Rome: Total War Walkthrough :
This walkthrough for Rome: Total War [PC] has been posted at 02 May 2010 by danny4lyfe and is called "FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up danny4lyfe and share this with your freinds. And most important we have 3 other walkthroughs for Rome: Total War, read them all!
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Walkthrough - FAQ/Strategy Guide########ba ,ad####ba, ##b d## ########### ## "#b d#"' `"#b ###b d### ## ## ,#P d#' `#b ##`#b d#'## ## ##aaaaaa#P' ## ## ## `#b d#' ## ##aaaaa ##""""##' ## ## ## `#b d#' ## ##""""" ## `#b Y#, ,#P ## `#b d#' ## ## ## `#b Y#a. .a#P ## `###' ## ## ## `#b `"Y####Y"' ## `#' ## ########### _____ _ _ __ __ _______ |_ _|__| |_ __ _| | \ \ / /_ _ _ _ _______ |_______| | |/ _ \ _/ _` | | \ \/\/ / _` | '_| |_______| |_|\___/\__\__,_|_| \_/\_/\__,_|_| Rome: Total War FAQ/Strategy Guide (PC) Written by TestaALT Version 1.0 - Last Updated 7/17/05 _____________________________________________________________________________ Table of Contents ----------------- 1. What's New? 2. Introduction 3. Controls 4. Factions 5. Running a City 6. Economy 7. Unit Fundamentals 8. Battle Basics 9. Battle Strategies 10. Sieges 11. Agents 12. Faction Family 13. Diplomacy 14. The Senate 15. Campaign Strategies 16. Historical Battles 17. Units List 18. Buildings List 19. Traits List 20. Trait Triggers 21. Retinue List 22. Quotes 23. Useful Links 24. MODDING and Cheats 25. Credits 26. Legal Disclaimer 27. Contact Info \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 1. What's New? /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ v1.1 (7/18/05): Corrected a big mistake in spelling, added user strategy. v1.0 (7/17/05): Initial version of guide - everything is done! \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 2. Introduction /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Rome: Total War is one of those revolutionary games. Not only does it have a campaign mode, but you also get to fight all of your battles in the beautiful 3D worlds. What's more, you actually see your troops fighting the enemy; needless to say, it is breathtaking. It is almost like playing a war scene in the movie "Troy"! Rome: Total War boasts literally a ton of modes, including Imperial Campaign, Historical Battles, Custom Battle, and Quick Battle. It's almost like four games for the price of one! I daresay that it will be quite a few generations before we experience the quality of Rome: Total War in other games. It has been truly a "fun" time writing and compiling this guide. When I first played Rome: Total War, I was lost. I built farms everywhere and basically built my way into debt. I didn't know anything about the civil war and became mice meat to The Senate. Hopefully, with this guide at hand, you won't suffer a similar fate. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 3. Controls /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ -- Campaign Map -- Option Menu: Escape 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 -- Battle Map -- Option menu: Escape Pause: P Toggle unit run: R Stop current orders: Backspace 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: , or < Rotate unit counter-clockwise: . or > Increase formation width: = Decrease formation width: - Select waypoint: Shift + right mouse button Show unit destination: Space Group select units: G Ungroup select units: G Select all units: Ctrl + A Deselect all units: Enter Select all artillery units: Ctrl + B Select all infantry units: Ctrl + I Select all Cavalry 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 \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 4. Factions /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ -- The House of Julii -- Rome is a place where tradition and history count for much. The legends of the city’s founding are important, and the powerful patrician families are directly descended from the first followers of Romulus. These heroic times demanded harsh, decisive action, and this is a tradition that the often- conservative Romans have maintained to this day. The Romans, including the Julii family, are people for whom politics and war are all or nothing affairs. The Fates have not always been kind to the Julii. They are a patrician family but one whose star has not always been in the ascendant. The family’s fortunes have declined and then risen over the centuries, so much so that they may almost be considered vaguely parvenu: upstarts newly arrived to wealth, power and authority. With the loss of position and status in the past, the other powerful factions of Rome look down (if only ever so slightly) on these ‘new men’ of Rome. The Julii have had to adjust to the realities of politics and power, and have cultivated their popularity with the common people. The rule of Rome may lie with the Senate for now, but the Julii know that the people also have a say in government. The Senate and the patrician classes need the plebeians to at least go along with their actions. This populist attitude to the common people puts the Julii at odds with the other great families. Which approach will lead to great power within Rome has still to be decided. The Julii have a commanding position in northern Italy that means they will be in vanguard of any struggle against barbarians. Success there can be translated into political power in Rome itself, as the mob always loves winners... -- The House of Brutii -- The founding of Rome is shrouded in legend. Legend has it, for example, that the Romans can trace their ancestry back to Aeneas, the hero who escaped from the sack of Troy. The founding of Rome also involves violence and murder. Viewed in a certain light, much of subsequent Roman history can be seen as a continuation of these aggressive ways. Since this time, the Romans have kept fine traditions of warfare and high-stakes (or even murderous) politics. The Brutii know all about Roman politics. The founding of the Republic of Rome involves them closely, as they have been at the heart of the Republic for centuries and can even claim to have the ‘Father of the Republic’ in their family. Lucius Junius Brutus pretended to be an idiot for years to avoid being killed by Lucius Tarquinius Superbus (Tarquin), the last king of Rome, and then managed to lead his people in expelling the hated king after the rape of Lucrece. Casting aside his idiot persona, he became one of the first praetors, a ruling office of the patrician class established before the consulship. Lucius Junius Brutus even had his own sons executed for plotting to restore the Tarquins to power... that’s power politics played out to the bitter end. Membership of the patrician class is what sets the Brutii apart from the other Roman factions. They are counted among the old families of Rome, those related by blood, marriage or adoption to the founders. These are people who have always been important within the social hierarchy, people who would expect to have authority as a matter of course. This is why they now have control of southern Italy. The Brutii would not have expectations of power, however, if they had not been able to deliver the political and military skills that Rome requires. But now, perhaps, with Rome surrounded by enemies within and without, there is a chance to secure ultimate power, to become the new Imperators of a Roman Republic that extends throughout the known world... -- The House of Scipii -- The city of Rome had a violent foundation, one that mirrors much of the political and military infighting that happens between the great families of Rome. Romulus murdered Remus for jumping over the walls of the city, and then named himself King and renamed the city in his own honour. The patrician families of Rome claim descent from the adventurers, exiles and warriors Romulus recruited to help establish his city. The Scipii should be numbered among these ancient bloodlines. They are not, perhaps, of quite the first rank, although this in itself means that they are keen to prove themselves the equal of any other Romans, but they are certainly among the optimates, the aristocracy of the city, and have been for many generations. They are important people, used to the privileges of rank and the usages of power, both to further Rome’s ambitions and that of their own family. They have also produced able politicians and generals - the two go hand-in-hand in Rome, as political success rarely comes without success on the battlefield. They are, however, unusual in a couple of respects for a Roman family of the old ways. Firstly, they are extravagantly wealthy. Wealth is one thing, and this always brings power with it, but their use of wealth has sometimes surprised more conservative Romans (and Romans are nothing if not conservative). The Scipii also have a taste for Greek learning and culture, again something that surprises and concerns the conservative elements. Nevertheless, despite these un-Roman ways, the Scipii have the political skills and military competence to make their family greatest in Rome, and possibly the rulers of the known world. They may only directly control a couple of provinces in Italy and Sicily, but their ambitions are boundless... and realistic. -- Macedonians -- After the death of Alexander the Great the empire he had created tottered and fell into disarray with remarkable speed. His empire was the largest ever seen, and the generals struggled against each other for the ultimate prize of being the new Alexander. Something that none of them was quite strong enough to attain. The Diadochi, or Successors, were only strong enough to hold together fragments of Alexanders empire. Macedonia was the original home of Alexander, now ruled by the descendants of general Antigonus Cyclops or Antigonus the One-Eyed. The Macedonians are the proud inheritors of Alexander’s original kingdom. Macedonia itself, with parts of Greece as dependencies, has the potential to be a strong power once more. Although the empire may have slipped away from the Macedonians, they are still deadly warriors and fierce opponents. The Antigonid dynasty commands the respect of their people and has a strong military tradition. Macedonia has spent many long years struggling against the other Diadochi or ‘Successor’ states. This military might could equally be turned against other powers for domination of the eastern Mediterranean, Asia Minor and then, perhaps, the whole of the known world. A new Greek empire could arise and equal the achievements of Alexander... -- Egyptians -- After the death of Alexander the Great the empire he had created tottered and fell into disarray with remarkable speed. His empire was the largest ever seen, and the generals struggled against each other for the ultimate prize that none of them was quite strong enough to gain. The Diadochi, or Successors, were only strong enough to hold together fragments of Alexander’s empire. Egypt was one part of that empire and by anyone’s standards it is an ancient land. It is now ruled by Greek Pharaohs, the descendants of Ptolemy I, one of Alexander’s able generals. The Ptolemaic dynasty adjusted rapidly to Egyptian ways and adopted the royal ways of the Pharaohs - including divine status and marriage between the Pharaoh and his sister in each generation. All the succeeding Pharaohs have been called Ptolemy, and their sisters (more often than not) Cleopatra in the Egyptian fashion. Egypt, therefore, is a rich land under the new Pharaohs and a centre of learning for the Greek world. The Ptolemaic Pharaohs hold together a formidable kingdom and must be seen as a major power in the Eastern Mediterranean. Their potential in warfare against the other successor states is also impressive, and an aggressive Pharaoh could well expand Egypt’s boundaries far beyond the Nile valley... -- Seleucids -- The death of Alexander the Great brought dissolution to his empire almost before his corpse was cold. It may have been the largest empire the world had ever seen, but it proved fragile once the man himself was gone. His generals fought for control of what remained, but none of these Diadochi, or successors, was strong enough to be a new Alexander. The empire fragmented, and Seleucia was one of the splinter kingdoms, held together by the descendants of Seleucus, one of Alexander’s able lieutenants. Seleucus I came close to seizing the throne of Macedonia too, but was murdered before he could achieve this ambition. There have been tensions with Macedonia and Egypt ever since despite occasional marriages between the ruling houses of these states. The Seleucids hold the former Babylonian provinces of Alexander’s empire, an area of ancient cities and rich farmlands along the Tigris. (As an historical aside, the later Seleucid capital city of Ctesiphon is now under a suburb of Baghdad in Iraq; the earlier capital, Seleucia, was on the other river bank). This region also sits on the trade routs to the mysterious east, something that generates large revenues for the Seleucid kingdom. This, combined with the manpower and military expertise that are available, could make the Seleucids into masters of much of the known world. A Greek-Persian empire, combining the best of both systems as Seleucus tried to do, could be formidable indeed, and perhaps unstoppable. -- Carthigians -- By tradition, Carthage was founded by Queen Dido who had fled from the city of Tyre in Phoenicia after her husband was killed by her brother. Even in the days of legend there was a link with Rome, because Aeneas of Troy, the father to the Romans, was the lover of Dido and then abandoned her. In her grief she killed herself, cursing Aeneas and his descendants as she died. Carthage - the name means ‘new town’ - continued to flourish, a Phoenician colony that outgrew and survived its parent land. The Phoenicians - and their successors the Carthaginians - must be credited with the invention of glass, the bireme galley and with being expert traders thanks to their superb navigational skills. Even before the Greeks reached the Western Mediterranean, Carthage was a superbly wealthy city, thanks to its mastery of the seas. Carthaginian colonies - colonies of the original Phoenician colony - now ring the sea (modern Barcelona is named after the famous Barca family). Carthage is a maritime power, with only a relatively small landowning class to provide military land power. This, however, does not matter as long as Carthage continues to be wealthy. Its coffers pay for mercenaries in abundance when the city needs to go to war. And it is this wealth, mastery of trade and expansion along the Mediterranean coast towards Italy that brings Carthage into direct confrontation with the newly rising power of Rome. Now, perhaps, it is time for Dido’s curse to have its full effects on the children of Aeneas... -- Parthians -- The Parthians are a nomadic people who conquered and settled in the area near the Caspian Sea in the 4th century BC as part of the Dahae confederation. Since that time the Parthians, under their Arsacid rulers (named after King Arsaces I), have fiercely maintained their independence. The Seleucids have, from time to time, claimed to be the overlords of Parthia and, from time to time, have actually been strong enough to try and enforce their claim. This is not something that endears the Seleucid Empire to the Parthian kings. The Parthians have the potential to be a great power - perhaps a great Empire - as they sit close to or astride the main trade routes from the east to the Mediterranean. The wealth of the world flows through these lands: a fortune that could pay for any army that an ambitious king could imagine. This wealth is there for the taking, for the people with the will to stretch out their hands and grasp it. Historically, the Parthians managed to become a great power, and fight off the advance of Rome into their heartlands. To the north are the barbarian steppes, peopled by fierce tribes who require watching. To the west, though, lie the Seleucid Empire and the lands of Alexander’s successors. These too are ruled by ambitious men. And beyond them, the rising power of Rome, and the traders of Carthage. Perhaps common cause could be made with them, for a while... -- Kingdom of Pontus -- After the death of Alexander the Great the empire he had created tottered and fell into disarray with remarkable speed. His empire was the largest ever seen, and the generals struggled against each other for the ultimate prize that none of them was quite strong enough to attain. The Diadochi, or Successors, were only strong enough to hold together fragments of Alexander’s empire. Mithradates I, the son of Prince Mithradates of Cius, took advantage of this situation to establish a new kingdom of Pontus. He was not one of the Diadochi, but a freebooter who saw his chance and took it. In the confusion Mithradates rode to Pontus with six horsemen and made himself king. Mithradates was an able man, to say the least. Since then, Pontus has managed to maintain its independence from both Greek and Persian influences, even though the royal family have Persian roots. The kingdom has a good position on the Black Sea coast and the potential to expand into much of Asia Minor. Nearby lie the great trade routes from the east, a significant source of revenue. It is also home to many warlike peoples, a fact that could be exploited by expansionist rulers. -- Gauls -- The Gauls are a confederation of many tribes who have successfully expanded their territorial range over centuries of migration. Their culture is vibrant, aggressive and proud, valuing courage in both their leaders and warriors. Do not mistake the Gallic people for simple barbarians. They are far from a simple people. Their culture is ancient. They have kings, coinage and developed trade. Their metal working skills are superb, easily the equal of their so-called civilized neighbours. Their towns are well organised and prosperous. Their culture is rich and they have Gods aplenty to keep them from harm. They have warriors aplenty to do harm unto others. They may lack the writing of the Greeks or Romans, but this does not make them savages. They are from the same robust Celtic stock as the Britons and indeed many of the same tribes can be found in both Northern Gaul and Britannia. The sea has been no barrier to their expansion. Like the Britons, the Gauls have a proud warrior tradition and are not people to lightly accept conquest or setbacks. They will fight, and fight hard, to preserve what is rightfully theirs, and to take new lands that could be rightfully theirs. A certain degree of bloody-mindedness also colours their druidic religion and warfare which many outsiders find deeply intimidating - headhunting does that to other people! The Gauls are a people with a great future, if they can find the space to expand successfully. They face many threats, from both ‘civilized’ people and other ‘barbarians’, but these threats can equally be seen as opportunities for greatness and glory. -- Germans -- The forests of Germania are dark and deep, and home to many brooding gods and malign forces. Some of this darkness, this menace, can be found in the people of the forests, men not easily tamed or turned to gentle pursuits. They are born to war, savage in battle, unforgiving of insults, implacable when feuding, and cruel in victory. Their gods are terrible and demand hideous sacrifices of men, women and children. This much, at least, the scribes of civilized lands believe to be true. The Germans are much like their Celtic neighbours, but with their own distinctive styles of dress, their own language and their own ways. They are a confederation of people who speak the same tongue and honour the same warlike and harsh gods rather than a nation. Their constant feuding amongst themselves make them distrusting of strangers and difficult allies. Warlords rise and fall among them almost continuously, and the difficult conditions in their homeland make sure that they have few large towns. Peace is almost unknown to them, except when won with an axe or sword. All of this has produced a race of warriors second to none. The Germans may not be sophisticated fighters, but they are cunning, clever, and do not know the meaning of fear. Ambush and treachery they understand in full, along with vengeance and the importance of leaving no enemy alive. They are a vigorous people, a people who could be great across the whole of the world. All they need is leadership, and the chance to fight! -- Britons -- The Britons are very similar to the Gauls - they come from the same robust Celtic stock after all, and many tribes can be found in Northern Gaul and in Britannia. The sea is no barrier. The Britons have their own sophisticated culture, within which trade and kingship flourish, and they have well- organised towns, a small but growing merchant class and age-old trading links to the world. The Phoenicians, for example, came to these islands for tin and lead. They also have a proud tradition as warriors. Britons are fierce fighters, and present a terrifying appearance to their foes. They dye themselves blue with woad, think nothing of danger, and often lime their hair into fantastical spikes, making them appear truly horrific. Perhaps a later Roman description of Britons as ‘Brittunculi’, wretched little Britons, is only partly contemptuous: it might equally be intended to make them less terrible. For the Britons can be terrible: their spirits are rarely broken by defeat or enslavement. They plot revenge, and then take it as brutally as possible. Their druidic religion can be savage to outsiders, demanding human sacrifice as a matter of course. Their traditional method of warfare involving fighting from light, highly manoeuvrable chariots can also put fear into many enemies. The noise alone is enough to scare many into flight. All in all, from their island home the Britons have much to feel confident about. They are a vibrant people, with a tradition of bravery in warfare and Gods who will aid and protect them. Protected by the moat of the sea from invasion, they can gaze out towards the mainland, and plan their conquests... -- Greeks -- The Greeks have a right to be proud. They are the fathers of democracy and reason, bringers of civilization and culture to the lands around the Mediterranean. There are few corners of the known world that have not felt the tread of a Greek army, or been graced by the magnificence of Greek architecture. The world is only the way it is because Greeks fought off the despots of Persia, and because Alexander led Greeks to the ends of the earth! Now, however, the Greeks are reduced in power, and largely confined to their original homelands. A loose confederation of city-states and petty kingdoms, held together by a need for mutual protection, is what remains. But there could still be greatness within Greece. The same blood that once defied Xerxes still runs in the veins of Athenians, Thebans, Spartans and the rest. The men of Greece still value their independence and civilization, and could still take this back to every corner of the world. Perhaps now is the time for the Greeks to be great again. Alexander’s heirs still fight amongst themselves for the spoils of empire. The rising power of Rome has yet to break out of the confines of Italy - they face the Carthaginians as rivals. To the north, the semi-civilized Dacians and other barbarians are surely no threat to civilized men, and Greeks have never bowed the knee to Eastern despots! The following factions, although playable by mods, have no description: * Armenians * Dacians * Numidans * Scythians * Spanish * Thracians \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 5. Running a City /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ It is hard to win battles if the infrastructure of your empire is screwed up. Bringing a few hundred more men to the fight that have better equipment and more uses will make battles a cinch. To do this, one needs to be good at running their empire. At first, you only start off with a handful of provinces. These might already be developed somewhat, but let's look over them and figure out how to manage them. Every settlement has four "details" - income, public order, population, and population growth. In addition, every settlement can construct buildings and train units. Constructing better buildings means better units, but you need a certain level of population before you can construct a new slew of buildings. So, the consensus is that you want to get population as fast as possible, right? This is totally wrong. If you're population is at, say, a 5% increase per turn when you have 2,000 people, that's all nice and dandy. But what happens when you reach 24,000 people? You'd be getting a boatload of people a turn - too many that squalor would rise and everyone would revolt. With that in mind, you don't want to the biggest percentage of population ever. You want population to have a screeching halt at just above 24,000, so you can get all the last good buildings and not have the city rioting. Public order is directly connected to squalor - the percentage indicates how happy people are in the city. The higher, the better. If the percentage is extremely, they will riot and killing will commence. To keep public order in a good range, buildings and garrisons apply. For garrisons, it doesn't matter the quality of the troops, but how many you have stationed. So, you should always stick with peasants in towns - they have the largest numbers, cost nothing, and will keep public order high because of their numbers. Buildings also raise public order - especially temples. Income tells us how much money that city is making. All cities make money, so even if it's in the negative amount, all it means is that the city isn't performing as well as your top cities. If the income is in the negatives, you'll need to build more stuff that makes money. More information on that in the next section, economy. Usually players make a settlement a "military" or "economy" settlement. That is, they make buildings that only have to do with one of them. This is a good idea at first, but I would build economy (money-making) buildings in every settlements. Having a ton of money is always a good thing, unless you're flirting with the fifty thousand denarii range. At fifty big ones, you'll start to get the "corrupt" expenditure, which will leave your family members susceptible to bad traits. Unless you're way other the fifty thousand range, try to stay below it. But, back to the point: choose a settlement as "military" or "economy" and try to build almost exclusively on that. When you're done with that, it's nice to put economy into the military, as having oogles of money is good. You also *might* want economy settlements to focus on one type of unit, but it's optional. Raising and lowering the tax rates for a city is your friend. It makes population growth slower and gives you more money. Public order is lowered, but stopping population growth will be key for some settlements. For military settlements, it is obviously a bad idea to jack up the tax rate to very high, considering you'll just suck away at the population. Toy with the tax rate until you find a good level for all your settlements. For some, you'll probably just want to stick it at "very high" and reap the rewards of the settlement with worry of too much population. All cities also have health. If a plague drops by, it could desolate your city. To stop this, build things like sewers to raise public health. But that raises population growth, so don't go overboard on building health-related buildings. The Plague lasts around five turns, and it takes quite a few more until they are ridden of it. Quarantine cities who have plagues so it doesn't spread. If you recruit a hundred men from a city, a hundred will be taken away from the total population. Makes sense, right? If you dismiss a unit in a city, the population will go to that city. So, if you want, you can make peasants and ship them to cities that need more people. When taking over other factions, you'll always have a lower public order. This is due to the fact that all cultures are different, and people like their current cultures. To boost public order, destroy any temples of the other faction and build your own in their place. If you press the little round button at the bottom right-hand corner of the screen (it will have your faction's symble and colors on it) you can view how much money you are making in the "Financial" tab. This shows you exactly what you are making/losing, it even includes what it actually is. It is good to reference back to this every now and then to see what you can improve upon. The turns are six months, alternating between the hot, sun-drenching summer and cold as ice winter. To end a turn, press the hourglass button at the bottom right-hand corner of the screen. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 6. Economy /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ So you learned about running a city, and now you want to make the big bucks? Well, it isn't entirely simple; it's not like you flip a switch and the game does everything for you. You have to work for it, or build, depending on how you look at it. Most economical buildings raise your income, so it is imperative that you build them. But which buildings jack up your income? And when do you build what? Here's the list, in order of when you should build them: 1. Without roads, your city will have very little trade, and on top of that it will be hard to move with your army. Roads are the number one thing you should construct, as they jack up income. Always build roads first when you capture a settlement/are starting out. It will be very hard to make a good income if you can't get much trade. 2. If you've captured a settlement, destroy any temples or shrines that settlement has. It will make the cultural unrest less. If you're not on the blue face or riots, head to step three. If you are, immediately build your own public order bonus shrine. 3. Farms are the second item you should construct. ONLY BUILD THE FIRST level of farms, which is called "Land Clearance." If you build any more, it will up the population growth and you'll have a big problem later in the game when you're getting 5% of 24,000 and have big unrest. The first farm, however, has many good qualities in income. 4. The next step is to build ports if you can. Obviously, you can build a port if you touch water. Ports raise your trade income, and it's always nice to have a ship or two in the ocean. 5. After that, there is mines. Only some provinces are able to create mines - if you can, then do it right away. Mines have a constant income that doesn't change, so you'll be profiting off of them for quite a while. 6. Either build a market or a military barrack of your choice, depending on what your plans are for the province. 7. After this, build the lesser buildings like blacksmiths, academies, and other troop barracks. If the province was military, build a market after you build your first barrack - income never hurt anyone. 8. Walls can go first or last, depending on how much of a threat you think your city is to attack. If it's clear, then build them last. If a band of a million Gauls is parked right next to the city, definitely build walls first. Screw economy, you need to hold onto the city! 9. You can build sewers and other public health buildings, if you desire. They raise population, but couldn't you just destroy them when you reach 24,000 people? Well, that pretty much covers what to build. Everything else falls in place once you have all the buildings layed down. You'll be rolling in the dough on your province. Tax rates affect a lot of your income, also. But how high is too high? Really, the skies the limit if you don't have any military plans for the settlement; just keep it as high as possible and you won't ever have to worry about squalor or too big of a population. But what about military settlements? Well, in the beginning of the game, I suggest that you raise the taxes high if you don't have much money and a pretty decent population - money is going to be needed in your early campaign. If you have money, just stick it at normal so it raises to the next level this millennia. Tribute ------- If you give another faction something favorable, you can sometimes get "tribute" in the form of money. This can add up to a ton of bucks if you play your cards right. Map information is the most basic thing to trade that really doesn't do much to the game - you can get a few turns of thousands of gold if you haggle right and have seen some of the map. In some cases, you can get an inane amount for map information, but that's only if you've seen a majority of the map. Trading map information for tribute is essential early in the game, mostly because money is scarce early and you need all you can get. Trade Agreements ---------------- Also with diplomacy, having trade agreements with other factions is a good thing. It will boost the income (obviously) of your trade. Sometimes, you can also get a tribute out of them, if you are pesky enough! Fifty Thousand -------------- Once you reach 50,000 denarii, you get an expenditure labelled "corruption." The more over 50,000 you are, the more this will cost you. Faction members generally get greedy after this amount and take a little for themselves. This may seem harmless enough, but it can lead to bad traits and retinue. If you're flirting with 50,000, build something so you're lower than it or bribe a great general. Quick way to look at things: Roads: Essential to any province, bring in trade income. Mines: Slow but steady income, only some provinces have it. Farms: Only build the first level so you're population doesn't spurt out of control. Ports: Sea income is pretty good, also. Markets: More trade income, yay! Taxes: High if not a military settlement and don't want growth, medium to low if you're recruiting inanely. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 7. Unit Fundamentals /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Infantry Units ============== The backbone of all armies, infantry units serve as "meat shields" or "walls" for the enemy attack. They are very well equipped defensively and offensively, making them perfect protectors that can harass enemy troops. Infantry's main purpose is to fight the other infantry - distract the enemy, more or less - while other units charge or fire in (literally) for the kill. Infantry units include the very defensive Pikeman to the well-rounded Roman infantry. Infantry is more than just a meat shield, though. In addition, most infantry can kill pretty effectively, if given the opportunity. Infantry typically don't pick the fight (unless going up against other infantry, of course) mostly because of their slow to mediocre speed. Missile units skirmish away and Cavalry can outrun infantry by a mile. Still, infantry is needed in all armies, if only to keep a good line. Light Infantry -------------- Yes, I just ranted about the slow to mediocre speed of infantry, but light infantry is actually pretty quick. They are severely less armored than heavy infantry, but if you ever need a diversion, flank attacks, pesty missile unit charges, and rout killing, light infantry might serve you well. Usually, though, you'll only be using them in the earlier parts of your campaign. If you're really early in a campaign, these guys might even be your main protectors. They serve many decent purposes - really a jack of all trades, but they aren't masters of anything besides good diversion. It's especially nice to pull off a heavy infantry unit and turn the battle in your favor because you have a nice opening. Light infantry, however, sort of become obsolete when you're mass producing Cavalry, considering Cavalry are the experts at light infantry's job, and light infantry can't hold a line like heavy infantry can. Heavy Infantry -------------- Meat shields! All generals and missile units need them, why not get heavier infantry? Not only can they hold the line, but they can also dish out some respectable damage. Heavy infantry usually have good morale, meaning it will take some time before they rout. The only drawback is that heavy infantry are slower than other units and, because of that, they usually will only find themselves fighting other heavy infantry and the occasional flank attacks by Cavalry. Still, heavy infantry aren't as good defenders as Spearmen, thanks to the fact that they don't get Phalanx formation, but Testudo formation. Testudo makes enemy arrows go away, but it leaves the infantry vulnerable to hand-to- hand attacks and tires them out quickly. Testudo is good for sieging but not much else. I'd rather use Spearmen as defenders, personally. Spearmen -------- Spearmen might be slow, but they can take a big beating. These units really are walls - face them head on and you will find yourself dead as a doornail. Spearmen are pretty darn slow, though, so they are very susceptible to flank attacks and archers. They kill Cavalry like shish kabob head on, but they'll really find themselves in trouble if they get hit from the flanks by those same ponies. The Phalanx formation, although trash-compacting movement, is effectively a wall that can kill. Face a unit head on in Phalanx formation and you probably won't kill one unit. Spearmen are superb in bottleneck situations, where the only place an enemy CAN go is into their spears. However, Spearmen move slowly, and, in combination with the fact that they are only decent killers, you won't find Spearmen racking up the kills unless the enemy likes spears. Missile Units ============= Missile units are designed to pepper down the enemy numbers before the hand- to-hand fighting starts. They are skirmishers, most always running away from the enemy enough to get another volley into the gut of the enemy. But don't let them skirmish into a position where they can potentially shoot your own men! If ever put in hand-to-hand combat, most missile units are demolished within ten seconds of the engagement - literally torn to shreds thanks to the no armor and small, weak-looking dagger clause. Cavalry feast at the opportunity to charge in and desolate'em, mostly because all enemies fear Missile units. Though they only have a limited amount of ammo, they can seriously destroy the enemy if they are not left alone. Being fired on at will isn't very fun. Fire arrows make bow-wielding missile units even more needed in a fight - they take care of the chariot and elephant "problems." Archers ------- Bow-and-arrow at their best, cloak-and-dagger at their worst, Archers are the game's most basic Missile unit. They have a good shooting distance, decent kill rate, and are pretty fast - what's not to like about them. Their weakness, though, for the most part, is hand-to-hand, mano-y-mano fighting. Archers are glass cannons. Fire from a distance and hope you don't get poked at! Fire arrows are particularly fun because they ruin the enemy's morale. I mean, c'mon, would you like to see a man burn until his little green uniform was all black? Fire arrows wreak more havoc on the enemy's morale than them regular wood sticks, but have a worse kill rate than regular arrows. Fire arrows have more ups, however, as they spook elephants and annihilate chariots. Skirmishers ----------- Mostly including the Roman Velites, skirmishers are pretty decent, all-around soldiers. Their main purpose is to pepper down the enemy at the flanks, maybe distract an infantry or two. And then, *gasps* they skirmish away and throw more spears at the enemy. One obviously can't throw spears too far, making them almost obsolete when archers come around. Additionally, skirmishers don't come with the best amount of ammo. What gives skirmishers somewhat of an edge, though, is the fact that they CAN fight hand-to-hand combat. Most archers will just fall to the ground with their paper armor, but skirmishers usually come equipped with a shield and sword, making them borderline close-combat fighters. When they run out of ammo, just have them charge the enemy's flanks or give'em enemy archers a tough time. Cavalry Units ============= The completing piece of any army, Cavalry units are more valuable than they seem at first. Although mowing down Missile units and other no armored foes seems like their only purpose, Cavalry serve as the unit that "paints the bigger picture" in this game. So far, we've got infantry on infantry with archers pelting arrows down, but a heroic charge into the flank - that is, the side or rear of an enemy - can desolate most enemies. Cavalry are fast, so they CAN get to the flank, unlike other units. They also have good charge bonuses. In addition to these uses, Cavalry are also excellent at hunting down routd units and have a ton of stamina - you'd have to run (or gallop) all the way across the battlemap before they get tired. With all this in mind, Cavalry are a great fit to any army. Light Cavalry ------------- As the name states, these Cavalry are "light" - they don't have much defense and only wield spears. Light Cavalry are excellent for quick strikes at the flanks of infantry - just don't let them get torn to pieces after the charge. These Cavalry will mainly be your "extra" unit, ready to take down any weakness you see in the enemy's army. If archers, or even skirmishers, aren't being protected well enough, it's the light Cavalry's duty to slice them in half. Just don't charge into the front of heavy Cavalry or infantry, because light Cavalry gets manhandled by units that have more defense and hand-to-hand power. Although light Cavalry's main purpose is to take out Missile units, they can also be the deciding punch in overpowering any unit that is already engaged - use them wisely to see the enemy routing out. Heavy Cavalry ------------- Heavy Cavalry will serve mainly as your flankers and, in some occasions, protectors. The power of a heavy Cavalry's charge is one that few enemies can survive and, if they do make it passed the charge, the enemy knows that you'll either bash into them again with a heavy charge, or force them to fight a losing two front war. Heavy Cavalry really make it so we don't just have boring infantry on infantry. While the infantry is going blob on blob, the heavy Cavalry are suppose to turn the tables in a fight by charging into the infantry's flanks. Since the enemy also wants to do this, heavy Cavalry also have the job of protecting flanks. Heavy Cavalry aren't any different in their weakness, however. Even though they can fight better in hand-to-hand than light Cavalry, Spearmen still make shish kabob out of'em. Elephants --------- Good thing the AI isn't smart enough to spook the elephants with fire arrows. Elephants mow down infantry, a fact that even the developers admitted when they released patch 1.1 of this game. They are designed to rush threw enemy infantry and destroy lines. Elephant, really, are a forced to be reckoned with, they kill tons and scare tons. Even though elephants are fearmachines, they spoke real real easy. Fire arrows can make them run amok (that phrase is almost cliche now) and pound on their OWN troops. Nothing is more satisfying than watching the enemy destroying itself. Spearmen also take care of elephants. Chariots -------- Yes, chariots are good at breaking infantry. Yes, chariots are fast and powerful. And yes, chariots are tough little punks. They take a few units to take out effectively. Really, you need to pincer them - that is, attack them from both flanks - and make sure they don't move. Chariots don't have much defense, so they will die pretty quickly if they can't move at all. Heavy Cavalry and infantry work wel against them if you pincer them effectively. Another way to destroy chariots is fire arrows, though this isn't extremely effectively. If you play a faction that has chariots, you'll find yourself using them to break lines and flank infantry. They are, overall, pretty good units. Archer chariots are even worse to pincer, but if you lead them to the end of the map it should be easier because they'll have no place to run. Peasants -------- Every civilization has peasants. They come a dime a dozen - you get more units and it costs less than, say, Hastati. However, they really aren't designed for combat. Pitchforks are the worst weapon in the game, and peasants usually wear paper armor. They also have horrible morale and will break quickly. Never put peasants in your armies. Instead, stick a unit or two in a city - cities count the number of units you have stationed, not the quality, in terms of riots and happiness. This is there only real use. If you ever face peasants, firing with arrows usually downs their numbers pretty quick. Horse Archers ------------- Practically invulnerable against infantry, horse archers are as quick as most Cavalry and can kill from a distance - what's not to like about them? An army of horse archers could desolate another army, albeit slowly, without losing a single unit. It's all in the run-away-and-fire-backwards strategy that's sort of self-explanatory. Facing against horse archers is somewhat of a pain - this is where light Cavalry really shines. They can catch up and liquor, or him, so to speak. Though it will be a bloody battle, you'll take care of the problem. Obviously, the pincer strategy of double flanking them and boxing them in works. And, of course, pursuing them to the end of the battle line never hurt. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 8. Battle Basics /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Now it's time to discuss the basics of battle. In this section, you'll find some strategy, but it will mostly cover all the basics and how to use them to |
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