Sit back ally up, conquer north, west,south,east fall back on solid Hellenic allies around you simulating the might of the (Roman) scratch that Greek senate, republics, and legions. Rome 2 you could play Greeks as Romans in Rome 1. Hey, fortified position surrounded by allies and stable diplomatic and economic surroundings? Huh? That's not how Rome conquered Greece. The government system that allowed Rome to be a successful empire, while in Rome 2 Rome is one faction who half the time got stomped by the Etruscan league! How embarrassing, meanwhile you played a Greek faction in Rome 2. No, but it along with the actual physical presence of the senate simulates something Rome 2 doesn't. So to expand, is the house system "lore" accurate. But Rome 2, the Roman AI was never a threat, hell it was more Helenic total war with how much the Helenic factions simulated how the Roman factions felt in Rome 1. "I just want to way in on "historically accurate" because that's really off. Rome is just not capable of launching 3 invasions into Carthage, Greece and Gaul. It's closer to hellenic total war than Rome total war. ![]() In Rome 2 Athens Sparta and Macedon might as well be Julii, Scipii and Brutii with Macedon as the senate. Greek states and Macedon are not 1 faction and they fight each other. ![]() How are you having them fight each other? This was actually one of my big pet peeves about Rome 1. What game are you playing? In Rome 1 all the Greeks are one faction. You can do this with all agents too: spies, assassin, diplomats (why you would do it with a diplomat, I haven't the slightest).Originally posted by AlbaHIbernia:Where as in Rome 1 what is the Greek AI programmed to do? Always fight each other, which if you know lore is exactly what the Greek city states did and how they got so easily conquered by the unified strength of Rome. It's such a notorious thing that post Medieval II they forever changed how agent success chances were calculated so this doesn't work in the later games. It's an old exploit from Rome 1 that works in this version (yes I tested this because I was curious, have been meaning to test agent squishing but haven't been in a viable situation for it). Repeat the quick save, quick load, quick save to force a new calculation every time. Granted, it could calculate your merchant will fail again, but it might calculate success instead. Basically what this does is it forces the game to recalculate the outcome of agent actions, so that it calculates a new result. If you press Ctrl+S to quick save, send your merchant and he fails, you can press Ctrl+L to quick load then immediately quick save again. You could also use the save scum method too. Never target a merchant with any more than 1 finance higher than your own, otherwise you're sure to lose disastrously. Then you get +1 Finance most times when you succeed. ![]() The game usually tells me in the agent options that its a 95% chance of success to buy them out. Most Rebel merchants have 0 finance score and are specifically there for you to train your merchants on, and your merchants will likely have at least 1 finance. No no, send your merchant to buy them out. Target? Like kill them someway? I even tried sending my merchant to faraway lands and even there some other merchant comes and kills mine Depending on how big your territory is, you'll at least be able to see a rival merchant coming and can make a decision whether yours could handle him or not. Originally posted by Poqreslux:Well the best way is to target Rebel merchants and keep your merchant in your own territory (counter-intuitive, as you won't make any money with them).
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