![]() It's much less upsetting if you can just stack the Senate with a bunch of yes-men who are going to do your bidding anyway, without the threat of destabilizing your entire empire. With the late game stability gains costing so much, it can make passing laws late in the game much more expensive that it's actually worth. The only real hitch in this system is that passing laws actually decreases the stability of your country. Having control of the Senate during each consular term becomes a sort of game in itself, and you'll want control so you can set the legislative agenda. So you may find yourself preparing for a prolonged war and then hampered by a surge in power of the mercantile or religious elements in the Senate. That means that each group will grow more or less powerful as time goes on, and will both reflect the overall drive of your policies and provide a ready check on your dictatorial ambitions. Those groups are more or less attractive based on the abilities of their individual members and the particular state of your empire at a given moment. ![]() Rather than just being one amorphous body, the Senate is composed of various groups, each representing a key agenda. ![]() The real control though, comes from the various shifts of power in the Senate and the consequences that has for your strategies. The new mission system from In Nomine works well here. This not only provides a bit of direction to players, but also gives them a chance to embrace and reject different aspects of their empire's destiny. Instead of forcing players to adapt to rapid changes in their empire at key moments, Vae Victis gives players the option to trigger decisions based on their accomplishments. While some players prefer the more open, "do what you feel" approach to the original EU Rome,ĭecisions also follow the general pattern of In Nomine. (We're wondering why "Kill the invaders" even needs to qualify as a mission when it's essential to your survival, but it's still nice to be recognized and motivated for your efforts.) The rewards are generally the same as we saw in In Nomine you might get a small bit of cash, or a boost in morale or some other area. In other cases, it might be to resist an enemy invasion. In some cases, it might simply be to capture a single province. From time to time the Senate, or the noble or tribal groups from other government types, will chime in and ask you to complete a certain task by a certain date. The missions and decisions are ways of giving the player a bit more direction while also giving them a bit more control over the game. Some slight interface improvements and AI tweaks have also been included to make the core experience more dynamic, more exciting, and, yes, much more challenging than before. Others, like improved character interaction and political parties with actual agendas, strike out into more original territory. Some, like missions and national decisions, are clearly copies of the similar systems in the latest Europa Universalis III expansion, In Nomine. Vae Victis expands on this already gigantic premise with a few new ideas.
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