PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
I've ongoing campaigns as Rome and Parthia, and I'd say there definitely is a challenge at the strategic layer, much more so than in Rome 1. Public order was easy to deal with when you could lower taxes for cities and recruit a garrison, but now you always have to take it into consideration when you decide which squalor producing higher level building you really/want and whether it's more advantageous to press the attack and elminate a faction quickly or keep your troops in your newly conquered teritories until they are pacified. The limit on agents and active edicts also forces you to prioritize and balance order/economy/expansion. I think the system is very sound, and the game only suffers from some technical problems and balance issues (like the ability to circumvent the agent cap through conversions).
Oh, public order has never been particularly difficult to deal with in TW games - in most the challenge has been having enough money, and needing to build up the economy early, and that's gone in R2 too.
But even if you have a few turns of negative public order due to squalor while you wait for the next city centre upgrade to complete, that's easy to sustain because you'll have enough surplus 'motivation' to avoid going into the red. Even wanting to manage public order is something of a holdover from past games: in R2 it doesn't much matter if you do or not. In Shogun you get an immediate, large hit to growth if your public order is negative, and can expect rebellion within a couple of turns. In R2 you don't get rebellions until you hit -100 public order, and you have very coarse categories such as 'troubled populace' which have minor impacts on growth and tax. You also have much larger garrisons in R2, so a slave revolt simply isn't a threat on the rare occasions it does happen (as it did in my Rome campaign), as you noted yourself in the original post. This isn't due to poor slave AI - the slaves are just never going to have an army bigger than 20 units, they'll all be basic units, and by the time you get a slave revolt you're likely to have almost as many garrison units, and those higher-tech. I'm not even sure what happens if slaves spawn near and attack a walled capital.
As for choosing between keeping order in a province with your army and moving on, as you needed to in Shogun 2, the economy in Rome 2 makes this completely unnecessary. You can afford to maintain so many more units (and there's now a unit cap of 40 units per side in tactical battles, so you never need more than two armies together in the field) that you can have standing armies doing nothing but garrisoning an area while you're in the field fighting, and the system almost seems designed to promote this - by the time you get a second province you can have 6 armies, more than you'd ever need in earlier games.
The limit to agents would be more meaningful if they didn't all have duplicate effects, albeit using different stats - I think druidesses as well as warmaidens have a public order bonus (not to mention all the ones you get from random traits and household retainers, the latter you can switch at will - a really poor part of the design to my mind), and if public order wasn't handled at province level so that one agent can pacify four settlements at once.