Quote Originally Posted by PseRamesses
Seriously, what makes EB a great mod? The map, units? No, the script, it´s the key and if it could be exploited furthermore it will make EB an epic game.
I don't know about all that. The map and units add a huge amount of depth because they've been executed so well.

Quote Originally Posted by PseRamesses
I´ve long debated the lack of in-depth realism in RTW and shure miss that EUII-flavour. I still play that darn game only due to its historical realism and I´d still play EB in 5 years if the script will be furthermore exploited. This is the path guys!
I totally hear you. Actually, the perfect war game would have the nigh-unlimited faction, script, and map/global potential of Europa Universalis II, combined with the tactical and strategic maneuvering and building involved with Rome: Total War, and maybe even add some city-planning and zoning like in Caesar II (but maybe only at the risk of having way too much depth, like Master of Orion III or Hearts of Iron). But that's all just me speculating on the perfect strategy/war game, which to me, is like the perfect woman: an ideal that only exists in my imagination.

Honestly, EB is the first game I've played that is as addictive as EU II for its depth, subtlety, and challenge. In the original R:TW, I never had to strategically plan out wars like I did in EU II. EB has brought that necessity for planning into R:TW. For example, if you just charge off to fight Epirus while playing as Rome in Turn Number One, you might just get your ass handed back to you, and loose Cannae and a general in the process.

The biggest drawback I see that EB has is the very drawback that R:TW has: limited faction and unit slots. If you could somehow get past this hardcoded situation, limitless possibilities can open up.