With the Bronze Age Collapse looming and the dark sails of the Sea Peoples filling the horizon the people of Egypt cry out for a new leader. Many desire the power of the throne, but the path to becoming Pharaoh is a perilous one. Unearth a breathtakingly vibrant recreation of the Bronze Age Collapse as you battle societal disarray, face natural disasters and fight to protect your people against waves of invaders.
Wage total war across the ancient world from the Aegean to Mesopotamia in this free addition to Total War: PHARAOH. Challenge the Bronze Age Collapse by building your own dynasty and leading your faction to victory with new cultures, new units and dramatic new battle mechanics.
With a brand-new Campaign Customisation feature, no two campaigns will ever feel the same. Determine how you play with an extended range of campaign customisation options, such as random starting positions for all factions, detailed resource settings, the ability to toy with natural disasters and much more. With an abundance of options, stack the odds against yourself for an added challenge or become an unmatched power to breeze your way to victory.
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Total War: Rome II is a strategy video game developed by Creative Assembly and published by Sega. It was released on 3 September 2013, for Microsoft Windows[4] as the eighth standalone game in the Total War series of video games and the successor to the 2004 game Rome: Total War.
Rome II received generally positive reviews from critics on release, but was criticized for its significant technical problems. However, it proved a commercial success, surpassing all other games in the Total War series in both sales and number of concurrent players on its release day.[5][6][7] In September 2014, an Emperor Edition was released, which added macOS support and addressed many of the technical problems in the game, as well as overhauled AI battles and upgraded certain visual elements. It was offered as a standalone edition and a free upgrade to all current players.
Total War: Rome II is set in Europe, the Mediterranean, and the Near East in the Classical antiquity period. The grand single-player campaign begins in 272 BC and lasts for 300 years. However, the player also has the option to play further, as there are no timed victory conditions.
Like its predecessor, Rome II blends turn-based grand strategy and civilization management with real-time tactical battles. The Warscape engine powers the game's visuals and new unit cameras allow players to focus on individual soldiers on the real-time battlefield, which may contain thousands of combatants at the same time. Creative Assembly has stated that it wished to bring out the more human side of war, with soldiers reacting as their comrades get killed around them, and officers inspiring men with heroic speeches.[8]
Rome II features more sophisticated portrayals of each culture and civilization of the period, which in its predecessor had been portrayed anachronistically. The Creative Assembly tried to ensure the uniqueness of different cultures and fighting forces. Lead unit designer Jack Lusted stated that instead of the "rebel nation" used to represent minor states in the original Rome: Total War, Rome II features a large number of smaller, individual nations and city-states represented by their own factions. Each ethnic group has a unique play-style. A tribe of Gallic barbarians looks and feels different from a disciplined Roman legion. Different agents and technologies are implemented for different factions.[9] There are over 500 different land units in the game, including mercenaries. Over 30 different city variants avoid siege battles feeling and playing out the same every time.[10]
The diplomacy system has been revamped with a new artificial intelligence. The Creative Assembly has acknowledged anomalies in previous games, where the AI could perform strange or even suicidal actions, such as very small factions declaring war on very large ones such as the Roman Empire; the AI is said to be more "intelligent" and cunning in Rome II.[9] The player's own actions will determine whether or not the enemy AI will be a trustworthy ally or a suspicious traitor.
As with Total War: Shogun 2, the player is prompted with decisions throughout the game. The Creative Assembly has expanded on this mechanic, with each decision leading the player down a particular "decision path" based on previous decisions. These then affect the way the campaign plays out; for example, the Roman Republic may become the Roman Empire through civil war.[13] Additionally, rather than solely assigning traits to generals and family members as with previous Total War games, the player can assign traits to entire legions as they gain combat experience.[13] Players can also customize legions by choosing their weapons. Players can still determine the composition of individual cohorts, even though they will be building entire legions at a time, unlike in previous Total War titles where all units had to be created separately.[13]
As with Rome: Total War, special units known as agents play important roles in gameplay. There are three core types of agents in Rome II: the dignitary, the champion, and the spy,[11] and each culture has its own variants. When spawned, each agent has a "profession" that is determined by its supposed background or ethnicity. A player can invest in an agent's profession as well as its skill tree. Each agent can try to assassinate other characters or convert them to their faction. When an agent is asked to perform a certain task, there is a deeper set of choices on how to complete the task. For example, when getting rid of an enemy agent, one can bribe him, convert him, or murder him.
Navies play an important role in Total War: Rome II. The Creative Assembly introduced mixed naval and land combat for land battles and city sieges, to reflect the naval strategies of the Classical era. Legions can attack the enemy's ground forces and cities, while naval units provide supporting fire or engage in naval warfare on the seas. Navies can conquer poorly guarded coastal cities by themselves. In addition, naval combat has been modified. Navies are now composed largely of troop carriers, designed to ram and board opposing ships, and land units can now commandeer merchant vessels as naval transport units. Naval units are bigger in size and a player may recruit several at a time.[9] Naval regions, originally introduced in Medieval: Total War, have returned. Their purpose is to prevent players or the AI from slipping an invasion force right past a huge enemy fleet. Entering a naval region where an enemy fleet is present will trigger naval combat.[10]
Armies and navies have changeable stances on the campaign map. Stances determine factors such as total movement points per turn or the ability to deploy traps for an ambush. The "Forced March" stance allows an army to march further, but will tire out its soldiers, reducing their fighting ability and leaving them vulnerable to ambush; the "Defensive Stance" enables fortifications such as stakes or redoubts and the "Ambush Stance" enables traps such as fireballs and sulphur pits. Armies and fleets can contain a maximum of 20 units and must have a general or admiral to lead them. A faction's power, or "imperium", determines the number of armies it can raise. A faction can gain more imperium by conquering more regions or acquiring more gold. Players can also name units in an army and change their emblems.[10]
When an army is formed, the player must pick a general to lead it from a list of available faction members. Generals can now be both military leaders and skilled politicians, depending on their traits and skill trees. When an army recruits new units, it enters muster mode and cannot move until they have been added to the army. Both armies and generals can gain skills and traits from experience in battle. Each skill can be upgraded up to three times. If an army loses its general, a new one must be appointed by the player. These rules also apply to fleets and admirals.
The game's primary campaign map extends from Bactria in the east (present-day Afghanistan) to Lusitania in the west (present-day Portugal), and from Caledonia in the north (present-day Scotland) to Garamantia in the south (present-day Libya) to Aksum (present-day Ethiopia), and is divided into 57 provinces and 173 regions. Each province is a grouping of up to four regions, and each region can be conquered separately. However, control of an entire province allows a player to pass edicts at a provincial level, which provide bonuses such as increased public happiness or military production. Construction options for regions within a province are displayed on a single menu, while public happiness is also province-based. This means that if public happiness drops too low, the most unhappy region will rebel instead of the entire province.
Individual villages and resource buildings are absent from the campaign map and are confined to the regional capital. Each regional capital generates an automatic garrison, with its size defined by its population, which can be increased by constructing various buildings. Armies now have a raid stance, which automatically generates loot and reduces their upkeep cost. A player can raid in both friendly and hostile territory, although raiding one's own regions is detrimental to public happiness.
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