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New Screenshots and Announcement Next Week!

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Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 20, 2013 at 6:20 pm
Tagged: hegemonyrome screenshot

For those of you who aren't on Kalypso's mailing list, they released a handful of new screenshots for Rome today that we wanted to pass around to the community. And we know a lot of people are really busy this time of year, but check back next week because we've got another announcement coming before the holidays that I know at least a few of you have been waiting for :)


A german settlement on site of the modern city of Koblenz


The new city upgrade system


Romans battle outside the Nervii capital Bagacum


Romans lay siege to the Gallic town Matisco

Level 8 Human gamer
Alignment: Lawful good
Location: England
Posted on December 20, 2013 at 7:59 pm

Can't even begin to explain how excited I am... although... a tiny dark part of me is screaming "Only four upgrades per city? OH THE HUMANITY!" whilst the rest of me shouts him down with "Shut up we're trying to watch this"

Can't wait for the preorders to begin, will definitely be pulling my own hair out if I can't get Rome for -any reason- :D

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 20, 2013 at 11:12 pm

We really appreciate the enthusiasm :)

Only four upgrades per city?

The number of upgrade slots depends on the size of the city and currently ranges from 1 to 6 with one slot reserved for a wall upgrade. This could change during playtesting, but our hope is to encourage players to specialize their cities rather than building the same upgrades everywhere e.g. in a hostile captured city you may use the spots to boost morale and defense, whereas in a friendlier city you could use them to train new unit types or boost income. Some upgrades also have multiple stages so you can build a better version on top of the previous one.

Level 7 Human gamer
Alignment: Lawful
Posted on December 21, 2013 at 2:23 am

We really appreciate the enthusiasm :)

Only four upgrades per city?

The number of upgrade slots depends on the size of the city and currently ranges from 1 to 6 with one slot reserved for a wall upgrade. This could change during playtesting, but our hope is to encourage players to specialize their cities rather than building the same upgrades everywhere e.g. in a hostile captured city you may use the spots to boost morale and defense, whereas in a friendlier city you could use them to train new unit types or boost income. Some upgrades also have multiple stages so you can build a better version on top of the previous one.


Hm I could see that becoming frustrating in the long run if captured cities don't eventually become friendly over time. Otherwise we'll end up with a few friendly cities actually being beneficial and then (as you said you don't want to happen) every captured city will be a matter of building the same things over and over to make it worth actually holding them.

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 21, 2013 at 4:26 am

I guess I didn't get into it in the brief post on rebellions, but hostility in Rome does automatically decrease over time when there's no active combat between factions. This means the need to boost morale in captured cities will also decrease over time, allowing you to free up any resources (generals, garrisons, upgrades, etc) that you were using to control the city.

But even while they are hostile, captured cities will still be a significant source of resources for your war effort. Constructing an upgrade is only one way of boosting morale to maintain control of a city. You can also use a garrison, appoint a general or take hostages - all of which would allow you to use the upgrade slot for something else like training a new unit type, boosting defenses or expanding your resupply range. If we balance things right, and I'll admit that's easier said than done, the idea is that you'll need multiple cities to compliment each other rather than having every city being able to do everything e.g. one city might be where you train your cavalry and another city may be where you train your archers.

Hopefully that clarifies things, but I'm happy to get into more details if you have more questions.

Level 7 Human gamer
Alignment: Lawful
Posted on December 21, 2013 at 2:41 pm

That sounds interesting. The idea of hostility falling rather than romanising taking place sounds like it will keep us on our toes rather than a city falling and eventually hitting that forgive and forget point.

The part about complementary cities does sound a bit like the province system in TW:R2 which honestly I did like with the minor exception of not being allowed to build walls as and when I wanted. So that should work out well I think.

My biggest concern was that I was going to be stuck only being able to recruit from friendly starting cities or be forced to choose between defending a city or having access to gallic horse and losing it constantly.

Having to recruit/retrain defeated Phalangites from Macedonian cities and march them all the way back across Greece was one of my biggest gripes with Gold (I hated mercenary/tribal units. All cost with no gain in experience etc) even though it makes sense, the same way I'll probably dislike it in Rome with Legionary units. Again though, that makes perfect sense. Until Caesar all Legions were recruited from Italy and Italy alone (Except maybe the Greek legions, admittedly I'm not familiar with their recruitment process). Though I do wonder, are the later formed Gallic Legions going to be represented somehow?

Another question. Generals, how will they work in Rome? I know you have said we can promote Centurions and Officers from within the unit but what about the Generals/Legates? Are they an end of tree promotion? Do we, as in Gold we unlock more with completed objectives? or will we have those historically with Caesar at the start of each particular campaign?

Hm, reading back post seems kind of all over the place, hopefully makes enough sense though.

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 21, 2013 at 3:41 pm

My biggest concern was that I was going to be stuck only being able to recruit from friendly starting cities or be forced to choose between defending a city or having access to gallic horse and losing it constantly.

I see your concern and it's definitely not that clear cut. As I said, walls by far make the biggest difference on defense and those use their own slot so they don't take away any upgrade potential.

Having to recruit/retrain defeated Phalangites from Macedonian cities and march them all the way back across Greece was one of my biggest gripes with Gold

We've discussed this issue a fair but in the office. As you pointed out, on one hand it is realistic (Caesar spent most of the war fighting with undermanned legions who were far from reinforcements) and we like the incentive not to use your legions recklessly. However, the penalty of marching back across the whole map if you do lose is pretty high.

While we've had a few ideas to address this, for the moment we've decided not to make any significant changes to the mechanics and see how it plays out during testing. In the campaign at least, it should be less of an issue since each chapter starts in a different region and your legions will return to the initial staging point rather than returning to Italy if they rout. And, we also have the Forced March option that allows units to move quite quickly (about 50% faster than a full run in Gold) which is very useful when moving through safe territory.

Though I do wonder, are the later formed Gallic Legions going to be represented somehow?

We don't really differentiate the legions by their origins since they were all trained to roughly the same standard. In the campaigns, we give the player the specific legions that Caesar used and some of these would have originated outside our map. But anything you build yourself comes from Cisalpine Gaul and would technically be gallic legions.

Another question. Generals, how will they work in Rome?

You're right about the promotion tree. One way to get new generals is to use the brigade's experience to promote an officer through the ranks to where you can eventually detach them as their own general. However, generals are also awarded for completing objectives in both the campaign and sandbox. In the sandbox, the objective types and rewards are all configurable so you can choose if or how often you want generals to be a reward (and also how many you start with).

Level 7 Human gamer
Alignment: Lawful
Posted on December 21, 2013 at 3:51 pm

Sweet.

One last question (As many as I've asked over time it's all irrelevant, you are getting my money!) about the sandbox. Will we or can we choose an option to start with Rome alone? I'd love to be able to go all the way from single city state all the way to an empire within the Hegemony style of play, pretty much like the Macedon campaign but, you know, roamin' Romans :)

Level 5 Human Student
Alignment: Chaotic good
Location: Pittsburgh
Posted on December 21, 2013 at 4:28 pm

Gah! I really want this game to come out. It looks really effing sweet.

So, in a few of the screen shots you can see three red circle-ish things with what appears to be some sort of yellow x in the middle of each. The circles are arranged in a triangle? anyway. I realize this is a mildly specific question. But I'm curious as to what they represent, seeing as how some troops have them and some don't.

Level 5 Human gamer
Alignment: True neutral
Posted on December 21, 2013 at 5:37 pm

Yeah, I'm also really excited about this game! It's going to be the strategy game of 2014, I tell you.

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 21, 2013 at 5:50 pm

Will we or can we choose an option to start with Rome alone?

The plan is to have multiple sandbox configurations but on the default 'All Gaul' map there are two Roman factions in the south that represent Cisalpine and Transalpine Gaul (they were well established Roman provinces by Caesar's time).

It will also be easy to add your own sandboxes if there's a particular configuration you want to try, so you can play with a single Rome faction or a united Briton, etc.

So, in a few of the screen shots you can see three red circle-ish things with what appears to be some sort of yellow x in the middle of each.

That's the 'In Formation' indicator (it's supposed to be 3 roman shields). When units are in a battleline stance they only get the blocking and morale bonuses when they are lined up in formation. So if they're in tight terrain or their formation has been broken during combat then they lose the buff.

Level 8 Human Dreamer
Alignment: True neutral
Posted on December 21, 2013 at 8:58 pm

It's nice to hear you guys are taking your time to think about the small details of problems players were having on Gold and can't wait to hear about a possible beta release. Im wondering if hostages or slaves will have the same problem in Gold where they march alone and will convert outside a certain range. It would seem that they should be given an escort of soldiers to keep this from happening. Also, part of the expansion of Greece was brought about through cultural melding allowing each conquered people to integrate into the empire but Rome had a caste system. I wonder if Roman cities will be less rebellious over time due to a greater number of people becoming citizens as opposed to Gold where you constantly had to police conquered cities.

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 22, 2013 at 5:06 pm

It's nice to hear you guys are taking your time to think about the small details of problems players were having on Gold ...

It's taken a little longer than we first thought, but we're really excited that we've managed to squeeze in pretty much everything we had on our wish list for Rome.

Im wondering if hostages or slaves will have the same problem in Gold where they march alone and will convert outside a certain range.

Slave rebellions have been dropped in Rome. I posted a question to twitter about this a couple months back, and the response confirmed what we'd been feeling ourselves. Dropping the feature is a little ironic given the whole Spartacus thing, but when analyzing the pros/cons we found it really didn't add anything strategic and so we decided it wasn't worth the complication.

I wonder if Roman cities will be less rebellious over time due to a greater number of people becoming citizens as opposed to Gold where you constantly had to police conquered cities.

Hegemony represents a relatively short period of history compared to games like Total War or Civ, so we don't expect major demographic shifts over the course of the game. However, Caesar's relations with the gallic tribes went back and forth over the course of the campaign, and so hostility in Rome will drop over time if you stop attacking a faction which will make it easier to hold their cities.

Level 7 Human gamer
Alignment: Lawful
Posted on December 23, 2013 at 5:27 pm

*Fidgits* It's next week!

Level 8 Human gamer
Alignment: Lawful good
Location: England
Posted on December 23, 2013 at 9:29 pm

A problem has just screamed at me, hopefully I can phrase it as a question but it's somewhat complicated.

When a general was attached in Hegemony Gold, if he got too far forward and was trapped by enemy troops, he'd be cut at repeatedly (costing the lives of men in his unit, who weren't even near the enemy) until the entire unit was dead and he routed.

Will this happen in Rome as well? Or will the officers blend in as troops or stand near the back?

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 23, 2013 at 11:46 pm

*Fidgits* It's next week!

Tomorrow :)

When a general was attached in Hegemony Gold, if he got too far forward and was trapped by enemy troops, he'd be cut at repeatedly (costing the lives of men in his unit, who weren't even near the enemy) until the entire unit was dead and he routed.

I haven't actually heard this reported before. My guess is that it's a problem of the combat lock conflicting with the mechanism that keeps generals from dying off early. While we haven't addressed this specifically in Rome, we have completely rewritten the unit movement code so it may be less of an issue now. However, I'll keep it in mind as we move forward with testing and I've got some ideas for fixing it if it's still a problem. Thanks for the report.

Level 6 Human gamer
Alignment: Lawful good
Location: German-speaking part of Europe
Posted on December 24, 2013 at 10:25 am

I haven't actually heard this reported before.

Ahem:

Also, generals seem to be nearly immortal while commanding a brigade, but that (especially with phalangites due to their longer spears and/or in narrows) leads to the brigade being annihilated by the enemy. Because if the enemy's forces reach the general, they attack only him (the other troops can't or simply don't want to follow up) and one after another, the brigade will be totally sacrificed for the general's good, who won't survive in the end anyway. It would be more realistic if the generals would be mortal, I think.

It's an issue.

Level 7 Human gamer
Alignment: Lawful
Posted on December 24, 2013 at 3:43 pm

Iiiiiiiiiiiit's tomorrow!

Wait.. this isn't one of those new BS fads of announcing an announcement things is it?

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on December 24, 2013 at 4:11 pm

It's an issue.

Sorry about that. I guess I lost track of it amongst other issues at the time. I've added it to our bug database for Rome to make sure we keep it in mind.