Total War: ROME II - Emperor Edition
Total War: Rome 2


Total War: Rome 2 came out last week, but though it was just short of greatness, it has also had a bit of a rough launch. Some players have been unable to login and others are reporting game-crashing bugs. Now Total War creative director Mike Simpson has posted to the game's forums to apologize and lay out the plan for the next few weeks.

“Rome II is a big and complex game and, especially on PC, we are always conscious of the wide variety of different combinations of hardware out there and, while we do test extensively before launch, it is clear that we have failed some of you and we will look at the way in which launch games in the future,” Simpson writes. “Again, I know this is scant comfort to you if you have a set-up that is not performing well, but we do intend to fix your specific problem—whoever you are and whatever it is—as soon as we can.”

According to Simpson’s post, about two percent of all players are reporting issues that are preventing the game from being launched. Considering that Rome 2 enjoyed record-breaking amounts of pre-ordering from devoted fans, that two percent is a small fraction of a large number.

Our own review of Rome 2 found the game enjoyable, but hampered by glitchy AI and some faltering political systems. According to Simpson, both the technical and design teams are looking into updates that will overhaul various parts of the game. It’s good of Creative Assembly to not leave its fans high and dry, but couldn't this have been cleaned up a bit before launch?
Total War: ROME II - Emperor Edition
Rome 2


Creative Assembly have announced the update and support strategy for their latest Total War, and, like the city it's based on, revealed that Rome II won't be patched in a day. The developers plan to release fixes for the game "on a weekly basis in the immediate future", targeting their updates based on player feedback, as they configure and tune the release post-launch.

"As with all large PC releases, the variety of hardware and general system specifications can cause issues for some people and we are urgently working to help get them the right experience," they say. "As announced last month, we are also planning to tweak the balancing, AI routines and other features now that we’re getting real-time metric feedback from thousands of players."

"The result is that the first update to the game will drop this Friday, with the intention to update the game on a weekly basis in the immediate future."

The full patch notes will be released on Friday, but CA say that it will target "known instances of crashes due to hardware conflicts alongside several other performance fixes." In the meantime, they point people to the game's support forums, where a number of fixes and workarounds have been suggested for those experiencing graphics issues.

Our review found a great game, marred slightly by AI bugs. As such, it's good to see a stated commitment to fixing the issues that players are having.
Total War: ROME II - Emperor Edition
Total War Dead Romans 2


Et tu, CA? In a tradition dating back to roughly 44 BC, the developers of Total War: Rome 2 are celebrating the launch of their game with a trailer. If you can tear your eyes away from the sight of Steam downloading, unlocking, or perhaps even playing their latest strategy lasagne*, spare some time for a CGI retelling of ancient history. As with all of history, everybody dies.



If you'd prefer to see some footage of the game as she is played, you can do that too.

The game is now available as a Steamworks package, for £29.99/$59.95. Should you get it? Tom Senior's review revealed a game with some AI oddities, that nevertheless offered the series' best empire management and land-battles.

*Because it's layered, see? Look, it's still early.
Total War: ROME II - Emperor Edition
Rome 2


The Roman senate will weep for Crassipes. They'll talk proudly of how the great general threw himself against the walls of Massalia. They'll talk of how he burned the gates and took the central square, and how a dozen Averni javelins ended his illustrious command of Legio I Italica there. But will they talk of the fleet barely a mile away that sat still and watched the great man lemming his way into the history books? Do they realise that the patriot they adored was sent intentionally to his death? I wonder what that would do if they knew that the fate of Crassipes and all the armies and settlements of Rome were not beholden to the gods, but to one bearded games journalist moving them like pawns on a vast playing board.

What a beautiful board it is - an intricate papier mache caricature of Europe, decorated with landmarks, rivers and exaggerated topography. Total War has come a long way from the papery maps of Shogun, but its form is the same. You must guide your chosen nation to glory by managing cities, conducting diplomacy, plotting espionage and moving armies to conquer new settlements. When your armies meet resistance, you dive into a real-time battle and command the troops personally.

In contrast with the focused, shorter campaigns of Napoleon and Shogun 2, Rome 2 hauls Total War back onto the global stage for a huge and varied campaign. It's 272 BC, and nine playable nations and dozens of others, from Britannia to the northern tip of Africa, to Syria and the eastern tribes are elbowing for space. Rome sets its wardogs against Celtic berserkers in the west, Greece flexes its cultural muscle to gain support in the central territories. In the east, Egypt enslaves nations with its chariots and raging war elephants. This is grand strategy at its most ambitious, not least because Rome 2 is committed to giving the pawns you're sacrificing faces, voices and personalities of their own.



That's why I felt a twinge of guilt about poor Crassipes. Generals are vital resources in Rome 2. Previously, you could raise tiny armies of a couple of troops and a leader would be picked from their ranks. Now troops cannot move at all unless they have a general, and the number of generals you can have is limited by the size of your empire. The legions they command are also persistent entities that can gain stat-buffing 'military tradition' affixes over time. It's a significant shift that affects everything from how armies are constructed to how territories operate on the strategic map. Territories are now grouped into 'provinces' which can be boosted by production-boosting edicts if you own them entirely (useful for swift social engineering in the face of food shortage), and your cities' buildings now have province-wide effects. Construct a high-grade military training building in Rome and the troops you unlock can be recruited from anywhere within the Italia region. New units are now recruited by generals in the field, sparing them the long walk from their barracks to the battlefield.

These changes are designed to reduce the number of moving parts on the board without diluting Total War's logistical complexity. For the same reason, farms, mines and other supporting buildings now sit within city borders where formerly they were scattered across the campaign map like chickenfeed for tiny enemy warbands to peck at. The army limit and condensed targets encourage grander strategic gestures. Where in Shogun 2 I might spend time using small forces to devastate a region's resources before amassing them again to take the territory, in Rome 2 I'll build a huge army and march it up to the doors of their huge city, and then we'll have a huge fight to decide who gets to keep it.



Armies are also more flexible thanks to a variety of stances, which can let them move extremely quickly with 'forced march', create a wooden outpost at their location with 'fortify', or lay an ambush on the strategic map. The map has been designed with these stances in mind, so you can dominate large regions with clever use of choke points. Alliances are now extremely worthwhile as well. Allied and client states (who will sit quietly and pay you a tithe every turn in exchange for their lives) contribute to your settlement count for victory conditions, and you can poke your pro-active pals in the right direction with a new diplomacy option that lets you target settlements you want taken.

These are excellent changes for two reasons. Firstly, the new interface condenses all of your building work into neat boxes that let you see exactly what needs upgrading where, making building management far faster and easier that previous Total Wars. Secondly, the battles I've had in Rome 2 have been bigger and more dramatic than any I've fought in a previous Total War game - in any game, ever, in fact. When two army avatars meet, they square off on the map and you're given a choice to auto-resolve the battle, fight, or flee. If there's another army within reinforcement range, they'll join in. This is how I took forty units of Rome's finest into a contest with joint Averni and Helvetii forces at the Gallic fort of Bibracte in 190 BC. Thousands died in the drizzle. The Celts charged my lines shirtless, facing my Velites' flaming javelins with remarkable zest, faltering only when they encountered my veteran legionaries. Romans, as they were in life, are a bit OP.



Rome 2's battles are stunning. Great attention has been lavished on making troops more responsive. If a unit is under fire they'll lift up their shields, and the incoming projectiles will turn them into wooden porcupines. They'll erupt into rowdy celebration when they rout a unit, and you'll see the exhaustion of the fleeing enemies in their gait. A cinematic battle-cam puts you right into the melee, where you'll hear men yelling to each other and see differences in the way units fight. Praetorians use their huge shields to haul barbarians over and behind them to be stabbed by supporting ranks. Attack dogs, released from their handlers, tear into a fight with terrifying speed and drag down opponents with a flying bite to the arm. If you encounter an exotic unit you like, you might be able to recruit them as mercenaries for a high ongoing cost. Mercenaries are the only troops you can hire in enemy territory, but Romans can construct auxiliary barracks that will let you recruit other factions' units properly. This reflects how the Roman army historically used foreign troops and encouraging a sort of military tourism. I'm still on a quest to unite elephants and Celtic skirmishers in the same army.

Battlefields are better, too. They vary hugely depending on weather conditions and location, and are enhanced by the new line of sight system. If your troops can't see an enemy, nor can you, which means every undulation can hide an enemy unit if you don't scout a little. The resulting guessing game keeps the marching portion of the fight interesting and makes fights feel faster. The new engine also allows for proper cities. Major capitals like Rome and Carthage have their own spectacular custom-made maps, and there are variations in the wider world for land and coastal towns, which also vary completely in style and structure depending on their cultural origin. Celtic hill-forts are tiered, earthy formations contained by wooden walls. Romans prefer sheets of white stone and traditional tower fortifications. One settlement in each province will be fortified with walls and require a siege to break, which you can do with equipment like ladders and tortoises built at the siege location.





In remembering the battles, and the most marvellous moments of the fifty plus hours I've played so far, it can be easy to forget Rome 2's frustrating elements, which is where the boats come in. Naval warfare is entertaining. Where once it was sluggish and imprecise, it is now merely imprecise, but in a comical close-range fashion. They've been designed to play more like land battles, and they do thanks to assault ships that must ram enemies to death or board them to defeat them in melee. There are also support ships, which instead must float very close to enemy boats to throw javelins at them. Sea battles tend to result in massive wooden boat-mobs and a lot of shouting.

However, chances are you'll rarely fight at sea. The AI does transport armies across the ocean, and does so effectively, but it never seems to raid trade routes or build especially large fleets. I've often encountered towns surrounded by four or five tiny one or two-boat navies doing nothing. There are also problems with coastal defence fights. For the first time in the series, land and sea battles can take place on the same map. Boats that survive the sea battle can run ashore and deploy troops directly into the land fight in scenes that would be extraordinary if the troops didn't sometimes fail to disembark, or simply stand still on the beach unmoving forever. I've had three major coastal siege battles in which I've had to sit back, fast-forward the battle and let the 60 minute timer tick down to gain an automatic siege-defence victory against a frozen AI opponent. The severity of the problem seems to vary greatly depending on the map you’re fighting on. Disappointing, yes, but three incidents in 50 hours is far from game-breaking.

Worse is the AI's tendency to constantly suicidally throw tiny forces against cities. This tends to happen when you defeat a faction, and all their homeless mini-armies are left wandering the map mindlessly attacking things. All the busywork that's been saved by moving resources into cities is undone by this relentless phenomenon, which grows worse the bigger your empire gets. Towards the end I was auto-resolving four or five useless assaults per turn, and because auto-resolve often doesn't kill tiny units outright, they keep coming back. Along with the extremely long end-turn loading times (which lasted more than two minutes each on my half-decent home PC), this slows down progress enormously.



This is only part of why Rome 2 feels glacial even compared to Empire. You won’t complete a campaign on a Sunday afternoon, or over a weekend. Expanding across such a huge map takes time, and the balance between keeping public order in just-conquered territory and starting new invasions is a constant concern that stopped me from running slipshod over the map. Managing the correct balance of buildings sometimes felt more like admin work than empire building when juggling multiple territories, though I did find that I had more money than I could spend once I’d amassed enough settlements. That’s useful for greasing the palms of would-be allies.

Sadly, the promising but opaque domestic politics system falters as well. Before you take charge of a republic you must affiliate with a domestic party. Of the three available Roman options, I took charge of the House of Julia. Every general you install belongs to one of Rome's houses, and their might, reflected in two stats – gravitas and ambition - contributes to their house's influence over the senate. For monarchies or tribal societies the setup is reversed – your house starts with huge influence and the other houses will attack when they think you're growing weak. This created a fascinating tension, initially. I was watching my generals with suspicion, and promoting and offing contenders accordingly, plotting like a true Roman. That's why I sent Crassipes to Massalia to die. His many victories earned him Batman levels of gravitas and I'd started to worry about his aspirations.

I needn't have. Your house's influence is measured in senate support, and mine crept up throughout the game at a steady pace by itself. At an apparently random point (83% support, for me) civil war broke out, and the leading generals of the other houses took their armies, took a settlement and marched for Rome. The civil war was an interesting challenge and after I'd crushed all senate sympathisers I could choose whether to remain a republic or go full-despot as an empire, but the domestic politics that triggered it doesn't seem to require player input. I tried to speed up Rome's turn from republic to empire by taking action against the other houses, but assassinating their members reduced my senate influence, seemingly staving off the transition. After many, many turns, the way ambition, gravitas and influence interact remains unclear.



Fortunately, you can ignore the system and carry on regardless, which means you're free to enjoy a rather good Total War game. I should mention though that you'll need a good PC to run it properly. Mine is well above the published minimum specs, and the campaign map was running at around 20 FPS on low settings. Conversely, my high-powered office machine ran it faultlessly, and it was a faster and more enjoyable experience as a result. There are a few other considerations that can't be factored into the score that are still worth mentioning - we can only review what a game is, not what it could be, after all. It would be blinkered to ignore the power of the Total War community, who have been producing spectacular mods for the series since Rome 1. If you use mods, then Rome 2 doubles as a platform for greater things, and you'll likely get a lot more bang for your denarii in the coming years as a result. Creative Assembly's pro-active history with patches may well fix some of the problems mentioned as well, and we'll address those in future articles should that happen.

Right now, Rome 2 has its flaws, but is still a sumptuous, slow-burn strategy game with some of the best land battles in the series. Aesthetically, it's a triumph. Empire management, alliances, the UI and battlefields have all improved, which makes it doubly frustrating to encounter the floppy AI that will be extremely familiar to Total War fans by now. Still, nothing out there does what Total War does with this degree of scope and detail. I'd still recommend it to armchair generals anywhere.
Total War: ROME II - Emperor Edition
Sticks n Stuff


Don't worry, you can unclench your buttocks. As a video game made in 2013, Total War: Rome 2 will have paid-for DLC, but today Creative Assembly have confirmed that their cavalcade of post-release content isn't all destined to end life as a line on your bank statement. Alongside the additional purchases, the developers are planning to sprinkle in some free content updates and support.

"Rome II will be the biggest game we’ve ever released, in terms of scope, gameplay features and sheer weight of content," says its clearly boastful lead designer James Russell. "Even then we’re just scratching the surface of the Roman period, an era so rich in diversity that it’s easy to foresee releasing relevant content for years after ROME II has shipped."

"As with Shogun 2, we will continually improve the game’s compatibility, optimisation and integral features such as AI and gameplay balancing post-release, and plan to add to that with new control schemes and additional free formats on other operating systems," Russell says. He also announces the plan for modding support, saying they hope that Rome 2 will follow Shogun 2 onto the Steam Workshop.

The already announced Pontus faction will be added to the game, for free, on launch day, and now Creative Assembly have announced the Seleucid faction, planned as a free update in October.

"In addition to free content, gamers can expect to see Culture Packs that add more playable factions and unique units, Feature Packs that add gameplay or wide-ranging aesthetic changes, and Campaign Packs that add entirely new story-based campaign expansions," Russell finished.

Total War: Rome 2 will be available on September 3rd.
Total War: ROME II - Emperor Edition
Rome 2


I have a lot of sympathy for the tactics displayed in this latest Total War: Rome 2 video. The "send a bunch of guys into those other guys, I dunno, that'll probably work" strategy is a tried and tested favourite of mine. Although, admittedly it has failed on every single one of those tests. Still, this Let's Play provides a nice quick-look, if you're interested in the multiplayer portion of the game, and you'll learn plenty of details about the interactive campaign map, and how it can generate thousands of potential battlefields.

Total War: Rome 2 is due out on September 3rd.
Total War: ROME II - Emperor Edition
TotalWarRome5


War. War never changes. Unless it's on a ship, then it changes quite a lot, what with all the water and scurvy and stingrays to worry about. In its latest trailer, Total War: Rome II gives us a glimpse of its frankly gorgeous naval combat and, blimey, I'm getting seasick just looking at it. The whole business looks appropriately chaotic and cramped, though not as many people fall in the sea as I would have thought. It's the first thing I would have done if I'd have been there.



The only really disappointing part of that video, in my eyes, is the rather sudden collapse of a smaller boat upon bashing into one of the bigger ones (you can tell I've got the terminology down). But I suppose they have to hold something back for Total War: Croydon, which--oops, I don't think I was supposed to mention that.

As that big gold text says at the end of the trailer, Total War: Rome II is out September 3rd
which – checks filofax – is not very far away at all. Have a watch of our recent gameplay demo while you wait.

Ta, RPS.
Total War: ROME II - Emperor Edition
Total War: Rome II - beach invasion


Evan and T.J. recently sat down with Creative Assembly's Al Bickham for a guided tour through the battlefields of the 4th century B.C. in Total War: Rome II. We explore the campaign map with its new mechanics, and jump into a real-time battle to defend a key road to Rome. All the while, we bombard our gracious host with questions about the new face of Total War.

Be sure to check out the new trailer for Rome II and our breakdown of the army tradition system.
Total War: ROME II - Emperor Edition
Total War Rome 2 campaign map trailer thumb


Creative Assembly have just won trailers, by combining the drama and suspense usually reserved for irrelevant CGI affairs with footage of an actual game being played. Theatrical delivery of the tactical aptitude of Carthaginian general Hannibal Barca and an informative look at the flexibility of Total War: Rome 2's campaign map? What is this dark alchemy?



Total War: Rome 2 comes out September 3rd. If you want more detailed information about the strategic possibilities it will offer, head over to Wes Fenlon's preview.
Total War: EMPIRE – Definitive Edition
28186TWRII_Battle_Formations


In 61 BC, Julius Caesar levied Legio X Equestris, a legion of several thousand fighting men who fought with distinction in his campaign against Gaul. They were disbanded in 45 BC, shortly before Caesar's assassination. In the ensuing civil war, the 10th Legion was raised again and fought for Lepidus, Marc Antony, and finally Emperor Augustus.

Over that 20-year period, thousands of men died or retired as veterans with lands they had helped conquer in Gaul. Equestris' individual legionaries are not remembered by history. But as a unit, Legio X Equestris were instrumental in Caesar's conquest of Gaul. Creative Assembly wants to give every army in Rome II: Total War a similar legacy, to make them more than masses of faceless troops.

And here history and gameplay merge in a really exciting way: as an army accrues victories, it will also accrue traditions, transforming a generally skilled army into a highly specialized one.

Every upgrade system in Rome II—from the revamped military and civic tech trees down to the abilities of generals, agents and armies—encourages specialization. On the macro level, military and civic developments are now divided into three subcategories (management, tactics and siege for military, economy, philosophy, and construction for civic) you can hop between at will. Teching for naval superiority or a strong farming economy, for example, is much more direct than it was in Shogun II: Total War.



But army traditions are what have me most excited for Rome II, and not just because the historical basis behind them is really cool. Traditions have the potential to completely change how battles play out by the end of a 20 (or 30, or 40, or...) hour-long Rome II campaign, because traditions outlive the poor legionaries who die earning them.

As you might expect from Creative Assembly, Studio Communications Manager Al Bickham explained the army tradition system with a historical comparison. "Think about the 101st Airborne," Bickham said at a recent preview event for Rome II. Remember Band of Brothers? He's talking about those guys: "They're all about their small unit tactics and being in enemy territory and working, effectively, guerrilla warfare. That's what they do. They do that really well. They've done that for the last 100 years, right? That's what is all about."

In Rome II, traditions extend the upgrade system used for commanding officers to whole armies. But that system has been reworked, too. Instead of progressing a general through a tech tree as he levels up, you now assign one skill at every level (with a cap at level 10). Previously acquired skills can also be leveled up in place of acquiring new ones. If you mainly use your generals to rally and inspire troops, focusing on those abilities will make them horse-mounted masters of morale.

In Shogun II, you could specialize generals by choosing a path through the tech tree, but you'd probably be wasting a few points along the way. Rome II simplifies choosing the abilities and buffs commanders bring to the battlefield. The same system also applies to Rome II's agents.



And where armies previously just grew stronger and gained morale with experience, they'll now gain their own set of specializations in the form of traditions for siegecraft, cavalry, and infantry types. Bickham detailed an example:

"I've spent six of my possible 10 points as an army's been leveling up in siegecraft and heavy infantry. Those guys are going to be city smashers, you know? They're going to be really good shots and very damaging with their onagers and ballistas and scorpions and stuff. I'll have those on my front line doing my city bashing for me."

Rome II tracks the history of each army, listing wins and losses and years in service. Armies can be renamed, and whatever symbol you set as their standard will appear on the legionary character models. And if that army is slaughtered to the last man, the traditions they bled for aren't lost.

"Say you have the 13th Legion," Bickham said, referencing a legion he took into battle at the Rezzed game conference last month. "The 13th Legion cops it. They all die. You can go back to one of your cities, you can recruit a new general, you can give him the banner of the 13th Legion, and you can recruit a new army along with that new general under the banner of the 13th Legion. Get all those traditions back. The whole idea is it's a symbol of the traditions of a fighting unit...The standard, what that army represents, is always there."



By endgame, using the right army in the right battle will be key, as even green troops can strut onto the field with 10 traditions backing them up. Bickham's city smashers, for example, could be torn apart by a heavily trained legion of cavalry. But losing an army of seasoned troops shouldn't spell disaster, either.

"It's no longer about--putting it in the context of previous games, armies were stacks of troops, and you just kind of mashed troops together, and you'd add more, and you'd build the stack," Bickham said. "I think by the end of the game you'll have some incredibly experienced guys you'll be really attached to because you've crafted them over time. They're like macro RPG characters made of thousands of men."
...