The database errors are extrmely irritating. I assume this is a temporary problem.
Intro
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I've been a board wargamer for nearly 25 years. My current favorites are the card based games (Paths of Glory et al). I play more by PBEM than FTF these days. I've been playing computer games for a long time as well, but have generally been unsatisfied.
I have a bit of prior experience with the Total War series, having played Medieval, so I'm not coming to Rome:Total War cold. I've played campaigns to completion with the Julii and Carthage and have played the other factions enough to get a good feel for them.
My opinions are mixed. Some things are very nicely done; others really irritate and frustrate me. Hence this post. I've read a fair bit of these forums and will try not to repeat complaints made repeatedly by other posters.
Battles
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The good: Very impressive visually. Terrain looks good, units look good, everything is smooth, no crashes noticed. Not convinced about the bright faction colouring that all the units have, but I understand that it makes friend and foe easy to distinguish.
The bad: Battlefields are too small and have hard edges - with a large army it's possible to have a line that runs from one edge to the other.
The AI is moronic. It's many failings are easily exploited because the player has far too much fine control over events. I understand there is an option to lock the camera on a general and will try that to see if it helps. I'm also thinking of prohibiting myself from ordering any unit that is combat except for my general's unit (and if the general is in combat, no ordering anything else around, he's busy).
Combat values assigned to many troop types seem excessive compared to their historical performance; I'm not just talking about the strength of missile units or cavalry that I've seen other complaints about, but the distinctions made between the different infantry types. Prior to becoming a professional army the Romans weren't appreciably better man for man than their opponents - and the strengths they did have are better explained by experienced troops than by fine distinctions in equipment.
Terrain, particularly woods, has too little of an effect. Charging a unit of cavalry through even sparse forest should be a BAD idea. Dense forest should be impassable to cavalry, at least as a formed body.
A general's ratings have too much of an effect on unit performance. Ironically, the better your general is the less tactics that you need to bother with. What should happen is that the unit values stay the same and a better general lets you command them better - faster response to commands, more willing to run or even move when tired and not directly threatened, etc.
The Ugly: Many types of military operation are impossible to represent as only field battles and seiges are included.
Campaigns
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The Good: It's pretty. The characters and their acquisition of traits and retinue are well done. I'll accept the Borg economic model (get bigger so you get more money so you get more troops so you get even bigger so you get more even more money so you get even more troops...) as standard for a game of this type. It's not accurate or historic but it can make for a decent game which is all I'm worried about here. I'll also accept that troops are generally purchased and trained rather than called up for the same reason.
The Bad:
There is no mechanism to allow interception or evasion of an enemy army during it's turn. Walk up to a weaker force and it will back off once and then get run over - it should be able to make a fighting withdrawal, delaying an advance it cannot stop. This would also help the AI, since it insists on sending it's leaders alone into my territory.
The AI should respect borders more. Indeed at all.
Specialisation of cities is not just a good idea, it's almost essential, but it feels wrong to me. I think there is too much detail in cities and it's all arbitrary - why does a whole province forget what horses are because someone torched a stables?
Unique and elite units aren't - once available they get built in quantity and everything else that does the same job becomes obsolete. It's not like money is an issue.
Bribing is far too powerful. Bribing an army should get it to at most go away, and that only if the enemy general keeps his word. Since you've just demonstrated that you'll hand over cash when threatened, it'll probably be back next year... and the year after that. Danegeld should be better at getting rid of the geld than of the Dane.
Bribing a city should not be possible at all. Oh, you might get someone inside to sell out and open the gates (already represented in the game by a spy), but turning the governor of a whole province, a position of immense prestige and power, and getting him to bring the entire population with him? Nah. In any case R:TW is fundamentally a game about armies and seiges; the chequebook shouldn't be better at conquest than armies are.
No-one who lives on a farm ever volunteers for the army, only city dwellers can be recruited.
The cost of building roads should increase in the larger provinces and in harder terrain. The idea that a paved road can be built across the sahara and then last forever without further attention is laughable. In general there isn't enough difference between the provinces - a forest is much the same as a mountain is much the same as a river plain.
The higher city sizes are too close together, it seems like only a few turns from one to the next. The population needed for each level and the effect of that population should scale with the unit sizes in the game.
Military campaigns are too fast and easy. It took the Romans the whole length of the game to gain their empire and that was a spectacular achievement. Has anyone had to rush to reach the victory condition in game?
The difficulty is off. Regardless of difficulty level, the only hard period is at the start with limited resources - once I get properly established, I know for sure that I will win and it becomes just a matter of crunching through the turns. There is little challenge once I weather the initial storm; I've abandoned several campaigns because I couldn't be bothered playing for several hours to enforce a win that is beyond doubt.
Having to move leaders out of towns every so often to check for desirable mercs is annoying (most noticed with Carthage, which really needs mercs because her own troops are so pathetic. I'm not sure why the Spanish fight so much better than the Iberians, but they do. I'm impressed with the Spanish, they are almost as good as Hastati - clearly showing why the Romans adopted their armament in the Marian reforms :D
Where do bodyguard cavalry come from and go to when their leader comes of age or is killed? These men just appear and evaporate. Ideally the leader would be a single man that could be attached to any unit. Leaders and Agents should have a very high movement allowance when moving alone on the campaign map, so as to reduce the tedium of redistributing governors. Independent sea movement would be nice too, getting a spy out to each island took far too much effort (especially since I could see all those merchant ships sailing there - I'd be much more suspect of a guy dropped off by a whole enemy fleet than a sailor who deserted a merchant ship!)
When an attacker first comes up to seige the defender should have the option of fighting outside the city. Often I'd much rather do this than sortie through that tiny gate.
Towers on siege maps should be better placed to defend the gate. I've lost count of the number of towns I've simply walked up to the gate with a ram without ever coming under fire.
Naval combat is unsatisfying, especially on high campaign/moderate battle difficulties. That forcing a battle is trivially easy doesn't help.
The Ugly: All civilisations use the same economic model - whether urban and settled, seaborne traders, horse nomads or barbarian tribes they all play like Romans except for the units they can build.
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