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I'd like to see technologies like in Stellaris and Civilization V. Because ancient science wasn't controlled by kings and, therefore, we need something more random. For example, every country may have "culture points" or something like this. If you have enough culture points, great scientists may appear in your country and they can "research" random technologies. So each game will be unique and you won't be able to research only your favourite technologies to conquer the world in an hour.
 
I loved EU:Rome and would welcome Rome 2. Out of all the Paradox games that I have played (which admittedly is only CK2, EUIV and EU Rome!), imo Rome had the best character system. It was similar to CK2's system but power within the realm transferred hands a lot easier and it was always really interesting to watch how one family would be powerful for one generation only for a more talented family to take over a lot of key positions in the next.
 
I have a huge laundry list of features I'd like to see, but most of them resemble improvements we've seen in EU4 compared to EU3, or CK2 compared to CK1, so I'm not really worried about that. But I'd like to make a case that the game should 1) try to create a deeper economic and political system, a sort of Victoria for the classical period, and 2) extend the map to India and China to make full use of those new and better mechanics. These same mechanics would also suit timeline extensions backwards (say, to the Greco-Persian Wars) or forwards (to the Crisis of the Third Century or the reign of Justinian).

One, I think the general EU:R pattern of highly-abstracted POPs in enslaved, free, and aristocratic types is a decent approach, but the way that these three POP types affected gameplay (slaves producing tax and nothing else, freemen producing manpower and nothing else, aristocrats producing research and nothing else) was too simplistic and inflexible. It left no room for merchants, artisans, professional soldiers, or clergy, who all made up tiny minorities of the overall population but had an outsized influence on government, politics and the economy. It also wasn't suitable for modeling Roman society in the late Republic or the Principate, with standing armies, a declining 'freeman' base (in the sense of yeoman farmers who filled military obligations to the state), the growth of latifundia, swelling cities and expanding trade and manufacturing networks. The population system needs to be opened up somewhat if it's going to model more than just the pristine city-state society that EU:R's approach suited.

Two, EU:R's trade route mechanic needs to be fleshed out to model both long-distance trade routes (like those for luxuries including amber, glassware, silk and spices) and flows of food surpluses (as in the annona system that sustained the city of Rome and, eventually, a network of second- and third-tier cities that fed into it). I'd like to see this handled in an organic and naturalistic way, with the flows of trade goods and food supplies being pushed or pulled over time by policy decisions or the construction of infrastructure rather than sharply snapping in response to immediate player actions (so, for example, fighting piracy, improving ports and roads, adjusting taxation policies or establishing subsidies in certain regions will shape movement, as will disruptive events like battles, raids and famines).

Three, the map should be extended because key points in the Roman timeline match with important and interesting events in central Asia, China and India. The Punic Wars match up to the high point of the Maurya Empire in India and to the Qin unification and Han revolution in China. In China's case especially, mechanics that would make for strong Rome gameplay would be an excellent fit, especially during the Principate. The annona that supported the large population in Rome was matched by grain shipments that sustained the Han capitol at Chang'an. Both made the transition from mass infantry levies to professional border armies and to foederati at around the same time. Both invested in massive public works to support trade, agriculture, and the movement of armies. The governing ethos (an autocrat at the center surrounded by a professional corps of bureaucrats, judges and military officers) was strikingly similar. Korea and the Tarim basin were to the Han what Dacia and northern Britain were to Rome. Roman colonization in Gaul and Spain roughly match Han expansion south of the Yangzi. And so on. More broadly, in classical times the eastern Mediterranean, central Asia, India and China were already tied together by networks of trade and by events like the Maurya conquest of Bactria and Arachosia, the Parthian conquest of Iran, and the Yuezhi migration from Xinjiang to northern India.

I have a few more concrete things I'd like to see, but I think these three bullets hit the most important aspects.
 
I'd like to see technologies like in Stellaris and Civilization V. Because ancient science wasn't controlled by kings and, therefore, we need something more random. For example, every country may have "culture points" or something like this. If you have enough culture points, great scientists may appear in your country and they can "research" random technologies. So each game will be unique and you won't be able to research only your favourite technologies to conquer the world in an hour.
You mean like marble age, but in that game you get to pick which tech to get with your research points.

You can say important stuff such as the Marian reforms should happen due to a certain set of conditions, like need of improvement cause reforms to happen.

For military it would be nice if they could make auxiliaries to actually be auxiliaries. Maybe have different areas having different military traditions which encourage you to build an army around many different cultures. Maybe have other resources such as citizenship and happiness could make that part more interesting as well.
 
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You mean like marble age, but in that game you get to pick which tech to get with your research points.

You can say important stuff such as the Marian reforms should happen due to a certain set of conditions, like need of improvement cause reforms to happen.

For military it would be nice if they could make auxiliaries to actually be auxiliaries. Maybe have different areas having different military traditions which encourage you to build an army around many different cultures. Maybe have other resources such as citizenship and happiness could make that part more interesting as well.
No, I mean like in Stellaris
 
Short Wishlist:

The rise and fall of the Republic.
Diadochi Politics.
Carthaginian Factions.
Gallic Wars.
Roman Military Reforms.
 
With the technology, one aspect from Vicky 2's system might fit well - having a particular research done makes it possible for an invention to fire.
 
Well I think a somewhat new approach of fighting battles and contesting territory would be nice. I would dig a provicial system like CK 2 with multiple settlements in one region on the map. which can be owned by different factions.

When 2 enemy armies enter the same region it shouldn't mean that instantly a battle will be fought though. That's where army stances come in.
You can choose to put your army in garrison stance which would put it in the settlements of the province you own strengthening the defenses.
You could put it in siege mode which would have it starting to siege down enemy settlements in the region.
You can put your army in aggresive which would make it actively seek out enemy armies (increasing the daily 'cast of the die' to determine if a battle will be fought)
You can put your army in passive/defensive (decreasing the daily die cast to determine if a battle is fought but when it's fought you get a defensive terrain bonus)
You can put it in raiding mode (getting loot from the province, reducing it's wealth, something barbarian factions will be very good at. raiding should also increase warscore)

depending on characteristics of your general of factionwide modifiers could increase or decrease the chance to commit to battle. Just like how far away you are from home territory could have an impact (supply lines). Two defensively stanced armies could still find themselves in battle if stayin long enough in the same province while two aggrasive armies will hit it off quit fast.

I guess different types of units (skirmishers, heavy infantry, cavalry) and their composition in the army could also have an impact on how quickly and effectively one army can hunt down another.

I'm probably overlooking half a dozen things that could go wrong or are prone to cheesy tactics but I think this system would give a fresh breeze to waging war compared to CK2 and EU4 and would give quit a nice incentive to have different approaches to waging wars (small raiding parties crossing the rhine, just like deciding to land Hannibals army in the middle of Italy is a vallid strategy. You could even have tribunes alternating between command of an army like at Canae which should give a penalty to the battle evasion bonus of a deffensive stance (both tribunes want the honour to defeat the enemy).