Rome: Total War (often abbreviated to RTW or Rome) is a PC strategy game developed by The Creative Assembly and released on 22 September 2004 by Activision. The Mac OS X version of the game was released on 5 February 2010 by Feral Interactive. The game is the third title in The Creative Assembly's Total War series....
The base level of morale of a unit may be influenced by factors such as the command experience of the army's general (and that of the enemy general), level of combat experience, and the nature of the unit itself. On the battlefield, this is further affected by such factors as the soldiers' level of fatigue, intimidation by the enemy army, whether it holds a tactically advantageous position relative to nearby enemies, the terrain type, proximity to the army's general, or the number of casualties already taken. Players may attempt to flank an enemy's units, focus their attacks on the enemy general, conserve energy by walking rather than running their units, or switch their archers to using the slower but more intimidating flaming arrows - all as techniques to gain the morale advantage over the enemy.
Each unit has a certain distance it can travel on the campaign map in one turn, with cavalry able to travel the farthest, and cumbersome artillery pieces having the most limited movement distance. Movement is increased depending on the type of terrain being traversed, the type of roads present, and, at times, the attributes of the commanding general.
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Game Description
When the player's army meets an enemy army, a 3D real-time tactical battle is started, which represents the other half of gameplay in Rome: Total War. The strategic and tactical modes integrate in such a way that the landscape for the battles is the same as seen on that particular spot on the strategic map where the armies meet; for example, if the strategic map is hilly, and covered in snow, the battle map will attempt to reflect that. The game features a variety of units which are used in battle (most of which are unique to each faction), which may be broadly categorised into infantry, cavalry, archers, and artillery units. Each unit has optimal styles of use, opposing units against which it is vulnerable or effective, formation settings, defensive and offensive hit points, and arguably the critical component - morale. If a unit's morale drops too low, it becomes uncontrollable, and its soldiers will attempt to flee from the battlefield.The base level of morale of a unit may be influenced by factors such as the command experience of the army's general (and that of the enemy general), level of combat experience, and the nature of the unit itself. On the battlefield, this is further affected by such factors as the soldiers' level of fatigue, intimidation by the enemy army, whether it holds a tactically advantageous position relative to nearby enemies, the terrain type, proximity to the army's general, or the number of casualties already taken. Players may attempt to flank an enemy's units, focus their attacks on the enemy general, conserve energy by walking rather than running their units, or switch their archers to using the slower but more intimidating flaming arrows - all as techniques to gain the morale advantage over the enemy.
Each unit has a certain distance it can travel on the campaign map in one turn, with cavalry able to travel the farthest, and cumbersome artillery pieces having the most limited movement distance. Movement is increased depending on the type of terrain being traversed, the type of roads present, and, at times, the attributes of the commanding general.