Expeditions Rome
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Expeditions Rome
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Ave, Citizens! Expeditions: Rome goes extremely hard on Roman minutiae, right down to the way characters not only throw little nuggets of conversational latin into their patter, but use the (probably) original pronunciation to boot, leaving you wondering who the hell yoolius kaiyeyzer is.
The good news is that players who love the Expeditions franchise are going to once again love Expeditions: Rome. The turn-based RPG strategy game retains the familiar framework of its predecessors while putting greater emphasis on player choice. The bad news is that anybody that isn't already an Expeditions fan might struggle with the antiquated design.
The positive notes are worth addressing individually because this game knows its target audience and gives them everything they want. Expeditions: Rome has all the management systems of the previous games and, though they can be tough to balance, conquering a region is all the more satisfying when executed well.
The biggest seller is the increased player choice, which can lead to some interesting developments. Players can forgive individuals only to be betrayed by them later or execute traitors that could have been reformed for other missions. These choices change the missions in ways that can make them easier or harder, which will undoubtedly save a playthrough that is not going well or sink a promising campaign.
The music, graphics, and sound effects are not revolutionary but that's okay. The designers were well aware that time spent on fixing up the polygons would not be appreciated by players nearly as much as the time spent adding decisions during a battle.
As such, all big battle scenes with the legions have been replaced by two-dimensional markers with text on the screen. It's almost comical that the biggest moments are seen with paper cutouts with logos on them attacking each other, but it works well enough. The blood effects in standard combat are above-average, and they were appreciated.
A common complaint about 2017's Expeditions: Viking referred to the lack of options in character creation and there has been sadly no progression on that front. If the player character wasn't important, this could be glossed over but unfortunately, the game takes well over the developer's original estimation of 40 hours to beat (our playthrough clocked around 65). When spending so much time with our avatar, the hope is that there would be more authorship to their unique look.
Expeditions: Rome feels more like a mod with Roman themes than a fully fleshed-out game. From the customization to the design, there are many details that feel unfinished or lack the depth expected of games in the strategy genre. Still, there is fun to be had if players are willing to focus exclusively on the tactics and strategy. Those looking for more of the same coming off Expeditions: Viking will be satisfied enough, even if this new title doesn't feature any major innovations.
If you need some party support in Expeditions: Rome, the Triarius class is certainly the one for you. They are staff and spear-wielding healers who can buff their allies and shred the armor of their enemies, making it easier to come out on top.
The Princeps is just one of the four classes you can play in Expeditions: Rome. It's the tankiest class and what you think of when you hear the words "Roman soldier." They use shields along with swords or spears, and they're the quintessential front-liners.
While it doesn't have any standout strategies, a Princeps with these skills will be highly adaptable to many situations. Bull Rush is a particular highlight as one of the Vanguard capstones - it lets the Princeps rush towards an enemy, giving them some more maneuverability.
Logic Artists brings us this underrated turn-based strategy masterpiece. In Expeditions: Rome, you get to be a part of Roman history as one of the Legatus who will conquer the rest of the regions around Asia Minor and beyond.
Praetorians observe your every interaction so choosing the right one can improve your relationship with certain characters. The visual presentation is not as great as other games like Mass Effect or Elder Scrolls Online, but the voice acting in this game will reel you right into the narrative.
During the world map explorations, you will be met with random events that can put your legionnaires and companions in danger. Make sure that you have enough medicine and upgraded camps to keep your troops healthy.
Expeditions: Rome also gives you the opportunity as a Legatus to command thousands of troops and lead them to victory in this chess-like simulation. However, I was a bit disappointed with how they implemented this mechanic.
Expect a long journey ahead when exploring and conquering Rome. The game is pretty easy to pick up but you might have a hard time with the grind. Expect a couple of playthrough frustrations in figuring out the right combination of classes to bring into battle.
Thus it is important to begin with this: Expeditions: Rome is making a clear claim to historical realism, on which much of its marketing and presentation rely. And that claim that the game is making to a degree of historical accuracy and thus realism is worth assessing.
A lot of the weight of this is carried by the games presentation, particularly its use of language. A lot of Latin terms, even ones with direct and uncomplicated English translations are left untranslated: servus is used instead of slave, legionarii for legionaries, legatus for legate, archers are sagittarii, helmets are galeae and on and on.2 Moreover, these terms are pronounced following the mainstream scholarly reconstruction of Classical Latin: servus is thus ser-wus, Asia Minor as Az-ee-a Mee-nor and Cicero is pronounced Ki-ker-oh rather than See-ser-oh as common in English. And I do want to note here that the pronunciation is on the mark: the developers say they had a Latin professor provide a complete pronunciation guide and I believe them. Keeping all of the voice actors on target with all of the Classical Latin pronunciation must have been hard and they do a surprisingly good job of it.
And that is the peril of historical verisimilitude: the developers of Expeditions: Rome put tremendous effort into making sure the game would look accurate, but not into making sure the game would be accurate. As a result, they crafted a game weighed down rather than elevated by its historical subject matter, more likely to mislead and deceive than to inform.
So the hypothesis also requires, by necessity, a concerted cover-up by a variety of entities with no particular incentive to collaborate and for reasons which would have a lot more to do with C20-21 race relations than anything the supposed cover-uppers would have recognised. Which is getting deep into conspiracy theory territory.
Have a look at the Europa Barbarorum II mod for Medieval 2: Total War. It attempts to depict the period of 272bc until 14AD as accurately as possible. It has very extensive building and unit descriptions with a lot of history in them. There are tons of historically researched units. For example: the thureoporoi are indeed rampant troughout the Hellenic world. It is fun to play. I am curious what Bret thinks about this game.
So while you get historically looking costumes and names for units, the actual operations and campaigning in EB2, as well as the tactics and cut and thrust of commanding armies in battle, is enormously different from historical reality.
Indeed, it is not faithful in the mechanics as these are inherited from the total war engine. But the unit and building descriptions are enormously extensive and fun to read. Also how the units look is historically researched. It makes it very interesting to play.
It does sound like they projected modern attitudes and structures back, probably some combination of deliberately trying to make the good guys more sympathetic and just unconcious assumptions that all democracies work the same way.
I feel that is a much better way of writing historical fiction than trying to twist characters in the distant past into the shape favoured by the latest fashions. (Imagine a story about the Victorian campaign to ban women working in coal mines, for example. Who would the good guys be?)
Bret has written favorably about EU4 and especially Victoria 2, because these games actually try to present a theory of history: EU4 shows how the Realist school of International Relations can explain the actions of states (especially wars), and Victoria 2 shows how industrialization changes this calculation concerning the costs and benefits of wars. My suspicion is that when Victoria 3 comes out Bret will consider it the most historically accurate game so far.
Most unlikely. Macedonian Egypt was practically an apartheid state. There were clear delineations between the Macedonian citizens of Alexandria. The native Egyptians and assorted other ethnicity, including Jews, who had metic status. It is highly improbably that the royal family would make an Egyptian alliance or that the offspring of a non-macedonian mother would be an acceptable heir to the throne. At the very least such controversial and scandalous ancestry would be mentioned in the historical sources. 041b061a72