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. Lastly, the Britannic Celts are comprised of the Caledoni, posses the "Heroic Culture" and "Sacred Springs" traits, granting them a 20% charge bonus for all units and +6 sanitation to all provinces respectively.Įach of these factions also posses their own unique traits, such as the Saxoni who benefit from the "Voyagers" trait giving them an additional 20% movement range for any fleets they own.Empire Divided is the newest expansion to Total War: Rome II by Creative Assembly. They posses the "Nomadic Archers" trait which grants them 25% more ammunition for all units and the "Warlike People" trait, giving them +3 army recruitment slots in their home province. Only containing one faction, the Alani, are the Nomadic Tribes. The Eastern Empires are comprised of the Sassanids and Armenia, who both benefit from the "Centralised Authority" trait which provides a -5 to banditry in all provinces and the "Silk Road" trait which gives a 20% buff to all commerce buildings in all regions. ![]() The Germanic Kingdoms, consisting of the Saxoni, the Gothi and the Marcomanni, all receive the "Terrors of the Night" trait, allowing them to initiate battles at night along with the "Looters and Raiders" trait, giving them an additional 150% income from raiding and sacking. ![]() Learn how to play the non-Roman factions in the Empire Divided DLC for Total War: ROME II with this handy guide.
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