It still occasionally throws units away and sometimes doesn’t attempt to rescue reinforcements as they're picked off early in battle. Rome II is one of those games where the diversity of possible situations means that people will have wildly different experiences so your mileage may vary. The AI in Rome II is still confoundingly bad at times, but actually good most of the time. This might have something to do with cloud saving, but this will not stop running even many hours after the software is closed. Since Rome II launched, many bugs and issues have been reported and these are mostly resolved, with the exception of a new bug where the software never closes, preventing reopening the software without using the task manager to end it. Alternatively, had these mechanics replaced or were combined into different existing mechanics, the balancing act would not have seemed quite as difficult to manage. I wanted to experiment more with cults, but the building limit seemed to interfere with that. While this does add a challenge which may even make sense in this historical context, adding more building slots to make up for the new mechanics one needs to balance would have improved the experience. Too often are players forced to make hard choices or just allow certain cities to be plague, starvation or bandit ridden, or have low public order. It would have greatly been preferred if there were no building limitations or at least reduced building restrictions to make up for this. This makes empire management far more difficult in that balancing food production, banditry reduction, sanitation, culture, public order, income and military production all require particular buildings to be created. This can be mitigated somewhat with technologies, but his happens later in the game. Having a level of sanitation high enough to prevent the plague seems to require building a sanitation enhancing building in each settlement. The new mechanics aren't well suited for the way that settlements in Rome II work. This would clearly have required additional scripting, but would have been well worth the effort. The unique faction leader generals don't seem to be any different from other generals and the fact that they can’t die (ostensibly to allow the flavor event narrative to continue) is a mistake as it was always exciting to kill your enemy’s ruler in battle or have yours die and see the consequences. The unique flavor events are interesting to read and add a bit of historical flavor to the game and it's nice how there are decisions to be made with sensible but non-obvious results. This is also one of the more challenging campaign experiences in a Total War game that I’ve experienced which works well for it. Multiple superpowers will develop rather quickly which makes for a fun late game experience because Total War late games can often be best described as mopping up. Rome II veterans might enjoy this, however, because it throws players directly into what would normally be the mid-to-late game and focuses on giving that experience flavor with events and decisions to make in that period. With the new mechanics and lack of a tutorial, it can take time to figure things out and have a good handle on managing an empire. It's sometimes difficult to begin a Total War game with a large empire. This means early diplomacy must be carried out in order to secure flanks and allow expansion. Most of the factions that you’ll want to play as in this expansion begin with rather large empires at the start. It’s major focus is to recreate a particular period in Roman history complete with main characters and flavor events unique to the different factions. This expansion contains some new mechanics including sanitation, banditry and cults. The game begins in 270 AD during a period in Roman history known as the Crisis of the Third Century. Empire Divided is the newest expansion to Total War: Rome II by Creative Assembly.
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