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Thread: Rome 2 Tips and un-/under-documented features

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  1. #11

    Default Re: Tips - Unit buffs

    Up to date additions to under documented things

    1 - when you take a town the garison slowly builds up over 4-5 turns, highlight the picture of a castle under the relevent town in the province screen and it will say (plebs 80/160) etc. If there are enemies around you may want to sit in a city for a turn or 3.
    2 - Naval battles are a joke - essentially ramming wins - 3 small 67p/t upkeep ships will kill 1 267p/t assult legionaires ship, you will lose whichever they board but 2-3 rams and its dead
    3 - weak AI factions will try and defensive ally you - make sure you look at their enemies before you accept!
    4 - when you caharcter fails but hinders the enemy agent it means they lose their next turn
    5 - still struggling to find a decent use for dignataries other than helping convert population - they seem to suck
    6 - noob error - I had 0 happiness per turn so didn't upgrade towns.... It was 0 because i was at +100 total and it doesn't show the +10 per turn once you get to +100. lost a lot of turns from that

    Rome units wise
    war dogs are amazing vs ai and cheap unkeep - they will slaughter any unarmoured unit which is always what they lead with - big battle last night (20 vs 20 I had 0 cav and he had 4 heavy cav + general) I had 2 dogs units kill over 300 slingers and pull all kinds of units out of the line vs gauls

    Gladiators - I have new found love for the swordsmen - same battle last night I had a couple of units as a hangover from an emergency recruit from earler in the game

    Javelins Javelins
    dogs dogs dogs
    spears legion legion legion spears
    glads and couple of balista

    as soon as I realised AI was holding cav back for flanks and back and I was facing a melee line the 2 units of gladiators ran through the legions and took a unit each... then another each and still had 50% left when I won
    Last edited by benjywa; 09-11-2013 at 13:34.

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