Video Game: Total War Rome II
Total War: Rome II
is a game in the Total War
strategy series, released on September 3rd, 2013. As a sequel to Rome: Total War
, it returns to classical antiquity and the rise of The Roman Republic
. Several new features have been introduced, such as combined land and sea battles, an abstract "tactical" map for battlefields and the combination of territories on the turn-based strategy map into larger "provinces".
As in the original Rome
, if the player takes control of the Roman faction, than they must choose one of several patrician houses to represent - Cornelia, Julia, or Junia - each enabling their own unique perks. Campaign goals remain the same for the player, regardless of whichever family they select, how
those goals are achieved depends on personal discretion.
The player is also able to control several other factions
, which present similar options for internal politics. Eight playable factions were included with the base game, with additional playable factions subsequently released as paid or free DLC
. In total, over 100 factions appear on the campaign map, although most of these are not playable.
In addition to the main campaign, there is also a prologue campaign set during the early years of the Roman Republic that serves as a tutorial. The player follows the rise of Gaius Fulvius Silanus during the Samnite Wars, which would lay the foundations for the rise of Rome.
The first expansion pack, Caesar in Gaul
, was released on the 17th of December, 2013, and follows, naturally, Gaius Julius Caesar
himself during his conquest of Gaul, opposed by the various Gallic tribes (including the Arverni, led by Vercingetorix himself), the Germanic Suebi and the Belgic Nervii.
The second expansion pack, Hannibal at the Gates
, was released on the 27th of March, 2014, this time, it follows Hannibal Barca during the Second Punic War, opposed by Publius Cornelius Scipio Africanus, with the Hellenic city-state of Syracuse and the Arevaci and Lusitani tribes of Iberia caught up in the middle.
On September 16th, 2014, the game was updated to the Emperor Edition
for all existing and future players at no additional cost. In addition, it automatically includes the new Imperator Augustus
campaign, which follows the civil war between the former members of the Second Triumvirate (Gaius Octavian
, Marc Antony and Marcus Lepidus) and Sextus Magnus Pompey for control of the Roman Republic, while factions on the outskirts of the Republic plan to take advantage of this chaos to their own ends.
The third expansion pack, titled Wrath of Sparta
, was released on December 16th, 2014. It takes place during The Peloponnesian War
between Sparta, Athens and their allies (including the Boiotian League and Korinthos/Corinth), while the Persian Empire watches and plots from the sidelines.
This game provides examples of:
- Abnormal Ammo: The "Beasts of War" DLC features siege weapons that can throw bee hives, and pots filled with scorpions and snakes.
- Action Girl:
- Several agents are female and are very much capable of assassinating and/or dueling other agents.
- The August Warriors update and Daughters of Mars Unit Pack add several units made up entirely of Action Girls who are every bit as eager to spill the blood of their enemies as their male colleagues, if not more so.
- Aluminum Christmas Trees: Some people have complained about the "magical" unit special abilities, the most common target being the flaming javelins. The Falarica, however, was a common javelin variant that was occasionally wrapped in oil-soaked rags and ignited before being thrown.
- The Alliance: Barbarian factions have the option of creating confederations with other barbarian factions, melding their territory and units.
- Amazon Brigade: Several were added in the August Warriors update and Daughters of Mars DLC, including the original Amazons.
- Ancient Rome: Given the game's title, it's to be expected.
- Ancient Greece: Despite the title, the era the game is set in is still very much dominated by Greek culture and Greek nations of all shapes and sizes constitute a large portion of playable factions.
- Anti-Cavalry: Much more detailed than in previous games.
- Proper formation is very important for infantry. While spear/pike infantry are still very effective against cavalry, especially when using their special formations, they must have unbroken, properly braced formations with deep enough ranks when receiving a charge, or they'll be flattened anyway even if it's from the front. If properly formed up, however, almost any infantry unit can absorb cavalry charges with (relatively) little damage.
- Spear-armed melee cavalry can be quite effective vs other cavalry, though (counter-)charging instead of receiving their charge is a must. This goes double for shock cavalry.
- Concentrated missile fire (especially javelins) can be murderous against cavalry, though they'll rarely break an oncoming charge by themselves. Best used in support of a braced infantry line or cavalry counter-charge.
- Under most circumstances, extended melee combat will not go well for most cavalry unless they're fighting very weak units like (most) skirmishers and mobs, so the cavalry cycle tacticnote is important.
- Arbitrary Headcount Limit: In addition to the usual 20 unit limit per army/fleet and the limit of the number of armies/fleets and agents you can have simultaneously, some units also have a limit on the quantity you can field at one time.
- Artificial Brilliance: The AI has an odd bi-polar disorder and veers between this, Artificial Stupidity, and everything in between. For example, on the campaign map, enemy armies will curtail the fog of war to remain just out of view, and the AI will always lie in wait nearby weak settlements, waiting for you to abandon them. They have also been known to lure away units on the battlefield, flank and encircle properly, and in general they are a huge leap forward even from Shogun 2's AI, which in and of itself was pretty good.
- Artificial Stupidity: Unfortunately, the AI is also dumb as bricks at times.
- The AI will often entirely abandon their siege weapons during a Siege battle to burn down one gate and charge right into an awaiting wall of pikes.
- They also tend to blindly rush the flag to the exclusion of all else.
- They tend to abandon their cities when you're sieging them... even when it's their last city.
- On the campaign map prior to Patch 2, the AI would field armies consisting solely of thousands of cheap spearmen and slingers to be mowed down.
- Weak factions will frequently make decisions not good for them diplomatically when dealing with the player (e.g satrapies and client states refusing to join wars for the player).
- Armor-Piercing Attack: All attacks deal both regular damage, which can be reduced or blocked entirely by armor, and armor piercing damage, which is always dealt regardless of how much armor is present.
- Armor-Piercing Question: How far will you go for Rome? indeed.
- An Axe to Grind: An uncommon melee weapon, which has the highest armor piercing ability of any one handed melee weapon but typically deals less overall damage. They're generally more accurate than spears, but less accurate than swords.
- Annoying Arrows: If a unit has good armor and/or shields, they can shrug off a lot of arrow fire, since those don't deal much in the way of armor piercing damage.
- Ascended Meme: The military adviser's "This is a shameful display" when a unit routs references the Just a Stupid Accent adviser's comments in the same context in Shogun 2.
- A Taste of Power: Downplayed. From the beginning of any campaign, starting and newly recruited Generals can have Elite Mooks that aren't available for regular recruitment until later in the game as their Bodyguards.
- Badass Army: Individual armies can not only have Distinctive Appearances (different emblems, uniforms, names, etc.), but they also can develop traditions that serve as a universal buff to the entire force.
- Badass Beard/Badass Moustache: Various units across the different factions have varying degrees in badass facial fair, ranging from the full bearded glory of the Suebi to the beard-styled helmets of some Hellenic and Carthaginian soldiers.
- Badass Cape: Favored by generals, unit captains and many Elite Mooks.
- Badass Grandpa: Agents and Generals that live to their 50s or longer tend to have racked up a lot of experience, making them much more effective than their younger counterparts.
- Barbarian Tribe: While numerous factions are barbarians by Greco-Roman standards and are generally tribal in structure, they're a far cry from the unwashed, uneducated hordes with little culture typically depicted by the trope.
- Bilingual Bonus: Greek units occasionally shout in Greek (when given an order, they reply with "Kudos!" meaning "glory"), and refer to officers by their Greek titles ("strategos", "taxiarchos"). Romans will shout "Roma Invicta!" ("Unconquered Rome") and Celts will shout "katus kladiwos", ("battle swords"). It gets a bit stretched when Parthian cataphracts also shout "strategos", though.
- Blade on a Stick: Various kinds of pointy sticks serve as the primary infantry and cavalry weapon for most factions, ranging from incredibly long sarissa pikes to shorter, one-handed spears like the Greek dory.
- Spears are useful against cavalry, particularly when properly braced, and have moderate armor penetration, but swords and axes hit more often and do more overall damage.
- Pikes deal relatively little damage per strike, but are extremely effective against everything if in pike phalanx.
- Dacian/Thracian falx/rhomphaia (a cross between a polearm and a BFS) tend to have the highest attack, damage and charge bonus of all melee weapons, but their wielders have minimal melee defense (typically in the single-digit region) and no shield protection from missile fire.
- Lances are absolutely deadly on the charge, but are unwieldy and ineffective in close quarters, forcing their wielders to switch to their Emergency Weapon.
- Bloodier and Gorier: The Blood and Gore Pack manages to surpass its Shogun 2 counterpart, not by using more blood, but by being more realistic.
- Bloodless Carnage: Played straight with the base game, but it can be Averted if the player, as in Shogun 2, owns the Blood and Gore Pack.
- Boarding Party: One of the main naval tactics is to board enemy ships and engage their crews in melee combat. Particularly effective against missile and artillery ships, whose crews aren't very good in melee.
- Bodyguard Betrayal: The Authority assassination method for spies.
- Born in the Saddle: The background story for the factions made playable with the Nomadic Tribes Culture Pack.
- Bread and Circuses: The name of a Roman-specific edict, which boosts food output and happiness in a province.
- But Thou Must:
- It's entirely possible to use clever tactics to defeat the entire Samnite army in the prologue campaign without ever entering the city you're supposed to defend, but you'll eventually trigger a scripted defeat if you don't follow directions even if the Consul still holds all three victory points and no Samnites are even in the city.
- During the Battle of Teutoburg Forest, moving Varus' cavalry unit too far into the forest (say, to chase archers) results in his instant death and you having to restart the mission. This despite the fact that Varus deserts the army minutes later anyway.
- Carry a Big Stick: A rare melee weapon only used by the Germanic factions, it does the least overall damage of any weapon in the game, but has relatively high armor piercing capability and is the only weapon available to non-ambush units that has a vs. Infantry bonus.
- The Cavalry: The Siege of Capua in the prologue campaign is broken when a Roman-Lucanian army of horsemen rides to the rescue.
- Chariot Race: The Circus Maximus is an available building for Rome.
- Civil War: A possible result if you become too politically weak or powerful in a large enough empire, where everyone that's not from your party (and possibly some that are) will rebel against you. If you're playing as Rome or Carthage, winning this will give you the option of becoming an Empire or remaining a Republic. The historical civil wars that lead to the formation of The Roman Empire are also the focus of the Imperator Augustus campaign.
- The Computer Is a Cheating Bastard: Whenever a computer-controlled faction captures a settlement, they will instantly convert any culture-specific building versions to their culture in just one turn, which is much faster than the player can.
- Cool Boat: Naval battles include many Slave Galley types, ranging from Hellenic triremes to "barbarian" longboats. Expect many fancy figureheads, especially on command vessels.
- Cool Helmet: Includes a plethora of Cool Helmets from across the ancient world. Special mention goes to the Corinthian helms of the Spartans, which include enormous◊ horsehair crests.
- Cool Sword: Various kinds of swords, ranging from short blades meant for stabbing like the Roman gladius to larger blades meant for slashing like the Iberian falcata, serve as the weapon of choice for the Roman legions, among others, as well as most unit captains and generals. They also serve as Emergency Weapons for pikemen, as well as most shock cavalry and missile units. They have the least armor penetrating capability of any melee weapon, but they tend to be more accurate and do more damage overall.
- Crippling Overspecialisation: Some factions have rather limited rosters. Can be subverted by hiring mercenaries and/or, specifically for Rome, recruiting auxiliaries.
- True to life, Sparta's military options are horrendously limited: they don't get any swordsmen, elite ranged units, elite cavalry or shock cavalry. Their hoplites are the best in the game and their pikemen are decent (better than Carthage and Athens', about the same as Pontus', not nearly as good as Egypt/Seleucid/Macedon/Epirus'), but it's very easy to simply whittle them down with ranged units or surround them with units which are better in close combat.
- The steppe nomad factions have three infantry units: basic spears, axes and archers. That's it. Everything else, bar their siege weapons, is a cavalry unit. To make it worse, their cavalry isn't even the best in the game, that honor goes to Parthia's cataphracts. A combination of pikes and long-ranged archers or slingers is enough to beat them most of the time.
- Rome has some of the best sword infantry in the game and an excellent selection of artillery units, but only has a few spear infantry, no missile or shock cavalry, very limited skirmisher options (just two javelin units), and mediocre melee cavalry.
- Macedon owns the best pike units in the game (Foot Companions), good spear units and the might of the Companion Cavalry, but lack sword units until mid-campaign (Thorax Swordmen) and its missile units, both infantry and cavalry, only scale until mid campaign, the best being the Peltasts.
- Parthia's strength relies on its cataphracts, either camel or horse ones, and it also possesses good skirmishers and missile cavalry. However, the former are only available late in the campaign and its infantry roster (be it spear or sword) is rather deplorable.
- The Seleucids have access to some of the best units in the game (be it Silver Shields or War Elephants), but they're in the deep end of the tech tree and tend to be rather costly.
- Egypt has a wide roster in the beginning and some good late game units (Galatian Royal Guard), but suffers in the mid game from a lack of units.
- Athens has a wide variety of hoplite units at its disposal, some of which are quite high tier but not quite the best. Meanwhile the rest of their limited unit roster is eclipsed by every single one of their Greek neighbors, who have both a wider selection and higher quality units. Also, while ostensibly a naval power, its selection of naval units is also low.
- Darker and Edgier: The overall atmosphere and tone seems to be heading for this direction in contrast to the first Rome. Compare both intros.
- The Dev Team Thinks of Everything:
- Unit captains (generals too, if their bodyguards are an infantry unit) and standard bearers will fall back behind the protection of their unit when that unit is ordered into a Phalanx, Shield Wall, Square or Testudo formation, rather than always occupying the front row.
- Arrows and javelins won't just stick into the ground where they fell, but protrude satisfyingly from the corpses of those they kill.
- Units will raise their shields of their own accord to defend themselves from missile attack.
- Difficult but Awesome:
- Sparta starts out with just one small settlement that isn't even wallednote . They are lacking in cavalry selection and have no sword infantry to speak of. However, they have some of the best spear infantry in the game.
- Carthage is easily one of the hardest factions to play as in the game. Everybody hates your guts and you go up against the chief superpower of the game (Rome) very early on. However, you also have a huge, varied unit roster, lots of land (albeit indirectly controlled by your satrapies) and the best part yet, you can re-enact Hannibal Barca's march over the Alps yourself!
- Everybody hates the Suebi. It seems like every faction that you come into contact with will want to kill you and everything you love. However, you can get access to berserkers and you also have the opportunity to expand without harassment early on.
- Elephants are surprisingly fragile for their size and expense, especially against concentrated missile fire, but can wreak a lot of havoc if left unchecked.
- Dirty Coward: After the Romans break out of the initial ambush in the Battle of Teutoburg Forest, Varus tells his Legions "You're on your own" and runs away when he sees Arminius leading a massive cavalry force. When asked about his fate later, the narrator says "No one knows. Even fewer care." In the meantime, we're shown Varus, alone, being ambushed by Germans and killed by Arminius as he begs for his life, contrasting with his real-life deathnote .
- Dramatic Irony: In the "Find A Way" trailer, the Roman senators speculate about how Hannibal will strike at them. The very last suggestion, that Hannibal will march on Rome from the north, is met with derision and sarcasm-loaded lines like "over the Alps, perhaps!" and "I suppose he will bring with him an army of elephants!" while he's doing exactly that.
- Enemy Chatter: Units on both sides in a battle tend to pipe up with inspirational lines, comments on their current situation and taunts directed at their opponents. Exactly what is said varies depending on the unit, the faction they belong to, the faction they're facing, what other units (friendly or enemy) are nearby, and what they're doing or having done to them at that moment.
- Enemy Exchange Program: Units from other factions can be acquired if said faction becomes a client state/satrapy, which can be done either by diplomacy or stomping them into the ground and sparing them. Also, Rome can recruit auxiliaries if they have an Auxiliary Camp in a conquered region, which are typically similar to units that were used by the former owners.
- Enemy Mine: The backbone of diplomacy. Whenever faction A takes hostile actions against faction B, enemies of B think higher about A. This can lead to a situation where previously sworn enemies can become best friends after beating up enough factions they mutually hate.
- Encyclopedia Exposita: The game comes equipped with its own internal reference guide - called (duh) the Encyclopedia - which lists unit descriptions, potential strategies and tactics, campaign footnotes, historical factoids, etc.
- Everything's Worse with Bees: The Beasts of War DLC introduces the Beehive Onager to Roman and Hellenic factions. It launches live beehives at enemy units. Those that survive the initial impact take an understandable hit to their morale.
- Follow the Leader: On a small scale, as some of the new mechanics might make several Paradox Interactive fans (Crusader Kings, Europa Universalis, etc.) feel right at home.
- The Fourth Wall Will Not Protect You: In the intro, you are witness to various battles amongst the different factions, like the first game. However, you also get to see the slaughter and destruction in greater detail, as well as some soldiers being broken by the very battle. It ends with the factions leaders looking at you in a similar way to the general from Fall Of The Samurai at the victory cutscene and with the Latin phrase Quo usque pro Roma ibis? - "How far will you go for Rome?"
- Friendly Fireproof: Averted, projectiles will kill friendlies as readily as enemies.
- From Nobody to Nightmare: Silanus from the prologue campaign goes from commanding a small garrison to controlling the entire Roman war machine. The final cutscene implies he's planning on conquering the rest of the Italian peninsula.
- Full-Frontal Assault: The barbarian Naked Spears/Swords/Warriors units don't wear anything at all. This, of course, means their only (minimal) protection comes from their shields.
- Gameplay Ally Immortality: The special generals in Caesar in Gaul (Caesar himself, Vercingetorix, Boduognatus and Ariovistus) won't die permanently if taken out in battle or by assassination, they'll simply be wounded.
- Gladiator Games: Not only can players build gladiatorial arenas in their cities, but Roman players can recruit gladiators as military units. They're exceptionally deadly in melee, but don't have much armor and health. Their female counterparts added in the Daughters of Mars DLC have better defenses and morale, at the cost of some offensive capability and health.
- Groin Attack: Several battle animations involve a soldier kicking his enemy in the crotch.
- Horse Archer: A recruitable unit and the specialty of the steppe nomad factions, particularly (Royal) Scythia, which have 4 (6 with the Daughters of Mars pack) different types.
- Hired Guns: Armies can hire anything from hoplites to horse archers to war elephants, which are recruited instantly, unlike regular troops, but cost a lot more to maintain and are subject to varying availability. Notably, this is the only way to recruit new units in enemy-held territory. There are two types of mercenaries, regional and factional. Regional mercenaries can be recruited if you're in the right region, while factional mercenaries are available anywhere as long as you're playing as a certain faction. Rome can obtain most of them as cheaper and readily available auxiliaries if they have an Auxiliary Camp in the right region.
- Historical In-Joke: A lot of the achievement names.
- Historical Villain Upgrade: Varus gets this in Teutoburg Forest, being both an incompetent and naive dunderhead who trusts Arminius and a coward who abandons most of his army and tries to flee by himself. He might have been incompetent and naively trusting of Arminius in real life, but he historically stayed with his army and committed suicide when it became obvious how it would end.
- Human Sacrifice: Played with. While the Carthaginian faction bio states that many people believe they carry out human sacrifices in their temples, it neither denies nor asserts whether this is actually true.
- Kill 'em All: The trailer that announced the Siege of Carthage historical battle has Scipio Aemilianus ordering his soldiers to kill everyone in the city, though this doesn't show up in the final game.
- Instant-Win Condition: Victory Points replace the old central plaza from previous Total War games during sieges. Capturing a specific flag (others, if present, will simply boost morale for units from the controlling faction around it) causes the defender's point total (ranging from 50 to 200, depending on the situation) to begin dropping, and the attacker wins after it reaches zero.
- Javelin Thrower: Javelins are one of the three missile types, and tend to deal high overall damage, have the highest armor penetration and have a bonus vs large units like cavalry and elephants, at the cost of having the shortest range and smallest ammo reserve. In addition, many melee infantry and some melee cavalry (typically those armed with swords or axes) units carry a few javelins, which they can throw while charging an enemy unit or from a stationary position with Fire At Will enabled, though they tend to not be as good as proper skirmishers.
- Legacy Army: Even if your Badass Army is wiped out, a new force can be raised up with the old army's banner. They may not have the experience, but they still retain the original traditions that buffed their predecessors.
- Lightning Bruiser:
- Cataphracts in general, available to the Eastern kingdoms, the Seleucid Empire, Baktria and the Massagetae. An organised charge from a single unit of cataphracts can flatten an unbraced infantry unit, and they just don't die!
- Super/Ultra Heavy units like the Heroes of Sparta or the Praetorian Guard tend to be quite effective even in situations where their lesser brethren would be utterly slaughtered, by virtue of their ridiculously high stats in nearly every regard.
- Loads and Loads of Characters: More than a hundred factions appear on the game and there are regional differences that makes them even more unique.
- Luckily My Shield Will Protect Me: Not just the primary form of defence for most units, often a unit's only form of defence. As in the first Rome, field battles generally involve two clashing lines of shield-bearing infantry, the winner more often than not decided by flanking manoeuvres that bypass the shield-wall's defences. Shields provide a bonus to armor and melee defence, though only to attacks from the front and left. They also have a chance (depending on its type) of blocking and completely nullifying an incoming missile attack.
- Madness Mantra: At the beginning of the Teutoburg Forest historical battle, we hear Emperor Augustus uttering his famous line "Varus, Quinctilius Varus, give me back my legions!", as he is claimed by Suetonius to have often muttered in the months and years following the annihilation of the Roman Legions in the forests of Germania.
- Mercy Rewarded: Diplomacy can and often will lead to sovereign nations willingly becoming your client state. Unlike previous instances of the Total War series, Client States/Satrapies also count as part of your faction for the purpose of victory objectives, and can contribute normally unusable units to your cause. With the help of some popular mods, they'll even have a diplomatic bonus, making their rebellion unlikely.
- Mighty Glacier: True to life, pikemen and, to a lesser extent, hoplite phalanxes are incredibly durable, more than capable of fending off more powerful enemies when on the defensive. Pike phalanxes are more vulnerable to flanking and aren't as heavily armoured, but the nigh-impassable killing zone created by their twenty-foot-long pikes means that they can keep enemies out of melee range and blunt frontal charges with impunity. They are also more mobile than hoplites, capable of sprinting and charging while in a phalanx.
- Naval Blockade: Settlements can be blockaded by fleets of any size, cutting off trade through that settlement and increasing unit recruitment time in that region. It also causes attrition to the blockading fleet.
- Non Indicative Name: The source of no end of confusion regarding Royal Peltasts. The problem is the Greeks named troops after what shield they carried (hoplites carry a hoplon, peltasts carry a pelte, Silver Shields have silver shields, and so on) rather than what they do. While every other type of peltast is a lightly equipped javelin throwing skirmisher, Royal Peltasts are heavily armored sword swinging shock infantry that are only peltasts by virtue of carrying a pelte. This is not helped by their description which begins "The King's own skirmishers", their encyclopedia entry, which is identical to every other peltasts', or their unit picture, which clearly depicts a man holding a javelin.
- Obvious Beta: A criticism among some fans and reviewers, citing Executive Meddling on Sega's part to have the game released earlier than originally intended. That said, patches are already moving the game into the right direction, making significant tweaks and improvements on the gameplay.
- One Steve Limit: Zig-Zagged. Some provinces or settlements that shared the same name with a faction received another historically used name like Roma, Carthago and Aegyptus, while others like Sparta remained unchanged.
- Praetorian Guard:
- A General's bodyguards, especially if they're the faction leader.
- The Trope Namers are present as Rome's strongest units and come in infantry and cavalry flavors, as well as a household item that increases Cunning. Ironically, Praetorian Guardsmen can't be used as a General's bodyguard, probably a historical in joke about what the Praetorian Guard's favorite pastime was.
- Prongs of Poseidon: Roman Gladiator Spearmen wield tridents instead of regular spears.
- Promoted to Playable:
- Played straight with Pontus and Macedon, which were secondary factions in the original game (though they could be unlocked with some editing skill). The (Royal) Scythians have also been promoted from the first game as a DLC faction in the Nomadic Tribes Culture Pack, as well as the Roxolani, who featured in the Barbarian Invasion expansion. The Pirates and Raiders DLC also added the the Odrysian Kingdom and Tylis factions, who comprised the former Thrace faction.
- Zigzagged with the Greek States; Athens, Sparta, and Epirus have become independent factions with the Greek States Culture Pack, as with Syracusae with Hannibal at the Gates, though the other cities from the Rome: Total War faction (Rhodes and Pergamon) have not. Also zigzagged with Iberia, as the Hannibal at the Gates DLC adds the Arevaci and the Lusitani but not the rest.
- Initially inverted with the Seleucid Empire, which was Demoted to Extra prior to being released as the second free-DLC.
- Various mods can make all factions playable in the main campaign.
- Properly Paranoid: The paranoia chain of traits increase the character's chances of evading enemy agents.
- Punic Wars: Several optional objectives in Rome and Carthage's main campaigns involve reenacting the three wars to an extent. In addition, the Second is the focus of the Hannibal at the Gates campaign, and the Third is the subject of the Siege of Carthage historical battle.
- Rain of Arrows: Arrows are one of the three missile types, distinguished by dealing the highest overall damage and having excellent range, at the cost of armor penetration.
- Ramming Always Works: All ships can ram opponents, with the ship's size relative to its target and speed on impact determining how much damage it does. Big ships going fast enough can obliterate most lesser ships with just one ramming attack.
- The Remnant: Taking a faction's last city won't get rid of their armies and fleets, though they'll suffer attrition since that faction no longer has any income to support their upkeep costs.
- Rousing Speech:
- Silanus makes several in the Prologue campaign during certain battles and in the final cutscene.
- As with most of the previous Total War games, generals will make these at the start of the battle. However, they're pretty easy to miss, since they're delivered during the battle rather than in a pre-battle cutscene. Furthermore, the speeches are really only 'rousing' about half the time. The rest of the time, they're usually insulting their enemies or talking about how awesome it is to beat them up and take their stuff.
- Run or Die: The Battle of the Teutoburg Forest has the Romans surrounded and heavily outnumbered by the Germans, requiring them to constantly keep pushing forwards to escape.
- Shield Bash: Soldiers with shields can and will use them to smack enemies in the face.
- Shown Their Work:
- The developers took great care about the historical accuracy of the factions, as well as making regional differences between the various barbarian tribes such as the Germanic Suebi, who are distinct from the Gallic Averni or the Britannic Iceni.
- Roman Generals will, at the approximate time periods in which they became famous, become available for recruitment to lead your armies. You may well have Gaius Marius himself leading the legions of Rome on the Cisalpine front in 102BC. Although it's kind of weird when an agent defects and you have Herodotus as an Iceni-supporting druid.
- If you fight a battle in the city of Rome itself, instead of fighting in a generic city map, the map will be a surprisingly accurate rendition of what ancient Rome looked like, with landmarks such as the Colosseum and the Circus Maximus in the right places.
- The friezes, pediments and statues that decorate temples seen during city sieges are painted as evidence suggests they would have been in real life, rather than left bare white marble.
- Sound-Only Death: The ending cutscene for the Battle of Teutoberg Forest cuts to black just as Varus is killed.
- Spiked Wheels: Scythed Chariots are available to certain Eastern factions, and are devastating if allowed to run rampant.
- Stance System: Armies and navies on the overworld map can select from one of 4 stances, each with its own bonuses and penalties.
- Suffer The Slings: Slings are one of the three missile types, and are characterized by having the longest range and highest rate of fire, at the cost of raw damage.
- Tactical Rock-Paper-Scissors: As in Shogun 2, the agents tend to be more effective against one agent type and less effective against the other. Typically, Spies (High Cunning, low Authority) are strong against Champions (High Zeal, low Cunning), who are strong against Dignitaries (High Authority, low Zeal), who are strong against Spies. This can change depending on how the agent was developed.
- Tagline: Quo usque pro Roma ibis? ("How far will you go for Rome"?)
- Unfortunate Names:
- One of the settlements in the Cartaginensis province is named "Arse". Sometimes, it gets occupied by the nearby Turdetani faction. Were you to try and besiege them there, they might come out...
- There's another city called "Bam".
- There's a barbarian city named "Bagacum".
- Updated Re-release: The Emperor Edition, which includes the various DLC and patches made since the original launch.
- Use Your Head: Some combat animations have one of the participants headbutting his opponent.
- Video Game Historical Revisionism: Largely averted in Egypt's case. Gone are the ancient Egyptians of the first Rome game, replaced by the historically accurate Ptolemaic dynasty of Greek rulers, fielding armies that would have been familiar to Alexander the Great rather than Ramses the Great.
- War Elephants: Both African and Indian variations show up, the former a pure melee unit, the latter a ranged unit that still has a deadly melee presence. Very deadly if allowed to rampage unchecked, but they're surprisingly vulnerable for their size and can run amok and become uncontrollable if they take enough damage.
- War Is Hell: Invoked by the creators, and a logical end to the ever increasing realism of the battle engine; actively reinforced now with the Blood and Gore Pack.
- Warrior Monk:
- The Iceni have access to Druidic Nobles. They're very effective melee combatants - almost as good as the top-tier Heroic Nobles - and can buff the morale of nearby friendly units, but have poor armour and come in the same unit size as Berzerkers (roughly half that of standard infantry).
- Egypt gets Sobek Cultists, who wear crocodile masks and scare the pants off everyone.
- Why Did It Have to Be Snakes?: The thought of any units on the receiving end of a barrage of Carthaginian Snake Pot Ballistae, introduced in the Beasts of War DLC.
- You Bastard: A possible interpretation of the game's Tagline: How far will you go for Rome?
- Zerg Rush:
- An endless swarm of Germans will be constantly attacking you from all directions throughout the Battle of Teutoberg Forest, forcing you to Run or Die.
- In early patches, there was a typo in the game's coding that gave the various Sub-Saharan African provinces massive income, which often resulted in the minor Sub-Saharan African factions recruiting massive armies consisting of nothing but cheap levy troops, and then overwhelming and overrunning playable historical powers like Egypt, Carthage, the Seleucids, and sometimes even Rome in the Grand Campaign.