
Age of Gladiators II: Rome is a single-player strategy/management sim set at the height of the bloody gladiatorial games in ancient Rome. As your fighters increase in level, it will be up to you to decide how to forge their attributes and abilities. Build your story. Build your empire.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I like this game I also played the original Age of Gladiators a few years ago, I feel that this game was a decent update but does lack a few things, in particular it seemed quite clear there were 6 classes in the original with the following weapons. Gladius (Murmillo) Sica (Thraex) Pugio (Dimacherii) Hasta (Hoplomachus) Fascina (Retiarius) Lancea (Velites) while armour was 3 choices light, medium and heavy here theres only 3 Murmillo Secutor Thraex 4 if we include the barbarii who basically is a secutor without the armour. its missing a bit of the variety and has animals fighting gladiators, my understanding of gladiatorial combat was that the animals fought a bestiarii (beast fighter) and they would not have fought against gladiators trained to fight other gladiators. The RnG system is actually perfectly done, i have read a lot of complaints about it but i feel that people are missing the point which the devs and history shows thats even visible in the world of boxing still today, some of the greatest boxers in history have a loss or 2 on their records. Henry Cooper floored Muhammed Ali when Ali had never been downed prior to that point he didnt win the fight but lucky shots etc. It shouldn't be a gvien in a video game that because you've got a 75% chance to hit that you will hit. in the original the RnG was explained as below [B]1) Chance to hit > roll (miss) > move to next attack[/B] or [B]2) Chance to hit > roll (hit) > defender > roll dodge (*miss) > defender roll Block (*miss) > attacker > roll damage dealt (glancing blow/hit/critical) > move to next attack[/B] * in the event of a hit damage is mitigated and treated as an attacker miss and follow example 1. I do recommend this game but also that if the devs do a 3rd they come back with a bit more historical knowledge and combination with the previous game and maybe even the ranged feature from death league game. if the devs want a bit of an expert im happy to volunteer for free my time understanding and knowledge.
Avoid this half baked game
Good gladiator management game in overall. I enjoy developing my gladiators and sometimes you find real beasts, arena champions. Most of my gladiators are from Germania. Journey & fights continue city to city.
Sorry, but I'm going to have to issue you a UI Police citation. Your game is a morass of violations of UI convention and expectations, and induces UI fatigue very quickly. It's unpleasant to play because of this. ESC should ALWAYS be like a back button, and should NEVER take you to the main menu unless all other submenus are closed. It should close them one by one. No one should EVER have to actually find a place on the screen to click on to get out of it. There should ALWAYS be intuitive basic keyboard shortcuts for common functions. For example, when looking at individual gladiators in the barracks, I should not have to click on the left/right arrows next to the gladiator's face. Left/right cursor keys or something like that should do it. In Arena battle setup, why does the list of gladiators reset to the top every time one is selected? People despise going down lists and constantly losing their position when they select an item. There is no good reason for this, and every reason not to do it. With the constant need to do this, this is HIGH PRIORITY to fix. The fact that you're this deep into repeated iterations of this game engine/format and you have not tackled this very basic software requirement is problematic. UI obscurantism and UI tediousness are primary killers of a game's appeal. Here's the basic rundown. UI should be conventional, expectable, almost mentally invisible. UI is not a place for creativity, uniqueness, quirkiness, individuality, etc. Don't be special or weird. Make it work as intuitively as possible. Have multiple keyboard shortcuts and/or means of doing various things. If you've done the UI right, it should have been boring, uninspiring, and tedious on your end, and players will not even notice it because of how smoothly it all works. Well, people like me notice and appreciate it. So. Get your games' UI fixed up. (Yes, that's plural. I actually bought AoG2 Death League, etc., but as I see no reason to imagine their UI is any better than this one's, I'm saving myself the time and aggravation and not playing them until I know that the UI has been overhauled.) --- Now, about some other design choices. Forgive me, I'm about to get colorful. A consequence of the UI player-unfriendliness: I know you want to set a low limit (15) on the amount of weapons/armor/accessories the ludus can have as a game mechanic, so item storage can be expanded as a progression mechanic, etc, but jesus ♥♥♥♥ almighty, I found that I despise constantly having to go through the tedious UI to switch items between all my gimped, tired, recovering characters constantly. Just let us have more items so we can give every gladiator his own items, so we don't have to do this constant soul-crushing inventory management. Also, in combat, the game has WAY too much wait-time. I found that, after the 40th combat, I'd rather read a dictionary than enter combat and have to wait the 3- or 4-second delay for every, character's, move. It's excrutiatingly slow. Why can't it be sped up? Why can't someone hold down a button to make things go faster, or skip delays? Auto-resolve is not a solution. It's a different thing. Tactical combat should be playable smoothly and quickly so it's not a drag. Why can't we name savegames? Tiny text showing the date/time it was saved, along with main character name, is not helpful. ---- There's a bit to fix before I'd consider this game recommendable. But if you do address these complaints, I'd be happy to remove this citation and leave a positive review in its place.
An interesting little game under the premise of Football Manager meets Gladiator. Game feels a little too easy to break once you get a solid gladiator going. I got an A quality prospect at the start, trained him hard and he could probably wipe the floor with every other gladiator in the first city combined. Now I'm just waiting and waiting until I can progress to the next city (under the somewhat arbitrary fame limit where despite having the highest ranked gladiator in the Roman Empire who routinely wins 3 against 1 fights) with more money than I know what to do with. Even my lesser gladiators are miles ahead of the competition due to my high quality trainers. It's an interesting premise but has some mechanics that weren't really thought through. Sharing the purse should be a huge mechanic (some gladiators are super greedy and demand the whole pay packet while others are chill and are fine with just a small portion of it). Instead it's far cheaper to hog the prize money and directly donate it to the gladiator. A tighter system would have had it to be based upon the gladiator's fame. Likewise the betting system is a bit busted. My ace gladiator can still get huge payouts from being outnumbered against three injured level 1 bums with an almost mathematically impossible chance of beating him. In fact one time I had even forgotten to equip him but still went through the fight and the dude wiped the floor with them in his undies and just using his fists without taking a single point of damage. But this fight still netted me 100,000 coin from my bets (geez, at 55 wins and 1 loss you'd think the bookies would have learned by now). Definitely play this game ironman and at least on normal difficulty. If you savescum losing fights it's far too easy to get into a powerful but dull position like I'm in where you're swimming in gold and the opponents aren't worthy to scrub your gladiator's sandals. I feel like there's something to this series but it needs more depth and challenge. The fun part is at the start when you're quite clueless and every fight is a potential disaster. Once you know what you're doing it's too easy to dominate this game. Awesome premise, execution a little light. Dev seems to be working on some cool and original stuff atm so grab this on sale if you always thought it would be cool to play the guy managing Russel Crowe in Gladiator.
Отличный симулятор древнеримского ланисты! Стоит каждого заплаченного за неё денария! Графоторчерам, конечно, тут делать нечего, а вот вдумчивым менеджерам, готовым на на всё ради пары лишних сестерциев - тут самое место! Казнить строптивого гладиатора ради его накоплений или выставить на бой с заведомо проигрышным раскладом и заработать на ставке против него? Купить дом с виноградником или построить госпиталь? Купить хорошего бойца и вкладываться в его обучение и снаряжение или купить пять рабов и отправить их биться с гогном в руках, в надежде, что кто-то из них всё-таки прокачается? В общем, тут есть над чем подумать. И есть за кого поболеть! 10 убитых толпой гладиаторов из 10 упавших от крита на 1.5к! =)
игра достаточно понравилось сражения хоть и пошаговые, но очень тактические, каждый ход важен, есть прокачки уникальных способностей бойцов. Небольшой минус, что интерфейс поначалу перегружает, но когда вникаешь, начинаешь реально переживать за свою команду на арене. Для фанатов стратегий самое то
Not perfect, but scratches that itch when watching Spartacus
Use Save&Load at first few zears and the game after is awesome
Meh
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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