading in the morning, here is the thumbnail

    Spoiler Alert, click show to read: 
    Last edited by DarrenTotalWar; December 09, 2013 at 06:18 PM.

    Check out my latest video: Unit Expansion Mods

  2. #2
    Akrotatos's Avatar Vicarius
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    Default Re: The 10 things you want to see in Rome II

    1. Working (not even good) BAI
    2. Same for CAI
    3. Complete overhaul of battle mechanics. Blobs, 2km armored dashes, lack of loose formation, inability to throw javelins while staying still, no guard mode, f-ing useless face animations, tons of abilities, these things must go.
    4. FIX the transport ships and the happy cruises
    5. Give us something to remember our freaking generals
    6. Nerf the agents. They are stupid anyway. Champion? Really? Spy and assasin is the only agents needed. I remember in MTW when the spy would alert me of the plans of the AI!!!
    7. Fix civil wars to work like they did in MTW1
    8. Remove the unwalled cities nonsense.
    9. 1tpy should be 2tpy
    10. Ideally a family tree
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  3. #3
    GussieFinkNottle's Avatar Domesticus
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    Default Re: The 10 things you want to see in Rome II

    -Seasons/more than 1tpy
    -City view
    -Reduce treachery penalties, currently it is impossible to expand without becoming seen as untrustworthy
    -Make it easier to trade, and harder to ally
    -Fire at will for all units with javelins and guard mode for all units that can be turned on or off (so troops will chase rather than celebrate when enemies break)
    -unique faction intro videos and cutscenes
    -Far, far more events (those branching storylines talked about in development)
    -Fix night battles (kind of obvious what the biggest problem here is)

    basically this whole list, except engine-breaking things: http://www.twcenter.net/forums/showt...Rome-2-doesn-t
    Last edited by GussieFinkNottle; December 04, 2013 at 01:08 PM.
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  4. #4

    Default Re: The 10 things you want to see in Rome II

    -family tree
    -better politics
    -2tpy with seasons
    -faction intros
    -city view
    -more build slots
    -fire at will for jav armed infantry
    -build-able walls and roads
    -better tech tree (instead of unlocking stuff, make it more affordable? maybe?)
    -overhand anims for hoplites

  5. #5
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default Re: The 10 things you want to see in Rome II

    This is great guys keep em coming the more people that voice their opinion the more rounded a poll we will have!

    Check out my latest video: Unit Expansion Mods

  6. #6

    Default Re: The 10 things you want to see in Rome II

    Start again please, there ain't no fixin' it.

  7. #7
    Miles
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    Default Re: The 10 things you want to see in Rome II

    1. More in depth sieges (Like the aggressors having more in depth control over what siege equipment they use, sappers, etc.)
    2. Improved building chains (more emphasis on empire strength instead of only province strength)
    3. More settlement variants (Which is probably very likely to come out anyway)
    4. Make agents/generals worth something in the long term (maybe something like increased permanent advantages for your empire when leveled, or bloodlines where you can recruit partially leveled children of each agent or maybe have the children have beneficial traits already)
    5. Trade resources being worth something more than just money (each one has a benefit for some part of your empire, like quality leather increasing light armor)
    6. Better diplomacy options (like being able to give territory)
    7. Better politics (actually know what the hell is going on in your family/group, Civil war that is affected more by your choices than just where and when)
    8. Open field battles having more varied terrain (Cliffs, ponds, valleys, etc)
    9. Make it so naval battles don't feel like something I'd sooner auto-resolve than fight myself
    10. Better ally-player integration (like you're ally giving you a better signal if they are going to attack the point you set, instead of just saying 'YUP!' and then not doing anything)

  8. #8
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    Default Re: The 10 things you want to see in Rome II

    1) Make transports only recruitable at ports and beaten and/or sunk by any actual warships catching them unless they have escorting warships - This would both be historically accurate and improve gameplay by ending many AI armies spending more time at sea than on land - as well as desert tribes and steppe nomads with no shipbuilding or sailing abilities historically taking to the sea without even capturing a port that would have some shipbuilders and sailors in it first

    2) Make all settlements towns or larger and give them all walls - usually stone ones - exceptions Sparta and (if hill-fort settlements that provide little or no income but act as emergency forts can be put in) Britain - if hill forts can't be put in just give British settlements walls to represent them.

    The Total War map is only showing the most important settlement in each region - that was never, ever an unwalled village or hamlet. This will end the dull assaults on villages and also actually increase the number and size of battles - and reduce the number of assaults on towns or cities of any type - as the attackers will need time to either siege the place into surrender or else to build siege engines for an assault on the walls, which, as in Rome 1 and historically, will give relieving armies time to come and fight a field battle to try to break the siege - and in that battle the relieving army will be joined by the garrison.

    It's pointless giving all towns garrisons if you also take away their walls.

    And it's ridiculous to see major cand massively fortified cities like Syracuse and Jerusalem represented on the map as unwalled villages.

    3) Make all garrison units militia at least - no mobs - Just as its pointless to give settlements garrisons if they don't have walls, its pointless to give them garrisons made up of such useless units that they couldn't even defend the walls and cause some significant casualties to a besieging army if it assaults.

    4) Fix Siege AI so AI can use ladders, rams and siege towers as well as artillery at least as well as it did in Rome 1 and Medieval 2 (PLEASE NOTE - THIS DOES NOT MEAN GIVE THEM MORE TORCHES, NOR MAKE THE USE TORCHES MORE)

    5) Give everyone rams and non-barbarian factions siege towers from the start - the lack of them makes assaults dull and a ram was hardly something most cultures had trouble making by the 3rd century BC. The Carthaginians and Syracusans were using siege towers up to six stories high in sieges in Sicily in the lat 5th century BC (410-405 BC) so they should certainly be available to non-barbarian factions a century later in the 3rd century BC when Rome II starts (270BC?)

    6) Reduce attrition rates, especially for the besiegers in sieges - they're too high - in fact they could even be replaced with disease, desertion etc random events possible during a siege with a % chance of the attackers suffering it each turn based on the size of their army, whether their supply routes to friendly settlements are clear of enemy armies, fleets and garrisons etc rather than there always being automatic and high attrition for besieging forces.

    7) Reduce the effects of agent actions on armies, fleets and cities enough that you can have more spies without them unbalancing the game. (Very limiting to have so few spies for basic things like spying out who holds what city and where enemy armies are - and so few diplomats that you can't send them to find and contact far away peoples, but currently their powers are so great that more of them would wreck balance).

    8) Four Turns Per Year - everything currently takes too long and generals age too fast and are recalled too often

    9) Fix building effects so AI doesn't starve and building tree is less restrictive for player - there are too many and too high public order penalties and food costs for buildings

    10) Remove the historically irrelevant or minor or non-existent or out of period and client state / satrapy factions that slow the game down and often over-run major factions (Nasamones, Garamantines, Nova Carthago, Libya, Cyprus etc). Put in the massylae and the massassylae as two Numidian factions, implacably hostile to one another, and neutral to everyone else at the start. This would make it a bit more historically accurate and speed up the AI turns by reducing the number of factions. Gaetuli could stay in or be removed as a faction and replaced by mercenaries, as they never seem to have acted as anything but allies or mercenaries for Numidian kings.

    Proper Political System and ability to see details of political situation - In which it's possible to see what factors are acting for and against your and other political factions in your own kingdom/republic and what your options are and what the possible risks/rewards/ rough chances of each action you can take are. Having generals recalled suddenly with no explanation of why is about all the player currently sees of the political system.

    Re-do Civil Wars so existing generals , admirals, fleets and units take sides in it - and each side can recruit more and try to get the others' to change sides after that, rather than 20 stacks just appearing instantly

    Could consider reducing the number of Iberian and Gallic and German and Illyrian tribes too for the same reasons. You'd only really need two tribes of each type to represent them being divided - the existing confederation feature would give the possibility of them ending their divisions either that way or by one conquering the other by force. It'd also be better if there were paired factions initially hostile to each other for each group, to represent divisions and struggles for power among these factions - the main reasons they didn't form their own empires historically.

    Restore Diplomatic Options that were in Rome 1 and add others - especially Give/Offer settlement/region and Accept Or We Will Attack. Some of the new diplomatic options in Rome II are very nice new features, but why remove the options from Rome 1 that were nice too? Could also add in Cancel Non-Aggression Pact/Defensive/Offensive Alliance With (i forget whether that's in already or not now) and add in Attack Faction X, which requires an actual attack, not just a declaration of war to fulfill

    Make AI aggression dependent on how many settlements they hold, the strength of their armies and how many wars they already have going on

    Make sea battles more realistic - Aimneistus Naval Warfare mod is a good start (ramming by oared warships with rams does more damage, boarding more difficult etc). Adding in oar raking would be nice if possible.

    Trade between cities in the same empire and in different empires
    - as in Rome 1, rather than just between empires

    (Realistically of course this couldn't all be done in a single patch - but it's what id hope for in future patches)
    Last edited by Dunadd; December 11, 2013 at 10:50 PM.

  9. #9
    ChairmanCrassus's Avatar Semisalis
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    Default Re: The 10 things you want to see in Rome II

    1. A working family tree
    2. More complex political system
    3. Walls for all settlements
    4. Ability to change a factions capital (small towns can't rule the world!!!)
    5. Ability to absorb client states into your empire without a war
    6. A team chat button (so I don't have to type: /team)
    7. Fire at will mode for pila firing infantry (e.g. legionaries)
    8. Ability to build roads, highways, etc.
    9. Armies can travel much faster within their own territory (perhaps the Mediterranean can function in a similar fashion to the railroad in FOTS)
    10. A smaller user interface
    Interactive World Map from 3000BC to Present
    Interactive Scale of the Universe


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  10. #10
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    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by ChairmanCrassus View Post
    Ability to absorb client states into your empire without a war
    Not sure about that one. Sometimes a client king left his kingdom to Rome in his will and it all proceeded smoothly, but i think it sometimes led to some rebellions too. Maybe only a risk of it i leading to war rather than a 100% chance of it? If there was a detailed political system you'd be able to look at the client state's internal politics and the player and other AI factions could try to influence it...wait, i just woke up from that dream - and it was a tall order
    Last edited by Dunadd; December 03, 2013 at 09:29 PM.

  11. #11
    Letharius's Avatar Foederatus
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    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by Dunadd View Post
    1) Make transports only recruitable at ports and beaten and/or sunk by any actual warships catching them unless they have escorting warships - This would both be historically accurate and improve gameplay by ending many AI armies spending more time at sea than on land - as well as desert tribes and steppe nomads with no shipbuilding or sailing abilities historically taking to the sea without even capturing a port that would have some shipbuilders and sailors in it first

    2) Make all settlements towns or larger and give them all walls - usually stone ones - exceptions Sparta and (if hill-fort settlements that provide little or no income but act as emergency forts can be put in) Britain - if hill forts can't be put in just give British settlements walls to represent them.

    The Total War map is only showing the most important settlement in each region - that was never, ever an unwalled village or hamlet. This will end the dull assaults on villages and also actually increase the number and size of battles - and reduce the number of assaults on towns or cities of any type - as the attackers will need time to either siege the place into surrender or else to build siege engines for an assault on the walls, which, as in Rome 1 and historically, will give relieving armies time to come and fight a field battle to try to break the siege - and in that battle the relieving army will be joined by the garrison.

    It's pointless giving all towns garrisons if you also take away their walls.

    And it's ridiculous to see major cand massively fortified cities like Syracuse and Jerusalem represented on the map as unwalled villages.

    3) Make all garrison units militia at least - no mobs - Just as its pointless to give settlements garrisons if they don't have walls, its pointless to give them garrisons made up of such useless units that they couldn't even defend the walls and cause some significant casualties to a besieging army if it assaults.

    4) Fix Siege AI so AI can use ladders, rams and siege towers as well as artillery at least as well as it did in Rome 1 and Medieval 2 (PLEASE NOTE - THIS DOES NOT MEAN GIVE THEM MORE TORCHES, NOR MAKE THE USE TORCHES MORE)

    5) Make rams low level tech and siege towers only mid level - the lack of them makes assaults dull and a ram was hardly something most cultures had trouble making by the 3rd century BC

    6) Reduce attrition rates, especially for the besiegers in sieges - they're too high - in fact they could even be replaced with disease, desertion etc random events possible during a siege with a % chance of the attackers suffering it each turn based on the size of their army, whether their supply routes to friendly settlements are clear of enemy armies, fleets and garrisons etc rather than there always being automatic and high attrition for besieging forces.

    7) Reduce the effects of agent actions on armies, fleets and cities enough that you can have more spies without them unbalancing the game. (Very limiting to have so few spies for basic things like spying out who holds what city and where enemy armies are - and so few diplomats that you can't send them to find and contact far away peoples, but currently their powers are so great that more of them would wreck balance).

    8) Four Turns Per Year - everything currently takes too long and generals age too fast and are recalled too often

    9) Fix building effects so AI doesn't starve and building tree is less restrictive for player - there are too many and too high public order penalties and food costs for buildings

    10) Remove the historically irrelevant or minor or non-existent or out of period and client state / satrapy factions that slow the game down and often over-run major factions (Nasamones, Garamantines, Nova Carthago, Libya, Cyprus etc). Put in the massylae and the massassylae as two Numidian factions, implacably hostile to one another, and neutral to everyone else at the start. This would make it a bit more historically accurate and speed up the AI turns by reducing the number of factions. Gaetuli could stay in or be removed as a faction and replaced by mercenaries, as they never seem to have acted as anything but allies or mercenaries for Numidian kings.

    Proper Political System and ability to see details of political situation - In which it's possible to see what factors are acting for and against your and other political factions in your own kingdom/republic and what your options are and what the possible risks/rewards/ rough chances of each action you can take are. Having generals recalled suddenly with no explanation of why is about all the player currently sees of the political system.

    Re-do Civil Wars so existing generals , admirals, fleets and units take sides in it - and each side can recruit more and try to get the others' to change sides after that, rather than 20 stacks just appearing instantly

    Could consider reducing the number of Iberian and Gallic and German and Illyrian tribes too for the same reasons. You'd only really need two tribes of each type to represent them being divided - the existing confederation feature would give the possibility of them ending their divisions either that way or by one conquering the other by force. It'd also be better if there were paired factions initially hostile to each other for each group, to represent divisions and struggles for power among these factions - the main reasons they didn't form their own empires historically.

    Restore Diplomatic Options that were in Rome 1 and add others - especially Give/Offer settlement/region and Accept Or We Will Attack. Some of the new diplomatic options in Rome II are very nice new features, but why remove the options from Rome 1 that were nice too? Could also add in Cancel Non-Aggression Pact/Defensive/Offensive Alliance With (i forget whether that's in already or not now) and add in Attack Faction X, which requires an actual attack, not just a declaration of war to fulfill

    Make AI aggression dependent on how many settlements they hold, the strength of their armies and how many wars they already have going on

    Make sea battles more realistic - Aimneistus Naval Warfare mod is a good start (ramming by oared warships with rams does more damage, boarding more difficult etc). Adding in oar raking would be nice if possible.

    Trade between cities in the same empire and in different empires
    - as in Rome 1, rather than just between empires

    (Realistically of course this couldn't all be done in a single patch - but it's what id hope for in future patches)
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  12. #12

    Default Re: The 10 things you want to see in Rome II

    1) Nerf the North African tribes and give Carthage its provinces back. No, Carthage and Egypt should survive in every game. Just 95% of them.
    2) A gift province feature that allows you to give provinces to allies and clients and to bargain for peace with the AI by returning territory. I'd like to have a war that ends without me having to conquer every AI province.
    3) Fix transports by making them only recruitable at ports, giving combat stat reductions to units fighting on them, having public order and economic problems, and making them essentially one hit one kill.
    4) Fix the buggy siege maps where the AI cannot land all its troops by adding more landing zones or just scripting the AI to land before they attack a walled city
    5) An expanded political system that provides a real reason to interact with it
    6) More techs
    7) One/two turns per year option
    8) Remove the per class agent cap and make it a factionwide cap
    9) Much reduced agent action chances/effects (lol having spend thousands to clean up the mess caused by one guy)
    10) Ability to issue one ally goal per ally in a war

  13. #13
    Sun Jetzu's Avatar Vicarius
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    Default Re: The 10 things you want to see in Rome II

    1. better ui
    2. better ai
    3. removal of civil war
    4. removal of capture points
    5. more patches after 7
    6. more permanent free dlc's in the future
    7. free unit packs
    8.better naval battles
    9. reversal of how ambush battles used to be
    10. re-adding back stripped features
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  14. #14
    GussieFinkNottle's Avatar Domesticus
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    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by Sun Jetzu View Post
    3. removal of civil war
    9. reversal of how ambush battles used to be
    Gotta disagree with these 2. I don't want civil wars completely cut out, just improved, and I really like the new ambush battles, it is terrifying to be ambushed and it can give a small army a great opportunity. If you catch your enemy in a valley, dried riverbed or a narrow forest pathway, it can make for some really epic battles and is just as effective a tactic as it should be. Even on legendary, an attacking army can wipe out a much larger one, despite all the stat boosts, if they time their ambush attacks perfectly. My experience of new ambushes has been overwhelmingly positive
    Last edited by GussieFinkNottle; December 14, 2013 at 07:45 PM.
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  15. #15

    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by GussieFinkNottle View Post
    Gotta disagree with these 2. I don't want civil wars completely cut out, just improved, and I really like the new ambush battles, it is terrifying to be ambushed and it can give a small army a great opportunity. If you catch your enemy in a valley, dried riverbed or a narrow forest pathway, it can make for some really epic battles and is just as effective a tactic as it should be. Even on legendary, an attacking army can wipe out a much larger one, with all the stat boosts if they time their ambush attacks perfectly. My experience of new ambushes has been overwhelmingly positive
    I gotta agree with you I LOVE how they re-worked ambushes. I have a blast even when IM ambushed (and ive lost a few).

  16. #16
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    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by GussieFinkNottle View Post
    Gotta disagree with these 2. I don't want civil wars completely cut out, just improved, and I really like the new ambush battles, it is terrifying to be ambushed and it can give a small army a great opportunity. If you catch your enemy in a valley, dried riverbed or a narrow forest pathway, it can make for some really epic battles and is just as effective a tactic as it should be. Even on legendary, an attacking army can wipe out a much larger one, despite all the stat boosts if they time their ambush attacks perfectly. My experience of new ambushes has been overwhelmingly positive
    Agree. The ambushes are one of the things in Rome II that works (though i'm sure i remember something similar in either Rome 1 or medieval II mods - forget which)

  17. #17

    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by Dunadd View Post
    Agree. The ambushes are one of the things in Rome II that works (though i'm sure i remember something similar in either Rome 1 or medieval II mods - forget which)

    Yeah, that's one of the things I've come to appreciate. Have some issues with the use of force march triggering an automatic ambush - especially as the AI uses forced march a lot. But the maps and the battle style itself aren't things I'd like to see changed.

  18. #18

    Default Re: The 10 things you want to see in Rome II

    It's not 10 things, but...


    1. Siege AI on medieval II level atleast, or even better.
    2. Family tree.
    3. Upgraded political system, with more influence on Civil War.
    4. Upgraded Civil War, not simple stacks appearing from nowhere, but other factions of political tree rebeling, and some provinces going to them at the start of CV, instead of 1 settlement.
    5. Season changes in the main campaign.

  19. #19

    Default Re: The 10 things you want to see in Rome II

    1. Improved performance in battles for more players who are in the mid-range bracket for PCs. Will trade several thousand facial animations for more fps at a better detail level elsewhere.

    2a. Improved BAI. At the minimum, it shouldn't be going dead in sieges as it does far too frequently. Removing walls isn't the darned solution. Nor are capture the flag points.

    2b. Improved CAI. I came to the game with patch 7, so it seems to have lost a lot of odd behaviours listed in earlier reviews from what I've seen so far. But it still needs work.

    3. Rethink naval combat. It looks pretty with all that water, but it isn't working as a fun part of the game. When many players are autoresolving their way through to escape them, there's issues. Lots of them.

    4. Blitzkrieg pace of campaigning needs a hefty kick in the privates. More turns per game year and campaigning seasons would help, as would more walled cities.

    5. Fix the dancing around units do when they come into contact. Please? Some work's been done already to prevent the more obvious blobbing, but more needs to be done. The little individual fight sequences are fine and dandy when vaguely appropriate, but it's very silly to see entire armies break down into several thousand of them if the historical strengths were based around teamwork.

    6. Rethink what some of the faction splitting actually gives in terms of gameplay. Carthage rarely survives 30 turns into my games. The big daddy of the western Med gone because it's been neutered to create artificial 'factions'. What do they add?

    7. Guard mode as a toggle. Please. A toggle. Maybe not for all units, maybe not 100% reliable for all units (and much frustration that would cause but I like the idea in theory), but it's daft currently without it.

    8. Rethink how the balance of the tech tree impacts upon both the player and the AI. Tech tree is exceptionally crude and the AI can't handle the building required to mesh with it. Meshing into that are the basic design elements around which you've constructed the management part of the game.

    9. Give me an investment in those characters I have. I want to be mad that I lost my best general to the world's greatest assassin, not mildly miffed that the AI has for the 4th turn in succession killed yet another disposable member of the nobility while my only real defences against it are protecting another disposable member of the nobility on the other side of my kingdom. There's a balance to be struck between every general's a hero and having to micromanage to achieve it. The ambition multiplier is a good solution, but currently there's too many superheroes.

  20. #20
    Miles
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    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by Zeb77 View Post
    4. Blitzkrieg pace of campaigning needs a hefty kick in the privates. More turns per game year and campaigning seasons would help, as would more walled cities.
    This is a pretty good one. I'm typically a defender of the unwalled settlement idea, but honestly come mid-game I usually just surround an opposing faction with the same number of armies as they have settlements, and then declare war on them the next turn while capturing every single settlement at once. So what would've been a war turns into a bunch of starving half-stacks running around my newly garrisoned settlements, usually starving themselves to death before they get the courage to try to take back their land, instead of, you know, consolidating and attacking my weakest army. I can't be the only person who plays the game like that. The unwalled settlements make it even easier, since I usually only have maybe one place where the enemy is likely to put up a good fight, which is a province capital, even then half the time they don't leave it garrisoned.

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