Rome: Total War Walkthrough :
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Walkthrough - FAQROME TOTAL WAR FAQ V1.2 http://www.romewar.com by: Tony James tony@salehippo.com ================== TABLE OF CONTENTS ================== 1.0 Authors Note 2.0 Controls 2.1 Campaign Map 2.2 Battle Map 2.3 Control Tips 3.0 Factions 3.1 Playable Factions 3.2 Non Playable Factions 4.0 Quick battle 5.0 Single player campaign 5.1 Overview A. Starting a game B. Game modes C. Campaign Map D. Control Panel 5.2 Families 5.3 Cities A. Early growth B. Money C. Revolts D. Temples E. Walls 5.4 Armies A. Creating Armies B. Mercenaries C. Generals D. Gaining experience for armies E. Managing Armies F. Forts and Watchtowers 5.5 Battle A. Formations B. Flanks and Rear C. Morale D. Unit strengths E. Fatigue F. Terrain G. After they flee H. Attacking with multiple armies I. Special Abilities 5.6 Navies 5.7 Agents A. Spies B. Assassins C. Diplomats 5.8 The Senate 6.0 Multiplayer 7.0 Units 7.1 Roman 7.2 Britons 7.3 Carthaginians 7.4 Egyptians 7.5 Gauls 7.6 Germans 7.7 Greeks 7.8 Parthians 7.9 Seleucids 8.0 Bugs 9.0 Tips/Tricks 10.0 FAQ 11.0 Credits ------------------------------------------- 1.0 Authors Note ------------------------------------------- version 1.2 update -added the units section with all the units from playable factions version 1.1 update -added more details in the faction description -updated formations with more details -updated overview -updated families -updated tips tricks -updated senate info -updated generals -updated attacking with multiple armies -updated terrain -updated unit strengths -updated credits -updated Forts and Watchtowers This FAQ is designed to help beginners of Rome: Total War to get a head start and learn some basics and strategy for the game. I will try to be general in order to allow you to adopt strategies for any faction. This faq is only the first versionand I will include many additions in the next release, please email me with any contributions. ------------------------------------------- 2.0 Controls ------------------------------------------- These are the game controls which you will find in the game manual [2.1 Campaign Map] Option menu = Esc Toggle settlement labels = Ctrl+T Toggle Character labels = Ctrl+N Zoom to Capital = Home Stop character walking = Backspace AI speed up = Space Quick save game = Ctrl+S Quick load game = Ctrl+L Show help window = F1 Select all units = Ctrl+A [2.2 Battle Map] Option Menu = Esc Pause = P Toggle unit run = R Stop current orders = R Toggle special unit ability = F Toggle guard mode = D Toggle skirmish = S Toggle fire at will = A Toggle unit formation (tight/loose) = C Alternative attack = Alt+right mouse button Rotate unit clockwise = , Rotate unit counterclockwise = . Increase formation width = = Decrease formation width = - Set waypoint = Shift + right mouse button Show unit destination = Space Group selected units = G Ungroup selected units = G Select all units = Ctrl + A Deselect all units = Enter Select all artilery units = Ctrl+B Select all infantry units = Ctrl+I Select all calvary units = Ctrl+C Select all melee units = Ctrl +H Select all missile firing units = Ctrl+M Send message in multiplayer = T Zoom to general = Home Show Help Window = F1 [2.3 Control Tips] -Running is useful when you want to charge the enemy with cavalry or other units, but it also tires your troops more quickly thank walking. I recommend that you wait until you are close to the enemy force before you start charging. -Skirmish mode is useful for ranged attackers; it keeps them at a distance from the enemy as they attack with their ranged weapon. It is sometimes smart to disable skirmish mode if you have the opportunity to flank the enemy on the sides. -Tight Formations are better for breaking a hole in the enemy while loose formations are better for avoiding arrows when charging -Formations with greater width are useful when you have greater numbers want to surround the enemy -You must group units in order to be able to use them in a formation, once they are grouped and in formation, they will move overall in formation ------------------------------------------- 3.0 Factions ------------------------------------------- [3.1 Playable Factions] Roman Factions (Julli, Scipii, Brutii, Senate)- they have strong units of every type and once the Marius Reforms occur; you get new improved units which overpower most other units in the game. A benifit about picking the roman factions is that you have three allies throughout the game until you decide it is time to take over rome. The combined might of rome can easily overpower any of the other factions. Julii-This faction starts next to the Gauls, which are no match for your Roman armies. Most of the Gaul units are light infantry. Taking over the Gaul cities quickly gives an early boost to your econonmy and overall growth. Brutii-This is another easy Roman faction to play. You have the Greek and Macedonian phalanxes to face against early in the game. If you play to the weaknesses of the phalanx, you will have no problem quickly growing your faction. A benifit of choosing the Brutii is the religius structures you can build which increase the experience of units trained in that city. Scipii-A somewhat challenging faction to play. You have to deal with volcanic eruptions and your expansion is mainly south towards Carthage. Egyptians-they have good spearman and foot archers as well as chariots which can come in handy. They are also very strong economically and are usually near the top of the faction lists, a very easy nation to play. Conquer the weak Seuclids to the north before they can build a strong army with their superior variety of units. Don't trust anyone but keep a small army to protect your border to the west because the neumidians may invade you. Once you start to win in the east start attacking in the west. Seuclids-The Seuclids have strong phalanxes and calvary as well as elephants. Their variety of units is their strength. If you can stop the Egyptians to the South and work on conquering the Parthians to the West, you have a chance of surviving with this challenging faction. Carthage-This nation has a strong unit selection as well as elephants. This factions strength is in its cavalry and its elephants. Use the cavalry to surprise the enemy from different sides and destroy the Roman legions with your elephants. Parthians-The Parthians have strong calvary but weak infantry. Their best units are the mounted archers and the cataphracts, which are heavily armored cavalry. Use your mobility to your advantage in order to win battles. Gauls-The Gauls have strong close attack infantry but weak calvary. They are surrounded by enemies with stronger units and have a tough time growing. The Germans Britons and Julii are all on this factions borders. Pontus-light infantry, heavy cavalry, phalanx, and chariots Germans- The Germans have strong axmen but limited cavalry. Most of their territory is covered in forests so you must use these to your advantage. Hide armies to ambush passing enemies so you gain a strong advantage in battles. Greeks-The Greeks have hoplite phalanxes and missile units, but limited cavalry. They posess one of the strongest units in the game, the Spartians. The face the Macedonians to the north and the Roman Brutii to the west. Your first order of business should be dealing with the threat of the Macedonians who are right on your backs. Britons- A strong barbarian faction with strong infantry and chariots. This is probably the strongest of the barbarian nations because of its units. This nation can overpower the other barbarian factions and will become a strong power later in the game if played intelligently. [3.2 Non Playable Factions] Macedonians-they have hoplites and pike phalanxes. They start out near the Greeks. Armenians-many different types of cavalry but weak infantry Dacians-many close combat infantry, but weak cavalry Numidian-light infantry and camel mounted specialists Scythians-strong cavalry, weak infantry Spanish-mix of barbarians and organized infantry Thracians-mix of hoplite phalanxes and barbarians, but limited cavalry ------------------------------------------- 4.0 Quick Battle ------------------------------------------ If you want to get straight into the action, from the single player menu click quick battle, custom battle, or historical battle. In these modes there is no campaign map only a single battle for you to practice your tactics. When you begin either custom battle or quick battle, you will be able to pick the starting amount of money and purchase the units you want to test out on the field. When you are selecting units you can pick any units which are available for that faction. You can also choose to spend money to upgrade units experience and weapons. It is usually smart to give your units at least some experience so they dont flee from battle too early. Also dont forget to recruit a general, this should help the morale of your troops. In the historical battle, you will be given a background story for the battle and will start as one of the factions. You can only play certain factions in the historical battles, but there should be mods coming out soon which will unlock the other factions. Some of these battles are very challenging on the harder modes and can really test your tactics against larger numbers. ------------------------------------------- 5.0 Single Player Campaign ------------------------------------------- [5.1 Overview] A. Starting a game When you first start the game, you should go to single player and click prologue to start a tutorial campaign as the Julli faction. Here you will learn all the basics of playing the game. Once you finish the tutorial you can choose to continue or you can quit and start one of the three imperial campaigns. The first time you play, I suggest you leave the advisors on, they help you understand many basic concepts about the game. At any time, you can go to options and disable the advisor. The easiest faction to start out as in my opinion is the Julii, because their only enemy in the beginning is the Gauls to the north which are easy prey for your strong Roman Army. As for the campaign difficulty, you should try medium campaign difficulty and medium battle difficulty if you are fairly new to the Total War series. Otherwise put it on hard/hard if you want somewhat of a challenge. I would not recommend very hard for beginners because everything is stacked against you economically and militarily. Once you beat either the short imperial campaign or the full imperial campaign, you will unlock all the different playable factions. Another way to unlock playable factions is to destroy them in campaign mode. You start the game as one of the three Roman factions, the Julli, Brutii or Scipii. If you chose the full campaign, your goal is to conquer Rome and own 50 provinces. B. Game modes The game is presented in two modes, a campaign map and a battle map. Most of your time will be spent in the campaign map, controlling your cities armies, fleet, and agents. This mode is represented as a world map where you see all your assets from an overhead perspective. Gameplay on the campaign map is turn based. You must perform all the actions you want to perform and are able to perform within one turn. You can perform actions with your armies, fleet, and agents as well as govern your cities as you see fit. In this mode you can also perform diplomatic and family actions. C. Campaign Map On the campaign map, you can only see locations where your armies or other units have sight range. Settlements are represented as cities with banners representing the ruling faction. The amount which the banner is filled with color represents the strength of the garrison of that city. Cities which you own have a summary beneath the name with symbols giving you quick information. Put your mouse over these symbols to find out what they mean. Armies are represented as soldiers with banners. Like cities, the strength of the army is represented by how full the banner is with color. Armies with generals have stars representing their command ability. Use this to size up enemy armies before attacking. Fleets are represented on the water as ships. D. Control Panel The control panel on the bottom right shows information regarding the city or unit you have selected. The coins represent income, the face happiness, the + sign population growth, the unit symbol represents training of units, the tools represent construction, and the gears represent auto-management. The minimap on the bottom gives and overview of the world. You can get information by using the mouse and hovering over cities. You will recieve messages and events on the left through small icons; make sure you review these messages by left clicking them, you can remove them by right clicking on the icons. Once you have selected a unit you can also choose the next army, fleet, agent, or settlement by clicking the arrows next to its name in the control panel. [5.2 Families] Your faction starts out with a few family members. All your men and your daughters can marry and have children. Make sure you try to choose suitors for your daughters who have high skills or your kids will not be as skilled as you would like. All your generals and governors are family members. The only ways to get family members is through birth, adoption, marriage, and bribery. Each man in your family can build up his skills and retinue according to what he does in his life. Retinues are assistants which affect the family members’ skills. Commanders become stronger commanders with every victory and governors become better leaders through governing. The stars next to commanders represent their command ability and the scrolls next to governors represents their governing ability. Better commanders will win more victories and better governors will be able to keep the people happier and get more taxes. Building academies will help governors gain skills much faster, so make sure to build these when they are available. Another thing to remember is that you can transfer retinue between family members when they are in the same city by dragging and dropping. Influence is also an important skill that family members can gain. Inlfuence is represented by wreaths on the character profile. Cities are better controlled by leaders with higher influence and these leaders also attract more retainers. Always remember to transfer retinue to younger family members before old generals and governors die out. I find that 60 years old is a good time to transfer. Your must also have a faction leader. You can determine the faction leader and the faction heir in the family tree window. The faction leader and heirs get a bonus in influence and mangement. There appears to be another way to get family members: Promotion. Three times now (all post-Marius) I've sent a small Captain-lead army out to clean up some rebel armies that were cluttering up my provinces. After winning three or four fights in the same turn, a window popped up with the title "Man of the hour". Basically, my Captain had proven himself worthy on the field of battle and had been promoted to Generalship with full Family rights. It seems to be handled as a special case of adoption. -Chris Clark [5.3 Cities] A. Early growth You start out with a few cities under your control. Each city can be assigned a governor who will make controlling the city much easier. When a city doesn’t have a governor or a lot of troops garrison it tends to have riots or revolt, which results in many deaths. To keep publicorder, I recommend training at least a couple of town guard. Peasants are another option, but they won’t provide much assistance in the case of an attack and they cost the same amount in upkeep. Early in the game, you need to grow your population in order to build bigger and better buildings. One way is to reduce taxes, which I don’t recommend you do because you need money especially early in the game. The best way in my opinion is to enslave the populace of conquered cities, this distributes most of the population of that settlement into your cities which have a governor. Don’t forget to build farms and other buildings which increase population growth. B. Money To get money quickly, you will need to build roads and ports for trade as well as mines early in the game. You can also stunt the growth of other nations by blockading trade ports with ships and destroying trade buildings with your assassins. If you need money desperately you can exterminate the populace of cities you take over, which has the positive side effect of reducing future revolts for a time. To have a growing economy, you need to make sure you have trade agreements with as many nations as possible. Make as many cities as you can financial powerhouses rather than military production cities, since you can always concentrate military production in a few cities. Keep on conquering cities because keeping an army costs money, a large size force can cost over 50k in upkeep. Dont leave all your cities with auto recruit on, you may get a lot of units which you wouldnt want to use in your army. C. Revolts Cities which are far away from your capital tend to revolt a lot, this is because of cultural differences. You can fight this by placing strong governors, holding gladiatorial games in the coliseum, by moving the capital closer, by garrisoning troops, or by building structures which increase happiness. Part of the game is dealing with an overextended empire. Dont gett discouraged with the fact that your faction is so large that you cant micromanage every city. D. Temples You can build temples which have different positive effects on your city. Some temples increase happiness, while other temples such as those of the Brutii allow you to train units which start with battle experience and the temples of the Scipii which increase weapon strength. Similar to temples are the wonders which you start out with or gain by capturing. These have various positive effects such as reducing the cost of religious buildings. E. Walls Upgrading the walls of a city is important for cities which are close to enemy territory. The strength of the cities walls determines how long the enemy must lay siege before the city starves and surrenders. They also provide protection when defending the city in an assault. Buildings can also be damaged in an attack, repair them using the building repair option in the settlement scroll. F. Forts and Watchtowers You can build forts to guard a strategic location where you can garrison your units. However, a fort needs to have troops garrisoned or it will fall into disrepair. Watchtowers are useful for extending your view past your cities and armies. [5.4 Armies] A. Creating Armies Armies are what keep your faction strong and growing. When you create an army you need to take a few things into consideration. The generals command strength which is represented by stars in his profile represents how strong the army will be led. This is probably the most important factor in determining the strength of an army. You should mix up your units so you have infantry, ranged attackers and cavalry. Try to focus unit production in a few cities so you can build up those cities more quickly than the rest of your cities to allow you to produce the best units. Make your other cities focus on economic development. If your units start out with experience or upgraded weapons. they will be represented on the unit icons as chevrons for experience and shield and weapon for weapon upgrades. B. Mercenaries Good generals will be able to recruit mercenaries on the field to add to his army. This is a good way to keep an assault into enemy territory going without having to go back and get more troops. The downside is that mercenaries are more expensive than standard troops. Mercenaries also cannot be retrained in your cities since your city does not usually train these types of units. C. Generals Focus on training your generals to gain command stars. A very strong general can attack a similar army with a weak general and come out victorious with minimal losses. Generals near units raise the morale of these units and they tend to perform better. You can use your diplomats to bribe enemy generals into joining your army. This is expensive but is often worth the cost. Whenever you face a battle, if you think you will be able to fight it manually, do so, because you can protect your general better than the AI. Also be wary of AI controlled armies helping you in a fight, don’t let the AI take control of valuable generals. The bottom line is that you can’t let your good generals die, they are too valuable. Armies without generals are lead by captains, who are regular units who are given temporary command of an army. Captains are not nearly as effective as Generals in leading an army but they sometimes rarely be promoted to Generals after a good battle. D. Gaining experience for armies Armies gain experience as they fight battles. Their experience is represented as chevrons. The chevrons go from bronze, to sliver to gold, with each level having three ranks. A more experienced soldier has higher stats and is much less likely to flee from battle. Generals can also gain experience and command skills through battles and gain the most when they actually participate in the fighting. When your experienced units grow thin, combine them by dragging and dropping them. When you retrain a unit in a city, the new soldiers introduced into the unit lower the average experience of the unit. However,each soldier has its own experience level, it is not determined by the by unit. E. Managing armies Armies come in groups of 20 indivirual units grouped into a larger unit. Right click on the army or navy tab to bring up a list of all your armies. From here, right click on a force to get more details. You can transfer units from one army to another by selecting an army and right clicking on another army, this will bring up an interface which lets you transfer armies. When you attack another army on the campaign map, a Battle Deployment Scroll will come up which gives an overview of your armies and commanders. If you are strongly outnumbered or face a strong general, consider regrouping and coming back with more reinforcements. You have the option of fighting the battle yourself or letting the computer auto resolve the battle. I reccommend that you fight the battle yourself whenever possible because the AI is unpredictable. [5.5 Battle] A. Formations It’s pretty much common sense to come up with a good formation for your army but the basic idea in most situations is to have your infantry in front, ranged units behind, cavalry protecting the flanks and your general right behind the infantry. Having the general next to your infantry boosts their morale. If you have larger numbers than the enemy, it’s usually a good idea to spread your formation so you can surround the enemy. Here are the basic formations you can use once you group your units. 1.) Cavalry First Line: This sets your troops up in three lines: cavalry first, followed by infantry and then missile. This is great when facing weak infantry. You can smash them down with your calvary and finish them with your infantry. 2.) Column: The column formation places your troops into single-file lines, sorted by unit. This is best for defending narrow spaces such as in a city or on a bridge. 3.) Single Line: A single line formation stretches your units into a line without strategic positioning. This is good for quickly surrounding the enemy, or getting into a quick defensive position when you are caught off guard. The Sorted Single line is a better formation in most cases. 4.) Double Line: Similar to the single line formation, a double line simply draws your units into two parallel lines without strategically positioning any of them. This is also good for quickly surrounding the enemy, but the sorted double line does a better job. 5.) Foot First 3 Line: Foot first formation places your heavy infantry in the first line, backed up by missile in the second line, and cavalry in the third. This is effective against cavalry charges but is vulnerable to skirmishers and archers. 6.) Missile First Line: Puts your missile troops at the front of the line, with non-missile infantry in the second line, and cavalry in the third line. This formation is good when the enemy is far away. When the enemy closes in, pull your missle units behind your infantry to protect them. 7.) Sorted Single Line: Heavy infantry in the center, with light infantry and missile troops stretching out of the sides and avalry is placed at the ends. This formation is great for surrounding the enemy. 8.) Sorted Double line: A sorted double line is identical to a sorted single line, except your units are two rows deep instead of one. This works well for surrounding the enemy when you have superior numbers. B. Flanks and Rear The flanks and rear of any army are its most vulnerable points. By placing calvary on the side you can help protect your flanks. When facing an enemy, always try to attack its flanks or rear with your army, especially your calvary. A cavalry charge to the rear can devastate any unit and lower its morale. When facing an army unit such as Greek hoplite phalanx, you must use the slow speed of the enemy to your advantage to flank the opponent. The Phalanx is particularly vulnerable anywhere except the front. One tactic that seems to work is to slowly flank the enemy is to form your troops in a slight half circle so you can slowly surround your enemy. Never let your infantry become isolated, try to keep them in formation in a line so they dont feel like they are being surrounded. C. Morale The morale of your troops is the most important aspect of a battle. If your troops are surrounded they will lose morale and try to escape in a rout. Try to prevent this and use this to your advantage by surrounding troops whenever possible. Showering arrows on the enemy army lowers its morale Also, launching a surprise attack on an unprotected side has the same effect. Having enemy generals near your troops lowers their morale slightly, this is also true of your general and enemy troops. Keep in mind that more experienced troops have higher morale. New troops will most likely rout if your general flees. All units on the battlefield know who is winning the battle by observing their surroundings. If they see any unit or a general fleeing, they are more likely to flee. Use this to your advantage; if you have a unit surrounded and they are routing, let them flee rather than let them fight their hardest to get out of their situation. Once other enemy units have seen them, mow them down with your cavalry to show the other army who is the boss. D. Unit strengths Each of the different unit types is vulnerable to another type. Cavalry is vulnerable to frontal spear attacks. Light Infantry is vulnerable to cavalry and Heavy infantry is also vulnerable to side attacks from cavalry but is effective in hand to hand combat. Artillery is good offensively against almost any unit but is extremely weak defensively and dies quickly after a head on attack. Elephants are a great unit against infantry and lower the morale of enemy troops. They can be supressed by a large number of ranged units and scare tactics such as incendiary pigs. Your Elephants may also turn and attack your own troops in which case you have the option of using the special ability where your rider executes them. Archers are very effective against light troops and mounted archers are a good way to harass enemy troops. Always keep archers them away from the infantry and calvary. Put them behind your infantry when the enemy is close and protect them with your cavalrywhen necessary. If you have the opportunity to flank the enemy using archers,make sure you take off skirmish mode and attack, you will catch the enemy off guard. When the enemy is far away put the archers in the front to shoot arrows as the enemy approaches then bring them behind. E. Fatigue Your units will slowly or quickly get fatigued based on their actions. Use this to your advantage by forcing attacking armies to march to you and by running only when necessary. F. Terrain Use the terrain to your advantage. When fighting near or in a forest, lure the enemy and launch surprise attacks. Place one or two units out in the open while you hide the rest of your army in the forests. However, remember that archers perform poorly near trees. Also, remember that generals are not hidden in forests. When you are fighting on a map with a slope, try to control the higher ground and avoid an uphill battle. Units move very slowly when marching uphill and attack much less effectively; the opposite is true downhill If you have the option to wait out the battle and the weather doesn’t suit your army, wait until the weather changes. Some units are better suited to certain weather condtions than others. Read unit descriptions to find out more details about each units ideal figting conditions. Some terrain such as mountains is impassible to your armies. Try to find an alternate route. Certain choke points such as bridges are important strategic locations. Defending a bridge is much easier than defending on an open plain. You can also hide your whole army on the campaign map in a wooded area to launch surprise attacks on an enemy army. G. After they flee When the enemy starts to flee, continue the battle rather than end it so you can use your cavalry and attack dogs to run over the fleeing enemies. You can gain more experience for your units this way. Using your general's cavalry to run over routing units is a quick way to gain experience and skills for the general. H. Attacking with multiple armies Whenever possible, try to attack with multiple armies by surrounding the terrain around the enemy with your forces. When one of your armies is adjacent, the AI is in control of the army and helps in the fight. Any type of reinforcement usually helps win the battle but be wary of the AI poorly managing your valuable Generals and armies. I. Special Abilities These are special skills you can use by selecting the unit and pressing F or clicking the special ability icon during a battle. Catabrian Circle- This is a formation used by light, missle cavalry. Units using this ability gallop in a way that allows archers to reload while archers in front fire, attacking in an organized manner rather than using single volleys. This is great for harassing the enemy and lowering his morale. Flaming Arrows-Archers have this special ability which can light people and buildings on fire. Not much of a difference from regular arrows when the overall kills are taken into account. Phalanx-Spearmen, hoplites, and pikemen can form a phalanx. A phalanx is a strong line of infantry which is based on strength and formation. This formation is strong but slow and vulnerable in the flanks and read. Rally-This is a special ability generals possess which allows them to try and recall nearby fleeing troops back into the battle. Testudo-An intresting formation where Roman legionaries lock shields to form an armored shell. The legionaries can then move towards the enemy without fear of missle fire. This is effective only against missle attacks, and doesnt fare well against melee attacks. Warcry-Use this ability to give your units a temporary boost to attack strength. Activate this when your units are right on top of the enemy. Wedge-Some types of calvary can form a wedge which concentrates cavalry in the center of the formation resulting in a stronger split in the enemy when the formation charges. Chant-A barbarian ability which increases their own morale while lowering the enemies. Kill Elephant-the rider kills the elephant. Useful when an elephant loses control and starts attacking your own troops. [5.6 Navies] Your navies play an important part in the game. Early in the game, you can use them to fulfill the many blockade missions which the senate will undoubtedly throw at you. Early in the game, I recommend that you build a strong navy and attack the small enemy groups of ships you encounter to gain experience for your navy. Ships are also extremely useful for transporting troops. If you control the seas, you will have a big advantage over other factions which must move troops slowly across land. [5.7 Agents] A. Spies Spies are very useful in the game when used intelligently. Use spies as mobile watch towers to get warning for an attack before it happens. Put spies in your army to increase its sight radius. Infiltrate enemy cities before you attack to get an idea of what is waiting for you so you can prepare accordingly. Also, putting a spy in an enemy city gives a good chance that he will be able to open the city gates in the case of an attack. Even if you arent planning on attacking a city, putting a spy in it lets you see what is going around in the surrounding areas without risking your diplomats. Spies always risk failing a mission and sometimes die in the course of a mission. Experienced spies are less likely to fail or die during a mission. B. Assassins Use assassins to tip a war in your favor. When you first recruit an ssassin, have him kill diplomats and captains of armies to gain experience. A strong assassin has a good chance to weaken an army by killing medium ranked generals. You can also use him to sabotage buildings in other cities to slow down a faction's growth. Assassins, like spies can die during a mission, so make sure you train a few. C. Diplomats Diplomats are essential to a successful campaign. Immediately after starting the game, send out diplomats to every corner of the map to form trade agreements with every faction you are not at war with. This will help jump start your economy once you have trade buildings. You should also use them to form alliance when necessary and bribe enemy generals to join your faction. During wartime, keep a couple around to bribe away armies to avoid a battle you don’t want to fight. You should train diplomats by bribing small armies so later you will have diplomats with the negotiating skills to make tougher deals with generals and other nations. Diplomats are easy targets for assassins, so be cautious with your high level diplomats. [5.8 The Senate] During the game you will have to deal with the senate. Starting from the beginning, you will be assigned missions from the senate to help guide your campaign. You can choose to follow or not follow these missions. Performing these missions will gain you favor with the senate and will help you gain offices, money, and influence. I reccomend that you do these missions if they do not overextend your army or force you into attacking an enemy you are not prepared to attack. Sometimes these missions give you units or money as rewards, which can prove useful early in the game. Another reward that is important is being assigned senate postions. Being assigned an office in the senate gives your family members benefits which continue to show througout their entire lifetime. You can view the senates policy on a certain faction by going to the senate policy screen and clicking on a faction, this gives you an idea of how the senate wants you to treat that faction. On the senate floor tab you can view your popularity with the senate and the people. You will need the support of the people to overthrow the senate late in the game. ------------------------------------------- 6.0 Multiplayer ------------------------------------------- If you have gamespy installed you can play online. The competition online is a lot tougher than the AI, you need to practice your tactics and unit choice. Playing a multiplayer game is much like playing a custom battle in single player mode. You can choose to play a historic battle or play a custom battle. In the same way as a single player custom battle, players choose their units and skills. The players can also choose which team they are on by clicking on the roman numerals on the right of their name. ------------------------------------------- 7.0 Units ------------------------------------------- Here is the unit information not included in the manual. [7.1 Roman Units (Julli, Brutii, Scipii, and Senate)] A. Roman Infantry Peasants Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense, and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else, they are useful when there's digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Town Watch The town watch are local workers and peasants given enough training to defend their homes and keep order in the streets. They are no substitute for fully trained Roman legionaries, but then they are not expected to be more than a citizen militia with an interest in keeping the peace (and possibly they might have some fire fighting duties). They do not have much equipment, as the most they are expected to do is stand behind their spears and shields, and then hold position when charged. By and large, this they manage to do. Archers Roman archers are supporting troops for heavier infantry, very much a secondary role in Roman warfare. They are missile troops almost exclusively, as their lack of armour and poor hand weapons mean that only a heartless or desperate commander would deliberately order them to fight in hand-to-hand combat. Archery is not really a significant part of the Roman way of warfare, but the need for some missile troops is obvious to Roman commanders, and hence these archers are recruited from among the peasant classes. Archer Auxilia Archer auxilia are supporting troops for the heavier legionary infantry, an important secondary role in Roman warfare. They are not expected to fight in hand-to-hand combat and are not given the war gear to do so for long; their job is to provide supporting fire and let the legionaries fight the main battle. Because the Roman army is standardised around its heavy infantry legionaries other types of troops are recruited as auxiliaries. Their training is very nearly as vigorous as that of the legionaries and discipline in auxilia units is certainly as harsh and uncompromising. Historically, with the changes introduced by Gaius Marius professional auxiliaries were recruited to serve alongside the now-professional legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full time, service-for-life footing, with auxiliaries being rewarded with Roman citizenship at the end of their military careers. Velites Velites are light skirmishing troops who screen the main battle line of an early-pattern Legion as it advances. They are armed with javelins and a stabbing sword, and carry a small round shield but no other protection. It is their task to harass the enemy before the main combat begins. Velites are recruited from younger citizens, who lack the experience (or the money for their own gear) to fight as hastati or other heavy infantry. Roman velites become obsolescent after the Marius Reforms. Historically, Marius put the Roman army on a professional footing, and abandoned all property and age requirements in the process. Roman citizens would no longer go to war as-and-when as a civic duty; they would fight in future as full-time citizen- mercenaries in the Legions. Hastati Hastati are among the younger men in an early Republican Legion, and form the front line in any battle. They are supposed to wear down an enemy and hold him before the next Roman battle line attacks and carries on the fight. They are, as a result, capable troops in their own right. They are armed with two pila that are thrown at the enemy at close range before they close to fight hand-to-hand. They are equipped with a sword, a bronze helmet, a large shield and a breastplate. The pilum (plural, pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be thrown back and if it's stuck in someone or something it is a real hindrance to movement. Historically, hastati spent their own money on their equipment and often couldn't afford anything much better. This, along with the age and property requirements, was why they fought as hastati. Principes Principes are older, more reliable soldiers who have seen some service. It is their task to be the second line of a legion and carry on the fight once the hastati are spent. They are supposed to carry on the 'wearing down' fight and exhaust the enemy. They are, as a result, capable soldiers and unafraid of combat. They are armed with two pila that are thrown at the enemy at close range before they close to fight hand-to-hand. They are each equipped with a sword, a bronze helmet, a large shield and chain armour. Historically, principes spent their own money on their equipment and, being older, were in a position to buy better gear than the young hastati. This, along with the age and property requirements, was why they fought as principes. Triarii Triarii are tough heavy spearmen who make up the third and most senior part of a Roman Legion before the military Reforms of Gaius Marius. They carry a long "hoplite-style" spear (the hasta) that is used to thrust, a long shield and a gladius. They are the oldest veteran soldiers, and well armoured – hardly surprising, given that they are also drawn from the richest section of society. The triarii are the last available line in early-pattern Republican Legions. "Going to the triarii" is a Roman saying meaning carrying on to the bitter end, and if they are used it's a sign that the moment of decision in a battle has arrived. Historically, triarii spent their own money on their equipment and could afford to buy the best of everything. Light Auxilia Light auxilia are skirmishers who act as a screening force for heavier troops. They also break up enemy formations with showers of javelins that have a longer range than the iron-shafted heavy pila carried by Roman legionaries. These auxilia do not wear armour and so cannot be expected to last long in hand-to-hand combat but they can fight if they must. Their training is very nearly as vigorous as that of the legionaries so they do not tire easily, and discipline in auxilia units is certainly as harsh and uncompromising. Auxilia Auxilia are highly disciplined and tough spearmen who provide support to Roman legionaries in battle. They are defensive infantry, expected to protect the flanks of the heavier legionaries from cavalry and similar threats; their training is at least as harsh as that of the legionaries and produces men with a similar level of discipline and hardiness. These troops need to keep up with other Roman forces, and so cannot be allowed to tire easily. They are recruited from among non-Romans within the Empire, and this is easy because Roman citizenship is far from being universal. Historically, Roman commanders made sure that auxilia were always stationed far away from home so that there was no temptation to acts of rebellion. The changes introduced by Gaius Marius meant that professional auxiliaries were recruited to serve alongside the now-professional legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full time, service-for-life footing, with auxiliaries being rewarded with Roman citizenship at the end of their military careers. Early Legionaries Roman legionaries are tough, professional troops with good armour and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping their shields for protection. Every legionary's chainmail armour, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these legionaries only came to be after the army reforms of Gaius Marius. He abandoned property and age requirements for the legions, and made the Roman army into a professional force. No longer would a man have to provide his own war gear; he would be paid, serve a term of 25 years and then retire with enough land to give him a pension for the remainder of his days. Early First Cohort Legionaries The Roman first cohort consist of well-armed and armoured infantrymen, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other Roman troops. Legionaries are tough, professional troops with good armour and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping their shields for protection. Every legionary's chainmail armour, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, the first cohort close and continue fighting with the stabbing gladius. Historically, these cohorts came to be after the army reforms of Gaius Marius. He made the Roman army into a professional force. Men served a term of 25 years and then retired with enough land to give them pensions for the remainder of their days. The best legionaries in each legion would naturally gravitate through seniority into the first cohort. Legionaries Roman legionaries are tough, professional troops with good armour and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping their shields for protection. Every legionary's flexible banded armour, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. The lorica segmenta armour was adopted because it was cheaper to make and offered more protection as the earlier chainmail. First Cohort Legionaries The Roman first cohort consists of well-armed and armoured infantrymen, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other Roman troops. Legionaries are tough, professional troops with good armour and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle |
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