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Rome: Total War Interview
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If you've been reading FiringSquad recently, you know that one of the most exciting games we've seen this year is Rome: Total War. In addition to scoring our Best in Show award at E3, we also have a glowing preview of Creative Assembly's upcoming game.
The interview
FiringSquad: What role does religion play in Rome: Total War, and how is it integrated with culture? Any clue on what religions we might see?
There are three gods allotted to each playable faction, each one covering a different aspect of life. It is up to the player to decide which god is worshipped in each of their settlements - and of course there are particular game effects attributed to each one. We've included a good selection of Celtic gods, Greek and Roman deities, the Zoroastrianism of the Parthians and the old religion of Egypt, amongst others.
FiringSquad: Will different eras exist like they did in Medieval (ie, Early, High, Late)? If so, how many and which are their starting years?
This time we've gone for a single start date, as we think 270BC was an exciting and pivotal time in the ancient world - Alexander the Great was dead, his empire split into fragments; Rome and Carthage had already clashed and the northern lands of Gaul and Britannia were yet to be conquered; the Parthians rose from the ashes of Persia to begin anew in the East; and the once powerful Achean League of Greek Cities was in decline. There are many possible directions the world could have gone in, and we think the player will agree with us.
FiringSquad: Could you clarify the rumor that it's possible to attack an enemy with two of your own armies, with one under AI control and the other under the player's - much like helping an ally attack a province in Medieval? If this does work, does the player choose which army he controls, or will he simply gain reinforcements as in previous Total War games where extra units came into play?
The rumour is correct. In fact, it's possible to attack an enemy army with more than two armies! This is basically how it works: When you attack an enemy army (or they attack you) all armies in the very near vicinity (allied or otherwise) will join in the battle. As far as control of the player armies is concerned, any army that doesn't have a family member leading it will join the battle in the same way as in Medieval (ie as the player loses units in combat, a new unit will arrive as a replacement). Where the re-inforcement army is lead by a family member, it will fight under AI control and fully assist the player in the battle.
FiringSquad: Is the turn system still synchronous, or have you switched to "I go, you go"?
I go you go. Most people find it easier, but both systems have their pros and cons.
FiringSquad: Have you changed the way attacker/defender bonuses work? (ie, in Medieval, the aggressor would get to choose the day of the attack, and the defender could deploy)
The attacker can still choose the day of attack but can now also deploy.
FiringSquad: What kind of updates has multiplayer seen? Perhaps pre-configured armies, a new game selection service (any chance of a ladder)?
We're aiming to include a variety of historical battles that can be played multiplayer, giving players a quick route in to a well balanced, pre-configured battle. We also open up the creation of these battles to the players, so no doubt the community will add to the variety shipped with the game. They have the added advantage that the players can practice on single player, trying out new tactics before embarrassing themselves on line.
Got questions or comments on this article or Rome: Total War? Come join the discussion in the FS forums!
Random Siteseeing: Looking for some good, free, legal music? Check out the 5 unreleased Stone Temple Pilots tracks that were recently released to the public. Really cool, surprisingly mellow music from STP.
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