How to Make Rome 3 - Part 5 of 5 - A Backseat Game Design Thesis

2,165 views · Published 7 March 2016 · 1:29:52 · Indexed 27 October 2026

Channel: OfficiallyDevin · 2016 · Gaming

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Although early listeners where convinced this audiobook never ended, here is the final part of the epic rant that is How to Make Rome 3, securing Devin's place firmly in the backseat of the game design road trip to the future of Total War. An amphorae of wine to anyone who makes it to the very end!

All parts playlist: https://www.youtube.com/playlist?list=PLeunFtMS5KNLn-0YvCHSCwWz1i8qGuIKV

Protip: set the video to 1.25 speed to make it quicker to digest! 

Good luck to any heroes who give this a listen, and please do feel free to discuss any points made, perhaps using timestamps so people can find the point you are talking about, as I plan to put together all the ideas and suggestions from the community to see if I can improve this design. I'll be keeping things in realistic realms though i.e. features need to be easy to make for CA and easy to understand by non-expert players to keep the game's mass-market potential.

Those of you with the Treasure Stash bonus on Patreon can find a written version of this thesis in the Writing folder, which will be updated as I alter the design. The audiobook mp3s are in there too.

Bonus info: the company that had an erroneous copyright claim on this video, Believe Music, agreed to release it, hooray!

Here is a list of the topics I'll be covering in each part of this 5 part video:

~Part 1~
The Menu and your Commander Profile
Choosing your Faction and Leader
Ruler Bonuses
The Ruler's Chamber
The Campaign Map
Provinces
Settlement Management
Armies
Population and Army Limits
Supplies
Generals, Captains and Recruitment
The Real Time Notification Scroll
Unit Recruitment Mechanics
Integrity 

~Part 2~
Faction Politics
Mass Rebellions
Political Coups
Faction Types and Policies
Technology And Research
Spies and Information Gathering
Campaign Line of Sight and Unseen Routes
Other Agents
Some Campaign Parameters
Settlement Garrisons
Slaves

~Part 3~
Public Order
Army Replenishment and Wounding
Wintering and Forts
Zones of Control and Interceptions
Reinforcements and multi-army battles
A Campaign Attack Example
The Naval Campaign
Diplomacy
Region Trades and Annexing
Confederations
Alliances
Reply Attitudes
Food Trading
Peace Treaties
Post Battle Options
Character Skill Trees & Retainers
Buildings and their functions
Units
Vassal Battles

~Part 4~
Campaign AI 
Autoresolves
Battles
Terrain
Weather
Battle AI
Battle Opening Information
Battlefield Defences
Withdrawing and Surrendering
Skirmishing, Routing and Shattering
Morale Mechanics
Unit Stances & Ranged Abilities
Fighting Animations

~Part 5~
Wounded Troops & Baggage Trains
Siege Battles
Naval Battles
Real Time Notifications
Sound Design
Game Aesthetic
Music
Multiplayer
The Business Model
Push Features

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More game design stuff from OfficiallyDevin: https://youtu.be/2hFjjRzmgb0

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