Here's an article with the announcement:
http://www.pcgamer.com/previews/total-war-rome-2-preview-every-detail-about-the-new-engine-naval-combat-multiplayer-and-mods/
And, here's some of the more interesting bits from it:
Total War: Rome 2 runs on a new engine that supports the largest and most detailed battles in the series’ history, to the extent of supporting full, in-engine cutscenes. In place of a traditional general’s speech, then, the siege of Carthage began with an actual conversation between Scipio and his men, before zooming out to take in the sight of the Roman fleet approaching the heavily-defended shoreline.Ships and armies can now take part in the same battles when the situation demands it. As troop-carrying biremes crashed into the shore, Roman boats armed with catapults kept their distance and provided covering fire for the dismounting troops, who formed into ranks before charging up the beach towards the walls. I later asked if this ‘rolling start’ meant that the deployment phase was a thing of the past, but that’s not the case – instead, CA are looking to be more flexible about how battles can begin, based on various circumstances. Beach landings are a confirmed feature, according to lead battle designer Jamie Ferguson, and there’s room for other non-traditional openings as well.The new closest zoom setting is an absurdly detailed close-up that allows you to hover over a individual combatant’s shoulder in third-person. In the demonstration, this was shown off by leaping into Scipio Aemilianus’ unit as they prepared to storm the Carthaginian walls using a siege tower. The same Romans that had just been swarming from biremes by the hundred were now fidgeting and shifting as nervous individuals, listening to the orders of a general a few feet away.
Scripted? Yes, and Creative Assembly wouldn’t comment on how these mid-battle moments would play out as part of regular play.“We’re … trying to focus attention on a much smaller number of armies and a smaller number of more significant battles” James Russell explains. “We’re trying to reduce the management you’ve got to do [with] assembling armies, and that kind of thing.”One example of this kind of refinement will be the ability to govern whole provinces made up of a number of individual regions. Rather than delving into the micromanagement of each individual territory, it sounds like it’ll be possible to set policies for an entire region – but when it comes to warfare, each one of those areas will need to be conquered separately. “We still have that strategic depth where a province is made of up several regions which you can conquer”, Russell says. “And what that means is that you can have the benefit of scale but you don’t have the management detail.”
A lot of the article just described features that have been in previous games, so there's not a whole lot to go on. Still, at least we can stop speculating about the next setting.
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