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ComradeOm

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Iron_Skull said:
Rome should not require a EB to make it playable. We should not have to rip apart Vanilla just to get basic enjoyment.
You are suggesting that unless a game has X number of provinces you will not be able to derive "basic enjoyment" from it? :confused:

Now I suspect that Guillaume HJ hit the nail on the head when he mentioned that a high number of provinces becomes "too cumbersome to manage". An increased number of provinces inevitably leads to an increased degree of micromanagement and from what we've seen of Rome so far there will be quite a bit of this already (ie appointing characters as provincial governors). I'd imagine that the province number is the result of Paradox's calculation as to how much provincial management the player is likely to put up with

Now this is Paradox's decision and its a game one. It is not a bug, not a faulty feature, but a calculated aspect of the game design. In other words, Paradox thinks that this configuration will provide the game with the best balance and produce the most enjoyment for the player. That is their decision and their prerogative.

If you disagree with Paradox on this issue then you in turn have every right to either not buy the game or make use of the modding tools that they have kindly provided. You however have no ground to stand on when you berate Paradox for not following your game design when making their game, and complaining that this "failure" on their part equates to a broken product
 

unmerged(51332)

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th3freakie said:
That's not my subjective opinion - that's not my opinion, period, ;)
Right. So you are claiming its a fact now?
th3freakie said:
I never said they were bad, I said more provinces did not make them more fun. They are fun, no doubt, but that is related to their detail, increased options, and general freshness.
They are fun because they allow more detail through more attention on specific regions. More detail is in Europe due to the increased province amount. Look at Rtw: Every single mod increased the number of provinces. Why? Because there was too few. You can not represent the Punic war with 3 provinces like RTW, nor can you do it with two in Rome. It is entirely an unachievable goal to simulate Europe-and only Europe- during this time period with only a handful of provinces.

th3freakie said:
Now, since what game developers should do is release fun games, not *as many provinces as possible* games,
I say increase the Provinces for Europe as the focus is now entirely on Europe, to allow accurate representation of the period, and you take that as me demanding as many provinces as possible? I am not demanding as many as MyMap confined to Europe. I am asking for more provinces in regions that demand it. Which is virtually the entire map. You can not accurately represent the Punic wars with two provinces in Sicily, and a handful in Spain. Sorry, that is not going to work. I am also asking for them to stretch the Scope of the map to include Central Asia and more pieces of Persia, which is again not for Provincial sake but for representing the period accurately. You can not accurately play a game during the Roman period with a good deal of the Parthian empire cut off and with no Central Asian tribes.
th3freakie said:
and EU2 is honestly still the most fun out there, I'm perfectly fine with whatever provinces they put in it, knowing they designed the number for fun above all (with beta input I guess).
Yes, and I'm sure CA put druids and flying pigs in for fun in RTW. That does not make it valid. When someone makes a stupid idea in the development for their game, even with the best of intentions, you must call them on it.
th3freakie said:
I didn't say they were "fully balanced, completely finished, shining jewels of the game industry", quite the oposite. I said they are rough diamonds, waiting to be turned into the perfect thing. By Mods if that takes saying.
Wtf? So you are now advocating I allow Paradox to make their game and allow the mods to fix it? Again, that game should be fun in its Vanilla form, it should not require mods to make it playable for a large part of the community- and I know, whether they are vocal or not, a large part of the community is going to require mods to find basic enjoyment in this game.
ComradeOm said:
You are suggesting that unless a game has X number of provinces you will not be able to derive "basic enjoyment" from it? :confused:
I am saying that when a complex and viscous struggle in Sicily and other regions is within the time period of the game and there is too few provinces to accurately represent said struggle, yes, an increase in provinces is required to derive basic enjoyment.

ComradeOm said:
Now I suspect that Guillaume HJ hit the nail on the head when he mentioned that a high number of provinces becomes "too cumbersome to manage".
Sadly for your argument, that is not what I am advocating.
ComradeOm said:
An increased number of provinces inevitably leads to an increased degree of micromanagement and from what we've seen of Rome so far there will be quite a bit of this already (ie appointing characters as provincial governors). I'd imagine that the province number is the result of Paradox's calculation as to how much provincial management the player is likely to put up with
Christ. This is what I was worried about. You just said Paradox was lowering the Number of provinces because the game was too 'complex'. When it is anything but. You advocating the dumbing down of this game. Rome does not have any complex features, not anymore than another Paradox game. It does not take that long to learn. Once you start making development decisions based on whether or not your players can handle ''a few too many provinces'' then the company is thinking like more mainstream companies, which I think we can all agree on simply by being on this site, lack detail and complexity.

ComradeOm said:
Now this is Paradox's decision and its a game one. It is not a bug, not a faulty feature, but a calculated aspect of the game design. In other words, Paradox thinks that this configuration will provide the game with the best balance and produce the most enjoyment for the player. That is their decision and their prerogative.
Yes it is. Just like it is my prerogative to state my thoughts on the game even when they are contrary to the opinons of the developer.
ComradeOm said:
If you disagree with Paradox on this issue then you in turn have every right to either not buy the game or make use of the modding tools that they have kindly provided. You however have no ground to stand on when you berate Paradox for not following your game design when making their game, and complaining that this "failure" on their part equates to a broken product
Games are made for their fans. I am a fan, and therefore I have every ground to stand on to voice my concerns over the development of the game.
 

ComradeOm

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Iron_Skull said:
Christ. This is what I was worried about. You just said Paradox was lowering the Number of provinces because the game was too 'complex'. When it is anything but. You advocating the dumbing down of this game.
It would be helpful if you stopped constructing strawmen. Not one poster has advocated "dumbing down" the game or complaining about it being "too complex". I explicitly used the term "cumbersome" for a reason.

To 99% of gamers micromanagement is not fun. People do not enjoy endlessly clicking through menus when the same can be accomplished by shortcuts. Similarly, spending most of your game time cycling through provinces to perform the same routine tasks is simply not enjoyable. It is perfectly possible to have a deep and complex game without this pointless masochism. Victoria is a perfect example (and one that you have already used) of a game badly blunted by an overly cumbersome game mechanism.

Given that this is a game called Rome it is very likely that the player will at some point find themselves controlling a large area of the map. It is in Paradox's interest to ensure that this is not a management nightmare that consumes a substantial percentage of the player's time. Now this can either be accomplished by reducing the amount of time spent in each province (thus removing many of the more complex features) or reducing the number of provinces so that only the largest of empires becomes too unwieldy to enjoy. That's a design decision that is up to Paradox and, by all appearances, has already been made

Games are made for their fans. I am a fan, and therefore I have every ground to stand on to voice my concerns over the development of the game.
And thankfully you'll be able to exercise the right to either not buy the game or mod it to your liking
 

Demerit

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iron skull is right, this isnt just about "more provinces for the hell of it". The whole point is that the map is no longer as large as it was in other games. Now it is focusing on one particular area of the map. How can the excuse be that it will be "too complex" for the gamer when running an empire IS NOT easy in the first place. You cant even enjoy a good war with so little provinces, its as if all you do is win the punic war by taking 4 provinces. (from rome to carthage through sicily) Is that what you really want? Imagine you as Rome, your fighting the Carthaginians. All it takes is for you to land a stack in Spain and beat the defending army there, and you can conquer all of it before a relieving force arrives to save it. DO you honestly think the ai will be able to defend so little provinces successfully? At least with more provinces its a bigger struggle for the human player, having to go one by one giving the ai time to build another defence force. What keeps the human player from conquering all of Egypt in Vicky or Eu2? The amount of provinces thats what. Youd have to truly concentrate to take it over, and it should be doubly true for Rome, being as there are less enemies and areas of interest.

As for the extention of the map, I would have personally stretched the whole of asia (at the very least) and Africa. That would allow more options for the player to choose other nations such as Indian factions, Chines, Vietnamese, Scythians, etc The biggest mistake to do is to simple focus on one nation only. Yes the game is called "Rome". But what happens when playing Rome no longer becomes fun? Dont you want to play as something more eastern? thats what I did with Rtw. Biggest problem was, there is no depth to the east in RTW, so all your stuck with is a shell. The same problem is in this game. There is no representation of the east. Considering they were a major threat to Rome for years after the empire was formed, and are major players anyways, it is unfair for a game as large as the EU series to go down this road.

edit: to comrade om

thats what governors are there for, to deal with micromanagement. Thats their job. Or at the very least it should be.
 

Raczynski

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Perhaps you people should wait for the game to actually come out before complaining on the number of provinces?
Paradox obviously went that way for a reason. As the Eu3 have more provinces than vanilla Eu2, it can't be the desire to dumb game down. Who knows, maybe Rome isn't as province-focused as earlier ones?
 

Demerit

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Raczynski said:
Perhaps you people should wait for the game to actually come out before complaining on the number of provinces?
Paradox obviously went that way for a reason. As the Eu3 have more provinces than vanilla Eu2, it can't be the desire to dumb game down. Who knows, maybe Rome isn't as province-focused as earlier ones?


no because by then it will be too late. besides, we can see obvious flaws already. (already mentioned 'em)
 

Grubnessul

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No you cannot as you haven't played the game yet, so you don't know where the gameplay focusses the most. I have no doubt the devs made such a fundamental choice for a good reason.
 

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ComradeOm said:
It would be helpful if you stopped constructing strawmen. Not one poster has advocated "dumbing down" the game or complaining about it being "too complex". I explicitly used the term "cumbersome" for a reason.

To 99% of gamers micromanagement is not fun. People do not enjoy endlessly clicking through menus when the same can be accomplished by shortcuts. Similarly, spending most of your game time cycling through provinces to perform the same routine tasks is simply not enjoyable. It is perfectly possible to have a deep and complex game without this pointless masochism. Victoria is a perfect example (and one that you have already used) of a game badly blunted by an overly cumbersome game mechanism.

Given that this is a game called Rome it is very likely that the player will at some point find themselves controlling a large area of the map. It is in Paradox's interest to ensure that this is not a management nightmare that consumes a substantial percentage of the player's time. Now this can either be accomplished by reducing the amount of time spent in each province (thus removing many of the more complex features) or reducing the number of provinces so that only the largest of empires becomes too unwieldy to enjoy. That's a design decision that is up to Paradox and, by all appearances, has already been made

And thankfully you'll be able to exercise the right to either not buy the game or mod it to your liking

I have to agree. The whole idea that game complexity is synonamous with strategic depth is not suportable. Relatively simple games such as Chess, can hardly be considered simplistic because the variable parameters are limited. In fact, complexity and strategic depth are defined by the human intelligence applied, not the quantity of variables available to be manipulated. In fact, the rule of thumb is that "classic" games are generally simple in their fundamental structure but open to a multiplicity of possible outcomes.

Most popular card games, backgammon, Mah Jong and even Risk (the basic game system upon which most of the Paradox games seem to be modelled) all follow this form... Diplomacy...

Overly complex games in fact detract from this effect because the player is spending more time managing game systems, and applying themselves to immediate ergonomic considerations, than applying themself to long term strategic outcomes. What is attractive about the EU series, (and much of what has made it popular, IMO) is that once a player had accustomed themselves to some very basic game systems, they were then free to apply their imaginations to long term strategic dynamics.

The fundamental factor that defines game complexity is the intelligence of the player playing, not the number of doo-dads he has the option of using. This is in fact what defines a "grand strategy" game from an arcade game, where, predictably, players forsake complex long term logical game-play parameters, in favour of immediate tactical tactile experiences... by this I mean a lot of flashing lights going off all at once.
 
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Demerit

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total micromanagement (ie Vicky's province scheme) I agree is completely pointless. There could have been shortcuts for that. But more provinces does not mean more micromanagement in that sense. There could easily be a shortcut for that. Again, thats what governors are for.

Simply put a governor over each region, and some form of upper commander of the province. (Prefectures I think?)
 

unmerged(51332)

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ComradeOm said:
It would be helpful if you stopped constructing strawmen. Not one poster has advocated "dumbing down" the game or complaining about it being "too complex". I explicitly used the term "cumbersome" for a reason.
Lowering the amount of provinces because it would be difficult, allowing wars to be virtually just a one battle one siege affair, that simplifies your tasks, it dumbs down the game. So no, while you did not directly state it, it is what it is.
ComradeOm said:
To 99% of gamers micromanagement is not fun.
First off, managing an empire is macro management, not micromanagement. Secondly, Paradox is not a company for the Mainstream. It never will nor can it be without it completely re-structuring itself, it has a niche market at the moment, and a huge part of their fan base plays games far more complex than Rome is going to be, and the remainder play games equally as complex.
ComradeOm said:
People do not enjoy endlessly clicking through menus when the same can be accomplished by shortcuts. Similarly, spending most of your game time cycling through provinces to perform the same routine tasks is simply not enjoyable.
What? Again, I am not advocating blowing the amount of provinces up exponentially. I don't see how you will be spending your entire time managing over your provinces when I'll I'm asking for is enough provinces to simulate the time period accurately, I am not asking for an obtuse level, I am not asking for every single small port be represented, every single small power. So please, stop arguing against points I'm not even stating in the first place. :rolleyes:
ComradeOm said:
It is perfectly possible to have a deep and complex game without this pointless masochism. Victoria is a perfect example (and one that you have already used) of a game badly blunted by an overly cumbersome game mechanism.
I agree that Victoria is too complex, though for a great deal of Paradox's own fanbase it is not. Regardless, I am not, [nor could I as I see no way to parallel the complexity of industrialization and the world market in a game set around antiquity,] asking for a game even remotely close to Victoria.
ComradeOm said:
Given that this is a game called Rome it is very likely that the player will at some point find themselves controlling a large area of the map. It is in Paradox's interest to ensure that this is not a management nightmare that consumes a substantial percentage of the player's time.
What?! Any game in Paradox's arsenal you are likely to control a great deal of the map, regardless of nation. Considering the Rome system will not be drastically different from Eu2, and you can control a vast empire in that game and not spend more than 3 minutes on managing your provinces, no, having a large empire with provinces too boot, will not complicate things.
ComradeOm said:
Now this can either be accomplished by reducing the amount of time spent in each province (thus removing many of the more complex features) or reducing the number of provinces so that only the largest of empires becomes too unwieldy to enjoy.
The game is not complex. There is nothing in Rome which is any more complex than eu2. It is not provinces or system, both can easily be applied. Besides, what makes you think having a large empire that is difficult to manage is a bad thing? Is that not true to reality? Should there not be bumps in the road for any player? Please do not set up your own fail in this argument by replying with "but iron skull, we don't want things too hard or players will get mad!". Well, no. With the system of Rome and a slight increase in provinces, there would probably be some difficulty with a huge empire, so that it is not a walk in the park, but nothing too frustrating and game breaking.
ComradeOm said:
That's a design decision that is up to Paradox and, by all appearances, has already been made
And thus I lose the right to complain or argue against the system? No.
ComradeOm said:
And thankfully you'll be able to exercise the right to either not buy the game or mod it to your liking
I certainly will not.
 

Demerit

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ComradeOm said:
It would be helpful if you stopped constructing strawmen. Not one poster has advocated "dumbing down" the game or complaining about it being "too complex". I explicitly used the term "cumbersome" for a reason.

To 99% of gamers micromanagement is not fun. People do not enjoy endlessly clicking through menus when the same can be accomplished by shortcuts. Similarly, spending most of your game time cycling through provinces to perform the same routine tasks is simply not enjoyable.

right thats why Starcraft is one of the most popular game ever played. Not to mention thats why all of us play games like Eu2, Eu3, and Victoria



comradeOM said:
Given that this is a game called Rome it is very likely that the player will at some point find themselves controlling a large area of the map. It is in Paradox's interest to ensure that this is not a management nightmare that consumes a substantial percentage of the player's time.

do you mean to tell me that an empire should be easy to run? right, thats why empires from across time collapsed when they could no longer shortcut their way out of a mess. I wrote this before, use the governors to deal with the tiny issues. We the play can simply tell the governor what we wish them to focus on, and they do what they deem fit to get it accomplished.

comradeOM said:
Now this can either be accomplished by reducing the amount of time spent in each province (thus removing many of the more complex features) or reducing the number of provinces so that only the largest of empires becomes too unwieldy to enjoy. That's a design decision that is up to Paradox and, by all appearances, has already been made

the largest of empires can be achieved by conquering italy with 2 stacks in about 20 minutes of game play. What took Rome decades to accomplish could be achieved in a matter of minutes because of the lack of provinces.

comradeOM said:
And thankfully you'll be able to exercise the right to either not buy the game or mod it to your liking

i actually take offence to this, as a gamer and as a paradox gamer to boot. We love this company, it has given us excellent games, even when they are broken we still enjoy them. They have had quite a while to learn from their mistakes in every game. Why is it they refuse to take heed then when people like me and Iron Skull complain? Why is it people like you have to say such belittling things like "if you dont like it dont buy it" That is not the point of all this, its about trying to stop a mess in the making. Its about loving a time period and trying to make sure that paradox can make it better than even they expected. You should love critics, not hate them. At least on this forum you should.
 
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unmerged(74599)

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Demerit said:
right thats why Starcraft is one of the most popular game ever played. Not to mention thats why all of us play games like Eu2, Eu3, and Victoria

Starcraft and Warcraft are both excelent games that are fundamentally simple in their design, but complicated by the multitude of outcomes that arise when players chose between what are basicly very limited sets of options. Combined at anyone time, in a 4 v 4 game of Warcraft III or Starcraft there are rarely more than 400 operational units in play, and the quality of an individual build order is very basic, but complicated by the relationship between the simple build orders of competing players.

The games are thus made strategically complex, even though they are fundamentally simple games. "Microing" units in combat is not the same as micro-management, micromanagement being continuous repetative management of mundane tasks.
 
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unmerged(74599)

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Iron_Skull said:
Lowering the amount of provinces because it would be difficult, allowing wars to be virtually just a one battle one siege affair, that simplifies your tasks, it dumbs down the game. So no, while you did not directly state it, it is what it is.

So Chess is simplistic because there are only 64 squares and 32 pieces?

It would seem to me that relatively small geographic space and limited quantity of provinces suggests that the game is not about the tactical management of battles, and that they are secondary to the game mechanics. In other words the designers are not interested in making a "war game" about the Roman Empire.

The best Paradox games have always been like this, in fact. The combat system in EU2 was intentionally simplistic, because the game was actually only in a very limited sense about war. For example, I have several times "won" EU2 in single player as Oman, and did this almost entirely through settlement and achieving economic dominance.

Thematically, most Paradox games are actually about economy and politics, and wars are intended to be used as a means of projecting economic and political interests through force. I think it is entirely appropriate to conceptualize a game about Rome, in terms of management of the empire, as opposed to its creation through conquest, in the light of the fact that many of the most successful Roman Emperors, Claudius and Hadrian, for example, achieved few military victories, but consolidated the empire as a political and economic entity.

Rome, though known for its exceptional military exploits, was actually triumph of the creation and management of its institutions and economy. One merely has to look at the maps to see that after its intitial expansions, it was actually geographically stable for long periods of its history. To make a game which focussed solely on the aquisition of territory, and the tactical nuance of those conflicts, would be to miss the point entirely.
 
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Demerit

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Cueball said:
Starcraft and Warcraft are both excelent games that are fundamentally simple in their design, but complicated by the multitude of outcomes that arise when players chose between what are basicly very limited sets of options. Combined at anyone time, in a 4 v 4 game of Warcraft III or Starcraft there are rarely more than 400 operational units in play, and the quality of an individual build order is very basic, but complicated by the relationship between the simple build orders of competing players.

The games are thus made strategically complex, even though they are fundamentally simple games. "Microing" units in combat is not the same as micro-management, micromanagement being continuous repetative management of mundane tasks.


what are you talking about? starcraft is micromanagement. Have you played the game? every action you do is repetative.
 

Demerit

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Cueball said:
So Chess is simplistic because there are only 64 squares and 32 pieces?

It would seem to me that relatively small geographic space and limited quantity of provinces suggests that the game is not about the tactical management of battles, and that they are secondary to the game mechanics. In other words the designers are not interested in making a "war game" about the Roman Empire.

the roman empire was founded by war, the entire beginning of its existance was war. Its Emperors were called imperators because their leaders were expected to be military generals. If you remove the tactical management of battles away from the game, you remove the basics of how she was founded. War is always secondary, but Rome is expected to expand, and there for forgetting it almost entirely is failing to represent the empire.

The best Paradox games have always been like this, in fact. The combat system in EU2 was intentionally simplistic, because the game was actually only in a very limited sense about war. For example, I have several times "won" EU2 in single player as Oman, and did this almost entirely through settlement and achieving economic dominance.

but eu2 did not heavily focus on representing one single nation in its starting state, that would later become the worlds most well known empire. This game is about Rome, the empire of Rome. it is expected of the player to war to create the empire.

[quoteThematically, most Paradox games are actually about economy and politics, and wars are intended to be used as a means of projecting economic and political interests through force. I think it is entirely appropriate to conceptualize a game about Rome, in terms of management of the empire, as opposed to its creation through conquest, in the light of the fact that many of the most successful Roman Emperors, Claudius and Hadrian, for example, achieved few military victories, but consolidated the empire as a political and economic entity.[/quote]

on the backs of the military conquest done by their earlier leaders. Your also choosing two VERY different characters at two VERY different times. Claudius is right after Caligula, a hated figure in Roman times. It is there for seen that Claudius is a better ruler than Caligula, who helped Rome find itself again after such a horrid emperor. He also expanded the empire as well as did many public works in Italy. He was an able administrator.

For Hadrian he is an emperor that tried to stem the tide of barbarian invasions and keep the empire together, of course he would be known for his policies than for his military action, he was one of the only later emperors to be of sound mind and head. Had he not built the Hadrian wall we probably wouldnt be talking about him though.

you can not consolidate the empire without first achieving the empire. Which is all too easy to do under the present province limit. I believe it should be as hard to maintain as it was for Hadrian, it makes sense.

Rome, though known for its exceptional military exploits, was actually triumph of the creation and management of its institutions and economy. One merely has to look at the maps to see that after its intitial expansions, it was actually geographically stable for long periods of its history. To make a game which focussed solely on the aquisition of territory, and the tactical nuance of those conflicts, would be to miss the point entirely.

Rome was stable because of its military prowess in battle, it simply could not be defeated by rivals in battle. Their tactics were sound, their training superb. The empire was run successfully because of its ability to administer extremely well, one helps the other. If we forget that those "tactical nuances" is what kept the barbarians back for so long, than the game misses the point entirely.

Your trying to think of an excuse for the province problem, but your still focusing on one point only, administration. The fact of the matter is, The Roman Empire was usually always in strife with itself. Most of its Emperors were assassinated, rebellions, wars and so on and so forth. Would the empire have survived had it not been adept at warfare? The game must represent her warring abilities.

Just go to wikipedia and look at the amount of fighting the Romans will be doing within just the short amount of time the game focuses on.
Then look at the provinces in the game, tell us then if what Rome went through to achieve its massive empire is truly portrayed in any close sense.
 

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Demerit said:
the roman empire was founded by war, the entire beginning of its existance was war. Its Emperors were called imperators because their leaders were expected to be military generals. If you remove the tactical management of battles away from the game, you remove the basics of how she was founded. War is always secondary, but Rome is expected to expand, and there for forgetting it almost entirely is failing to represent the empire.
Rome was not founded on the tactical battle management of her generals, in fact quite the contrary
 

Grubnessul

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Ehm roman emperors were called imperator because they had the imperium, the absolute power. had nothing to do with them being able or not field generals (and afaik there have been quite a few incompatent ones around)
 

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Demerit said:
Rome was stable because of its military prowess in battle, it simply could not be defeated by rivals in battle. Their tactics were sound, their training superb. The empire was run successfully because of its ability to administer extremely well, one helps the other. If we forget that those "tactical nuances" is what kept the barbarians back for so long, than the game misses the point entirely.

Rome was defeated too many times to count, Rome was sacked time and again before they sorted themselves out, and even then the barbarians got one up.

Teutoberg Forest?
 

unmerged(74599)

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Hadrian was not famous because a wall was named after him. The wall is named after him because he was famous. ;)
 
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