Total War Rome II
So far, the series has been mostly on our side with Rome Total War being the most appreciated of all historical strategies made by the Creative Assembly path so far. History is supposed to be repeated with Rome II, just as it did with Shogun 2. More than a remake, rather than a new graphics engine over the same mechanics.
For veterans of the series, things are clear: the strategic map with economics, diplomacy and eventual killings, along with real-time battles, naval or terrestrial. But Rome was not built in a day, so that the path from a lost province on the map up to a mighty Empire is long.
The ancient world has greatly changed the strategic map, being amended to extend to the edge of India with all the ancient monuments presented in 3D including forests, mountains and deserts. Each province is divided into regions, and total control is important not only to eliminate rival factions, but also various bonuses. Eight large factions expect the player’s choice (some of them with several subdivisions), from Rome to the glorious Icenies hidden in the British Isles or Seleucids going to start in the footsteps of Alexander the Great. The recommendation is of course Rome, represented by three houses: Junia, Julia and Cornelia.
The player no longer has to choose between the short and the long campaign, but only one of three types of economical wins. At the opposite end is a cultural victory, which compels you to control only a few provinces and some are essential objectives. The choice of one or other of the factions keep as much on your favorites and positioning on the map. At the opposite end, Carthage, the Greek States (Athens, Sparta, Epirus) and Parthia are surrounded by enemies that souray resources and territory.
The differences between the factions are also at the level of civilization. The Greek and Roman civilizations focuses heavily on industry and capital, while the “barbarians” prefers a distribution chain of cities and resources. Technology tree is also different, theoretically so that you have the motivation to run multiple campaigns to have the opportunity to act differently in terms of tactical. So you have to learn how to go to war in order to win.
Cities evolve on the basis of vacancies, which means at least you won’t be able to build everything and you have to choose wisely. As usual, a town captured can be dealt without victims or plundered and captured enemies are made slaves.
Most players probably will resist a campaign and that’s because we suffer from the stubbornness to understand the mechanisms behind the game and we have made serious amounts of patience freezer. But no more.