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TW FORUM EXCLUSIVE! Q&A Session with CA

mmurray821mmurray821 ModeratorPosts: 5,057Moderators
edited August 2013 in Total War: ROME II
Finally Forumites, after hounding CA about it since SF they have given the official TW forum exclusive content to the upcoming Rome 2 in some Q&A goodness. These questions were combed through from the official forums here so don't be surprised if you see your thread question in here. They couldn't answer everything, but that is the nature of asking questions while the game is still in development and features are fluid.

Without further ado, I present the TW Forums Q&A theater:

How far east does the Campaign Map go?
Quite far! More to come on that soon, we hope J

Will there be Mini-Campaigns beside the Grand Campaign like in Napoleon Total War?
We’re focusing on delivering a single, epic campaign – so all of our energy is going into that right now. It’s something that’ll consume hours of your life – it’s all about the core Total War experience. I wouldn’t rule out mini-campaigns in the future, but it would depend on what people want. Right now people tell us they want big Total War experiences.

We heard that each playable Faction will have their own unique Tech Tree based on their culture. Could you please tell us more about these Tech Trees?
Yeah, like you said, each culture will have its own Tech Tree variant. We’re keen for a faction in Rome II to mean something significant, so each faction will play differently – they’ll fight differently, they’ll have different personalities and they’ll also have a different technological approach on the campaign map. It’s all about adding variety and building replayability into the game.

Which famous historical characters will have the ability to appear in the game as Generals, Agents, or as other NPCS?
There will be a few, let’s put it that way! We always try to get big figures from history into our games in some way – they help set the scene, and it’s always cool when you rout one of them and rewrite history.

What improvements are being made to diplomacy?
Bigger, better and more in-depth. We’ll reveal more on this soon – keep your eyes peeled.

Will multi-core programming be properly implemented?
We’ve been building on the engine since Empire’s release, and every iteration in the series brings with it a host of optimization improvements. We’re getting to the stage of development where we’re really digging into those fundamentals now – keep an eye out for the min and recommended specs closer to release.

There supposedly is three stances that armies can be put into that give various effects. Could you elaborate more on these effects? Also we know that Each Stance affects the armies ability to move on the campaign map? Do armies move farther than in previous Total War games with the turns being equivalent to one year?
Armies and fleets, at the outset, will not be moving ridiculously far. As settlements and their interconnecting roads develop, and technologies and skills which facilitate movement and logistics are invested in, this base movement range will increase.

Furthermore, armies and fleets can be put into either the “Forced March” (armies) or “Double Time” (fleets) stances, which doubles their movement range but at cost of not being able to initiate battles (reinforcement is still possible), being more vulnerable to ambushes, and with some morale debuffs in the event that they are attacked.

In addition to Forced March, armies can attempt to lay an ambush/surprise attack on any piece of navigable terrain via the “Ambush” stance. The success of an ambush attack depends on the nature of the terrain in which an attempt is being made (ambushing in open terrain is obviously more difficult than in an alpine forest) and on any skills and traditions in play on that army.

Both armies and fleets can raid, which halves their movement range but also halves their upkeep as they forage and secures a little extra funds from nearby trade routes and settlements, albeit with diplomatic penalties with the local region’s owner or – if raiding within one’s own territory – public order penalties.

Finally, armies can fortify and fleets can patrol, greatly extending their reinforcement ranges and granting them a number of defensive bonuses. For armies, this also includes providing a number of defensive deployables which may otherwise only be available to forces or commanders which have invested in certain skills, and in the case of Rome this provides the fortified army with a small encampment to defend.

Will the replenishment system will be like NTW/TWS2 or will it be like ETW?
Nap/S2. Fleets can replenish on see, as armies on land. The amount based on the ownership of the sea region. When it’s contested you can replenish only in your ports.

There are three families for a couple factions. What are the inter faction dynamics like for other factions?
Player ‘family’, ie the ruling power and their supporters (the king, chief, etc.) vs. the rest, ie the council, the court, other nobles and people of ambition.

Note that Rome and Carthage also have a ‘senate’ party in addition to the families.

While in Rome or Carthage the struggle is between families for the leadership (and to establish a monarchic state), for other factions the goal is to maintain the authority and control over the faction. If you stop being the most powerful others will challenge your family and eventually usurp in a civil war to replace you as high king, chieftain, etc.

How does enslaving a population work?
Following battles, you have the choice of enslaving captives. Following settlement battles, depending on whether you occupy peacefully, loot, raze, etc. you will also enslave a portion of the captives and populace.

These slaves are distributed throughout your faction, increasing the number of slaves in every province you hold and therefore improving the economy, but also increasing slave unrest which – if left unchecked – may lead to servile uprisings. There is an optimal level of slaves where the economic benefit is the highest and the public order cost is still relatively easy to cope with.

Slaves diminish over time, so enslaving captives is essential if the economy is to run optimally. Note that although a populace may be enslaved following conquest, there is no explicit concept of population this time around.

Are taxes set per Provence or on Empire level?
Faction-level. As ever, the player may exempt provinces from tax, and once an entire province is owned the player can issue a tax/tribute farming edict which will increase the amount of tax income received as long as it is in play, albeit while reducing local public order.

Is Plunder when a town/city is conquered done automatically or can you assign levels of despoiling?
You can loot, as in Napoleon and S2, but you can additionally raze a settlement, quickly doing away with buildings in preparation for your reconstruction.

Barbarians can additionally sack a settlement, which is effectively loot and move on, meaning that they needn’t burden themselves with governing troublesome regions when all they are after is wealth and glory.
Post edited by mmurray821 on
Total War Forum: Terms and Conditions
I've never seen the Icarus story as a lesson on the limitations of humans. I see it as a lesson about the limitations of wax as an adhesive.
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Comments

  • aliedialiedi Senior Member Posts: 401Registered Users
    edited May 2013
    Wow, great
    Avg fps 32 with r9 280x
  • seanakkseanakk Senior Member Posts: 743Registered Users
    edited May 2013
    Interesting stuff, thanks!
  • PietroMiccaPietroMicca Senior Member Posts: 196Registered Users
    edited May 2013
    The 'senate’ party will cause a lot of misunderstanding

    How it really works?
  • SashimigSashimig Senior Member Posts: 2,834Registered Users
    edited May 2013
    at last something interesting thx
    "Ten soldiers wisely led will beat a hundred without a head"

    Euripides
  • ariyanariyan Senior Member Posts: 480Registered Users
    edited May 2013
    thanks
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    Sarbazan.....HAMLEEEEEEE!!!!!!
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  • LongshanksLongshanks Senior Member Posts: 351Registered Users
    edited May 2013
    Very great news indeed: I can just sail the Iceni to rome and sack it :D
    Get 'em boyz!
    Dakka dakka dakka!
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    WAAAGH!
  • jamreal18jamreal18 Senior Member Posts: 3,948Registered Users
    edited May 2013
    thanks!
    CA, plz dont forget to improve UNIT VARIETY & DIVERSITY!

    PONTUS Additional PONTIC LEGIONARY.
    ARMENIA *Additional unique and native melee infantry.
    *Diversity of ELITE CATAPHRACT.
    http://peopleofar.files.wordpress.com/2013/02/armenian-and-parthian-cataphracts.jpg
    ARDIAEI Additional ELITE SICA unit.
    NAVAL BATTLE SHIPS Improve diversity to ships.
  • Xirius The GreatXirius The Great Senior Member Posts: 414Registered Users
    edited May 2013
    Very interesting, indeed. But did i understand it right that cities will have no more concrete populace number anymore? Or have i read this wrong?
    "The unholy offspring of lightning and death itself."
  • mmurray821mmurray821 Moderator Posts: 5,057Moderators
    edited May 2013
    Very interesting, indeed. But did i understand it right that cities will have no more concrete populace number anymore? Or have i read this wrong?

    No more so than other TW games. In S2 the population grew as the city was developed and low taxes brought in new populations and those same populations fell when a city was razed.
    Total War Forum: Terms and Conditions
    I've never seen the Icarus story as a lesson on the limitations of humans. I see it as a lesson about the limitations of wax as an adhesive.
  • SpoonskaSpoonska Senior Member Posts: 158Registered Users
    edited May 2013
    Thank you so much Murray, really this is incredible.
    Barbarians can additionally sack a settlement, which is effectively loot and move on, meaning that they needn’t burden themselves with governing troublesome regions when all they are after is wealth and glory.

    This ... right here ... is like... ****. Is it presumed the "wealth" portion gets added to your bank? So its an effective way of adding to your economy? And the way that slaves work sounds so interesting and fresh. Being able to forage / raid to reduce upkeeep also sounds really cool. All the new economy info as a whole sounds really really cool.

    I wonder how this is going to play out though :
    Once an entire province is owned the player can issue a tax/tribute farming edict which will increase the amount of tax income received as long as it is in play

    So, if the old info still stands... each province has a couple of spots you need to capture. You get those you get the province. When you have the province you can pass an Edict that raises taxes for say 3 years? Just in that province. I wonder if that's something we have to build or research or have an agent to do.


    Thanks again Murray.
    Link to my Twitch.tv Stream
    Link to my Youtube
    How far will you go for Rome ?
    Probably about 250-300 turns.
  • Maximus ThraxMaximus Thrax Senior Member Posts: 1,946Registered Users
    edited May 2013
    Thanks
    Don't go Ad Hominem
  • GrudgeNLGrudgeNL Senior Member Posts: 7,075Registered Users, Cakes!
    edited May 2013
    Thanks! This is amazing. But.. now I need more .. ;_;
    Grudge's Mods
    Total War: Karling - Coming soon...-ish
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  • Green JacketGreen Jacket Senior Member Melton Mowbray, Leicestershire, EnglandPosts: 1,512Registered Users
    edited May 2013
    Still disappointed by the tax systems :/ This is an era when different taxes where given to different provinces. I like the option to do empire wide rates, but would also like to see an option where you can set it for individual cities/provinces.
    "Interdum feror cupidine partium magnarum Europae vincendarum"
    "Sometimes I get this urge to conquer large parts of Europe"
  • CorpiusCorpius Moderator Posts: 865Registered Users, Moderators
    edited May 2013
    Thanks for this!

    Liked what I read so far, Rome II's looking better by the day.
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  • NelecNelec Senior Member Posts: 417Registered Users
    edited May 2013
    Very, very cool, I think my level of excitement may be unhealthy :D
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  • theanarchisttheanarchist Senior Member Posts: 334Registered Users
    edited May 2013
    awesome! thanks mmurray!
  • smo0omsmo0om Senior Member Posts: 248Registered Users
    edited May 2013
    wow thanks now i can't wait !!
  • PietroMiccaPietroMicca Senior Member Posts: 196Registered Users
    edited May 2013
    maybe this is a stupid question

    but what does it mean "More to come on that soon, we hope J"? Is it a typo? It means simply June or it's an idiom a dunno? Or it's only "More to come on that soon, we hope"?
  • HellowenistiHellowenisti Member Posts: 105Registered Users
    edited May 2013
    Nice, thanks Murray! Unfortunatly no questions or more information from multiplayer. : /
  • XooXoo Senior Member Posts: 2,997Registered Users
    edited May 2013
    Thanks Murray.
    Carthage > Burn Rome :p
    Macedon > Burn Rome :D
  • belorebelore Member Posts: 81Registered Users
    edited May 2013
    cool.

    what can we expect for multiplayer? i know that de campaign is the heart of the game,but now multiplayer well balanced and interresting is so important too
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  • golangolan Senior Member Posts: 1,392Registered Users
    edited May 2013
    Today was a good day... for SCIENCE.

    Have to say that Jack's thread on army mechanics and these latest announcements (especially army stances) do create a more interesting perspective. The emphasis on armies does not wash away old sins of CA (and by sins, everybody has its own list which is different), but it is surely great news. Can we expect any announcements on AI improvements? It was discussed in the forum that German troops looked idle while being in the frontline against the romans. So any announcements, even if they don't handle that particular issue, will be welcomed.
    Remember! Rome Wasn't Patched In a Day... Uhm, that's the way the saying goes, right?

    TW Track:
    • SP/MP ratio = 95/5.
    • Preferred campaign difficulty: Normal/Hard (Very Hard in Rome2).
    • Preferred vanilla battle difficulty: Very Hard (Normal in Shogun2).
    • Vanilla/Mods ratio = 40/60 (Rome2 track = 90% mods).
    • Mods: EB, RTR, R1DM, SSteel, M2DM, DME, S2DM, Radious R2, DeI, Constantine
  • Alaric IIIAlaric III Senior Member Posts: 726Registered Users
    edited May 2013
    I love the new info - Although I felt the first half the answers were very vague and not particularly useful. I need more...
    Vox Senatoris numquam iterum audietur
    The voice of the Senator will never be heard again

    í dauða er dýrð
    There is glory in death

    May the Visigoths prevail!
  • Maximus ThraxMaximus Thrax Senior Member Posts: 1,946Registered Users
    edited May 2013
    I want to see the campaign mappppppppppp
    Don't go Ad Hominem
  • ShigawireShigawire Senior Member Norway, BrønnøysundPosts: 3,176Registered Users
    edited May 2013
    Thanks mmurray and CA. This is one of the best and most uplifting FAQs I've ever read of any game.


    This in particular made me grin :) I knew about Forced March, Ambush.. and sort of knew about Fortify.
    The "Raid" mode is new to me, and sounds brilliant.
    Armies and fleets, at the outset, will not be moving ridiculously far. As settlements and their interconnecting roads develop, and technologies and skills which facilitate movement and logistics are invested in, this base movement range will increase.

    Furthermore, armies and fleets can be put into either the “Forced March” (armies) or “Double Time” (fleets) stances, which doubles their movement range but at cost of not being able to initiate battles (reinforcement is still possible), being more vulnerable to ambushes, and with some morale debuffs in the event that they are attacked.

    In addition to Forced March, armies can attempt to lay an ambush/surprise attack on any piece of navigable terrain via the “Ambush” stance. The success of an ambush attack depends on the nature of the terrain in which an attempt is being made (ambushing in open terrain is obviously more difficult than in an alpine forest) and on any skills and traditions in play on that army.

    Both armies and fleets can raid, which halves their movement range but also halves their upkeep as they forage and secures a little extra funds from nearby trade routes and settlements, albeit with diplomatic penalties with the local region’s owner or – if raiding within one’s own territory – public order penalties.

    Finally, armies can fortify and fleets can patrol, greatly extending their reinforcement ranges and granting them a number of defensive bonuses. For armies, this also includes providing a number of defensive deployables which may otherwise only be available to forces or commanders which have invested in certain skills, and in the case of Rome this provides the fortified army with a small encampment to defend.
  • Rostam_e_IranRostam_e_Iran Senior Member Posts: 975Registered Users
    edited May 2013
    Very interesting, thanks. Can we expect MP info soon?
    I!..!I
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  • amenallah1992amenallah1992 Senior Member Posts: 584Registered Users
    edited May 2013
    there's something that i don't get . let's suppose that some other cheif or general usurps , wins the civil war , will that make the end of campagin ? i mean like another faction wiping us of the map (although that never happened to me in a total war so i don't know how it's )?
    TIME , the devourer of everything .
  • pretorianlegionpretorianlegion Member Posts: 88Registered Users
    edited May 2013
    Very interesting, thanks. Can we expect MP info soon?

    It's confirmed that there will be no multiplayer ;)
    /sup

    I look like I'm charging someone who is trying to explain quantum entanglement to me
  • KinjoKinjo Senior Member Posts: 1,201Registered Users, Cakes!
    edited May 2013
    All of it sounded really good except for this-

    "there is no explicit concept of population this time around."
  • ViCToRiaViCToRia Banned Posts: 1,297Banned Users
    edited May 2013
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