Agents can be used to stop armies dead in their tracks

Sep 9, 2013 14:49 GMT  ·  By

The Total War series always had agents to accompany armies on the strategic map, but Rome II might be the first game in the series that actually makes them relevant to the overall gameplay and allows gamers to do some major damage using the options that they open up.

I used a spy to poison the wells of one Sicilian city as the Romans until the force that the enemy could bring to battle was reduced by one third, which made the actual assault much easier to execute.

Another time, I recruited a warlord and sent it to take out the elephant unit that served as the general of a Libyan force, eliminating the very unit that previously led to my defeat against the same army.

I used a judge in my capital province in order to persuade enemy spies that their country was not treating them right and show them how much better life in the Carthaginian empire could be.

I was also on the receiving end of some pretty powerful sabotage moves, including a fire that practically nullified my ability to recruit troops for a few turns and cultural disruption that led to a revolt after which Romans seized my last city in Sicily.

In addition to direct action, all the agents can also be attached to armies in the field in order to protect them from enemy subterfuge or to give them bonuses.

Warlords and champions can even duel on the strategic map in order to take each other out and deny movement to enemy armies.

I love how important these characters are and how they add a new dimension to Total War: Rome II even as the number of armies that players can field has been reduced.

The game is no longer just about the military, just as winning is a matter of strategic planning rather than simple tactical brilliancy.