
Originally Posted by
Zakor
Unless it gets great reviews six months after its release...
24 Characteristics of RTW that will cause me to not buy their next game:
1) Lack of multiplayer campaign mode. Whether or not this new game has multiplayer campaign mode, I can't help but think it will have major problems, if it even exists.
2) Lack of a remedially competent AI.
3) To compensate for (2), rampant "cheating" by the AI is used. That's not a compensation. That's an excuse.
4) Egypt. Do I need to explain this?
5) Growth rate and rebellion rate of Alexandria, Memphis. When I take over a city that has 6000 people, and has a 4% growth rate, ten years later will have 9000 or so people. Those little ten year olds are quite rebellious, aren't they? (Yes, I know, some are immigrants)
6) The fact that it takes over a year to cross Italy. Hannibal marched from (what was it?) Sagunto to Rome in 14 months? Without roads? Let's try a bit of realism. While I understand that 4 turns per year would cause some problems, such as 4 turn recruiting times etc....Something's intrinsically wrong with 2 turns per year, no matter how you cut the cake.
6a) The fact that even on the fastest ship, it takes over two years to sail from Syria to Spain. It's roughly 1200 miles, and I find it hard to believe that these ships travel less than ONE MILE PER HOUR.
7) Utterly INCOMPETENT movement resolution on the campaign map. I see the path that my armies will take. I see that it will take multiple turns to get there. No, there's no need to dead end on a neutral city, and stop your moves, especially since your path didn't show that route.
7a) Yes, Ambassador Moron, I know your path is blocked by ONE tiny unit, go around him...and continue on your assigned path, I know it's difficult, but you can do it. You're a winner. Do you have ZERO capacity to calculate conflict resolution? Given what else I see in this list, I have to conclude that you do not have ANY capacity to resolve conflicts.
8) Utterly incompetent unit movement calculations on combat map. Grouped identical units sometimes move exactly the opposite of the commands issued to them. Yes, I know I can use PAUSE and assign commands individually... Isn't the whole concept of COMPUTER games vs TABLE TOP games to get RID of these stupid levels of micromanagement and laborious resolutions of mechanics?
9) Hard coding some variables, while not hard coding others: Not being mod friendly.
10) Fighting uphill on the combat map means I have to LOWER my camera to look up the hill. This and the ridiculous "OK click on another unit so you can move the camera farther the other direction" Sure I can cheat and unlock the camera...should I HAVE to do this? Should it be this hard to look UPHILL?
11) Eye candy doesn't replace intriguing game play. Haven't we all learned this by now? ***IMPORTANT*** You guys have made a good start, though.
12) Bowmen that can outrun horses on combat map.
13) The fact that in combat, the enemy general can sense when you're charging HIM, instead of the archers next to him, and subsequently flees.
13a) The fact that 13a is so easily circumvented. See also (2) and (3).
14) Forcing me to replay the tutorial every time I reinstall, and NOT allowing me to shut that Romulan Bird-of-Prey commander up.
15) Neutral units cockblocking movement (Example: Blocking movement out of ports such as Tarentum and Appolonia) by simply parking themselves near my port. The fact that there's no way to tell them to MOVE out of the way, nor to warn them of infringing on our territory (while the computer does have that luxury).
16) Poor Trader, Bad Farmer...Right after you build your new Governors Residence, if you build a trade building, you have a chance of becoming a bad farmer. If you build a farm, you have a chance of becoming a bad trader. Give me a break, even if we RACE to keep up with these criteria, we still run the risk of failing them. Come up with a better solution, even if it means "10 turns after Governor's Palace built and still no farm," It's not like it's that hefty of a calculation.
17) The fact that even a city with 1000+ troops and 2 spies guarding it will still rebel/revolt. Yes, I know that there are other factors. See also (4).
18) Losing 7 spies in a row trying to spy on an enemy assassin with level 2 skill. What the HELL type of calculations are you doing?
19) The fact that as I start defending against a siege, sometimes my troops will not even be facing the same direction as my opponents. Perhaps a trivial or anal point, but a point nonetheless. Does the computer make such stupid decisions in its defense?
20) Pathing. I see no need to walk straight out 25 paces before entering a fort or city's walls. I see that it is further counterproductive when there are enemy spear troops in that area, and you blindly impale yourselves on it. Go around. Oh, I wish I could.
21) When I highlight ALL the troops, and tell them to charge, that doesn't mean keep half of my horsemen back without charging. Is this difficult?
22) If my units survive (barely) a combat, I expect to see them on the campaign map. Why do they disappear?
23) I don't care how courageous my enemy is, when I have 7 units of bowmen, and a unit of mercenaries, against one general unit (two stars) of 20 men, Autoresolve should NOT make me lose my defense, especially when I am inside a city's walls.
24) My soldiers can't walk up to an enemy diplomat sitting at my capital and slaughter him. A spy, I can understand, a diplomat? Said diplomat can further sit and try to bribe outside my capital city, and we tolerate this.
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