The worst of Total War: Rome II’s many problems is its failure to explain its mechanics clearly and especially how those mechanics interact. The internal politics of Rome – something critical to why the Rome: Total War was good – are a particularly badly represented mess: a variety of bars and numbers move around the politics screen without explaining themselves or what they mean in relation to the rest of the game. The food system, newly introduced in this iteration of Total War, is not necessarily the worst offender but it is the one I’ve had the best luck untangling and so it provides a good case study for why Rome II’s obscure, badly implemented mechanics utterly rob the campaign of its basic joy.
I’ve written already about how playing as Austria in Europa Universalis IV successfully addresses the recurring problem of the late game in strategy and grand strategy games. That is specifically the phase of the game where you have won and yet it goes on. In Civilization V, you might reach the year 1800, find you’re vastly ahead of the AI opponents and simultaneously realise it’ll take 100 more turns to finally finish that Conquest or Science victory. In Europa Universalis IV, you might beat France in a major war and realise that all it takes to gobble up the whole continent is a series of tedious, easy conflicts. In Total War games, where the objective is to conquer a quota of provinces, usually being merely half-way to this quota is enough to be larger and stronger than all your rivals. Rome: Total War is interested in solving this problem and while it’s not wholly successful, it does mitigate the tedium which suffuses so much of the late game in strategy and grand strategy. By dividing the game into two phases, one in which you expand for the glory of the Roman Republic and another which sets you against other Roman factions and the Senate itself in your quest to become emperor, Rome: Total War makes victory difficult. It forces you to recontextualise your conquests and think again about what territory is ‘safe.’ It forces you to zoom out from small-scale, distant wars to focus on a larger conflict. Rome: Total War’s late game challenges you, a phrase we can rarely use honestly about this phase in these games.
At its worst, Europa Universalis IV is a game of unchecked conquest. It shares a common problem with many grand strategy games, namely the fun struggle to survive and grow as a state is gradually replaced with a lengthy period of easy conquest and ‘cleaning up.’ EUIV’s timeline spans 400 years (1444-1821), but it’s rare for me and most players to ever get beyond 1650. By then you are the strongest: alliances can be broken with impunity, neighbours devoured and coalitions smashed. Without the challenge of the early and mid game, EUIV and other titles like it devolve into rote warring to expand your territories. Interesting decisions evaporate, and as long as you’re clever enough not to let a massive coalition form, you will be unchallenged. Playing as Austria is the antidote to those problems. It provides a unique, long-lasting challenge which is different from the experiences of other, more conventional states.