Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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LSD Aug 18, 2019 @ 8:33pm
Why's there almost no documentation for Rome 2?
Just about nothing in the game has been documented: things like traits, their triggers, general abilities, unit abilities, economy stuff, battle stat interactions.
At best, there's conjecture, and at worst...there's just nothing that turns up on the forums or anywhere online.

Lots of it, CA should have made clear. Especially with abilities from the last patch.
But then there's things the community for most other TW games has unravelled, which is non-existent for Rome 2. There's spreadsheets listing Warhammer trait triggers. This game pre-dates it, and surely has a bigger audience.
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Showing 1-8 of 8 comments
BRAN MAC BORN Aug 20, 2019 @ 12:34am 
Try Total War Center
Berserk Slayer Aug 20, 2019 @ 11:09am 
There's honga.net.

I'm not sure how reliable it is at this point, it's been out a long time and there have been relatively recent updates.
Last edited by Berserk Slayer; Aug 20, 2019 @ 11:10am
LSD Aug 20, 2019 @ 5:49pm 
Besides being outdated, honga's incomplete, and poorly presented.
For example, it lists all attainable traits, but in a skewed order, and without listing how they're obtained.

I've rarely found much info on TWC either.

It's sad because Rome and Med 2 are both deconstructed entirely. The little bit of mystery left was mostly answered by TAW on his blog site.
XTAKK Aug 21, 2019 @ 2:20pm 
So i don't mean this to be rude, I hope you don't take it as such. What do people like yourself use that information for? I've personally never understood the need for such documentation myself, and it has always been a mystery to me why people wanted it. Thanks for letting me know if you reply!
LSD Aug 21, 2019 @ 3:12pm 
To figure out how things work and interact, for one thing.

For example, the vast majority of the game's buildings, across all factions, are essentially useless. There's a cookie-cutter design for how you build your empire.
However, if it were clear what sort of traits, if any, come from buildings, you could perhaps branch out.

Say for instance: religious buildings. Public order and cultural unhappiness are all easily kept under control without ever building them. Or growth buildings like aqueducts -- by the early-mid game, every settlement has already expanded to the max, so extra growth is meaningless.
But if those buildings come with positive traits, or offset negatives, it would be extremely useful to have that information.
Iolaus Aug 21, 2019 @ 10:45pm 
the game ain't that deep dude, you're over thinking the ♥♥♥♥ outta it....
you want something more hardcore, go over to Atilla and check out Ancient Empires....
they got a massive FAQ list on every single thing you could possibly want, over in the TWcenter forum, go look it up wise guy
LSD Aug 22, 2019 @ 8:20am 
Originally posted by Illyrian:
the game ain't that deep dude, you're over thinking the ♥♥♥♥ outta it....
you want something more hardcore, go over to Atilla and check out Ancient Empires....
they got a massive FAQ list on every single thing you could possibly want, over in the TWcenter forum, go look it up wise guy
It's pretty obvious that a lot of buildings are tied to traits/ancillaries. Which ones, and in what way, are what's not detailed -- along with a bunch of other stuff.
Laidlaw Aug 24, 2019 @ 1:05pm 
They do explain what each building does and it's benefits in-game but I agree a lot of them are useless and do nothing to change the way your region carries on. I just end up building Grain pits, posiedon shrine and a theatre in all my towns as a general rule. I find it hard to supply food for ups on towns/walls otherwise so I don't really see a need for the other buildings unless you are trying to role play a bit. I like the older style of family tree and natural births so I have somewhat of a living empire
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Date Posted: Aug 18, 2019 @ 8:33pm
Posts: 8