0.0 hours played
Written 2 years ago
I can clearly recommend the DLC to anyone enjoying the base game.
You get a new campaign on a nicely crafted map - basically the setting back in which the predecessor of I:GW, Agressors: Ancient Rome, took place. So if you are into replaying the Punic wars or write a new history with Carthage coming out on top, this is for you.
The DLC might be lighter than the one before (Age of Alexander) in regard to completely new features and mechanics, but what got added and refined shines:
Neutral cities are no longer so independent as they used to be; neighbouring ones form local tribes, coordinate defense in case attacked and might even invade lands nearby at some point, if grass appears to be greener on the other side of the border. This makes it more challenging to silently build up in a remote corner of the world, as the seemingly neutral lands are now a prey which pecks back even more if disturbed.
Diseases and revolts aren't new, but they got an interesting rework: They haven't become any less deadly or dangerous and can still tear up your empire, if they hit you at the wrong feet or if you don't act properly...but the game does now do a better job with giving you both information and tools for curing them in your hand. You get told what goes wrong where in your empire, what you can do against it - and what might happen, if you ignore the warnings. And as usual it goes fairly deep in the details here - a disease "travels" by trade, over roads or gets transmitted by units, it can spread over borders, you can fight it by improving sanitation and at some point it will stop, leaving surviving cities and units even with a temporary immunity. Revolts still breed where unrest is high and will spread if you don't react - but the game gives you more feedback on when, where and why things get worse plus giving you tools to react.
The games objective system has been sharpened - the demands of the people you rule come now with choice to pick from one the one hand, but also a time limit on the hand, which spices things up compared to the old and more silent implementation (where at least I often occasionally fulfilled objectives I wasn't even aware of being "open"). This is though not compulsory and can be toggled of in the game setup, but I think it's a great method of the game taking you by the hand - if you like that.
There's more to discover like dynamically triggered historic events and two new world wonders (for a deeper explanation of all new/reworked features I can recommend the "spotlight" announcements), but what isn't a surprise with the DLC is the overall quality. Few bugs at all (like in the base game) - and a very community-orientated and engaged developer caring about every potential issue coming up...just have a look in the games forums. Thats an approach of game development I'm happy to support.