With the shifting of recruitment and mustering to be focused on generals and admirals rather than the regions, getting around the map and prepping assaults has become that much easier. Army management has been streamlined a bit as well. Playing as one of the Germanic tribes requires a bit more runway before you start having the same impact you’d get from playing as Rome. Some of the interest and opportunity depends on which of the eight the factions you choose to play as – leading one of the major powers allows for lots of opportunity to grow and shape your empire.
This additional layer of specialization adds another interesting series of decisions that can help refine your strategies without necessarily requiring additional micromanagement. If they're already on board with your culture, you might want an edict that improves tax rates or the food supply. If you've just conquered a province owned by a different culture, you might want an edict that encourages their assimilation with your culture. If you own all the regions within a province, you'll gain a small benefit and be able to enact province-wide edicts, which can boost that province's abilities in a key area. Taking an unwalled town still gives you a bit of urban fighting, but without the predictable gate and tower assaults. What makes this system particularly exciting is that each section can be conquered individually, and only one per province has city walls, which makes sieges rarer and more significant. Since each region has a limited number of building slots, you'll need to carefully consider placement when building up the temples, aqueducts, farms, barracks, and ports that make up each region. It preserves the depth I crave by leaving room for specialization, and rewarding us for smart use of it. Italy for example, has 11 regions, but you manage them in three large groups. Now, instead of having to click through every different region to check food and order levels and set build orders, you manage each region as part of a larger provincial unit. The burden of this management has always been a problem for Total War over its 13-year history, particularly in the late game when an empire can become sprawling, and Rome II's provincial-management system goes a long way towards lightening that load a bit without sacrificing depth. I'm not a fan of some of the changes they made (like giving the Nomadic Tribes loads of infantry, robbing them of their unique all-Cavalry playstyle.The core of the campaign game focuses on managing the civic infrastructure required to commission and maintain your armies and navies. The makers of DEI also possibly don't need to work within a budget (as they are using their spare time and modifying existing content.) Also I'd say there's a good chance that for every person who likes DEI, there will be at least one person for whom it isn't their cup of tea. Possibly because modding someone else's game and making your own are very different tasks with different requirements and needing different skills. I remember the game receiving a lot of negative reviews upon launch, but I heard they patched the ♥♥♥♥ out of it and now it's a half decent gameĬan anyone just tell me what state this game is in? Is it worth playing again? One of my fav games is rome total war so I have like a huge standard for this game DEI mod has totally changed this game for me.Why didnt they hire these guys for the vanilla game? Originally posted by sosa:I bought this game when it came out, was so ♥♥♥♥ing hyped for it and when I actually got to play it, it was a huge let down