and which does not seem to have changed in Attila, is the turn-based campaign system. Whilst it seems like it works, from a realistic point of view it given the human player an unnecessary advantage over the AI, in that the human player goes first.
Also, the fact that each country moves individually, means that strategic placement of units on maps is also defunct.
Scenario:
Red Star is Human player (though this can be AI, it's irrelevant really). As you can see, Red Star army wants to move to the river crossing marked.
Yellow Star is the enemy army; the commander of this army also wants to move to the river crossing as it is a very important strategic point to defend.
Now, Yellow Star army is clearly closer to the river crossing, however, due to a unseen-benevolent power, the commander of this army is unable to move until Red Star has moved.
Red Star army moves into position, reaching the riverbed first. When the Yellow Star army is finally allowed to move, they have to now attack the river crossing, rather than defending it. Unfortunately, this results in a loss for Yellow Star army.
Image
Solutions:
This is just one example where the turn based system fails... it makes strategic placement on the map a game of who-gets-to-move first. This not only affects the player but the AI fighting one another as well.
The only work-around solutions for this which I can think of is to go for a Real Time system, as seen in the Paradox series or alternatively a system where your moves are recorded and carried out (along with all of the AI) once end turn is pressed.
In the above scenario this would mean that the Yellow Star army reaches the river crossing first, as it should as they are damn well closer.
What are your thoughts? I doubt CA will ever address this issue, but I've been put off playing Total War games as a result of looking into this...![]()






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