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The most important problem is: How would you make a dynastic system work inside of a republic, while ensuring, that the game stays playable. CKII's republic system is far too simple to be implemented on Rome and a simple bribery system to get into offices would soon see the player having taken over the republic, actually denying the possibility to play as part of a republic.

Why would CK2's republic system be implemented in Rome when EU: Rome VV had a great Republic system already?
In any case, the player could just fight for multiple positions in the Republic/Monarchy, not just the government. Making family memebrs governors, generals, senators, etc. could make a good base I think.
 
I think the big decision would have to be whether to make Rome more like CKII or more like Vicky/EU4; who is the "hero", a person or a state?
Not really a question, it is already solved! Keep the old system.
 
I would like to see it more similar to CK2. Personally I'd like to see it have a 600 BCE bookmark even if the main game and history doesn't start until later and centers around a Roman campaign. Maybe have the game end at 400 or 500 CE. Then let it port to CK2. ideally they could even build it right up to the CK2 timeline, but then the timeline may be too long for some people.

I would absolutely love to play a Paradox game that spans all of history even if it involves porting to multiple games. I think the CK2 map is very close to perfect for the start of a grand campaign. It would be very interesting to see how the world ends up after such a long play through and how it is different. Maybe it could be two games. One from Egyptian time up to the Alexander's campaign, the other Rome up until CK2 with some migration period mechanics.

Anyway I want to spread Ancient Egyptian religion to all of the Middle East and North Africa, rise as small faction in Fars to conquer the mighty Medes and form a great Persian Empire, unite the City States of Greece to stand against the threat in the east, or try to civilize my small tribe of Scythian, Celtic, or Germanic warriors and carve out a nation in the wilds of Europe.
 
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Ability to play as families or factions within a republic or kingdom. There just aren't enough powers on the map to keep things interesting otherwise.

Very true. In the later dates it kind of becomes meaningless to play any non-Roman nation in Roman vicinity as you will just get swallowed up by the Empire. A faction system would make things more interesting.
 
A few things I'd want to see:
  • Gameplay in republics should be confined to families. The family members can in turn choose factions.
  • Factions should be dynamic. Each faction should attempt to push through reforms or just keep the status quo. Reforms should have legitimate gameplay repercussions (less tax income, ability to raise standing armies or army composition). It should be difficult to achieve a lot of reform in a short space of time before major revolts take place (similarly so to how Victoria 2 styles reforms) or a civil war between factions triggers. Obviously, faction members should be subject to bribery, assassination and general manipulation. Events to keep a faction in check should trigger if it's popularity exceeds a certain level.
  • Unit types based on local culture. This already happens in CK2 and Victoria 2. I think the CK2 retinues method is the best way of representing the Roman military over time. You should start out having a very limited amount of retinues but far more levies. As time goes on, less levies should be able to be recruited from Roman cultured provinces and more of an emphasis should be placed on Roman retinues and foreign support (for example, Numidian cavalry and Syrian archers). This could be represented by having a province modifier placed on Roman culture provinces that drastically decreases available levies as more military reforms are pushed through.
  • Each family should have an estate. You play as the head of the family and the owner of the estate. This way, you don't have to play as unlanded characters. You could just be the head of the estate and have an important title (tribune, praetor, etc) and still have influence on the game. I think there would need to be a lot of events and decisions to keep the game interesting.
They're just outlines but I think it'd be easy to implement all of them in the Clausewitz engine.
 
They're just outlines but I think it'd be easy to implement all of them in the Clausewitz engine.

Correct me if i am wrong but everything you listed has already been done in the games which use the clausewitz engine not all in the same game mind you.
 
Suggestion Post giving a full overview of what I thought of, main points are

CK2 like character system
Each Count is like province with each barony being replaced with cities and each city can have multiple villas in it
Election for each of Romes positions on the Curium Honorum
New Tribal Favor element replacing decadence with how much the people support you, important for winning elections
3 types of companions for council, hired experts, slaves, and wards from other families each with benefits and risks
New secret function where you can discover bribery corruption or cheating, and expose them or blackmail people
Diplomacy being dictated by opinions of each faction determined by senate on a 7 point scale
Civilized and uncivilized nations each dictating diplomacy with other nations
Technology being like CK2 with three trees that can be focused into different ways
Senate can vote on 4 types of bills, military, civil, diplomatic, and commerce
Military- private legions for each family with each nation having a "Legion of Rome" works like mercenary as main army
Civil wars that can create monarchy again, dictatorship or remove reforms
Plebeian revolts and reforms like Social war

More in depth in the bellow thread, feedback appreciated
https://forum.paradoxplaza.com/forum/index.php?threads/rome-2-suggestions.848700/
 
I modded it in my games but i want the Imperium government to still use the senate republic dynamics. I pretty much just made the government a republic but the ruler ruled for life.
 
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Not really a question, it is already solved! Keep the old system.
The balance between CK2 and EU4/Vic2 should remain in Rome2, Rome was a fantastic mix between CK1(characters), EU3(diplomacy, and war) and Vic1(parties, provinces system and population dynamic) and its own feature like barbaric migration and the best civil wars in Paradox games. The ROME2 should maintain its authenticity and not become an CK2 standalone expansion. Yes should take a lot of character development from CK2 but the game should remain about countries like in Rome1
The feature that Rome2 should take from other paradox games:
-Crusader Kings 2: characters development
-Europa Universalis 4: Diplomacy and trade
-Victoria 2: Population, goods production and party/faction system,
-Hearts of Iron 3/4: technology development
-March of the Eagles: military system and units diversity
-Rome1: civil war, slave system, republic system,
Also we need entire Eurasia, more nations in Europe, a better trade system, real roman republic, a new system for colonization and tribal migration.
 
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I found this video very inspiring, especially from minute 32 with the history of Stilicho and Alarico. That could be a nice starting point to play with if there is any game designer out there.
 
Two rulers system for the two consuls in Rome and the two kings of Sparta
More types of ships - heavy, transport, light and other
More types of troops - scythed chariots, divided archers and slingers, horse archers and horse spear-throwers
More provinces
Option - Release country
Elected magistrates in the republics
The individual victory conditions for each country
More types of governments
Map to India
 
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I think the paradox formula of province based gameplay, or the focus on the Roman era, are both mistakes.
Imo it would be better to create a long spanning antiquity game starting from say the end of antiquity dark ages to the rise of rome proper.
Rome is cool, but as a warfare game it's a boring one sided story.
 
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Multiple cities for province
Ability to assign different level of citizenship to a city/settlement (Roman style)
 
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I found Rome disappointing, stopped playing it some time ago. Here are some thoughts about how it could be improved.

Having studied the classical world much of my life and intermittently wargamed this period I would make the following recommendations:

Changes to the system for raising forces:

Rome raised legions of a set composition. This composition was revised, e.g. reforms from the 'Camillan' legion to the 'Polybian' to the 'Marian' or late republican, but the army conformed to a military system. Generals were normally assigned two or one, or exceptionally four legions to command, not x number of cohorts, though military tribunes might be assigned smaller commands detached from legions if for example assigned the task of garrisoning or maintaining a siege of a city or town.

Other powers may have less of a set structure for their forces, but often seem to have been limited to what they could get. For example a Hellenistic Kingdom would have an upper limit on how many phalangites, good quality 'noble' cavalry or specialist light infantry or light cavalry they could raise, but more 'flexibility' in 'padding out' these forces with irregular hill tribe auxiliaries and mercenaries. More reminiscent of 'Crusader Kings' than 'Europa Universalis', with fewer but larger contingents.

A wider range of 'unit' or troop types would reflect the period better. Perhaps look at the DBA and DBMM ancient period wargames rules. Perhaps try and get a copy of Duncan Head's 'Armies of the Macedonian and Punic Wars'.

The whole research thing didn't feel right to me. Technology didn't change much over this period and most developments were either learned from other cultures or problem solving.
 
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