In the initial launch version, I found cavalry to be useless because once they engaged an enemy unit, it was almost impossible to disengage without the whole unit getting routed or wiped out. Speaking of cavalry, they are actually useful now, since units are generally more responsive to movement commands. ![]() ![]() Tactical battles are slower, making cavalry and reserves more relevant, and allowing for more strategic thinking. You can even engage the enemy with a smaller force if you are stuck having to wait for reinforcements to arrive. You don't have to just clump all your units together in a single wall and ram them into your opponent anymore. Reserve forces and cavalry flanking maneuvers have more relevance, and generals actually have time to reach front-line units in order to use their powers. You'll actually have time to move some support units to help out an outnumbered defender before they flee, so there's also a lot more strategy involved in the individual battles. Battles will generally take more than just a couple of minutes to complete, but they still aren't anywhere close to occupying the entire hour that the battle timer allows. Unit morale has been significantly tweaked so that units don't route and flee as soon as they make contact with a superior enemy force. Perhaps the best improvement that's been made by the post-release patches and the Emperor Edition is that the real-time battles are paced much better. I haven't run into situations in which major factions (Carthage) dissolve into rebellions at the start of the game like I used to see in the base game. They provide a much greater challenge, as well as more tempting targets of conquest now. Having higher-level buildings means that they have larger armies with more advanced units and better equipment. It's also informative, since it's easy to see (at a glance) what infrastructure a city might have, which can help you manage your own empire, and can help you to assess the worth of a city for potential conquest.Ī.I.s have also been designed to build higher-level settlements and to manage their armies better. Squalor is no longer an intractable restriction towards building the glory of Rome.Ĭities still physically grow on the map as the population grows and more buildings are constructed, and many of the high level buildings can add unique visual flairs to individual cities. You also have some more meaningful decisions on what buildings you want to build and upgrade. This combined with the rebalancing of squalor and food means that there is incentive to actually upgrade your buildings past the first couple of levels. The most notable changes to empire management is that resources and building upgrades allow for much greater specialization of your various regions. Unfortunately, many of these changes are so sweeping, that they break existing campaign save games, meaning that if your version of Rome II was automatically updated, then you lost the ability to continue with any of your previous campaigns. Building effects have been completely rebalanced in order to avoid the problems with rampant squalor and lack of food that plagued the core game, and the politics systems have been changed to be more active and relevant to the game. isn't nearly as bad as it originally was, and naval battles are actually playable now. ![]() ![]() Most of the changes to the core game are subtle, but they do add up to create a more enjoyable experience. Blood & Gore costs a few dollars extra for those who want it, and increases the ESRB rating to Mature.
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