USGrant1962 wrote: ↑Thu Jan 16, 2020 9:32 pm
jimwinsor wrote: ↑Thu Jan 16, 2020 8:25 pm
Swuul wrote: ↑Thu Jan 16, 2020 1:16 pm
The guide is awesome btw

I am using it as a reference guide as it is so well done and easy to read! One slight notice though, the guide mentions Roman legions can't build a Roman Camp (or Public Works etc) if the legion is moving; that is not correct (even though the tooltip in game seems to suggest that too) -> the legion *can* move and it will build the structure it was residing in at the start of the turn.
This is different from how I recall it working during playtesting (but my memory could could well be faulty!) but in any case, I've tested legion building on-the-move using the latest beta build, and can verify that Swuul is correct! So that part of the Guide has been updated accordingly. Much thanks to Swuul!
Honestly I think it is too easy. I've exploited it by splitting off a single legion here and there to act like a permanent road crew*. Perhaps is should require no movement.
* I know, no one forces me to exploit it...
Also: I would assume that no other faction in the game can ever build "Legions" and that no other "unit" in the game has this 'public works construction' functionality.
VERY POWERFUL advantage of the Rome position, but doesn't strike me as ahistorical really.
Roads, as well as aqueducts and the like, were seemingly a universally cherished asset of the culture. I don't think I've ever encountered reference to any Roman commentator saying anything remotely like "roads are a waste of money and effort," and that is pretty remarkable for a culture that honestly included so much diversity of opinion and across so much time and space. I don't know what sort of tropes or schema about roads were common across Roman history, but I wouldn't be surprised if they were basically revered in much the same way as monuments like the Forum, Temple of Jupiter and the like.