@Edboltz
How did you dare
. I actually knew that connecting marshes cities with roads would make them conquerable, just hoped nobody would be tricky enough to try that. Initially, I didn't make each tiles around a city impassable to wheeled units because barbarian HN units were wheeled too! The reason for that was that they had to stay on their side of the map (separated by the Pripet marshes). But now, since I added a string of impassable swamps there, I can unwheel them and get this protective belt around cities or even make all barbarian lands impassable to Rome (that would be a flat uggly terrain, that no player would never see anyway). Thanks for rising the point and enjoy that gap as long as you can
!
Beware! Hannibal's 'barking' elephants !
@Gringo
Thanks for keeping playing to RFRE, although your have been really unlucky with it. I sincerely hope you can finish your game without a crash.
- Tuning the initial game settings is really hard, too easy for some, too hard for others. There are two added advantages for Rome which we need to decide about: the spawning rate of Mare Nostrum & the blitz ability of the consular legion. I need feedback from everyone on these two. The other added advantage for Rome should stay (SPQR wonder, better Miles Socius, consular legion with more HP, better Corvus, etc). Pfuui, there was a lot of positive changes for Rome in this version
- Most of the invisible units are gone, Gringo! Or more exactly, the late barbarian H/N units are no longer invisble, at the exception of the Pictii. Hope is that it will help in speeding up the game during the great invasions. You thus don't need that detect invisibility for 'sub-standard' troops. If you want to see the Pictii, bring some Sarmatian cavalry there!
- The Crux Iese (crucifixation of the Christ) is the wonder needed in order to build the bible. It expires with a Roman Tech (Philosopher on the Throne) by 200AC. It needs to expire because it has an unhappiness effect on the population (especially in Jerusalem, to reflect the Jewish unrest that took place around 0AC). But that give you 200 years to take Jerusalem! Here is what I am going to do, I will let the AI a chance to build the wonder itself, so in the case you miss it, you can still capture Jerusalem and proceed with writting the Bible.
- Extra 50 turns? The game is already so long
Let's talk about it and decide.
@Loki
Representing the samnites by a barbarian settlement would be too simple for Rome (organize a few great games in nearby cities, and *magic* you got them shattered!). Plus, they are already barbarians on the map, in the deserts of Africa and Arabia, waging war with Carthage, Egypt and Parthia!
@Randy
There not so many changes with the new version, a good...uh... part of the walkthrough is still completely relevant. It is just about update, really