Rome: Total War

Rome: Total War

Developer(s) Creative Assembly
Publisher(s) Activision - Original
Sega - Current
Series Total War
Version 1.5
Platform(s) Microsoft Windows
Release date(s) September 22, 2004[1]
Genre(s) Real-time tactics, Turn-based strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: T
PEGI: 12+
Media CD - Original
DVD - Gold edition
Steam - Gold edition
System requirements 1.0 GHz Processor, 256MB RAM, GeForce 2/Radeon 72xx series with 64MB VRAM, 2.9 GB hard drive space[2]
Input methods Keyboard, mouse

Rome: Total War (often abbreviated to RTW or Rome) is a critically acclaimed[3] strategy game composed of both turn-based strategy and real-time tactics, in which the player fights historical and fictitious battles set during late Roman Republic and early Roman Empire (270 BC–AD 14). The game was developed by Creative Assembly and released on September 22, 2004.[1] It is the third game of Creative Assembly's Total War series.

The endeavours of the player involve a duality of turn-based strategy and 3D real-time tactical battles. The high-quality 3D graphics engine is able to render over thirty thousand men on a single battlefield. The strategic and tactical modes integrate such that the landscape for the battles is the same as seen on that particular spot on the strategic map where the armies meet.

The player takes a role equivalent to the head of one the three great Roman houses at the time; the Julii, the Scipiones (known as the "Scipii" in the game) or the Bruti (called the "Brutii"). Each of these factions has a different set of attributes and initial objectives. After winning campaign as Romans (or using a simple mod) it is possible to play with other factions and take on a role similar to that of Hannibal, commander-in-chief of the Carthaginian armies during the Second Punic War or the Gallic warlord Vercingetorix.

Prior to its release, a preliminary but completely workable version of the game engine was used in two series of TV programs: Decisive Battles by the History Channel where it was used to recreate famous historical battles, and Time Commanders by BBC Two, where teams of novice non-gamers commanded ancient armies to replay key battles of antiquity. The game engine was fine-tuned specifically for these television shows by military historians for maximum historical accuracy.

Contents

Gameplay

The gameplay is similar to that of its predecessors, Shogun: Total War and Medieval: Total War, although there are some changes to the mechanics of sieges and city fights have been added. Most notable is that players now move their units with movement points; in previous games units were moved by territory.

Armies can be built to conquer nearby provinces; to conquer a province, you must capture its settlement. Fleets at sea can also ferry troops, and blockade enemy ports, thus cutting down income from trade. While doing so, players can build certain buildings within their cities to move up through the tech tree to train more advanced units, increase a province's income, and/or keep the population happy. The ultimate goal, as in previous Total War games, is to conquer 50 provinces and capture Rome, thereby becoming Emperor.

Factions

The player takes control of a particular faction of the era. It is possible to unlock otherwise non-playable factions by a simple "mod" of the game's files; however, some may contain minor faults or bugs. The default playable status is listed next to each faction in parentheses.

Roman

There are three playable Roman factions: the Julii, the Brutii, the Scipii, along with the unplayable Senate, although it can be played in the Battle of Asculum, one of the game's historical battles, and in custom battles. The three factions start out allied to each other and the Senate, and may not attack each other or bribe each other's units. Each Roman faction can also view the others' map information without fog of war, a benefit not accorded to any other alliance. Even after the inevitable civil war, all Roman units are visible to a Roman player. However, the factions generally function independently, and a player controlling a Roman faction will rarely lend direct assistance to a Roman ally unless the player is somehow threatened. This could be because in the introductions for all Roman factions they speak of their hatred for the other families.

All three factions receive missions from the Senate, which are non-compulsory. However, the completion of Senate missions will increase the player's standing with the Senate, and possibly reward the player with rare and exotic units such as elephants, or standard units like triarii. Players in good standing with the Senate will receive progressively greater rewards for completing missions. Failure to complete missions reduces the player's standing with the Senate, and the Senate may demand that future missions are completed or else a penalty will be incurred. In extreme situations, the army of the Senate may declare war on the faction that isn't following its orders, a move the other Roman factions will soon copy.The senate can also ask you to leave an allied territory,usually within a few turns.

In addition to Senate standing, Roman factions must keep an eye on their popular standing within the Roman world. In general, popular standing tends to increase as a faction gains more territory; the public likes a conqueror. However, the Senate will get worried when a faction accumulates too much power. At a certain point, the Senate will request that the player's faction leader commit suicide. As with any Senate demand, the faction may accept or ignore—if it accepts, the faction leader dies and the heir becomes the new faction leader, giving the faction a few more years of Senate toleration before the demand is repeated. If the demand is ignored, the Roman factions are plunged into civil war. The player may also initiate a civil war once his popular standing is high enough by simply attacking another Roman faction. When playing as a non-Roman faction, the Roman civil war does not occur, unless the game files are altered.

Roman armies are focused on superior, well-disciplined and well-armored infantry and weak cavalry, relative to the other roman factions. The game simulates the reforms of Gaius Marius, which tend to take place sometime between 240 B.C. and 180 B.C. (rather than the historical time of 107 B.C.). Prior to the reforms, the army is made in the traditional hastati-principes-triarii model. After the reforms the army is made up of the famous legions, and better cavalry and ranged units are unlocked, and can do formations such as the testudo

In addition, each of the three playable Roman factions has a different starting area, as well as regions into which they can expand, although the latter can be influenced by the player. Each has different temples to build as well as their own type of gladiators, which can be fielded in battle:

If the Senate faction is manually unlocked and played by a human player, its role in Roman policy is ignored. Senate missions no longer exist, there are no Senate officers, and there is no Senate or popular standing. If the player attempts to go to the Senate screen, which normally tells Roman factions about these things, The game will most likely crash. Another thing to note is that the provinces under control of the Senate faction will never revolt, no matter how low public order is. The Senate faction requires all factions to be destroyed, including Rebels, which makes completing the campaign significantly more difficult than other factions.

Barbarian

Barbarian factions have both distinct advantages and disadvantages. Unlike "civilized" factions, they cannot build stone walls, nor roads better than basic ruts, which inhibits their strategic movement. More importantly, their technology is limited to only three city levels, as opposed to five for civilized factions. Thus they tend to research their most advanced units quicker than other factions.Barbarian armies are undisciplined and rely on brute force and numerical superiority. Barbarian infantry are strong in comparison to infantry of other factions.

Greek

The Greek factions are located in or near the eastern Mediterranean Sea, mainly on the Balkan peninsula and around Anatolia and also in modern Turkey. Greek armies tend to focus on extremely strong infantry which utilize the superior phalanx formation at the expense of other forms of infantry, cavalry, and archers.

Egyptian

Egypt is a relatively strong faction that usually dominates the eastern map under AI control. Their main enemies are factions such as Parthia, the Seleucid Empire, Armenia, and Numidia. The biggest potential threat to Egypt is Rome.

African

African armies consist of fairly strong cavalry and, notably, elephants, but usually have weak infantry. This is a major disadvantage when facing the House of Scipii, as the Roman legions destroy most forms of infantry. Main elephant and cavalry support is required for Carthaginian success.

Eastern

The Eastern factions represent the major states of the Middle East not ruled by the Diadochi (Alexander the Great's successors). Their armies tend to heavily rely on high-quality cavalry, and sometimes evidence some Greek influence due to Alexander the Great's recent conquest of the area (which occurred some 50 years prior to the start of the game).

Rebels

The Rebels are a unique faction. Rebels can be informally divided into three groups based on how they operate on the campaign map: Brigands and Pirates, Deserters and Freed Slaves, or Independent Kingdoms and Rebel Cities.

Family

Each faction starts with a set of family members composed of that faction's leader, his spouse, their children, including a faction heir, any of their spouses, and any grandchildren. Only the male members of the family are controllable once they are 16, at which point they reach adulthood and become "full" family members. They govern provinces when stationed in a city, and, when fielded upon the world map, can command armies in the field, recruit mercenaries and/or construct watchtowers and forts. Male family members can be added to the family by the following methods:

Conversely, male family members can be lost by a family by the following methods:

The death of a female family member by old age is also depicted by an in-game message.

In the absence of generals commanding field armies, captains are the commanders by default. Admirals fulfil a similar function for fleets. Neither are family members, but appear in the list of forces when displayed.

If an enemy force led by a captain is bribed, it disbands unless the troops are an exact match of the same type as the faction making the bribe (e.g. a Julii diplomat bribing a Brutii force), at which point they are added to the faction's army. But a Britannic diplomat, for example, can not add a Gallic warband to the Britannic army through bribery even though they are the same troop type. This is because the skins of the two factions' warbands are different and therefore not an exact match.

Family members can acquire traits depending on their actions in battle or when governing a city. These can have both positive and negative effects on their command, management, and influence, which in turn affect their battlefield performance and how well a province they govern operates. Some of these traits are hereditary, and can be inherited by the children of a family member. Family members can also acquire ancillaries by the same actions. These are members of a general's retinue, but can only number up to eight. These ancillary characters can be traded between two family members if they are in the same army or city.

Family Traits on the Battlefield

Family members show their character in battle in the form of more hit points, better bodyguards, greater valour, etc., and in opening each battle with a short speech from the commanding officer. Roman generals tend to give more battle advice, while barbarian generals tend to emphasize the importance of slaughter. Such traits as being "angry", "bloody", or a "tedious speaker" affect speaking style. For example, feeble-minded generals can proclaim that their men will triumph over superior numbers with their "sharper pointy things," or for that matter, with their lovely hats that shield them from the evil gazes of the Moon People. Others proclaim that their specific faction will always prevail due to their superiority, even when it is them against a couple of full units of Spartans.

Agents

There are three types of agents that can be used by factions: spies, diplomats, and assassins. Like family members, agents can acquire traits and specific ancillaries, which can be traded, but only with other agents of the same type. They can independently cross into other territories (allied, neutral or hostile) without triggering a transgression message that happens when an army attempts to do the same. They can also be attached to an army, at which point they travel with them until detached to operate independently.

Mercenaries

On the campaign map, generals (not captains) can hire mercenaries for an amount of gold when there are mercenaries available in a territory. Mercenaries are already trained and can be put to immediate use. Infantry, cavalry, and missile troop types can be hired. Mercenaries cannot be recruited in a city by factions, but can only be hired in certain regions; for example, Samnite mercenaries can only be hired in Italian provinces, while Numidian mercenaries are only hired in Africa. They are usually suited for the local terrain, and can be used for various purposes, such as augmenting an army's strength, sustaining a campaign, or garrisoning a nearby settlement. Some mercenaries can be hired more frequently than others, while some are more geographically distributed and can be hired from more regions than other types. Although mercenaries can be used for many different purposes and allow a flexible management of an army, they do have their disadvantages. Mercenaries cannot be retrained other than improving their weapons and armor, thus their losses cannot be replenished except by merging. If a general hires mercenaries frequently, he acquires the mercenary captain ancillary. However, mercenaries are notoriously known to be very expensive with a very high recruitment cost. When conquering a settlement, mercenaries will take part of the looting for themselves, thereby decreasing the amount of money the player can loot from a settlement.

Music

The original music soundtrack for the game was composed by Jeff van Dyck, who received a BAFTA (British Academy) Interactive Awards nomination for his work. His wife Angela van Dyck features in some of the vocals; Angela also wrote the lyrics for the song Divinitus, the lyrics of which are in Latin. The game's most notable collaboration between Jeff and Angela is Forever, which plays while the game's credits are rolling. Forever was originally meant to be the game's main menu song.

Reviews and awards

Rome: Total War has been critically acclaimed by many reviewers and is generally regarded as one of the best strategy games of 2004, winning numerous awards and high scores from gaming websites and magazines alike. The review aggregator Game Rankings shows an average of 91.7% from 65 major critic reviews, with 48 reviews in the 90%s.[4]

Demo

A demo of the game was released on August 23, 2004 and is freely available for downloading. It features a playable version of the Battle of the Trebia, with the player taking the role of Hannibal.

Expansions

Rome Total War: Barbarian Invasion

Main article: Rome Total War: Barbarian Invasion

Barbarian Invasion was the first expansion pack for Rome: Total War. It was released on September 27, 2005. It allowed the player to take part in the fall of the Roman Empire and the events which came after it. There were also a lot of new features in the game such as generals' loyalty, religion, hordes and the "Sack" option for conquered cities. It was also commended for the fact that it did not have any unlockable factions; all the playable factions were available from the start.

Rome: Total War: Alexander

Main article: Rome: Total War: Alexander

The Alexander expansion puts the player in the role of Alexander the Great and replays his conquests and battles.

Modifications

Rome: Total War could be considered to be one of the most moddable PC games around because of the ease with which its text files and its units' skins can be edited. This has led to the creation of many modifications or "mods" made for Rome: Total War. Some of them change the game's units' skins and the game's campaign map to make it more realistic. Others still move the game's focus to a different time and place. Examples include:

References

  1. 1.0 1.1 The Creative Assembly
  2. "Rome: Total War for PC - Technical Information, Game Information, Technical Support - Gamespot" (September 22, 2004). Retrieved on 2007-10-29.
  3. The Creative Assembly
  4. Rome: Total War Reviews, Game Rankings. Retrieved on 2008-08-20.
  5. "IGN: Top 25 PC Games of All Time". Dan Adams, Steve Butts, Charles Onyett (March 16, 2007). Retrieved on 2007-10-29.
  6. "Europa Barbarorum mission statement". Retrieved on 2008-08-17.

External links