Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Detris Apr 2, 2021 @ 11:36pm
Population transfer!
Will that stay the same. Can anyone confirm that?For those that don't know, in Rome 1 you could transfer pop from one city to another.
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Showing 1-15 of 19 comments
zolobolo Apr 2, 2021 @ 11:47pm 
You mean via a dedicated function or do you mean the practice to training peasants and moving them around?
Detris Apr 2, 2021 @ 11:52pm 
Originally posted by zolobolo:
You mean via a dedicated function or do you mean the practice to training peasants and moving them around?

I meant with peasants.
Flickmann Apr 3, 2021 @ 12:10am 
It's the same. Feral also confirmed that they've added an option to make the population change reflect unit sizes, so a huge unit of 240 men will take 240 population.
Detris Apr 3, 2021 @ 12:21am 
Originally posted by Flickmann:
It's the same. Feral also confirmed that they've added an option to make the population change reflect unit sizes, so a huge unit of 240 men will take 240 population.

So it's basically the same as it was. That's great news.
Thanks!
zolobolo Apr 3, 2021 @ 12:23am 
Originally posted by Flickmann:
It's the same. Feral also confirmed that they've added an option to make the population change reflect unit sizes, so a huge unit of 240 men will take 240 population.
Does the unit size setting also affect the population growth percentages?
If not that is an interesting situation as higher unit sizes would make the game more difficult (which is a good thing in my opinion) - but of course if they want to balance out unit sizes with difficult that is a different approach
Flickmann Apr 3, 2021 @ 12:26am 
Originally posted by zolobolo:
Originally posted by Flickmann:
It's the same. Feral also confirmed that they've added an option to make the population change reflect unit sizes, so a huge unit of 240 men will take 240 population.
Does the unit size setting also affect the population growth percentages?
If not that is an interesting situation as higher unit sizes would make the game more difficult (which is a good thing in my opinion) - but of course if they want to balance out unit sizes with difficult that is a different approach

I'm not sure but I was wondering the same thing. If not, it'll be very difficult to grow cities with huge/extreme unit sizes.
Andy Apr 3, 2021 @ 12:27am 
Originally posted by zolobolo:
Originally posted by Flickmann:
It's the same. Feral also confirmed that they've added an option to make the population change reflect unit sizes, so a huge unit of 240 men will take 240 population.
Does the unit size setting also affect the population growth percentages?
If not that is an interesting situation as higher unit sizes would make the game more difficult (which is a good thing in my opinion) - but of course if they want to balance out unit sizes with difficult that is a different approach

With population set to remastered, the game will only take numbers out of a settlement equivalent population of a small unit size.
This was due to the original game populations in settlements of the AI (especially barbarians) always pinned low due to recruitment. It also wouldn't allow them to get any later buildings.

Toggle it to classic though and 240 peasants will = 240 population decline.
I'd enjoy seeing an unbalanced, more strict reflection of unit scale doing a beating on the population. Make epic battles and the war much more meaningful for their impact.
zolobolo Apr 3, 2021 @ 6:27am 
Originally posted by Shadow of the SPQR:
I'd enjoy seeing an unbalanced, more strict reflection of unit scale doing a beating on the population. Make epic battles and the war much more meaningful for their impact.
Agree - it is good to have some added difficulty
My only concern would be if the AI could break its own economy if so - as that would again decrease overall difficulty
Andy Apr 3, 2021 @ 6:47am 
Originally posted by zolobolo:
Originally posted by Shadow of the SPQR:
I'd enjoy seeing an unbalanced, more strict reflection of unit scale doing a beating on the population. Make epic battles and the war much more meaningful for their impact.
Agree - it is good to have some added difficulty
My only concern would be if the AI could break its own economy if so - as that would again decrease overall difficulty
Yeah, i would have thought the remastered version should allow them to produce more troops and increase the chance of upgraded buildings. And, possibly as a result better troops.
zolobolo Apr 3, 2021 @ 7:49am 
There is a new video up from ht latest update which includes a button to enable or disable population effect of unit size
This either means we can switch between:Q
A: Using actual unit size pop count during recruitment or (Original)
B: Always the normal size (balanced for Remastered edition)

Have no idea under which the overall difficulty increases for the player though :(
Avidius Aurelius Apr 3, 2021 @ 8:02am 
Would be nice if you could have the new setting (lower population cost per unit) apply to all AI factions, whilst the old setting applies to the player (population cost per unit equals unit size). That would prevent the AI from ending up with only small settlements, but at the same time would allow players to use peasants to transfer population between settlements.
Ultrabot Apr 3, 2021 @ 8:18am 
Originally posted by Avidius Aurelius:
Would be nice if you could have the new setting (lower population cost per unit) apply to all AI factions, whilst the old setting applies to the player (population cost per unit equals unit size). That would prevent the AI from ending up with only small settlements, but at the same time would allow players to use peasants to transfer population between settlements.

Yeah, I think i'd be quite happy with it just being AI only, I'd never see it.
Might be possible to mod. We'll see.

You can still transfer, far as I know.
Last edited by Ultrabot; Apr 3, 2021 @ 8:19am
zolobolo Apr 3, 2021 @ 8:21am 
Originally posted by Avidius Aurelius:
Would be nice if you could have the new setting (lower population cost per unit) apply to all AI factions, whilst the old setting applies to the player (population cost per unit equals unit size). That would prevent the AI from ending up with only small settlements, but at the same time would allow players to use peasants to transfer population between settlements.
I am happy with this solution: All for increased difficulty but only if the systems affect player and AI equally - otherwise the game would feel more of a puzzle instead of a simulation
Ultrabot Apr 3, 2021 @ 8:28am 
Originally posted by zolobolo:
I am happy with this solution: All for increased difficulty but only if the systems affect player and AI equally - otherwise the game would feel more of a puzzle instead of a simulation

yeah, but in RTW the way the pop works on the larger unit sizes acts as increased difficulty for the AI, not the player as such, as the player can deal with it. The AI can't, it'll just recruit itself into ruin.

Does the unit size setting also affect the population growth percentages?
If not that is an interesting situation as higher unit sizes would make the game more difficult (which is a good thing in my opinion) - but of course if they want to balance out unit sizes with difficult that is a different approach

Not as such, but a larger unit size = more men disbanded

This game is from 2004, so, we'll let it off.
They made their deadline in far better shape than the sequel (which apparently had the "biggest budget ever".

Uh huh.
Last edited by Ultrabot; Apr 3, 2021 @ 8:34am
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Date Posted: Apr 2, 2021 @ 11:36pm
Posts: 19