Does anyone have an explanation for the marked decrease in quality between Medieval II (and Rome 1) and the Rome II/Attila generation? You mean pre-warscape and post warscepe games? I don't just mean the actual battlemap -- which, I think we all recognize, has become a horrible mess. Units rout far too quickly and are affected by the routs of fellow units across the battlemap (not just nearby, as they were in Medieval II). Right, peasant militia should hold off men-at-arms while being charge by knights. This results in a rather annoying occurrence where, rather than the "wave of routs" one saw in Medieval II, after flanking one unit engaged in combat, then the next, then the next, units in Rome 2/Attila only really experience this half the time, and often rout before hand. You mean like during battle of Hastings Normans left wing start to collapse and need to be disengage and regroup? Or when whole Czech army collapsed after small force of knights detached to face flanking manoeuvre (soldiers thought that they were fleeing)? Do not get me wrong, I prefer slower paced battle, but Attila is much more closer to reall battles than Medievall 2 with To The Death morale. In addition, I don't know if anyone else experiences this, but I find that Medieval II was much more smooth, and that the handling/pathfinding of Rome2 and Attila is totally whack. At this point, I'm wishing I could return them. Good for you that you did not experince in any pathfinding issues in Med 2. I for example could not get any battering ram to gates of the inner city citadel.
On the campaign map, the Province system is far more limiting than the freedom of Medieval 2 and results in famously walled cities being defended by... men on a hill. Rather than the problem of constant sieges, we get a problem of constant urban fighting. Neither is very good, but at least the sieges would be more accurate. Not to mention the ahistorical way that the province system limits the amount of 1. Towns/Cities on the campaign map and 2. What can be built in each province. Right, the "freedom" of Rome and Med 2, right. What freedom are we talking again? The slots were already given with types of building so every settlement ends up being the same. What is ahistorical on current province system? Whole "building system and settlement system is totally made up in whole TW franchise.
Furthermore, the diplomacy has been limited, most strikingly by removing the "give/demand territory" option, which makes it very difficult to help allies in war without taking their territory (and thus crippling them for the rest of the game). One might argue that the point of the game isn't to help allies, but if my funds are limited, I do not want to hold far-off territory that will be difficult to protect., but AI You have manage to use this? I would like to but AI usually wanted settlement + ridiculous amount of money to say yes. And if you do not want to hold far away teritorie you can sack/loot/raze or subjugate said faction. Nobody is forcing you to ocuppy.
Speaking of protection, I feel that the Garrison system has been a problem since Empire. I much preferred having the player/AI have to construct limited units to protect a castle/city (even if they are just borderguards) than a magical army spawning whenever I come near that -- guess what -- also sallies out to help any armies nearby, despite being a "town defense" garrison. I do not understand the functional difference between the two. In addition, it results in towns being heavily fortified despite being in the safe part of an empire that a marauding horde would otherwise, historically, have taken advantage of because they were not well-defended and it would take time for an army to arrive. Walls without men to hold them is just wasting your money and time. In good old days your field army was only 10 - 25% of your drafted force. Rest was used as garrison and reserve force in case your campaign went horribly wrong. Said garrison force fulfil also role of the police force and keep brigands and rebellious nobles in check. Not to mention the logistic side of your campaign was truly limiting for number of your men you can take to the field.
So, does anyone have an explanation for this? Has CA tried to honestly address any of these complaints before (Attila's an expansion, so I didn't expect it to be MUCH better, but jeeze...)? If your answer is "warscape" can you be a bit more detailed and tell me why? I personally like most of the change to franchise and hope CA keep going in said direction. Med 2 is still cheap rip-off of Rome with same fancy graphic and I still think it killed my childhood. But of course, this is just my humble opinion.
Edit: Forgot about the weird tracers on arrows -- WHY?! To see the arrows and know who is firing on whom? Perhaps?