
Originally Posted by
Bramborough
Background: not a TW fanatic, but have played and enjoyed several of the earlier titles: MTW, RTW, M2TW, ETW, and NTW. As I've read through others' comments in this and other fora, it seems significant to point out that I have NOT played Shogun 2 (although am now very tempted to go back and give it a try). In addition, Rome 2 is the first TW game (heck, actually the first game of ANY kind, I think) that I preordered in advance and began playing on release. So...these comments are made in the context of not having played CA's most recent (and apparently very worthy) effort, as well as not being able to compare to the typical upon-release state of a TW game.
So, all that disclaimer aside, I'm 150ish turns into Rome Junii campaign, and also did full Prologue "tutorial" campaign. Here's a few thoughts.
*** Game looks pretty awesome. I did have some annoying visual glitches, but bumped from "Extreme" down to "Ultra" graphic setting, haven't found much about which to complain since.
*** For first 100 turns or so, the end-of-turn wait didn't bother me much. Now that my empire is bigger, have a couple of client states, and more trade partners, however, I see much more of the map, and that wait time is starting to get annoyingly long. Turning off AI moves doesn't help much.
*** I think the mechanics of internal politics (Roman at least) are interesting and well-done. What is not apparent (yet) to me, however, is why it matters in the first place. My Junii have ranged between 9% to 62% influence, and I haven't discerned any significant penalties/rewards for low or high influence. I assume that 0% means one gets fired and loses game. I also understand from pre-release reviews and others' posts here that civil war occurs if one's influence gets too high. Therefore it appears that the goal is to stay in a "happy medium" which happens to be extremely wide and very easy to maintain with little effort (something like 10-60% range). Outside these extremes, I see very little point thus far in paying much attention to politics. The political rank bonuses (for aedile, praetor, etc) are nice, but don't necessarily seem worth the treasury cost of obtaining them. What am I missing (if anything?).
*** AI blockading cities (particularly Rebels). Very annoying, seems to be an issue with port cities under rebel control. You want to take out a city, but it's rebel, so neutrals (or even allies) are ganging up on it. But they don't assault, they simply put a naval blockade on the thing in perpetuity. Had to go to war with Cyrenaica and Nasomones just to take my last settlement to finish out Africa province, whereas otherwise my plan had been to stay somewhat friendly with them once Africa was completed.
*** Naval-only presence in city. Easily the most frustrating gameplay issue I've run across yet. I had a non-walled minor settlement which happened to be occupied by my medium-sized fleet (maybe 8 ships). It was newly-conquered and had a relatively small inherent garrison. Enemy comes along to attack. They easily overwhelmed the small land garrison, but were definitely beatable by my fleet hastati, IF I'd been able to get them ashore quickly. I could not do so in time to prevent their capturing the central victory point...landing beaches were too far out and (counterintuitively), the ships could not go alongside the port wharves to unload troops (this ought to be allowed in cities which one already holds and is defending). So the attackers easily capture my city. So far, merely annoying. I'd lost the settlement, but could get it back pretty easily in a turn or two. My fleet was very lightly damaged, because most of the ships had been unable to engage at all. BUT...in end-battle results, I'd LOST THE ENTIRE FLEET. WTF?!? Why couldn't they have merely sailed out of port? Obviously I learned to be much more careful about where/when I put fleets into port, so lesson learned there. But my point is that this is a goofy mechanic in the first place. I'm okay with making fleets horrible for settlement defense vs land attack...but they ought to be easily withdrawn back to sea rather than destroyed.
*** Garrison effects on Public Order (or lack thereof). I like the new "inherent garrison" mechanic whereby each city's buildings provide troops for defense. Much more streamlined than the old mechanic where one had to hire low-end troops in each city (which was tiresome, took up unit slots, and mounted upkeep costs). So far so good. These garrisons, however, appear to be only valuable for defense, and do nothing for public order...which in older TW games was often the most important consideration in establishing a garrison in the first place. Rather frustrating that I have to park a field army (which are capped in numbers) to impact public order...when that settlement already has a fairly robust garrison. In the game of trade-offs, I think it would make more sense to have some sort of "Mobilize Garrison" or "Martial Law" option for a city or province, which it costs food/money but increases public order.
*** Small troop movements. Overall, I don't have a problem with the army/fleet cap and requiring a general's presence in field armies. This makes sense to me. I do think, however, that one ought to be able to move smaller non-general-led troops about. Perhaps in forced-march only mode, where these troops cannot initiate battles and are at a disadvantage when attacked. I'd like to be able to build infantry in one province, cavalry in another, missile/siege in a third, and then have these component units come together to form a combined legion under a general. This would allow me to spread out the military buildings a bit instead of having to concentrate them all in the slots of one province. OR, alternatively, perhaps they can't move, but I could still build them in a city where'd they contribute to the garrison and public order until a general came along to pick them up for campaign.
*** Champions a bit OP in terms of military training bonus. I've got several field armies running around with all units maxed out for XP. Some of this came from battle of course, but most of it came from simply parking a champion in the army.
*** Household. I like the pool system whereby one can pick an appropriate follower for a general/admiral. Good small way to tailor a general, especially as he bounces back and forth between field campaign and province garrison. I'd like to see a few more "administrative" household cards pop up (+public order, +commerce, etc). I'd also like to see each general perhaps have two household slots rather than just one. Separate-but-closely-related, it doesn't make sense to me that one can arrange marriages to OTHER families' generals, but apparently no way to initiate marriage for one's OWN generals. Thus far, the other families have been quite reticent about arranging marriages into the Junii, so almost all of my generals are apparently bachelors (and therefore empty spouse slots which could otherwise have a trait associated).
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