Imperator Rome is a game that promises a lot, but ultimately fails to deliver on it's promise. While the latest update has done much to solve some of the most glaring issues in the game, there is still a lot of work to be done to raise this game to the caliber that I have come to expect from Paradox. So, in this review, I will hit on both what the game does well, and what is working but needs improvement, and also the things that need a complete overhaul. With over 100 hours played since the Marius update, this review will focus entirely on the game post update. So, let's get started.
1.) Events in Imperator Rome are extremely generic, and outside of mission events, they are both predictable and utterly useless and thusly annoying. While mission events show some promise, they too need work to not feel so bland. The events rarely change throughout the various stages of the game, and thus have a distinct lack of importance other than being made to grab attention. 3.5/10
2.) Technology increases have both positive and negative affects. On the positive side, your civilization advances in four categories that can affect your gameplay to a large degree. On the negative side, unlike historically, military technology advances extraordinarily increases the cost of maintaining any kind of standing army, holding a large Navy, or building a lot of forts to help secure your borders and important cities. With this in mind, the player is often forced to choose between keeping a weakened Navy in early to middle stages when having a strong Navy is extremely important, or having a strong Navy but forced focus on economic only gains to offset the cost-disallowing for expansion on a large scale, and rendering it impossible to focus on pop assimilation, conversion, or building. As a result, technology gets a 2.5/10 for what it does do well.
3.) Military traditions play an important part in the effectiveness of your armies. This is an interesting feature that promised to be much more, but still has already done a lot. When playing as any country, the forced focus on economic increases over pop increases, as stated above, results in an inability to branch out to other tradition branches until in stages far enough into the game as to become irrelevant. A good example of this would be the lack of access to heavy ships from the start, or them being a technology. When playing as Rome, you must unlock the Greek tradition tree to get access to these extremely important ships for Naval, or even indeed Land warfare. More on this below. Military traditions are otherwise very good, and so get a deserved 5/10.
4.) Land Warfare has potential to be much more, but is still very good. With the update, players are now forced to plan ahead for wars-not as much as they could be, but much more than they were before. While the ability to set your armies to be automated to do things like defend your borders, recon, carpet sieging, build roads, perform drills etc, as well as what tactics they use in combat land warfare is mostly automated while needing only limited input from the player in most cases-especially in later stages. With so much automated, it seems rather odd that I have to manually take control of an army to move it to a port to load it on a ship. While there are other features that could be included in the land warfare aspect, it is still pretty good, and gets a well deserved 6.5/10.
5.) Naval Warfare was probably the aspect I was looking forward to most out of all warfare-only to be heavily disappointed in it so far. While the ability to build a fleet is great, the cultural limits on the types of ships is unrealistic. Rather than a military tradition a technology would have been a better aspect for the building on each type of ship where you start with the capability to build light ships, with one of the first unlockable technologies being medium, and then the ability to make heavy ships-regardless of culture, should have been how this worked as far as what ships you could have. The ability to attack a port or raid a port with heavy ships as a requirement is as ridiculous as blaming the sky for being blue when your having a bad day would be. Because of the internal mechanics of the game some cultures, like the Romans, completely loose the ability to ever capture or raid ports effectively limiting their navy to blockades and pirate hunting. This makes conquering some areas of the world practically impossible and severely limits the joy from controlling more than just land based armies. Navies are pretty much just a money drain, and in a game where maintaining a surplus on your budget is already difficult means that this feature is useless at best, and just plain ignorable for the most part at worst. Combine this with the fact that Navies do not cost anything more than cash to build-no manpower requirements and as long as the area they're being built in has access to wood you're golden, allowing for you to have a practically unlimited Navy so long as you can afford it. And when attempting to automate your army to hunt enemy fleets or destroy pirates, it will regularly attempt to take on far larger fleets, costing you even more money to rebuild, or you will grow an extremely large navy from absorbing pirate ships. 1/10
6.) The overall game, with the update is decent. Not great, but it's decent. In the coming days, I will seek to add more to this review, as I try out various countries with the new update, and will also include a 'wish list' of features that I would love to see any future updates of the game receive. 18.5/50 overall
1.) Events in Imperator Rome are extremely generic, and outside of mission events, they are both predictable and utterly useless and thusly annoying. While mission events show some promise, they too need work to not feel so bland. The events rarely change throughout the various stages of the game, and thus have a distinct lack of importance other than being made to grab attention. 3.5/10
2.) Technology increases have both positive and negative affects. On the positive side, your civilization advances in four categories that can affect your gameplay to a large degree. On the negative side, unlike historically, military technology advances extraordinarily increases the cost of maintaining any kind of standing army, holding a large Navy, or building a lot of forts to help secure your borders and important cities. With this in mind, the player is often forced to choose between keeping a weakened Navy in early to middle stages when having a strong Navy is extremely important, or having a strong Navy but forced focus on economic only gains to offset the cost-disallowing for expansion on a large scale, and rendering it impossible to focus on pop assimilation, conversion, or building. As a result, technology gets a 2.5/10 for what it does do well.
3.) Military traditions play an important part in the effectiveness of your armies. This is an interesting feature that promised to be much more, but still has already done a lot. When playing as any country, the forced focus on economic increases over pop increases, as stated above, results in an inability to branch out to other tradition branches until in stages far enough into the game as to become irrelevant. A good example of this would be the lack of access to heavy ships from the start, or them being a technology. When playing as Rome, you must unlock the Greek tradition tree to get access to these extremely important ships for Naval, or even indeed Land warfare. More on this below. Military traditions are otherwise very good, and so get a deserved 5/10.
4.) Land Warfare has potential to be much more, but is still very good. With the update, players are now forced to plan ahead for wars-not as much as they could be, but much more than they were before. While the ability to set your armies to be automated to do things like defend your borders, recon, carpet sieging, build roads, perform drills etc, as well as what tactics they use in combat land warfare is mostly automated while needing only limited input from the player in most cases-especially in later stages. With so much automated, it seems rather odd that I have to manually take control of an army to move it to a port to load it on a ship. While there are other features that could be included in the land warfare aspect, it is still pretty good, and gets a well deserved 6.5/10.
5.) Naval Warfare was probably the aspect I was looking forward to most out of all warfare-only to be heavily disappointed in it so far. While the ability to build a fleet is great, the cultural limits on the types of ships is unrealistic. Rather than a military tradition a technology would have been a better aspect for the building on each type of ship where you start with the capability to build light ships, with one of the first unlockable technologies being medium, and then the ability to make heavy ships-regardless of culture, should have been how this worked as far as what ships you could have. The ability to attack a port or raid a port with heavy ships as a requirement is as ridiculous as blaming the sky for being blue when your having a bad day would be. Because of the internal mechanics of the game some cultures, like the Romans, completely loose the ability to ever capture or raid ports effectively limiting their navy to blockades and pirate hunting. This makes conquering some areas of the world practically impossible and severely limits the joy from controlling more than just land based armies. Navies are pretty much just a money drain, and in a game where maintaining a surplus on your budget is already difficult means that this feature is useless at best, and just plain ignorable for the most part at worst. Combine this with the fact that Navies do not cost anything more than cash to build-no manpower requirements and as long as the area they're being built in has access to wood you're golden, allowing for you to have a practically unlimited Navy so long as you can afford it. And when attempting to automate your army to hunt enemy fleets or destroy pirates, it will regularly attempt to take on far larger fleets, costing you even more money to rebuild, or you will grow an extremely large navy from absorbing pirate ships. 1/10
6.) The overall game, with the update is decent. Not great, but it's decent. In the coming days, I will seek to add more to this review, as I try out various countries with the new update, and will also include a 'wish list' of features that I would love to see any future updates of the game receive. 18.5/50 overall
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