While working on Reign of the Ancients, I've been slowly compiling a list of major things about the game (traits, politics events, forcelimits, balance of power, etc etc etc) that I've wanted to address but which have been too big to tackle at the time.
2.0 is my aim at tackling all these things. It will be a major revamp of nearly every area of gameplay, an attempt to make Rome's character system more like CKs, and a serious effort to improve the performance of RoA all in one. It will be a big project and will take time to finish, so in the meanwhile I'm gonna toss out the occasional preview.
First up is the revamps to Regions, Force Limits, Traits and Tradegoods.
In 2.0, your capital region will be extremely important. The area controlled by your ruler will get 50% more research, tax and manpower, faster pop growth, better fort defense and an extra trade route, while simultaneously base tax income, manpower and rp production have been reduced everywhere else. By making the capital region a larger part of your income, RoA gives small and medium powers a fighting chance and simulates the historical difficulties with tax collection that large empires tended to suffer from.
Along with this change, regions have been resized and standardized, so that most regions are now between 2 and 5 provinces and a number of new regions have been added (along with their region tags).
Rome has a really lazy forcelimit calc (number of slaves / 2) and uses the exact same calc for naval as land forcelimits. Forcelimits are completely detached from manpower or the actual tax yield of a province and thus have a tendency to end up with a completely nonsensical number. RoA 2.0 has a completely reworked forcelimits system. Instead of just slaves, all your pops contribute to forcelimits, and number of ports factors in heavily for naval forcelimits. Additionally, wrong culture provinces (which lower manpower) also lower your forcelimits, so that manpower and forcelimits scale to each other. A high base forcelimit allows small countries to field a respectable force, further improving their ability to fight back against the blobs.
Traits is one of the areas that will receive the most work. Vanilla rome has an absurd number of traits, many of which are pretty damn redundant (do you really need pious, zealous AND devout?) or end up fairly ridiculous when coupled together (he's vengeful, cold, arrogant and good natured!). I've gotten rid of about half the traits, resulting in a manageable number of traits and much more unique and significant effects per trait. Traits will also be given far more importance in events and the general flow of the game - you will not be able to cruise along with a schizophrenic king and appointing a cruel and hostile finance minister might result in some undesired side effects. As an additional bonus, I've added hidden maintenance to clean up the large number of health and combat traits that Rome loves to throw at new characters - your 18-year old wife will no longer be a great conqueror and your court will no longer resemble a leper colony.
Traits are no longer assigned in a vacuum via random events wherein your character suddenly decides that he is silver tongued. Instead, traits will be given by your choices in events, so a ruler that acts like a despot will get approptiately despotic traits. To give characters something to start with, each child will be given one of 25 personalities that assigns them a base set of traits upon turning 10.
Trade has been heavily reworked with 11 new tradegoods (for a total of 26) cutting down on micromanagement by making it easier to find viable trading partners. Land trade has also received a rework, with the buggy transit capacity mechanics done away with altogether, allowing you to trade unlimited amounts over land.
The new resources are:
- Precious Metals
- Olive Oil
- Cattle
- Leather
- Steppe Horses
- Wax
- Dyes
- Fur
- Marble
- Wool
- Pottery
Precious Metals are unique among the resources in that they actually increase the number of trade routes in the province, effectively counting as a "free" route if you trade for them.
To get away from the silliness that is Gallic Horse Archers, horses have been split into War Horses and Steppe Horses, with War Horses allowing Cavalry and Steppe Horses allowing Horse Archers. Note that acquiring Steppe Horses will be fairly difficult if you don't have Scythians or Parthians for a neighbour.
2.0 is my aim at tackling all these things. It will be a major revamp of nearly every area of gameplay, an attempt to make Rome's character system more like CKs, and a serious effort to improve the performance of RoA all in one. It will be a big project and will take time to finish, so in the meanwhile I'm gonna toss out the occasional preview.
First up is the revamps to Regions, Force Limits, Traits and Tradegoods.
In 2.0, your capital region will be extremely important. The area controlled by your ruler will get 50% more research, tax and manpower, faster pop growth, better fort defense and an extra trade route, while simultaneously base tax income, manpower and rp production have been reduced everywhere else. By making the capital region a larger part of your income, RoA gives small and medium powers a fighting chance and simulates the historical difficulties with tax collection that large empires tended to suffer from.

Along with this change, regions have been resized and standardized, so that most regions are now between 2 and 5 provinces and a number of new regions have been added (along with their region tags).

Rome has a really lazy forcelimit calc (number of slaves / 2) and uses the exact same calc for naval as land forcelimits. Forcelimits are completely detached from manpower or the actual tax yield of a province and thus have a tendency to end up with a completely nonsensical number. RoA 2.0 has a completely reworked forcelimits system. Instead of just slaves, all your pops contribute to forcelimits, and number of ports factors in heavily for naval forcelimits. Additionally, wrong culture provinces (which lower manpower) also lower your forcelimits, so that manpower and forcelimits scale to each other. A high base forcelimit allows small countries to field a respectable force, further improving their ability to fight back against the blobs.

Traits is one of the areas that will receive the most work. Vanilla rome has an absurd number of traits, many of which are pretty damn redundant (do you really need pious, zealous AND devout?) or end up fairly ridiculous when coupled together (he's vengeful, cold, arrogant and good natured!). I've gotten rid of about half the traits, resulting in a manageable number of traits and much more unique and significant effects per trait. Traits will also be given far more importance in events and the general flow of the game - you will not be able to cruise along with a schizophrenic king and appointing a cruel and hostile finance minister might result in some undesired side effects. As an additional bonus, I've added hidden maintenance to clean up the large number of health and combat traits that Rome loves to throw at new characters - your 18-year old wife will no longer be a great conqueror and your court will no longer resemble a leper colony.

Traits are no longer assigned in a vacuum via random events wherein your character suddenly decides that he is silver tongued. Instead, traits will be given by your choices in events, so a ruler that acts like a despot will get approptiately despotic traits. To give characters something to start with, each child will be given one of 25 personalities that assigns them a base set of traits upon turning 10.

Trade has been heavily reworked with 11 new tradegoods (for a total of 26) cutting down on micromanagement by making it easier to find viable trading partners. Land trade has also received a rework, with the buggy transit capacity mechanics done away with altogether, allowing you to trade unlimited amounts over land.
The new resources are:
- Precious Metals
- Olive Oil
- Cattle
- Leather
- Steppe Horses
- Wax
- Dyes
- Fur
- Marble
- Wool
- Pottery
Precious Metals are unique among the resources in that they actually increase the number of trade routes in the province, effectively counting as a "free" route if you trade for them.

To get away from the silliness that is Gallic Horse Archers, horses have been split into War Horses and Steppe Horses, with War Horses allowing Cavalry and Steppe Horses allowing Horse Archers. Note that acquiring Steppe Horses will be fairly difficult if you don't have Scythians or Parthians for a neighbour.

Last edited: