Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
wisecontra Apr 6, 2023 @ 1:59pm
Some problems i have with DEI
it s sad man, but i just dont think rome 2 is a good enough game for DEI, there s so many ambitious little features from the supply system to the population mechanic, but i just don t think they can be well implemented enough considering the base game, so many problems especially on the campaign map, predicted income instantly changing as soon i hit end turn, same with food- leads to starvation and no replenishment, leaving you exposed to attacks, rinse and repeat. If i knew how to mod i d tweak a few things, first reduce fleet movement speed- the AI can see all your settlements and their garrison, they ll always attack the weak spot, they don t need those broken fleets that come out of the fog of war and are within striking distance of 3-4 port settlements so you can t defend them all. I d change the replenishment to the way it is in para bellum, from my limited experience it doesn`t require population from the class the unit was recruited from to replenish, you would need troops from a certain class only to recruit new units. This is also a problem because i could have 19 units made up of barbaroi, but because the bodyguards are eugeneis, replenishment would seemingly(?) not work. I`d bin the whole supply system, just seems bugged all around, i have a food surplus and enough supply routes, but taking attrition whilst in a settlement. Whether i m gonna loose men or not at the end of a turn feels too much like a dice roll and you don t want that in a strategy game. When it comes to the battles i d change the unit spacing obviously and the units strict adherence to formations, even when not in guard mode, makes the battle line look a bit like a zig zag line, which i like to abuse don t get me wrong:steammocking:.
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Showing 1-3 of 3 comments
Fèru Or Oct 22, 2023 @ 8:15pm 
I'd be happy if they changed hoplite and pike phalanx vulnerability. Phalanx (especially pike) was much more vulnerable on the flanks and rear. Too often I attack and surround a phalanx unit and they just don't seem to care....they only begin to waiver at 1/3 strength.... like wut...
wisecontra Oct 23, 2023 @ 12:48am 
damn this is an old postXDDD not sure i d like the phalanx nerf since i play hellenic factions for the most part...hoplites are still horrible to my mind, they have only 200 men compared to a pike phalanx 256, they have terrible stats, and cover little ground, their formation gets easily outflanked , they waste the same population class as much better pike units etc... you also have to remember most good pike units consume the politides resource, i think pergamon starts with like 4000 of them, so once you recruit an elite army that s gonna be pretty much it for a LONG time until the population replenishes
kam2150  [developer] Oct 23, 2023 @ 11:53am 
Originally posted by Fèru Or:
I'd be happy if they changed hoplite and pike phalanx vulnerability. Phalanx (especially pike) was much more vulnerable on the flanks and rear. Too often I attack and surround a phalanx unit and they just don't seem to care....they only begin to waiver at 1/3 strength.... like wut...

Game has no morale penalty for being surrounded and even best hoplite unit can be killed by 2 hastati in under a minute, players just leave units in moshpit to grind.

We even added damage bonus vs phalanx for all units that attack them from flank and rear and in hands of player, AI phalanx is easiest heavy infantry to beat. Just make sure to never attack 1 phalanx with more than 2 units (1 front, 1 rear) since if you send more, there is no game mechanic that will make them perform better but the opposite will happen as all of these units will tire down, losing stats while only small % of each unit will engage enemy. This will also make cycling units harder.

But yes, phalanx are easiest heavy units to beat in DeI when player knows how to engage. Anything less, they would be useless in hands of AI as they are already very weak.
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