Compara los precios de Total War: Rome 2 - Rise of the Republic (DLC) en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Creative Assembly. Publicado por SEGA. Lanzado el 9/8/2018. Disponible en PC. Géneros: Single Player, Multiplayer, Co-op, Bird View.

A focused, chaotic prequel campaign that throws you into 399 BC Italy with two cities and enemies on every border - do not pick this up expecting a relaxing builder.

I gravitate toward strategy games with tight maps and no room to breathe, so Rise of the Republic had me hooked the moment I saw the zoomed-in Italian peninsula replace Rome II's sprawling Mediterranean sandbox. This is a prequel campaign set 127 years before the base game's Grand Campaign, and that compression of geography changes everything about the pace. Factions are practically tripping over each other from turn one, and the AI wastes no time making your life difficult. If your idea of a good session is carefully managing trade routes in the north while your southern flank is quietly collapsing, congratulations - that's exactly what happens here. Nine playable factions cover the full cultural range of pre-imperial Italy: the fledgling Roman Republic, the wealthy Etruscan state of Tarchuna, two Gallic tribes (the plunder-hungry Senones and the more diplomatic Insubres), the Italian Samnites and Veneti, the Greek city-states of Taras and Syracuse, and the Sardinian Iolei. Each faction plays genuinely differently, not just in unit roster but in the mechanics baked around them. Rome gets the Reforms of Camillus tech that slowly transitions your hoplite citizen-militia into early Hastati, Principes, and Triarii formations. The Samnites can invoke the ancient Ver Sacrum rite to raise an instant army from nothing. The Insubres and Senones consult druidic councils for public order support. Syracuse has access to court philosophers that accelerate research. These Government Actions replace the old Change Government system and they give each faction a genuine personality. The Tarchuna Etruscans also carry a brutal penalty: lose your capital at any point and the campaign ends immediately, which forces a very different defensive mindset compared to most Total War playthroughs. The battles themselves retain Rome II's slower, grindier feel rather than the faster and more spectacular Warhammer II style. Phalanx walls, hoplite formations, and spear lines are the bread and butter here. The technology tree earns its keep by simulating Rome's actual military evolution - you start copying Etruscan phalanx doctrine and end the campaign with something that looks like the early manipular legion that the Grand Campaign begins with. That arc is satisfying in a way few DLC campaigns manage. The two-stage siege of Rome itself, where an attacker must break through the city walls and then fight a second battle on the Capitoline Hill, is a smart mechanical twist that makes defending or attacking the Eternal City feel appropriately dramatic. A migrating tribes mechanic can also send unexpected armies flooding into border settlements, which keeps the mid-campaign from going stale. The weaknesses are real, though. The aggressive AI means the early turns are engaging and tense, but critics noted the campaign loses steam in the later stages once your military machine gets rolling - the challenge flattens out. The near-constant warfare also means players who enjoy Rome II for its political scheming and economic building will feel shortchanged; this DLC puts combat at the front and diplomacy somewhere at the back of the queue. The civil war system, layered in from the Ancestral Update that shipped alongside this DLC, can also fire at inconvenient rates, though patches have reduced the worst of that. The Steam reviews at launch were further muddied by a controversy unrelated to the DLC itself, so take those early scores with appropriate skepticism. Community consensus settled in a more positive place, with dedicated Rome II players calling it the strongest campaign pack the game received. Bottom line: if you already own Rome II and have played the Grand Campaign to death, Rise of the Republic is the freshest reason to reinstall. The tight map, the faction asymmetry, and the historical arc from hoplite militia to proto-legion make for a campaign that rewards anyone who likes their strategy fast, brutal, and historically grounded. New players should start with the base game first - this one assumes you know what you are doing. Riley, Scout Team

Total War: Rome 2 - Rise of the Republic (DLC)
Single PlayerMultiplayerCo-opBird View

Total War: Rome 2 - Rise of the Republic (DLC)

Complemento / DLC de Total War: ROME REMASTERED Steam Key — ver juego completo
9 ago 2018Creative AssemblySEGA
GamerScout opina

A focused, chaotic prequel campaign that throws you into 399 BC Italy with two cities and enemies on every border - do not pick this up expecting a relaxing builder.

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I gravitate toward strategy games with tight maps and no room to breathe, so Rise of the Republic had me hooked the moment I saw the zoomed-in Italian peninsula replace Rome II's sprawling Mediterranean sandbox. This is a prequel campaign set 127 years before the base game's Grand Campaign, and that compression of geography changes everything about the pace. Factions are practically tripping over each other from turn one, and the AI wastes no time making your life difficult. If your idea of a good session is carefully managing trade routes in the north while your southern flank is quietly collapsing, congratulations - that's exactly what happens here. Nine playable factions cover the full cultural range of pre-imperial Italy: the fledgling Roman Republic, the wealthy Etruscan state of Tarchuna, two Gallic tribes (the plunder-hungry Senones and the more diplomatic Insubres), the Italian Samnites and Veneti, the Greek city-states of Taras and Syracuse, and the Sardinian Iolei. Each faction plays genuinely differently, not just in unit roster but in the mechanics baked around them. Rome gets the Reforms of Camillus tech that slowly transitions your hoplite citizen-militia into early Hastati, Principes, and Triarii formations. The Samnites can invoke the ancient Ver Sacrum rite to raise an instant army from nothing. The Insubres and Senones consult druidic councils for public order support. Syracuse has access to court philosophers that accelerate research. These Government Actions replace the old Change Government system and they give each faction a genuine personality. The Tarchuna Etruscans also carry a brutal penalty: lose your capital at any point and the campaign ends immediately, which forces a very different defensive mindset compared to most Total War playthroughs. The battles themselves retain Rome II's slower, grindier feel rather than the faster and more spectacular Warhammer II style. Phalanx walls, hoplite formations, and spear lines are the bread and butter here. The technology tree earns its keep by simulating Rome's actual military evolution - you start copying Etruscan phalanx doctrine and end the campaign with something that looks like the early manipular legion that the Grand Campaign begins with. That arc is satisfying in a way few DLC campaigns manage. The two-stage siege of Rome itself, where an attacker must break through the city walls and then fight a second battle on the Capitoline Hill, is a smart mechanical twist that makes defending or attacking the Eternal City feel appropriately dramatic. A migrating tribes mechanic can also send unexpected armies flooding into border settlements, which keeps the mid-campaign from going stale. The weaknesses are real, though. The aggressive AI means the early turns are engaging and tense, but critics noted the campaign loses steam in the later stages once your military machine gets rolling - the challenge flattens out. The near-constant warfare also means players who enjoy Rome II for its political scheming and economic building will feel shortchanged; this DLC puts combat at the front and diplomacy somewhere at the back of the queue. The civil war system, layered in from the Ancestral Update that shipped alongside this DLC, can also fire at inconvenient rates, though patches have reduced the worst of that. The Steam reviews at launch were further muddied by a controversy unrelated to the DLC itself, so take those early scores with appropriate skepticism. Community consensus settled in a more positive place, with dedicated Rome II players calling it the strongest campaign pack the game received. Bottom line: if you already own Rome II and have played the Grand Campaign to death, Rise of the Republic is the freshest reason to reinstall. The tight map, the faction asymmetry, and the historical arc from hoplite militia to proto-legion make for a campaign that rewards anyone who likes their strategy fast, brutal, and historically grounded. New players should start with the base game first - this one assumes you know what you are doing.

Riley
Riley · Scout Team

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Etiquetas

steamPrequel CampaignFaction AsymmetryHistorical Grand StrategyTurn-Based CampaignReal-Time BattlesPhalanx WarfarePolitical IntrigueTechnology Tree EvolutionMigrating TribesHigh Replayability

Requisitos del sistema

Mínimos

Memory
2GB RAM
Storage
35 GB
Graphics
512 MB DirectX 9.0c ( model 3, vertex texture fetch).
Processor
2 GHz Intel Dual Core / 2.6 GHz Intel Single Core
System requirements
XP/ Vista / Windows 7 / Windows 8

Recomendados

Memory
4GB RAM
Storage
35 GB
Graphics
1024 MB DirectX 11.
Processor
2nd Generation Intel Core i5
System requirements
Windows 7 / Windows 8

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Información del juego

Desarrolladora
Creative Assembly
Distribuidora
SEGA
Fecha de lanzamiento
9 ago 2018

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¿En qué plataformas está disponible Total War: Rome 2 - Rise of the Republic (DLC)?

Total War: Rome 2 - Rise of the Republic (DLC) está disponible en PC.

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Total War: Rome 2 - Rise of the Republic (DLC) se lanzó el 9 de agosto de 2018.

¿Quién desarrolló Total War: Rome 2 - Rise of the Republic (DLC)?

Total War: Rome 2 - Rise of the Republic (DLC) fue desarrollado por Creative Assembly y publicado por SEGA.