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As the release date for RTW2 draws near, and more PR features are announced, here is a sticky thread on what has been confirmed by CA or press releases:
Campaign:
Rome 2 will start around 275BC to 264BC*
Regions are now grouped into provinces. Each has a single administration center, into which the surrounding regions report. The goal is to reduce some of the area micromanagement that occurs in vast empires.
Another goal from this new system is to avoid the relentless siege battles of Shogun 2. It’s believed that players will attempt to take the smaller regions first, and tempt the opposing armies out of their castles to fight on the field.
Armies are ‘raised’ on the field, and recruitment occurs at the general of that army. They’re not grown as single units in towns. Again, the idea is to reduce some of the micromanagement (‘Caesar doesn’t give a hoot about an individual’ says Al) but also to create a stronger personality to your armies.
In diplomacy, you can now ask an ally to attack a specific town, at a specific time. (for better synchronization)
Armies have their own skill trees, with improvements earned through battle.
Armies have at least three possible stances that you can place them in during a turn. I’m not certain the mechanics of how they will play out in the campaign are quite fixed, but it was hinted that switching stances would take a turn. They are... normal, ambush (hidden from the enemy’s sight), forced march (quicker to move, but if caught on the hop, they’ll suffer diminished combat effectiveness), defensive (given a fort or palisade to defend from)
Mercenaries will make a return
When moving armies over water, you no longer need to load them into a separate navy. They will automatically enter transport ships. You will still require a navy to protect them.
The factions in the game are more clearly defined with starting bonuses and traits. There are ‘flavors’ of faction which should help organize your thoughts. For instance, Barbarians like the Gauls will have similar traits. In the barbarian’s case, that includes a +2 happiness in every settlement for every faction they’re fighting with.
Naval battles are now fought over naval ‘regions’, rather than having a completely fluid ocean. “This was decided because having a completely organic map wouldn’t be something that would work that well,” says lead Battle Designer Jamie Ferguson, “you needed to be able to actually think that “this is the area I’m trying to defend”. It’s using things we have already got in the game but at the same time bringing back things from the past.
Each nation will have their own UI decorators.
Dynamic reputation factors for diplomacy ...your deeds throughout the entire campaign are remembered: brutality towards one enemy will be factored in by the others you might face...
Around 700 different unit types
Diplomacy, to trade systems, how regions work to armies and families the Rome II campaign will play differently to any previous Total War game adding more gameplay and depth without increasing unnecessary micromanagement.
All voice overs in Rome II will be in English (or other localized language such as French etc.)
The playable factions in Rome II will largely mirror those available in the original game.
Slavery will have an effect on economies and civil order
Battle Engine is now responsible for handling of the campaign map.
Historical figures such as Julius Caesar, Cleopatra, Marius, Sulla or Scipio Africanus will show up in game as "characters".
Battles:
During battles, units will have true line of sight, the distance of which they can detect changes according to their role. Armies can therefore be hidden behind trees or in valleys, and will require the use of scouts to be spotted.
Armies that catch another in ambush will be able to place deployables like burning boulders, and place their forces all over the map. The army caught in the ambush won’t be placed at the other end of the battle map - they’ll arrive in a marching formation.
When Al charged a group of archers that were raining fire arrows on his infantry, a new dynamic appeared: the horse didn’t stop once they’d broken the line - they wheeled around as a unit and reformed for a second charge.
More importance to the depth, mass and formation of units so you will see a heavy unit pushing a lighter one back in combat for example.
Formations throw spears on the run
Order troops from the overhead tactical map
Baggage Trains
Multiple capture points on the battle map
Persistent terrain for battle maps
Ambushes
Manual firing of artillery (siege weapons)
Individual solider height will vary
Unit names will be their original names, but in English. I.e. Oathsworn, Naked Warriors, Painted Ones, Heroic Nobles, Sword Brothers, Thorax Swordsmen, etc.
The tactical map gives you a much more detailed view of the battle from above. We are currently only considering allowing movement orders to be given to units in this view. Orders related to Facings, unit depth and width, and special abilities will all take place in the normal game view. The tactical map can be accessed via a button on the HUD or via a hotkey. The transition to and from this view is swift and seamless.
Sources:
PCGAMESN
TWCenter: Jack Lusted's thread
PC gamer
Wiki Faction page
C.A. Forum post
Gamers Global