Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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paul_gillott Dec 8, 2017 @ 11:30am
why city building so complicated
why dident total war just city build liek thay do on warhammer its so much clearer and easyer to understand
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Showing 1-12 of 12 comments
Berserk Breton Dec 8, 2017 @ 11:37am 
It's all part of the experience, my friend. Warhammer can be a little simplified so CA are letting newbies to the series in for a shock when they try the other games, but it's not as complex as it seems: give it a little time and patience and you'll find it easy enough before long.

Obviously you can always post here for help and advice, and also you might want to check out https://www.honga.net/totalwar/rome2/?l=ja&v=rome2 where info about factions, buildings etc is being maintained/updated.

Last edited by Berserk Breton; Dec 8, 2017 @ 11:39am
paul_gillott Dec 8, 2017 @ 11:44am 
very helpfull thanks
Colonial Dec 8, 2017 @ 11:59am 
Threads like these are why every game is more and more dumbed down. I miss Shogun 2 and before city building. Incredibly intricate and you actually had to plan out your cities. Not the braindead Warhammer system.
Migz - DH Dec 8, 2017 @ 12:01pm 
With the Empire Divided DLC, I constantly find myself wishing for more building slots and more city options to more effectively deal with the new sanitation and brigand mechanics. <sigh>
SuperGorp Dec 8, 2017 @ 1:27pm 
Personally I like the new complicated building balance. I'm doing a lot more THINKING when it comes to building choices.
MANWHATADONGA Dec 8, 2017 @ 3:23pm 
SuperGrop you hit the nail on the head.Now you got to think instead mass buildings in cities.
Berserk Breton Dec 8, 2017 @ 3:54pm 
Yep, I agree too.

The series is walking a path away from "build everything everywhere and maybe, maybe choose between fortified and civil" to a point where you have to put together (dare I say it) a strategy.

I think ED might actually enforce this more in its building chains/balance than Attila does.
Last edited by Berserk Breton; Dec 8, 2017 @ 3:54pm
Migz - DH Dec 8, 2017 @ 5:24pm 
But, I believe that the limitations are a bit silly in ED, because ED has more province mechanics than the main campaign has, and the building slots were designed around the mechanics in the main campaign, not the additional ones we have access to now.

In reality, there's no reason that a city of that era couldn't have a church (or dozens of them), a sanitation system, a water intake system, a garrison that keeps down bandit issues as well as provides local security against small attacks (not police yet as they weren't invented at that point), local industries, and local farms.

The cities and towns in vanilla TW:R2 were made with few slots for gameplay reasons, so I went along with it, but now CA has added more complexity, which I like, without giving us more slots to address the complexity, which I don't like.

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What I'd actually like to see is the same building slot system we have now but remove the sanitation, walls, garrison, and roads (no, roads aren't a discrete part atm) and turn them into a separate panel for each province. Let us decide whether/when to upgrade those areas separately and how to upgrade them. Then, use the building slots for industries, farms, religious sites, military buildings, and the like.

EX: Maybe in one town, I only want to build a well for water intake and build sunken privvies on the edge of town for waste. But, in another town I want to build a cistern that takes in water from the local spring while building a rudimentary sewer system for drainage and waste. Or, maybe I want the cistern and privvies. Or some other combination.
Fang Dec 8, 2017 @ 11:49pm 
Complicated? Haha, really? I mean it's not always 100% convenient what with certain buildings being capital-only, but COMPLICATED? I don't think we're fully on the same page here.
SuperGorp Dec 9, 2017 @ 5:38am 
Originally posted by Fang:
Complicated? Haha, really? I mean it's not always 100% convenient what with certain buildings being capital-only, but COMPLICATED? I don't think we're fully on the same page here.
Complicated as in tougher balancing choices, c'mon you know what we mean. A little more basic math is required when making your choices.
chopper [FD] Dec 9, 2017 @ 6:17am 
Originally posted by Migz - DH:
But, I believe that the limitations are a bit silly in ED, because ED has more province mechanics than the main campaign has, and the building slots were designed around the mechanics in the main campaign, not the additional ones we have access to now.

In reality, there's no reason that a city of that era couldn't have a church (or dozens of them), a sanitation system, a water intake system, a garrison that keeps down bandit issues as well as provides local security against small attacks (not police yet as they weren't invented at that point), local industries, and local farms.

The cities and towns in vanilla TW:R2 were made with few slots for gameplay reasons, so I went along with it, but now CA has added more complexity, which I like, without giving us more slots to address the complexity, which I don't like.

----------------------------------------------------------

What I'd actually like to see is the same building slot system we have now but remove the sanitation, walls, garrison, and roads (no, roads aren't a discrete part atm) and turn them into a separate panel for each province. Let us decide whether/when to upgrade those areas separately and how to upgrade them. Then, use the building slots for industries, farms, religious sites, military buildings, and the like.

EX: Maybe in one town, I only want to build a well for water intake and build sunken privvies on the edge of town for waste. But, in another town I want to build a cistern that takes in water from the local spring while building a rudimentary sewer system for drainage and waste. Or, maybe I want the cistern and privvies. Or some other combination.

This. So much this.
123 Dec 9, 2017 @ 7:02am 
The newer total war games suck thats why.
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Date Posted: Dec 8, 2017 @ 11:30am
Posts: 12