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• It'd be rather nice if the roadblocks could block even more selectively; I don't need buying market ladies to go this way, and selling strictly should stick to the houses.

• A warning that patricians would severely undercut your capacity and workforce would be nice.

• Would it kill to have a second music track?

• Having swathes of your plebians seemingly vanish from the employee pool for what to the player is no discernible reason (retirement, death, what have you) is a little annoying. Instead of having to look at the census room, why not just slap this in the labor information?

• I have no idea if disease/plagues worked this way in the original, but it sure is annoying to lose access to a granary just because my well groomed cart pushers arbitrarily pushed a number past a limit. Especially since the process causes all food within to be sent to the void. Why should a player have to waste a doctor patrolling an industrial section?

• So what exactly does Mars do in peaceful Providences? "Sends a spirit to watch over you", yeah thanks bro this tells me nothing. If he prevented disasters from happening or immediately reset the timeouts on other risks, that'd be something.

• Monuments are a neat idea, but it sure sucks arse to have to haul 100~ marble to complete the Pantheon. I'm not entirely sure who decided this was the optimal number unless they just didn't playtest this.

• In the City Assignment Editor, it sucks to have to scroll though 40 possible starting locations, manually check if the chosen location has the resources you want, and then just deal if the trade partners are bad/useless. This would have been one of the first restrictions I would have gotten rid of.

• "Rome provides food" now means housing can't evolve beyond a certain point. This might be a valid crutch, but having it arbitrarily kneecap your potential (because granaries are rendered worthless) is a touch annoying.

• I don't know if the Roman empire was known for a variety of architectural styles, but it is known that Roman cities were more colorful than the blasted stone ruins we see today.

• Managing religions is kind of ass. So you can lose 5 major housing blocks worth of space to provide for each god, build an oracle but that's a bad idea because while it saves space, it doesn't pop a walker, or there's the absurdly worthless tiny shrine, and a variety of other worthless buildings. Why have buildings that provide access to the gods, that don't provide access to the religions?

• Granaries handle units in 100s, warehouses handle units in singles. How exactly does this convert out?

• Oops, we ran out. I don't exactly know what the decay timer for housing resources is tied to, but having them only gather 8 units worth of each item needed just makes them into a ticking time bomb. Since the marketing woman only gathers resources when she's close to running out, I may as well put her head on a pike for not understanding the concept of logistics.

• Zones, patrols, paths, I don't know which would be more effective, but having walkers arbitrarily bounce off invisible walls and stop in the critical path is baffling. I'm paying them 40 Denarii a month, they should do their job.