

Turn times are quicker, though that’s not surprising in the case of Caesar in Gaul’s reduced faction numbers. That means if you have an army parked by it’s capital it may either bow to your demands or go running to a nearby tribe to form a confederation.Ĭampaign map performance is still pretty sluggish but feels improved from the last time I tried it (around October,) and, the odd stutter aside, battles can now hold a steadier FPS at higher settings. Out in the field the AI still suffers from predictable maneuvers and a tendency to sit still and let you shoot at it, but (if backed by enough of a numerical advantage) is a bit better at standing up for itself.įaction-to-faction diplomacy remains a little strange at times, but you can rely on the AI to act broadly in its own self-interests. Don’t expect to see it using the equipment well, or constructing too many armies that are suitable for sieges in the first place, but do anticipate the odd ladder or battering ram showing up at your walls. Some of the more egregious examples of AI idiocy seem to have been dealt with, like an inability to ever actually use siege equipment. Everybody who owns the main game has access to the former, so while the DLC does play better due to three months’ worth of patching, it’s not the DLC itself that is responsible for this. It’s important to separate the improvements made by the developers’ regular patching schedule from the mechanics exclusive to Caesar in Gaul. If you can stomach handing over more cash to Creative Assembly and SEGA, it may just about be worth it. Caesar in Gaul doesn’t solve all of Rome 2’s remaining problems, but it makes the best of where the game is at after eight patches and fashions some positive changes to the title’s campaign map.

Inevitably, it’s a little more nuanced than that. If the answer was “nope, it’s all still terrible” this would be a much easier judgement to make. Typically gorgeous weather in Northern Europe.
