Rome II: Total War - Multiplayer
Hello All!
A new video for you today which is the next instalment in the Let's Play series which is all about Multiplayer!
Have a look at our very own community coordinator Trish up against Multiplayer developer Elliot.
Also including a multplayer discussion about some cool features and battles types.
Hope you enjoy
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Wednesday, August 28, 2013
Free Pack Rome II TW Seleucid Empire DLC. Nomadic Tribes
Free Pack Rome II TW Seleucid Empire DLC. Nomadic Tribes
Fresh plans to support Rome II players post-launch have been announced with "regular free content and feature updates" on the menu of tasty Total War treats. Best of all, this includes adding the Seleucid Empire faction free, and the announcement of the first paid for DLC - the Nomadic Tribes Culture Pack featuring the Royal Scythians, Roxolani and Massagetae. Lead James Russell also had exciting word in regards to modding Rome II:
"We are also very proud of how SHOGUN 2 is our most moddable Total War to date with over 500 user-made mods on Steam Workshop alone. We hope to support ROME II in a similar fashion." - James Russell, TW Lead Designer
Hi guys,
Today we’re announcing our post-launch support plans for Total War: ROME II, and the good news for you is that it involves free stuff, as well as a wide array of high-quality paid-for DLC content with additional bonus features.
Alongside paid-for DLC, we’re planning to support players with regular free content and feature updates.
James Russell, Lead Designer on Total War: ROME II, said, “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,”
“We are also very proud of how SHOGUN 2 is our most moddable Total War to date with over 500 user-made mods on Steam Workshop alone. We hope to support ROME II in a similar fashion.”
While the Greek States Culture Pack DLC and free Pontus playable faction update will arrive day one; by October, you’ll also be able to add the Seleucid Empire http://wiki.totalwar.com/w/Factions to your playable faction roster for free and the Nomadic Tribes Culture Pack featuring the Royal Scythians, Roxolani and Massagetae as paid-DLC.
That’s a whole faction! For free! On top of Pontus!
Have a great weekend,
Craig.
Fresh plans to support Rome II players post-launch have been announced with "regular free content and feature updates" on the menu of tasty Total War treats. Best of all, this includes adding the Seleucid Empire faction free, and the announcement of the first paid for DLC - the Nomadic Tribes Culture Pack featuring the Royal Scythians, Roxolani and Massagetae. Lead James Russell also had exciting word in regards to modding Rome II:
"We are also very proud of how SHOGUN 2 is our most moddable Total War to date with over 500 user-made mods on Steam Workshop alone. We hope to support ROME II in a similar fashion." - James Russell, TW Lead Designer
Hi guys,
Today we’re announcing our post-launch support plans for Total War: ROME II, and the good news for you is that it involves free stuff, as well as a wide array of high-quality paid-for DLC content with additional bonus features.
Alongside paid-for DLC, we’re planning to support players with regular free content and feature updates.
James Russell, Lead Designer on Total War: ROME II, said, “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,”
“We are also very proud of how SHOGUN 2 is our most moddable Total War to date with over 500 user-made mods on Steam Workshop alone. We hope to support ROME II in a similar fashion.”
While the Greek States Culture Pack DLC and free Pontus playable faction update will arrive day one; by October, you’ll also be able to add the Seleucid Empire http://wiki.totalwar.com/w/Factions to your playable faction roster for free and the Nomadic Tribes Culture Pack featuring the Royal Scythians, Roxolani and Massagetae as paid-DLC.
That’s a whole faction! For free! On top of Pontus!
Have a great weekend,
Craig.
Roma Surrectum v2.6 Released!
Roma Surrectum v2.6 Released!
Hi everyone!
We are proud to announce the release of the 2.6 patch for Roma Surrectum!
This patch contains many bugfixes and improvements, you can find a somewhat exhaustive list below.
The link : (if you have any trouble with Mega, please tell me that I can upload it somewhere else)
Unless you have 7-zip, please use the first link
https://mega.co.nz/#!VtNiXTCa!M2NW5h...ePc__1fjyrAHlY
http://dfiles.eu/files/cf9yd6h0l
https://mega.co.nz/#!0pVjwCLC!dowUEh...xa0SBhoW58YEgM
An installer containing the whole mod will be released in the next few days, stay tuned for more info.
Installation instructions :
-You need a clean RS 2.5 install, either 2.0 + 2.5 patch, or the 2.5 installer. You should be able to install the 2.6 patch over your current install, but if you encounter any issue, please attempt a clean install.
-Download and extract the 2.6 patch.
-Open the patch, and go the directory where you can see several folders, including "data" and "Play_***" folders.
-Copy everything (ctrl-a then ctrl-c)
-Open your RS 2.5 install folder, and go to the directory with "data" and "Play_***" folders, as well as the game exe(s).
-Paste everything (ctrl-v). When asked to merge folders, answer yes; when asked to overwrite files, answer yes.
-You now have a functional RS 2.6 install!
Please note that this patch is NOT save-compatible.
Additional notes and known issues :
-For Steam users having a "failed to find steam" issue, copying the steam.dll file found inside the steam folder to the rome folder seems to fix this.
Solution courtesy of patriots190.
-The pontus 0 turn campaign starts a Belgae campaign, a fix will be released as soon as possible.
-Some EDU found in IMPORTANT_STUFF have been deprecated, and will results in an error.
Bugfixes and improvements :
Fixes/Updates in 2.6
ALL faction class triggers are now fixed and working as they should, thanks to 'ur-Lord Tedric' who pointed out that they were NOT working at all....to my dismay.
The Celtic hillfort has been fixed....well, the pathfinding, anyway, is a ton better as units can no longer approach and get caught on the walls.
The 'Economic' trait and faction leader standing traits and associated traits have been reworked some, and are working much better. Descriptions have been changed, and they make more sense now.
Fixed issue where a Roman Rebel army continuously spawns near Capua. It was a script error that left the army spawning all the time.
The trait that prepares Roman Governors for rebellion has been unhidden, and what is going to happen is now explained in full detail. It sorta gives the whole deal away, but there was too much confusion over what was happening without this.
Loyalty and how it is 'dished out' (or not) has been changed. Now, Senators who approve of the FL will have increased Loyalty, or if they disapprove, they will lose loyalty. Loyalty was also removed from a number of traits where it just didn't necessarily make sense to give out disloyalty or loyalty bonuses. Also, setting taxes to Very High will eventually incur the wrath of the people, and your Governor will start losing loyalty. It will be ok for a few turn to gain some extra cash if need be, but after that the piper comes for his pay.
Roman military ranks have been gone over extensively (still working on this to see that all is well), with many corrections and fixes. Tribunes should now become Legates after the Reforms (if they are Patricians), or progress in the Equestrian military or civilian careers as they should. A new trait: 'Roman Cavalry Decurion' has been added for Equestrians, who then progress to Tribunes before the reforms.
Many other fixes to Roman military leadership being tested and watched.
Roman cavalry has been reworked in light of some new research and ideas\input. Rome will no longer have access to the Campanian Cavalry in Capua. The reason being that the Capuan revolt happens very quickly, and historically, the Romans crushed this revolt and wiped out or enslaved the Capuans. The Capuan Campanian cavalry would then no longer exist, so it's silly for the Romans to be able to recruit them. The unit 'Latin Medium Cavalry' has also been changed and redefined as Roman Equite Extrordinarii....at this time in history reflecting that the Equestrian Class...or Roman Knights, had been nearly wiped out in the 2nd Punic War. So the unit will be recruitable ONLY in Rome, and cost an arm and two legs. The 'normal' Roman Equite has also been changed to reflect that these men are now 'The First Class of Commoners'....Roman citizens who have volunteered to serve as cavalry because it is more prestigious than serving in the infantry. This more historically represents them. The Romans will have access to Gallic Cavalry in northern Italy as a supplement to their own, and to a new unit that replaces the redundant 'Praetorian Prefect', called 'Allied Germanic Cavalry', in regions on the other side of the Alps. The cost of all Roman cavalry has also been doubled or more.
At present, it seems that the various map CTD's we were having have been fixed, but I have asked a player who is having issues with CTD's during battles to test something for me to see if it is related to this phenomenon that was not present in RS2.1a. (This problem was found and fixed.)
Fixed an issue reported in the Forum...but whose cause escaped me until 'ur-Lord Tedric' pointed it out. The top level bonus description for the Economic balance trait was using the first level description by mistake...therefore incorrectly reporting that that your economy sucked.
Fixed an issue where all Spartan characters go through the Agoge and pass. Thanks to 'Lostsoul' who sent me triggers that fixed this.
Added an alternate 'ambush' formation to the formations_ai file alternates for Alex. Fixes CTD in Alex when an army is ambushed.. Thank you 'Resef' for posting this fix.
Weakened the indestructible elephants.
Fixed a wrong settlement name in all of the scripts, thanks to Paedric for spotting it..
Fixed issue with ships and fleets not being able to combine. Thanks Chernish for persisting and testing the fix.
Fixed backwards and otherwise mixed up 'construction' bonuses in EDCT and EDA.
Fixed issue where Barbs and Nomads couldn't build last two levels of temples, and added weapons bonuses to 'pantheon' level of the Battle temples.
Revamped the economy for all campaigns.
Fixed historical event where Vesuvius erupts at the wrong time.
A number of new 'event pictures' for all cultures, updated using RS2 units. How many of them is up to 'RomanHeart', who is making them.
Roman Leadership has been gone over with a fine-tooth comb and works great now. A few new traits, and many, many adjustments.
Continuous second rebellion has been fixed.
Added loyalty to the Seleucid campaign.
Fixed a number of trait triggers that weren't working correctly.
Added a 'UnitSize' trait, triggers and scripting so that population is adjuested properly according what setting you are playing.
All one-turn campaigns have been meticulously gone over and adjusted for playability, and 0-turn campaigns adjusted to help control the number of armies and battles.
Unit stats have been redone completely.
Changed the way Roman reforms occur. You start out with Polybians. When the Marian Reforms occur, the Polybians disappear and are replaced by Roman Legionaries....the First Cohort is given a Legion name according to historical evidence (in Italy), and according to region elsewhere. (The BI Legion naming system.) When you build the Roman Fortress, the first of named and numbered Legions appear in THAT barracks, replacing the Generic Legionaries.....but the Generic Roman Legionary will still be available elsewhere. You could play the rest of the game this way if you wished. But if you build the Circus Maximus' in Rome, the script will build a building called 'augustan_reforms' that will make the Imperial Legions appear, and all Roman Auxiliary units. The Generic Legions will disappear from all barracks.
And, there have been numerous other small fixes here and there as people have reported them. So I'm hoping the next release will have a clean bill of non-CTD health, and please 'most' people. But it will not be save game compatible, so I'm waiting for the rest of this stuff to be fixed.
Battlemap terrain and lighting improvements.
Non-Roman one turn campaigns made significantly more challenging and individualised for each faction by creation of scripted buildings at the campaign start.
"Survival script" to encourage a more balanced strategy map.
Have fun!
Hi everyone!
We are proud to announce the release of the 2.6 patch for Roma Surrectum!
This patch contains many bugfixes and improvements, you can find a somewhat exhaustive list below.
The link : (if you have any trouble with Mega, please tell me that I can upload it somewhere else)
Unless you have 7-zip, please use the first link
https://mega.co.nz/#!VtNiXTCa!M2NW5h...ePc__1fjyrAHlY
http://dfiles.eu/files/cf9yd6h0l
https://mega.co.nz/#!0pVjwCLC!dowUEh...xa0SBhoW58YEgM
An installer containing the whole mod will be released in the next few days, stay tuned for more info.
Installation instructions :
-You need a clean RS 2.5 install, either 2.0 + 2.5 patch, or the 2.5 installer. You should be able to install the 2.6 patch over your current install, but if you encounter any issue, please attempt a clean install.
-Download and extract the 2.6 patch.
-Open the patch, and go the directory where you can see several folders, including "data" and "Play_***" folders.
-Copy everything (ctrl-a then ctrl-c)
-Open your RS 2.5 install folder, and go to the directory with "data" and "Play_***" folders, as well as the game exe(s).
-Paste everything (ctrl-v). When asked to merge folders, answer yes; when asked to overwrite files, answer yes.
-You now have a functional RS 2.6 install!
Please note that this patch is NOT save-compatible.
Additional notes and known issues :
-For Steam users having a "failed to find steam" issue, copying the steam.dll file found inside the steam folder to the rome folder seems to fix this.
Solution courtesy of patriots190.
-The pontus 0 turn campaign starts a Belgae campaign, a fix will be released as soon as possible.
-Some EDU found in IMPORTANT_STUFF have been deprecated, and will results in an error.
Bugfixes and improvements :
Fixes/Updates in 2.6
ALL faction class triggers are now fixed and working as they should, thanks to 'ur-Lord Tedric' who pointed out that they were NOT working at all....to my dismay.
The Celtic hillfort has been fixed....well, the pathfinding, anyway, is a ton better as units can no longer approach and get caught on the walls.
The 'Economic' trait and faction leader standing traits and associated traits have been reworked some, and are working much better. Descriptions have been changed, and they make more sense now.
Fixed issue where a Roman Rebel army continuously spawns near Capua. It was a script error that left the army spawning all the time.
The trait that prepares Roman Governors for rebellion has been unhidden, and what is going to happen is now explained in full detail. It sorta gives the whole deal away, but there was too much confusion over what was happening without this.
Loyalty and how it is 'dished out' (or not) has been changed. Now, Senators who approve of the FL will have increased Loyalty, or if they disapprove, they will lose loyalty. Loyalty was also removed from a number of traits where it just didn't necessarily make sense to give out disloyalty or loyalty bonuses. Also, setting taxes to Very High will eventually incur the wrath of the people, and your Governor will start losing loyalty. It will be ok for a few turn to gain some extra cash if need be, but after that the piper comes for his pay.
Roman military ranks have been gone over extensively (still working on this to see that all is well), with many corrections and fixes. Tribunes should now become Legates after the Reforms (if they are Patricians), or progress in the Equestrian military or civilian careers as they should. A new trait: 'Roman Cavalry Decurion' has been added for Equestrians, who then progress to Tribunes before the reforms.
Many other fixes to Roman military leadership being tested and watched.
Roman cavalry has been reworked in light of some new research and ideas\input. Rome will no longer have access to the Campanian Cavalry in Capua. The reason being that the Capuan revolt happens very quickly, and historically, the Romans crushed this revolt and wiped out or enslaved the Capuans. The Capuan Campanian cavalry would then no longer exist, so it's silly for the Romans to be able to recruit them. The unit 'Latin Medium Cavalry' has also been changed and redefined as Roman Equite Extrordinarii....at this time in history reflecting that the Equestrian Class...or Roman Knights, had been nearly wiped out in the 2nd Punic War. So the unit will be recruitable ONLY in Rome, and cost an arm and two legs. The 'normal' Roman Equite has also been changed to reflect that these men are now 'The First Class of Commoners'....Roman citizens who have volunteered to serve as cavalry because it is more prestigious than serving in the infantry. This more historically represents them. The Romans will have access to Gallic Cavalry in northern Italy as a supplement to their own, and to a new unit that replaces the redundant 'Praetorian Prefect', called 'Allied Germanic Cavalry', in regions on the other side of the Alps. The cost of all Roman cavalry has also been doubled or more.
At present, it seems that the various map CTD's we were having have been fixed, but I have asked a player who is having issues with CTD's during battles to test something for me to see if it is related to this phenomenon that was not present in RS2.1a. (This problem was found and fixed.)
Fixed an issue reported in the Forum...but whose cause escaped me until 'ur-Lord Tedric' pointed it out. The top level bonus description for the Economic balance trait was using the first level description by mistake...therefore incorrectly reporting that that your economy sucked.
Fixed an issue where all Spartan characters go through the Agoge and pass. Thanks to 'Lostsoul' who sent me triggers that fixed this.
Added an alternate 'ambush' formation to the formations_ai file alternates for Alex. Fixes CTD in Alex when an army is ambushed.. Thank you 'Resef' for posting this fix.
Weakened the indestructible elephants.
Fixed a wrong settlement name in all of the scripts, thanks to Paedric for spotting it..
Fixed issue with ships and fleets not being able to combine. Thanks Chernish for persisting and testing the fix.
Fixed backwards and otherwise mixed up 'construction' bonuses in EDCT and EDA.
Fixed issue where Barbs and Nomads couldn't build last two levels of temples, and added weapons bonuses to 'pantheon' level of the Battle temples.
Revamped the economy for all campaigns.
Fixed historical event where Vesuvius erupts at the wrong time.
A number of new 'event pictures' for all cultures, updated using RS2 units. How many of them is up to 'RomanHeart', who is making them.
Roman Leadership has been gone over with a fine-tooth comb and works great now. A few new traits, and many, many adjustments.
Continuous second rebellion has been fixed.
Added loyalty to the Seleucid campaign.
Fixed a number of trait triggers that weren't working correctly.
Added a 'UnitSize' trait, triggers and scripting so that population is adjuested properly according what setting you are playing.
All one-turn campaigns have been meticulously gone over and adjusted for playability, and 0-turn campaigns adjusted to help control the number of armies and battles.
Unit stats have been redone completely.
Changed the way Roman reforms occur. You start out with Polybians. When the Marian Reforms occur, the Polybians disappear and are replaced by Roman Legionaries....the First Cohort is given a Legion name according to historical evidence (in Italy), and according to region elsewhere. (The BI Legion naming system.) When you build the Roman Fortress, the first of named and numbered Legions appear in THAT barracks, replacing the Generic Legionaries.....but the Generic Roman Legionary will still be available elsewhere. You could play the rest of the game this way if you wished. But if you build the Circus Maximus' in Rome, the script will build a building called 'augustan_reforms' that will make the Imperial Legions appear, and all Roman Auxiliary units. The Generic Legions will disappear from all barracks.
And, there have been numerous other small fixes here and there as people have reported them. So I'm hoping the next release will have a clean bill of non-CTD health, and please 'most' people. But it will not be save game compatible, so I'm waiting for the rest of this stuff to be fixed.
Battlemap terrain and lighting improvements.
Non-Roman one turn campaigns made significantly more challenging and individualised for each faction by creation of scripted buildings at the campaign start.
"Survival script" to encourage a more balanced strategy map.
Have fun!
Download Total War: Rome II Free Torrent Crack FULL
Download Total War: Rome II Free Torrent Crack FULL
Download Total War: Rome II Free Rar Serial Full Game
Free Download Rome 2 Total War Crack Serial Torrent English Full
Torrent + Limited Edition + Language Pack (MULTi7)
English/German/French/Spanish/Italian/Russian/Japanese
Total War: Rome II is an upcoming strategy game under development by The Creative Assembly and published by Sega, to be released on 3 September 2013 for Microsoft Windows. According to The Bookseller website, Pan MacMillan and Thomas Dunne Books have purchased the rights from The Creative Assembly to publish a series of novels based on the video game Total War: Rome II. Author David Gibbins has been tasked to write the aforementioned novel series.
As with Rome: Total War, Total War: Rome II will be set in classical antiquity and focus on the Roman Republic, allowing players to transform it into the Roman Empire if they so choose.
Warscape Engine will power the visuals of the game, and new unit cameras will allow players to focus on individual soldiers in the battlefield, which in itself may contain thousands of combatants at a time. Creative Assembly has stated that they wish to bring out the more human side of the war this way, with soldiers reacting with horror as their comrades get killed around them, and officers inspiring their men with heroic speeches before siege towers hit the walls of the enemy city. This will be realized using facial animations for individual units, adding a feel of horror and realism to the battles.
The Creative Assembly has revealed that Rome II's campaign map will be a lot larger than in its predecessor. The campaign map seen in the artistic representations of the playable factions seems to indicate it will spread further north, further east, and that it will include a detailed Arabia region for the first time in Total War games. The map itself will be divided into 183 territories, which will be grouped into provinces. The purpose of these provinces is to reduce micromanagement and offer a more in-depth campaign. These provinces will specialize into a certain task, such as military recruitment, agriculture or trade.
The game will feature 117 different factions around the campaign map, each with their own unit roster and agenda. Eight of these will be playable on the initial release, more will be included as either free or paid downloadable content. These playable factions will be divided into three cultural groups: Greco-Roman, Barbarian and Eastern. Each will have a unique play style associated with them, and each will bring a completely different Total War: Rome II experience. Some of them are bound on military conquest, while others focus more on diplomatics and trade.
SCREEN
Total War: Rome II System Requirements:
OS: Windows XP / Windows Vista / Windows 7 / Windows 8
CPU: 2.0 GHz Dual Core or 2.6 GHz Single Core
RAM: Win xp - 1GB Memory & Win Vista/7/8 - 2GB Memory
GPU RAM: 512MB with VRAM and 3.0 Shader model
HD: 30GB of Free space
DX: 9.0c
CPU: 2.0 GHz Dual Core or 2.6 GHz Single Core
RAM: Win xp - 1GB Memory & Win Vista/7/8 - 2GB Memory
GPU RAM: 512MB with VRAM and 3.0 Shader model
HD: 30GB of Free space
DX: 9.0c
Total War: Rome II Recommended System:
INTEL CPU Core 2 Quad Q6600 2.4GHz
AMD CPU Phenom 9750 Quad-CoreNvidia GPU GeForce GTS 450
AMD GPU Radeon HD 4870
RAM 4GB
OS Win 7 64 Win 8 64
Direct X 11
HDD Space 30GB
AMD CPU Phenom 9750 Quad-CoreNvidia GPU GeForce GTS 450
AMD GPU Radeon HD 4870
RAM 4GB
OS Win 7 64 Win 8 64
Direct X 11
HDD Space 30GB
Installation Instruction
Instructions
1. Download it
2. Mount the iso file with Deamon Tools
3. Click Install
4. The Setup Prompts you for a cd key.
5. Wait for it to install
6. Go to the drive Total.War.Rome.II
7. Go to the folder named Crack and go to you Total War Rome II game directory
8. Replace the original executable with the crack.
Enjoy all People!!!!!
Total War: Rome II - FULL UNLOCKED
Size 6.32 GB
Friday, August 16, 2013
Ancient Rome: 200th Tale of the Week Competition
Ancient Rome
7 Keywords:
Betrayal
Legion
Greek
Citizen
Roman
General
Service
Rules and awards
In anticipated celebration for the arrival of Rome 2, the theme is set in accordance to the game, with an increase in words to 1,500 maximum, with only two additional words added to the normal competition guidelines.
- 7 keywords that have to be used in the story (please place these words in bold so they can easily be seen by the moderators).
- The word minimum is increased to 500, with the maximum increased to 1,500, INCLUDING all titles, footnotes or any other part deemed part of the submission, in a spoiler
- The Deadline is the Saturday, August 24, 2013 (14 days).
- Minimum 3 submissions to start the competition.
A vote thread will go up for 7 days, at the competition's submission portion's conclusion.
- If you are a contestant you are honor bound to not read other contestants' writings until you have submitted yours.
Please note that all rules including word count and key words will be strictly enforced. Rule breakers will be disqualified from the vote.
When using the keywords you may change nouns into plurals and the tenses of verbs only.
Contestants are not allowed to do direct advertisement of there story or asking for votes.
Example
Please vote for my story in ToTW.
Please vote for your favorite story. (allowed)
Special Event Awards
With Rome 2 only one month away from release, and this special event celebrating the 200th TotW competition will have a breakdown system as such:
In the case of three submissions, the points awarded will be 2 for the winner.
In the case of four submissions, the points awarded will be 2 for the winner and 1 for the runner-up.
In the case of five submissions or more, the points awarded will be 3 for the winner, 2 for the runner-up, and 1 for third place.
So from scratch points, effectively winning this competition will get you halfway to achieving the first medal!
For those of you with points already, this competition could push your total point count to achieving the first, second, or third medal!
6 points - bronze medal
12 points - silver medal
24 points - golden medal
Additional Prizes:
The first place winner will also receive 30 reputation points as an additional prize.
The second place competitor will receive 25 reputation points as an additional prize.
The third place competitor will receive 20 reputation points as an additional prize.
The fourth place competitor will receive 15 reputation points as their prize.
Good luck to all competitors! May Apollo guide your way!
Total War: Rome II - City Growth Screenshots Released
Hey all,
To showcase the incredible detail in ROME II’s campaign map, we thought we’d give you a Greek-peek of how city growth looks in the game, using the walled city of Massalia in southern France – or modern-day Marseille – as an example.
Settlements and cities in ROME II grow in a very organic way, and can expand in a number of different directions, while reflecting some of your key building decisions. Each city has a number of potential slots which can be developed ready for further construction, and it’s this process which physically expands the city. These construction slots can then accommodate new structures such as temples, training grounds, marketplaces and so on, which then appear within the city on the campaign map. You’ll also see greater works represented in the city too. As you can see here, we’ve upgraded our way through the Forum building-chain to a full-blow amphitheatre, with a typically Roman aqueduct thrown in for good measure.
As your city grows, it begins to impact the landscape around it. Urban sprawl appears outside the walls as the city increases in size. If your building choices support agriculture, farmland blossoms around the city, and forests are cut back to make way for new works.
Not all cities boast walls however, only provincial capitals. This gives the player a much greater range of battle types across a broader variety of settlements, and reduces the number of siege battles you’ll face compared to Shogun 2, which in turn keeps battle gameplay fresh and interesting. Across Rome II’s 49 different settlement, city and port-town battle maps, you’ll see a tremendous amount of urban battlefield variety while you’re storming your way through enemy provinces!
To showcase the incredible detail in ROME II’s campaign map, we thought we’d give you a Greek-peek of how city growth looks in the game, using the walled city of Massalia in southern France – or modern-day Marseille – as an example.
Settlements and cities in ROME II grow in a very organic way, and can expand in a number of different directions, while reflecting some of your key building decisions. Each city has a number of potential slots which can be developed ready for further construction, and it’s this process which physically expands the city. These construction slots can then accommodate new structures such as temples, training grounds, marketplaces and so on, which then appear within the city on the campaign map. You’ll also see greater works represented in the city too. As you can see here, we’ve upgraded our way through the Forum building-chain to a full-blow amphitheatre, with a typically Roman aqueduct thrown in for good measure.
As your city grows, it begins to impact the landscape around it. Urban sprawl appears outside the walls as the city increases in size. If your building choices support agriculture, farmland blossoms around the city, and forests are cut back to make way for new works.
Not all cities boast walls however, only provincial capitals. This gives the player a much greater range of battle types across a broader variety of settlements, and reduces the number of siege battles you’ll face compared to Shogun 2, which in turn keeps battle gameplay fresh and interesting. Across Rome II’s 49 different settlement, city and port-town battle maps, you’ll see a tremendous amount of urban battlefield variety while you’re storming your way through enemy provinces!
The Capital Cities of Rome II Preview
The Capital Cities of Rome II Preview
Some of the major cities set to appear in Total War - Rome II have been shown off in a bunch of new and delightful screenshots. Athens, Carthage, Alexandria, Babylon, and of course, Rome itself all feature in glistering and beautiful images. Remember to also check out the Rome II city growth comparisons also fresh on the Total War menu.
Capital Cities
Among all the settlements and cities to be found as you conquer your way across ROME II’s campaign map, five stand out as great wonders of engineering, seats of learning, and as the hearts of empires: Alexandria, Athens, Carthage, Babylon and Rome.
It’s only right that the battle maps for these mighty seats of ancient civilisation get the special treatment, so we’ve gone to town on making them the most intricate, stunning, authentic and of course epic cityscapes we’ve ever created.
These shots also show the kind of graphical glory the ROME II engine can achieve, with a huge range of environmental lighting variables, colossal amounts of detail, and high-end graphical techniques such as depth-of-field.
Alexandria View full-resolution photo [here].
Athens View full-resolution photo [here].
Babylon View full-resolution photo [here].
Carthage View full-resolution photo [here].
Rome View full-resolution photo [here].
Some of the major cities set to appear in Total War - Rome II have been shown off in a bunch of new and delightful screenshots. Athens, Carthage, Alexandria, Babylon, and of course, Rome itself all feature in glistering and beautiful images. Remember to also check out the Rome II city growth comparisons also fresh on the Total War menu.
Capital Cities
Among all the settlements and cities to be found as you conquer your way across ROME II’s campaign map, five stand out as great wonders of engineering, seats of learning, and as the hearts of empires: Alexandria, Athens, Carthage, Babylon and Rome.
It’s only right that the battle maps for these mighty seats of ancient civilisation get the special treatment, so we’ve gone to town on making them the most intricate, stunning, authentic and of course epic cityscapes we’ve ever created.
These shots also show the kind of graphical glory the ROME II engine can achieve, with a huge range of environmental lighting variables, colossal amounts of detail, and high-end graphical techniques such as depth-of-field.
Alexandria View full-resolution photo [here].
Athens View full-resolution photo [here].
Babylon View full-resolution photo [here].
Carthage View full-resolution photo [here].
Rome View full-resolution photo [here].
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