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Expeditions: Rome - the final Expeditions game from Logic Artists

cyborgboy95

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https://community.expeditionsseries.com/index/dev-diaries/devdiary-16-sieges-r23/

01.jpg.a59abd88b6971aeabfb66ea82317c126.jpg

DevDiary 16 - Sieges
Ave! It’s release week! In a mere four days (count them!), Expeditions: Rome will be released to the world in all its glory, and you will finally be able to continue your demo playthrough into the full game. Will you manage to save Cotta from the clutches of Mithridates? Will Archelaus prove to be a useful hostage if you left him alive? Will Julius Calidus ever drop the act and admit to very clearly being a woman? You’ll find out soon!

Today’s subject is one we’ve been deliberately saving for last, since it concerns our most impressive set-pieces. One of the main challenges we’ve always had in the Expeditions series has been how to represent the full scale of the war that you usually end up causing or escalating throughout the story. The squad-scale turn-based combat system that we’re so proud of is all about micromanaging individual people and isn’t designed for full-scale warfare.


In Rome, our main solution to this was the addition of the legion battle system, which uses the resource management mechanics of the game’s meta systems to give a taste of the grand strategy you’d expect to have to deal with as the leader of a Roman legion. It’s a complex little minigame that ties into a lot of other systems, but once in a while you want something more. When the story culminates in a big battle, you don’t want to watch it play out in an abstract way: you want to feel like you and your praetorian guard have been thrown into the fray. You want to see the chaos of a major assault up close.

To address this need, we’ve introduced a new way to use our tactical combat on a larger scale, which we call Sieges. Sieges are big set-piece battles that play out in the same small-unit turn-based mode as our more typical encounters, but with several layers of extra production value on top, and with new systems introduced to help sell the scale of the fighting.



First off, what makes the sieges really stand out is the level design. Every siege consists of multiple encounters played sequentially or even occasionally in parallel, but every encounter of a siege takes place in the same enormous level. Even if you’re only fighting with one group in one corner of a city, you can rotate your camera and see exactly where you are in relation to the other encounters. Our world builders really went above and beyond on these levels, crafting jaw-dropping sets that dwarf our typical encounter areas. As the battle progresses, the lighting will change to show the passage of time. You may begin an assault at dusk, fight throughout the night, emerge to seal the victory at dawn’s first light, and regroup for your celebrations at noon.



Because sieges consist of multiple encounters, you should make use of your entire praetorian guard. Ahead of each siege, you are given a thorough briefing followed by a hand-drawn map of the layout of the battle. Here you must choose which praetorian is assigned to which group, with each group responsible for completing a certain set of encounters, each with their own objectives and their own purpose in the overall strategy. Complicating matters, wounds incurred and health lost carries over between encounters, so if you burn through all your skill charges and tactical items in an early fight, you may be faced with a grave challenge later in the siege.

Every siege has its own unique encounter structure. We won’t give any of them away here, but suffice to say we have a lot of fun with the idea that your praetorian guard is split into multiple teams to carry out different tasks within the same battle. Your performance in one encounter may affect your options in the next one, or in some cases you may even have to switch back and forth between two different encounter groups to play their separate fights at the same time.



The stand-out feature of the sieges is something we’ve been hinting at in previous trailers: catapults. The closest we’ve ever come to featuring siege equipment in an Expeditions game was the small cannon you could build in Conquistador and deploy as a tactical item. In Rome, you finally get to call in real artillery support, but it’s not quite the win-button it might at first seem to be. Catapults get their own place in the team turn order. Each catapult has 3 different types of ammunition: a big ol’ stone to smash your foes; a fire ball to set the battlefield aflame; and a scattering projectile that pelts a wide area and attempts to knock all characters within it on their butts.

However, catapults take a while to aim and loose – when you call in a catapult strike, the actual impact won’t happen until the next turn, giving enemies time to flee the impact area. Finding ways to predict their movements, box them in, or keep them in place until the catapults hit is key to successful use of your artillery. A truly effective commander will learn to think of artillery support as an area denial method: if you call in a fireball behind the enemies, you cut off their avenue of escape. Likewise, calling in a catapult stone on an elevated platform used by enemy archers will force them to vacate that location or die before their next turn. It’s a tremendously fun and destructive mechanic which adds an exciting layer of chaos to every siege.



The icing on top of the cake is how narrative the sieges are. One of the best new features in Expeditions: Rome is our flexible encounter scripting system that has allowed us to trigger dialogue and scripted sequences during fights, which means combat is much more of a storytelling tool for us than it’s ever been before. Sieges make the most of this. Every siege encounter has dialogue to establish the situation, characters react to new developments and comment on the progress towards completing the goal of each fight, and they even comment on the performance of their friends that were assigned to other tasks. Above all else this adds personality and drama to the mix, but it also helps to tie the encounters together and make it clear what’s going on and how well you’re doing.

Sieges are the climactic battles that your conquest builds towards. They usually (though not always) mark the transition from one act of the game’s story to another, and winning a siege is a monumental achievement that further cements your character as one of history’s great figures.



To find out more about how sieges were designed and maybe even catch a preview of how it looks in action, please join us on the THQ Nordic Twitch channel this Wednesday, January 19 at 1:00 PM Eastern / 6:00 PM GMT at http://twitch.tv/thqnordic for our DevStream, where Senior Producer Brad Logston will host Creative Director Jonas Wæver and Combat Designer Hans Emil Hoppe Rauer. Any questions you post as comments on this diary will be answered on the stream.

We’ll also be streaming throughout launch day, January 20th, on the same channel, so feel free to drop by! Many of the development team will be jumping into the stream as Brad plays through different sections of the game.

Until then, Valete!
 

Beowulf

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Joined
Mar 2, 2015
Messages
2,027
Lol at the pilums. And they eve show some proper spears in the first illustration.
 

CaesarCzech

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Joined
Aug 24, 2018
Messages
445
Apparently companions are going to have specific skills unavalible to player because we absolutely have to make our companions snowflakes to ensure Stronk Amazon woman with Shield as Light Infantry gets spotlight. THQ cucked hard after pleasure they got for that 4chan AMA.
 

CaesarCzech

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Joined
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Messages
445
https://community.expeditionsseries.com/index/dev-diaries/devdiary-16-sieges-r23/

01.jpg.a59abd88b6971aeabfb66ea82317c126.jpg

DevDiary 16 - Sieges
Ave! It’s release week! In a mere four days (count them!), Expeditions: Rome will be released to the world in all its glory, and you will finally be able to continue your demo playthrough into the full game. Will you manage to save Cotta from the clutches of Mithridates? Will Archelaus prove to be a useful hostage if you left him alive? Will Julius Calidus ever drop the act and admit to very clearly being a woman? You’ll find out soon!

Today’s subject is one we’ve been deliberately saving for last, since it concerns our most impressive set-pieces. One of the main challenges we’ve always had in the Expeditions series has been how to represent the full scale of the war that you usually end up causing or escalating throughout the story. The squad-scale turn-based combat system that we’re so proud of is all about micromanaging individual people and isn’t designed for full-scale warfare.


In Rome, our main solution to this was the addition of the legion battle system, which uses the resource management mechanics of the game’s meta systems to give a taste of the grand strategy you’d expect to have to deal with as the leader of a Roman legion. It’s a complex little minigame that ties into a lot of other systems, but once in a while you want something more. When the story culminates in a big battle, you don’t want to watch it play out in an abstract way: you want to feel like you and your praetorian guard have been thrown into the fray. You want to see the chaos of a major assault up close.

To address this need, we’ve introduced a new way to use our tactical combat on a larger scale, which we call Sieges. Sieges are big set-piece battles that play out in the same small-unit turn-based mode as our more typical encounters, but with several layers of extra production value on top, and with new systems introduced to help sell the scale of the fighting.



First off, what makes the sieges really stand out is the level design. Every siege consists of multiple encounters played sequentially or even occasionally in parallel, but every encounter of a siege takes place in the same enormous level. Even if you’re only fighting with one group in one corner of a city, you can rotate your camera and see exactly where you are in relation to the other encounters. Our world builders really went above and beyond on these levels, crafting jaw-dropping sets that dwarf our typical encounter areas. As the battle progresses, the lighting will change to show the passage of time. You may begin an assault at dusk, fight throughout the night, emerge to seal the victory at dawn’s first light, and regroup for your celebrations at noon.



Because sieges consist of multiple encounters, you should make use of your entire praetorian guard. Ahead of each siege, you are given a thorough briefing followed by a hand-drawn map of the layout of the battle. Here you must choose which praetorian is assigned to which group, with each group responsible for completing a certain set of encounters, each with their own objectives and their own purpose in the overall strategy. Complicating matters, wounds incurred and health lost carries over between encounters, so if you burn through all your skill charges and tactical items in an early fight, you may be faced with a grave challenge later in the siege.

Every siege has its own unique encounter structure. We won’t give any of them away here, but suffice to say we have a lot of fun with the idea that your praetorian guard is split into multiple teams to carry out different tasks within the same battle. Your performance in one encounter may affect your options in the next one, or in some cases you may even have to switch back and forth between two different encounter groups to play their separate fights at the same time.



The stand-out feature of the sieges is something we’ve been hinting at in previous trailers: catapults. The closest we’ve ever come to featuring siege equipment in an Expeditions game was the small cannon you could build in Conquistador and deploy as a tactical item. In Rome, you finally get to call in real artillery support, but it’s not quite the win-button it might at first seem to be. Catapults get their own place in the team turn order. Each catapult has 3 different types of ammunition: a big ol’ stone to smash your foes; a fire ball to set the battlefield aflame; and a scattering projectile that pelts a wide area and attempts to knock all characters within it on their butts.

However, catapults take a while to aim and loose – when you call in a catapult strike, the actual impact won’t happen until the next turn, giving enemies time to flee the impact area. Finding ways to predict their movements, box them in, or keep them in place until the catapults hit is key to successful use of your artillery. A truly effective commander will learn to think of artillery support as an area denial method: if you call in a fireball behind the enemies, you cut off their avenue of escape. Likewise, calling in a catapult stone on an elevated platform used by enemy archers will force them to vacate that location or die before their next turn. It’s a tremendously fun and destructive mechanic which adds an exciting layer of chaos to every siege.



The icing on top of the cake is how narrative the sieges are. One of the best new features in Expeditions: Rome is our flexible encounter scripting system that has allowed us to trigger dialogue and scripted sequences during fights, which means combat is much more of a storytelling tool for us than it’s ever been before. Sieges make the most of this. Every siege encounter has dialogue to establish the situation, characters react to new developments and comment on the progress towards completing the goal of each fight, and they even comment on the performance of their friends that were assigned to other tasks. Above all else this adds personality and drama to the mix, but it also helps to tie the encounters together and make it clear what’s going on and how well you’re doing.

Sieges are the climactic battles that your conquest builds towards. They usually (though not always) mark the transition from one act of the game’s story to another, and winning a siege is a monumental achievement that further cements your character as one of history’s great figures.



To find out more about how sieges were designed and maybe even catch a preview of how it looks in action, please join us on the THQ Nordic Twitch channel this Wednesday, January 19 at 1:00 PM Eastern / 6:00 PM GMT at http://twitch.tv/thqnordic for our DevStream, where Senior Producer Brad Logston will host Creative Director Jonas Wæver and Combat Designer Hans Emil Hoppe Rauer. Any questions you post as comments on this diary will be answered on the stream.

We’ll also be streaming throughout launch day, January 20th, on the same channel, so feel free to drop by! Many of the development team will be jumping into the stream as Brad plays through different sections of the game.

Until then, Valete!

Lol they posted wrong link as well.
 
Joined
Jul 28, 2020
Messages
1,284
I did read anons that Julia wife can be cute wife anons for cute heterosexual human male wife scholar anons anons! I did! I did read anons that Deianeira wife can be cute wife anons for cute heterosexual human male wife scholar anons anons! I did! I do not know anons Cleopatra wife anons but do not worry anons it is okay anons because I can cute Julia wife anons! I can! I am cute heterosexual human male Julia wife romance wife scholar! I am!
 

CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445

If we're talking about the historical Cleopatra, she is descended from an incestous royal line through the Ptolemaic dynasty. In other words, she's Macedonian AF, culturally and ethnically Greek (kinda).

Depends on how brown, Greeks living in Egypt might get tan that will get passed down even if they are white due to genetic adaptation
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,007

If we're talking about the historical Cleopatra, she is descended from an incestous royal line through the Ptolemaic dynasty. In other words, she's Macedonian AF, culturally and ethnically Greek (kinda).

Depends on how brown, Greeks living in Egypt might get tan that will get passed down even if they are white due to genetic adaptation
Why would pharaohs getting tan? They are not working on the fields.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,601
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Well, if she is brown I guess that is OK (if a bit sad) - at least they didnt go full "we wuz kangz and sheeeeit" by the sound of it. By the time of Cleopatra (a Greek name that has nothing to do with Egyptian culture btw) most of the north Africa and Middle East spent about three centuries taking Greek and Roman BWCs, so having bona fide whites as people in positions of power anywhere in that general area would be easily defensible on historical grounds (and them being "culturally white" goes without saying) - having black members of Ptolemaic dynasty would be outright ridiculous. But in the times we live in historical facts dont count as much as they used to....

Anyway, release is getting close and I have done a playtrough of A Legionary´s Life along with a few Roman custom battles in Field of Glory II to get in the proper mood. I am still quite optimistic about the game, hopefully it wont disappoint (too much).
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


Reviews are out: https://www.rockpapershotgun.com/expeditions-rome-review

Expeditions: Rome review: a gripping, ambitious historical CRPG
Rome is where the heart is



I used to think that big, intricate character customisation systems were pretty much mandatory for decent CRPGs. As I saw it, the ability to conjure up a hideous goblin man with a chin curving back up into his face, if you wanted to, was a sign that you were playing something in the big leagues. Now, however, I am not so sure.

Expeditions: Rome, a historical CRPG blending turn-based combat, strategic army management, and lots of dialogue, has a pretty rubbish character creation system. There’s bugger all you can really do to customise your Roman. and after the mammoth character forge of Pathfinder: Wrath Of The Righteous, for example, it all just feels very sparse and shoestringy. And that is a damned shame, because when it gets down to business, this is a seriously good - and lovingly detailed - romp through centurion times.

Honestly speaking, I’ve not had my brain do a 180 on a game so pronouncedly in a long while, as for whatever reason, Expeditions: Rome really frontloads all of its mediocrity into the first half hour or so of play. The story - you’re a young aristo who has been sent away to be an officer in the legions while a bout of stabbin’ fever blows over back in Rome - is perfectly solid, but presented in such a way that you don’t feel immediately gripped by it. Then there’s the tutorial fight (a scrap with pirates) which feels like it’s going to be the start of a fairly stultifying learning curve.

And then, just as you’re losing the spark of it all, the game just… lets rip. I remember the exact moment I realised I was having a grand old turn-based time: it was during the second of ER’s main combat missions, which sees your (admittedly fairly uncustomised) Roman take a bunch of four mates into an enemy city, intending to burn down some big wooden ships.

Some dialogue options at the battle’s outset offered two significantly different ways to approach the encounter. I could either sneak into a better starting position, then fight my way to the two ships I needed to burn… or just set one on fire immediately, getting half the job done off the bat, then trying to squeeze one more dose of nautical arson into the ensuing chaos.

Naturally, I chose the noble “fuck around and find out” stratagem, and what followed was simply a refreshingly brilliant bit of level design. The game did what any good GM does for players in a tabletop RPG; it presented a combination of physical space and tactical options in such a deft fashion that, when everything came together in the heat of the fight, it made me feel like a tactical genius for making the pieces fit.

Pitted against a harbour swarming with angry Greek soldiers, my hopelessly outnumbered little Romans lobbed incendiary pots to sow chaos among their opponents, while at the same time blocking off the chokepoints through which fresh Greek reinforcements were seeking to come and do some murders. Every one of my five praetorians got to use every one of their special skills to secure a clutch victory during the fight, and it was a real thrill moving them across the docks in a wild, NFL-style touchdown run, rather than the plodding “find the men and wipe them out” template which so many turn-based tactics games boil down to.

The very next mission saw me thrust into command as the army my squad were marching with was ambushed horribly in a deep canyon. As a dozen or so friendly units fought a dozen or so enemies (with clever sound and map design giving the impression of a battle ten times the size), my praetorians had to fight their way through the bloodshed to rescue our general, and then beat a retreat to the exit as fresh baddies poured in from the valley sides.

It was another cracking bit of level design, and the hits kept coming. I was rapidly grabbed by a sense of “what’s this mad bastard going to serve me next?”, which kept me in my seat long enough that the less flighty parts of my brain could take their time to settle in, marinate in the story and the characters, and explore the game’s wider set of features.

It is a wide, wide set. At its most basic level, Expeditions: Rome alternates between fights, and bits where you walk around a strikingly realised Roman military camp, having chats with people. A young Julius Caesar is there, being a sort of bullied nerd. It’s great. Soon, however, you’re put in the position of actually managing the camp - and the entire legion residing there - in a sort of megagame which involves choosing stratagems for field battles, conquering territories, and trading resources. There’s also a lot of politics to get stuck into, via good old branching dialogue sequences.


Everything meshes together with the ongoing development of your personal squad of Praetorians, and the missions they undertake, in a web of connected systems which I could have a miserable time describing in detail, and you could have a miserable time reading and not quite grasping. So, just… take my word for it, basically. When I previewed ER last year, I was skeptical the game would manage to make you feel like you were commanding a legion during the moments between the turn-based fights at its core, but the power fantasy genuinely works.


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.

With that said, ER is a much, much larger game than I had been expecting (it looks like it’s going to take me 40-hours-plus to finish), and I’m at that point you reach in a very long, complex game where you’re not certain which mechanics are still being ramped up bit by bit, and which are in full swing. If anything, I’d say the large-scale, command-at-a-distance legion stuff has the most potential to run out of juice before the end. It’s far from a simple minigame, but at the end of the day, grand strategy just isn’t what Expeditions: Rome was ever going to be built around.

What is getting old fast, however, is all the bloody mooching about. ER has taken some commendable steps in abstracting some traditional RPG bullshit. When looting corpses after a fight, for example, you can just hit a single “ghoulishly rifle through every pocket on the battlefield” button, saving the need to faff about with a whole string of dead bloke inventories. There’s also a really smart set of difficulty settings, allowing you to tune aspects of the game which are pinching your bum a bit too often, while retaining the challenges you enjoy.


For all these little improvements, though, the time-honoured pursuit of watching a party of adventurers sprint across a map at a snail’s pace has been left untouched. And I know this might seem like a petty thing to complain about, but I’m dead serious. As I’ve stressed, between its surprising and inventive level design, its genuinely compelling character writing, and its various interlocked secondary games, Expeditions: Rome keeps you in a constant state of looking forward to what comes next. And unavoidably, that excitement dampens fast when you’re just sitting there waiting for people to move across a map.

It sags especially when they’re taking dreary detours around whole sections of wall to reach the one place where they can climb over. Or when they’re taking it in turns to clamber over said traversal point like a herd of frightened granddads. Or when they’re glitching the fuck out in trying to navigate a seemingly innocent kerb, leading to weird, haunted Tony Hawks shit with centurions leaping off invisivle ledges in mid-air.

That’s honestly just about all that’s getting me down, though. And, I suppose, the fact that I couldn’t make my main bloke look like Ghoastus, the objectively best Roman. But then, like I said at the start, character customisation is overrated.
 
Last edited:

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamesn.com/expeditions-rome/historical-grand-strategy-tactical-rpg

Expeditions: Rome mixes historical grand strategy with an epic RPG
This new tactical RPG manages to expertly blend intimate skirmishes and big staged battles in an exciting romp across Ancient Rome

expeditions-rome-historical-strategy-epic-rpg-900x506.jpg

The Expeditions series has gone through its own epic voyage over the years. From the early days of the Spanish conquest of South America, through to a rich (if slightly convoluted) Viking romp back in 2017, developer Logic Artists has returned with a third game. Instead of leading a viking raiding party, this time you’re commanding an entire Roman legion during the height of the republic.

You are the child of a recently murdered senator, whisked away to one of the Roman Republic’s various theatres of war so you can escape the political infighting that’s breaking out across the capital and earn a reputation for yourself at the same time.

The implicit intimacy of an RPG may not sound like the obvious bedfellow to a game in which you lead thousands of legionaries, but Expeditions: Rome elegantly handles the setting and your place within it. You are the tip of the spear, an SAS-like group of elite warriors called Speculatores. Despite this specific anchor of a military campaign, Expeditions: Rome mixes in the usual blend of exploration, side quests, and light RPG party management.

The large-scale battles are handled with a fun, if slightly barebones minigame that sort of resembles a Paradox grand strategy game. However, the real meat of Expeditions: Rome is its squad-based tactical missions, in which you lead a crack team of companions (and even generic soldiers when needed) into various situations that require a more targeted application of force. These can range from covert operations and raids that set up a larger clash of armies later on, to less aggressive tasks like forging new alliances, seeking out information, or tracking down some sweet loot.



Direct comparisons to Expeditions: Vikings are harder than you might think – the change of setting to Ancient Rome and the military campaign systems make this feel like a very different game. Even the RPG mechanics are more streamlined – skill trees are compact and there’s less to do in character creation. But there are more clearly defined roles, too. RPG purists may bemoan the lack of depth, but it’s easy to get into and I find myself thinking more about the mission and less about the intricacies of my build.

The turn-based tactical combat that’s been at the heart of the series is the best it’s ever been. In Expeditions: Rome, each side’s members act simultaneously, rather than individual units from each team taking it in turns to wail on each other based on an initiative order. This lets you choreograph some poetically beautiful combos; you could move in and attack with one soldier, finish off the target from range with an archer, before shuffling the archer over to the first soldier so the vulnerable unit doesn’t get isolated.

Clever positioning is just as important as your characters’ raw combat stats, with environmental factors such as terrain and cover also affecting the outcome of a skirmish. In one fight I come across a stash of oil barrels; I order one person to chuck it in the direction of the enemy and then command my archer to light it up with a fire arrow, which ignites a huge area of the battlefield and sets multiple targets on fire. Be warned though – the enemy AI can and will use those same tactics against you.


The military campaign is a fun distraction for when you’re not looking to progress active quests. Your legion acts like a second party you can order around the map, building infrastructure, conquering settlements, or defending a key position that’s being threatened by enemy forces.

There’s a typical RPG ‘hub’ in the form of your Legion camp. This can be upgraded to give you bigger and better capabilities, such as improved party healing and Legion combat stats, crafting, and other support abilities, although you will need to secure resource nodes on the campaign map to fund these upgrades. You can even station companions here to lead up recruitment, oversee crafting, or to get some much-needed R&R.

When it’s time to engage in the big, pitched battles with your legion, you effectively hand the reins to a handful of key NPCs you can recruit and train up for different types of engagements. During battles your job is to pick the commander you think is best suited to the scenario, and then select stratagem cards over three phases for your commander to carry out – with more strategies being unlocked as you upgrade your Legion camp.



Logic Artists has struck a superb balance between RPG questing and strategic campaigning. It feels natural to be wandering around, completing missions and preparing the groundwork for the massive battles that trigger at regular intervals. And even though questing is the game’s bread and butter, you are working towards the ultimate conquest of the map, so the military metagame ends up serving as the climax for each campaign area, providing a greater sense of scope and scale than previous games.

There’s more to Expeditions: Rome than I’ve managed to see so far. For example, between campaigns there are sections where you return to your ancestral home in Rome and dive into the political underbelly of the republic. And while the first area is no cakewalk, the military campaigns become more dynamic and complex as you wage war across North Africa and Gaul in the later chapters.

Expeditions: Rome is already shaping up to be the best game in the series. Vikings was great, but many of its mechanics were overwrought and could run away from you. Logic Artists has expertly distilled what made the previous entry fun, and adapted it for a new setting, immersing you in the violence and politics of Ancient Rome in all the right ways.



What it lacks in mechanical depth, it more than makes up for in the succinctness of its tactical gameplay, and despite being approachable, Logic Artists constantly challenges you as you progress through the campaign.

Expeditions: Rome releases on January 20 for PC via Steam.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,075
Give me cute secret companion Amazon wife!



Meet Deianeira, the Amazon.

This proud warrior woman of Scythia was enslaved and sold to be trained as a gladiator. She will join you in exchange for her freedom – but she has unfinished business with her captors…

It's time to write your own history. Expeditions: Rome is coming January 20, 2022.

Wasn't Rome a patriarchal society?
I see a pink woman, black man, random white man just to stop complains, brown woman, and short haired darker color woman.
 

Infinitron

I post news
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Joined
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Messages
99,636
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Scythians at the time dwelled mainly in the Crimean peninsula and the surrounding area, so I guess they figured a Slavic accent made as much sense as any other.
 

CaesarCzech

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Messages
445
German Rewiew Artilery has opened fire do we have some Artilery Observers with knowledge of German ? Already some Rewiews have been fired and we expect more impacts in coming hours

*Dispatch from Recon Department of RPGcodex*
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,075
BTW this stuff has an interaction with Twitch.tv chat. You can screw up your favorite streamer.
 

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