Total War series

Agraza

Registered Hutt
6,890
521
I'm usingSTIMatm, it has some balance changes and an optional 2 turns per year (2TPY), which I'm using. I'm a huge advocate of 2TPY now. Experience scaling for agents and leaders might need to be toned down a tiny bit, but I can actually invest some time into making a general rank 7 or 8 before they kick the bucket. It's nice. I got to have some night battles which is a trait nested in cunning I hadn't noticed before. Cunning is by far my favorite followed by authority so I can walk far and project my ZOC wide.

I'm also using a mod or two to prevent that stupid crazy trait chain from occurring. It is supposed to activate based on your generals idling in settlements, and it's way too common. If the military presence bonus to public order applied from my presence in the province and not the settlement it would make more sense. I need those guys to stabilize new conquests and defend my borders, but they go crazy doing it.
 

Apostolos

Golden Knight of the Realm
430
219
I just got the new one and I have only one real question so far. I am still in the beginning tutorial campaign and I went into a fight with the guys down south of Capua. When I get close to the city, the enemy slingers are shooting me from literally 3 times the distance that my own slingers are showing. I mean I LITERALLY 3 times the distance. Is that normal or is this some kind of known bug?
 

Denaut

Trump's Staff
2,739
1,279
I just got the new one and I have only one real question so far. I am still in the beginning tutorial campaign and I went into a fight with the guys down south of Capua. When I get close to the city, the enemy slingers are shooting me from literally 3 times the distance that my own slingers are showing. I mean I LITERALLY 3 times the distance. Is that normal or is this some kind of known bug?
Hmm, I have never seen or even heard of that happening. Is it a walled city? Are you certain it is the enemy slingers that are hitting you and not the Wall towers.

I don't remember the prologue/tutorial very well, but I don't recall the main Roman army having slingers in it, just javelins. Maybe you have Javelins and they have slingers? That would explain the range disparity since the missile unit ranges go Javelin > Archer > Slinger with Archers having about 2x the distance as Javelins and slingers 3x.
 

Apostolos

Golden Knight of the Realm
430
219
Hmm, I have never seen or even heard of that happening. Is it a walled city? Are you certain it is the enemy slingers that are hitting you and not the Wall towers.

I don't remember the prologue/tutorial very well, but I don't recall the main Roman army having slingers in it, just javelins. Maybe you have Javelins and they have slingers? That would explain the range disparity since the missile unit ranges go Javelin > Archer > Slinger with Archers having about 2x the distance as Javelins and slingers 3x.
Ya tried this again last night. Its the city where you are supposed to do your amphibious landing. no walls.. slingers on both sides. I walk around the edge of the building on the far left and guys standing in the square open up on me from a lot further range than I can. (no walls at all) I finally just charged my melee down the street to close the distance. I know my guys out class them but geez.. you know that cannot last. It is almost as if the defenders were being credited with being on an elevated position even though they were on the ground.
 

Agraza

Registered Hutt
6,890
521
Sopatch 3 is outandpatch 4 is in beta. Their patches are stupidly gigantic. I'm curious if their QA is just two guys or something. How can they still be fixing so much shit. One of the notes for patch 4 is trade deals and the such will be easier to get. This pleases me.

Here are the patch notes for Total War: ROME II- Patch 4 (in beta as of 04/10/2013):
Technical and Performance Issues

Further optimisation to Campaign pathfinding.
Improved the performance of selecting units.
Incremental performance improvements, reduced CPU bottleneck in a number of scenarios - further improvements pending in future patch.
Fixed crashes occurring when entering battles, declaring war, and ending turn after changing the unit size in the advanced graphics options menu in Campaign modes.
Fixed crash when placing deployables with a single click in invalid locations on the battlefield.
Fixed rare crash in battles when unit banners were moving slowly due to low frame rates.
Fixed an indefinite hang, when attacking Egyptian rebel army across the Nile in Campaign mode.
Fixed crash in the ambush controller caused by incorrectly assuming that an are in an ambush battle was being loaded, when loading into a multiplayer land battle.
Fixed crash occurs during AI turn cycle, after changing the unit size options while in Campaign mode.
Fix for major performance issue caused by reinforcing naval units in certain circumstances.
The Campaign game will no longer crash when selecting the "Province Details" panel after selecting "Raise Forces".
Fix for crash due to transport ships erroneously being able to select shot types.
Fixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the "Duty Calls" event, then selecting any other open event, and then attempting to open Diplomacy.
Fixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.
Fixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.
Fixed a rare crashing bug in the campaign when selecting units.
Improved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts rendered.


Gameplay Improvements

Improved AI construction logic. It now constructs more military buildings.
Improved AI army compositions & unit quality. The AI uses better units and slightly less ranged units.
AI research is more military focused at the start of the campaign.
Slightly reduced the settlement defensive bonuses for the auto-resolver.
Increased the willingness of the AI signing trade agreements and defensive alliance.
The AI are now much more careful with constructing buildings that consume food or increase squalor. This has improved the AI's ability to fight food shortage problems.
Added more restrictions on the AI running too often making them exhausted by the time they reach their opponents.
Improvements to the AI defensive ambush behaviour.
AI now have improved ability to place its forces appropriately to deal with simultaneous front and side attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players use of flanking or harassing forces.
Fixed a bug where sometimes AI factions wouldn't generate a stance towards the player at the start of a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace immediately.
When generating armies, the AI is now more likely to choose elite units when they have the funds to do so.
Improved AI use of Pikemen in battles.
Fixing bug where the AI will not know what do if river edge hint lines are present in a map without crossing hint lines. Also improving AI use of phalanx formation in river defence.
Increased chance of AI making alliances in diplomacy.
Slightly increased the effects of diplomatic events on relations with third party factions, and the AI remembers diplomatic events for a longer period of time.
Difficulty can no longer be changed from the in-campaign game settings whist in a Campaign on Legendary difficulty.
Deployed agents on the campaign map, no longer reset back to being un-deployed when they level up.
Fix for missile troops sometimes firing in a "perfect" formation, rather than appearing natural and offset.
Diplomacy improvements - Factions attitudes towards each other are now mapped with colours on the map on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works between two non-player factions by selecting a non-player faction and moussing over another faction.
In Multiplayer battles, if the last remaining player in an alliance has a network timeout disconnection, the game will now be a draw.
Fix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer pursue enemies when reacting to melee.
Fix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though they were still not in contact with the target.
Made individual cavalry units breaking out of combat more easily, to reduce units getting stuck in brawls.
Allied armies in siege battles now use separate default deployment lines so they don't deploy crammed into the same area.
Reduced qualifying trait list for various "Mad" traits (such as "Not quite right" or "Unhinged") for generals in campaign modes.
When a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.
Units are now automatically assigned to siege equipment in deployment.
If an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status and have both active offers at the same time.
Fixed the firing arch for African elephant units.
The Loose formation button has been added for certain units in battle.
Teutoburg Forest historic battle is now more tolerant to the general or other Roman forces wandering off the beaten track.
The cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.
When a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, these changes are now more accurately displayed to the clients in the lobby.
In Multiplayer Campaign mode, the "Show AI player moves" option is now reflected correctly for the client.
Multiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle type is now limited to 1v1 as intended.
Whilst in a Campaign as Egypt, the "Defender of Alexandria" mission now requires the correct target to be completed.
Various fixes for men being unable to disembark from ships in battles.


Balancing Changes

Re-balancing for Transport ships.
Enemies routing now have double the morale impact.
The Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.
Re-balancing for the damage rate of fire on burning buildings and gates.
The Charge timeout tolerance has been reduced so heavy units aren't so good at chasing down skirmishers.
Further reductions to Casualty morale penalties at lower levels.
Flanking and rear charge morale penalties have been increased.
Increase morale penalty for general death/fleeing.
Increased effect of rear attack in melee.
Reduced melee defence stats for most units, and increased shield melee defence values to even out the differences between units.
Melee attack reduced slightly for most units.
Increased melee defence for all shock cavalry units.
Tweaked balancing of Hoplite units.
Fix for Silver Shield Pikemen using wrong shield type.


Usability Improvements

Players can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been added. When you select a General or Admiral on the Campaign map, and click the "Details" button, players can select a new emblem via a new user interface.
Switching graphics quality will no longer reset changes made to the "run in window" checkbox.
Fixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel buttons at same time, so they could (for example) spam the send offer button to result in multiple trade agreements with same player.
Fixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause battles and still issue orders to their units.
The Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army and clicking fight battle.
In Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.
Fixed issue where if the player declared war several times successively in diplomacy in Campaign modes, some of the text on the declare war panel would go missing.
Improved "Culture Details" interface when the mouse is placed over the "Culture" icon on a "Province Details" panel in Campaign modes.
Slowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.
Prologue chapters are now unlocked as soon as the player plays them.
Improved the progress bar above ships in battles when they are boarding each other.
Fixed strength bar not being setup in negotiation screen of Diplomacy.
The Banner emblems have been removed from the top of barbarian unit banners to make it easier to distinguish Generals and Admirals.
The Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.
Improved responsiveness of the Technology panel user interface in Campaign modes.
In Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the issue of lots of chat rooms being created, that only contain 1 person.
There is now a faction flag for each alliance involved in battle on the loading screen when loading into a battle.
Saving keyboard setups with characters such as "&, <, >," or ' " in the name is now supported.
The list of save games in the Save / Load menu now loads faster, and prevent the player from over-writing files with the same name by prompting them when this is about to occur.
Fixed issue when giving a double click move/attack order to a unit while dragging units into formation at the same time, which caused the drag-outs to get stuck to the cursor.
Fix for a bug in the "Cloud" tab of the save menu. When closing the menu and re-opening it, the "Cloud" tab was selected, but the cloud saves weren't listed.
Fix for a bug that allowed the player to use the "ping" function (which draws yellow arrows on the campaign map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in Multiplayer Campaign as intended.
When there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists' faction icon is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original Carthage faction icon.
Fixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, and when had flags were off then turned on.
The group morale frames on Unit Banners are coloured same as ungrouped units in battles.
The "Attacker Direction" dropdown list has been hidden instead of greyed out in the Battle Setup screens for Custom and Multiplayer battles, when not applicable, to avoid confusion.
Trample abilities effects on fatigue are now clearer in battles.
In the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the player selects another map.
The portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps frame around the portrait.
Fixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during battles.
Fixed subtitles on some tutorial videos in the Encyclopaedia.
Fixed a bug where destroying one slave army would kill / make all the other slave armies disappear.
Unit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row of cards, which takes up quite a lot of space on the screen.
The "Active Missions" button in the objectives panel now highlights correctly when selected.
The description text for the second objective ("White India") of the fifth historical chapter ("Excelsior") of the Parthia faction now fits correctly in the text box in the Objectives panel.
If the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no longer appear on top (overlap) the encyclopaedia page.
Experience levelling up effects on banners are no longer displayed when banners themselves are hidden, e.g. in Cinematic Camera view in Battles.
The "Roma Captured" video now plays when Rome is captured on the Campaign map, when the player choses to loot or raze Roma.
Fixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving as they spoke.
Players can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when they don't own the Greek States Culture Pack DLC, which led to both players being returned to the main menu when loading the campaign.
Having the "Add Offer/ Demand" window open in diplomacy, while breaking a treaty will no longer cause the "Add Offer/ Demand" window to remain visible.
Players can now load a fleet or army on coastal and port assault battles, instead of only fleets.
Fix for Socii units missing variations in battles.
Added greaves to Carthaginian Hoplites units in battles.
Fix for Chosen Spear and Sword band missing helmet variation in battles.
Event messages that open automatically will now correctly open in order, one by one.
Pressing the "Cancel" button when changing the Push To Talk key in the Voice Chat Settings menu now works as expected.
The icon for glassware is now visible on the Hieron Ton Megalon Theon's building card.
Better consistency between the attributes that are displayed on the recruitment user interface for Generals and the attributes of the General once recruited.
Fixed tool tip on notification icon that appears on the "Details" button when units are available to upgrade.
When entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now matches the text displayed.
Promotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes when a character is selected.
Placeholder text no longer displays on the pre-battle user interface for one player, when a rebel army attacks the other player in Multiplayer Campaign mode.
Pressing the Escape key while pacing the mouse over a construction options in the Settlement Details panel no longer leaves the construction options open while closing the Settlement Detail panel.
Increased Cataphract armour, and strong version added for Royal Cataphracts units.
Changed armour for Eastern Noble Horse Archers to Cataphracts.
Fix for incorrect colouring of battle list entries.
Clicking on the "zoom to location" button on event messages will now always take you to the correct location.
Added in missing standard bearers to Spartan and Carthaginian infantry units.
When an agent is with an army that is accompanying a fleet, separating the agent from the army now updates the user interface correctly, so that the agent no longer appears like it's with the army.
Fixed missing text on the "Accept" button when offering diplomacy to another faction in Campaign modes.
Fixed the arrows buttons functionality on various scrollbars in the Campaign user interface.
When viewing the total number of army units listed in a merged fleet, in the top left corner of the unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly displaying the fleet total.
When a unit gains a rank during or after a battle in Campaign modes, there is now a "level-up" animation to highlight this.
The red left and right arrows on either side of the settlement name in the left hand side of the screen when a settlement is selected on the campaign map, now toggle between settlements more effectively.
When the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical Map will now colour the region correctly.
The arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.
Switching between different forces on the Campaign map, while in the Details panel is open, will now update the stance button, so the changing the stance with this button will now set the stance for the currently selected force.
When looking for an online multiplayer battle, the list of games available are in the Battle List window can now be scrolled with the mouse wheel.
When exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction list so the player doesn't have to scroll down the whole list each time.
When placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse now highlights the upgrades correctly.
Fixed the sort by diplomatic status button in the "Known Factions" list in the diplomacy panel in Campaign Modes.
In Multiplayer Campaign, when one player declares war on a faction and confirms this, the "Call your Allies to help!" checkbox is now hidden, as changing it after this point didn't do anything.
While choosing an agent action in Campaign modes, the player can now see the current treasury status of the agent in the agent action panel.
During all Quick Battle multiplayer games, when any player enters the deployment screen they are no longer shown as Rome for a couple of seconds while the game is set up.
The expanded tooltip for client state in diplomacy now no longer always displays 0.
Arrow keys can no longer be used to move artillery weapons in First Person mode, as this was not an intended feature.
Fixed incomes from client states and satrapies not being shown correctly in diplomacy.
Improved menu response to use of double-click when using the "Controls" menu under "Settings" in the main menu.
In the Controls menu, if changes are made to controls and the Accept button is pressed, the save dialog appears automatically. If this dialog is cancelled, and the Accept button is pressed again, all control changes will no longer be discarded without warning.
Fixed some layout issues with faction list in multiplayer campaign.
Added hull upgrade icon to Unit Cards, and fixed upgrade icons not appearing in battle.
Fixed the "Zoom to Province" button in campaign modes sometimes zooming to the last region within the province group, instead of the capital (main settlement).
Removed the confirmation dialog when quitting a battle when the player had already won and was chasing down routers, to avoid confusion about what will happen (as the player has already won, quitting just ends the battle with victory).
Text made more clear in the confirmation dialog when quitting a battle.
The wider your resize the chat window the more rooms you can now see.
The Escape key now works correctly with the "Lock Visibility" option in chat.
Fixed issue where the cursor wouldn't update, if it had mouse over a text input box when transitioned between different areas of game, and stay as a text cursor within battles (for example).
In the Defence of Campania chapter of the Prologue campaign, the "infinity symbol" is no longer displayed on unit cards when the units can be recruited.
Fixed flickering graphics when the "downgrade warning" message appears on loading screens.
Fixed issue where the shroud would disappear from the Campaign Tactical Map and Mini-Map when entering Tactical Map or moving a character.
Fixed for rain being shown as an option for snowy regions in the Custom Battle setup screen, as it would just appear as snow in the battle anyway.
Added tooltips to the left and right arrows in "Your Forces" panel in pre-battle campaign phase.
Added some missing text for reinforcements on the pre-battle loading screen.
Altered tooltip for Siege Turn Time and Fix for Order of Battle reinforcements tooltip not displaying.
The text for "Shoa AI player movements" in Italian ("Mostra mosse dei giocatori") now fits correctly in the Multiplayer Campaign setup menu.
Phase timers are now displayed as a ring around Ability buttons in battles.
Added some text that was missing from the Faction Summary screen in Campaign modes.
Added current ancillary card to the "Ancillary Gained" event message.
The Province details button no longer remains selected after deselecting a settlement.
Removed the sound effect when placing the mouse over blank / empty character options in the Family Politics panel.
Update to the hyperlinks for '"Amies" in the Prologue Defence of Campania.
The text for "Game Mode" in Italian ("Modalit? di gioco") now fits correctly in the button in the Multiplayer Campaign setup menu.
Some hyperlinks in the user interface in Campaign modes have been removed, as it opened a blank page in the Encyclopaedia.
Fix for grammar errors in the subject dilemma text.
Various localisation text and audio fixes in French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
 

khalid

Unelected Mod
14,071
6,775
Their patches are stupidly gigantic. I'm curious if their QA is just two guys or something. How can they still be fixing so much shit. One of the notes for patch 4 is trade deals and the such will be easier to get. This pleases me.
After seeing how much changes the first patch had, I decided to just shelve the game for a few months. I have no interest in playing a game that will dramatically change in the middle of my current matches. It is very clear this game needed much more time for polish.

When the patches slow down a bit and are only tweaking minor things, I will come back.
 

Denaut

Trump's Staff
2,739
1,279
was hoping for a rebalance of food and happiness so not 100% of your buildings are dedicate to those ;(
The food and happiness mechanic is one of the best new changes to the game. In fact they nerfed it slightly in one of the patches which I think was a mistake.
 

Denaut

Trump's Staff
2,739
1,279
After seeing how much changes the first patch had, I decided to just shelve the game for a few months. I have no interest in playing a game that will dramatically change in the middle of my current matches. It is very clear this game needed much more time for polish.

When the patches slow down a bit and are only tweaking minor things, I will come back.
It actually isn't changing THAT dramatically. I've got 84 hours in on the game so far with one campaign spanning the edge of patch 1 to patch 3. The biggest chnage was that I was able to reconfigure my Empire a little when they nerfed the penalties on Tier 4 buildings a bit. It is very much worth playing.
 

Agraza

Registered Hutt
6,890
521
Yea, food and happiness is overkill. We should be able to explore more building types than we currently can. I played with a mod that halved squalor and hunger before trying more comprehensive mods, and I miss having the flexibility to specialize my cities.
 

Sulrn

Deuces
2,159
360
Yea, food and happiness is overkill. We should be able to explore more building types than we currently can. I played with a mod that halved squalor and hunger before trying more comprehensive mods, and I miss having the flexibility to specialize my cities.
Isn't that the point though... to get us off thinking on the city side and more of the provincial? Shifting between military production/cultural hub to economical/grain basket seems to be what works the best as Rome.
 

Nutron_sl

shitlord
712
0
Isn't that the point though... to get us off thinking on the city side and more of the provincial? Shifting between military production/cultural hub to economical/grain basket seems to be what works the best as Rome.
I dont even understand the whole culture thing for buildings...like is it like civ 5 where i spread my culture? Think this gamei s trying to do too much and ends up doing too little of too much.
 

Denaut

Trump's Staff
2,739
1,279
I dont agree, or the current ui makes it too shitty to appreciate.
Nothing wrong with the UI. Order and Food are clearly displayed under each city in the province, in the province window and a summary is in the province sheet on the right. A mouseover tells you exactly what the + and - for public order are.
 

Denaut

Trump's Staff
2,739
1,279
Yea, food and happiness is overkill. We should be able to explore more building types than we currently can. I played with a mod that halved squalor and hunger before trying more comprehensive mods, and I miss having the flexibility to specialize my cities.
Umm... the point of the squalor and hunger is to make you consider what you want the province to be based on its strengths and weaknesses along with what you need in your empire. To take full advantage of the game you have to specialize provinces BECAUSE of this mechanic, not in spite of it.

Half Squalor and food utterly destroys the entire empire management part of the game, empire management isn't all that difficult to begin with why on earth would you make it even more simplistic?
 

khalid

Unelected Mod
14,071
6,775
Well, people like to build things. With the current squalor system, you get to a point where building nothing is better than building something, which kind of sucks.
 

Denaut

Trump's Staff
2,739
1,279
I dont even understand the whole culture thing for buildings...like is it like civ 5 where i spread my culture? Think this gamei s trying to do too much and ends up doing too little of too much.
It's exactly the same as the religion mechanic in Shogun 2. It is a mechanic which punishes you for expanding to quickly and ignoring managing your provinces.

I seriously wonder if CA drastically overestimated the intelligence of the type of people that play their games.
 

Denaut

Trump's Staff
2,739
1,279
Well, people like to build things. With the current squalor system, you get to a point where building nothing is better than building something, which kind of sucks.
No, you still build the buildings you want in every province, you just can't fully upgrade everything everywhere. It forces you to make tough choices about what you really need and where you need it.
 

Agraza

Registered Hutt
6,890
521
In order to deal with hunger and squalor I have to build my provinces to be 99% the same. A grain farm+grove in minors and circus+grove+delicatessen+order temple/fountain in capitals. Most docks are fisheries and I have maybe three military devoted provinces with blacksmiths and recruitment bonuses. I didn't realize romans were such big tree worshipers, but mine sure as fuck are. I do what it takes to stabilize provinces so I can get my troops back to conquering more land.

Money is so accessible there is no point in wasting hunger/squalor opportunities on the industrial capital line, use livestock, or temple/forum bonuses. I'm constantly in excess of the tiny unit requirements for victory conditions, which illustrates that money isn't a limiting factor. Hell, even one province minors are often in excess of the unit requirements for victory conditions.

Of course my opening move often includes such: send out boats to encounter every faction with a port, and get as many trade deals as possible. Even if you pay out the nose for them, they're generally more bang for your buck than many economic buildings, but most factions will give you a trade deal in exchange for a NAP.
 

Nutron_sl

shitlord
712
0
I seriously wonder if CA drastically overestimated the intelligence of the type of people that play their games.
There's a difference between having a game where depth adds to the experience and your choices feel meaningful versus adding a lot of elements that dont seem to mesh well and where your choices seem either inconsequential or not choices at all.

So aside from your condescending tone trying to affirm your higher grasp for a concept that isn't very complicated, I'll answer your comments with saying that Total War Rome 2 suffers from having a lot of choices that dont feel impactful and actualy deter from the playing experience.

look at games from paradox like CK2 or EU4. Those are marvelous games with a LOT more depth than rome 2 has, yet everything meshes extremely well together and almost all the choices you make have a clear impact on the game. So in turn your actions feel meaningful and every decision you make feelsl ike it has weight. I do not get that from Total War at all unless I try to force myself into looking for them.

This is probably why so many people have given this game a bad review aside from the shady start. Whereas for the most part Shogun 2 "geled" when yo uplayed it and almost everything made sense (minus the massive amount of bugs), this game suffers from a case of wanting to do too much and nothing really feeling like it meshes well.

I feel this can be corrected with patches that improve on making choices more impactful (the whole tech tree is a mess at the moment, never have i cared so little for tech choices in a game).

But thats just my limited intellect talking, i not understand complex creative assembly games derp derp..