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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.
Option Menu: EscapeToggle settlement labels: Ctrl + TToggle character labels: Ctrl + NZoom to capital: HomeStop character walking: BackspaceAI speed up: SpaceQuick save game: Ctrl + SQuick load game: Ctrl + LShow help window: F1Select all units: Ctrl + A
-- Battle Map --
Option menu: EscapePause: PToggle unit run: RStop current orders: BackspaceToggle special unit ability: FToggle guard mode: DToggle skirmish: SToggle fire at will: AToggle unit formation (tight/loose): CAlternative attack: Alt + right mouse buttonRotate unit clockwise: , or <Rotate unit counter-clockwise: . or >
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New Text DocumentIncrease formation width: =Decrease formation width: -Select waypoint: Shift + right mouse buttonShow unit destination: SpaceGroup select units: GUngroup select units: GSelect all units: Ctrl + ADeselect all units: EnterSelect all artillery units: Ctrl + BSelect all infantry units: Ctrl + ISelect all Cavalry units: Ctrl + CSelect all melee units: Ctrl + HSelect all missile firing units: Ctrl + MSend message in multiplayer: TZoom to general: HomeShow help window: F1
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
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New Text Documentcontinuation 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 --
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New Text DocumentAfter 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 Alexander s 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.
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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
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-- 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
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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
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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
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.
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New Text DocumentIncome 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.
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
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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.
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,
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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.
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New Text DocumentMissile 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
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New Text Documentto 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
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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.
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 your advantage.
Knowing the Troops==================All units have their strengths and weaknesses. If you exploit the enemy's weaknesses, you have a very good chance of winning the battle. All weaknesses can be protected, but the AI always tends to make bad blunders.
Infantry--------Infantry are your best (and almost always _only_) close-combat fighters. Lined up, they effectively make a wall to protect your missile units. They are great killers when the enemy stays still for them to slaughter. Infantry can take Cavalry head on and, if they can catch up, kill missile units efficiently.
But, that brings me to the weakness of Infantry. They have good overall defense and attack ability, but very poor speed. Cavalry can quickly get out of a jam with infantry if they have an opening to run. Missile units can usually out-skirmish them. Infantry, basically, only get a chance to duke it out against enemy infantry or the occasional moment when the AI makes a
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To make up for the lack of speed, a player needs to make sure that, when in close-combat range, the enemy does not move. If you have two infantry units near an enemy Cavalry, try to attack from different sides and effectively block the Cavalry in. That's really the only way you can take out faster units; when you don't block them in, they will run away.
Spearmen--------Oh, you have to love Spearmen! They are very tough defenders that, in the dreaded (by enemies) phalanx formation, make a real wall! If you're in a bottleneck situation, meaning you need to block off a bridge or wall, just tell a Spearmen unit to get into Phalanx once they're in position. Any stupid enemy that tries to charge in will be treated by your Spearmen's, well, spears. Sometimes you can take out hundreds of men with just a unit of Spearmen in this situation.
Spearmen are also pretty mediocre attackers. They have slower speed, so they definitely can't catch up to missile units. But they do have a very good advantage against Cavalry because, if faced head on, horses will get busted in by spears.
Disadvantages, obviously, are that they are slow and vulnerable to enemy fire. Cavalry can manhandle them if they attack the flanks. Phalanx formation, besides making you a wall, also has the trait that you can't move (almost). Perfect for bottleneck situations and decent in open ground, just as long as you guard the flanks.
Missile Units-------------Attacking from a distance was never... tougher? Missile units have a few distinct advantage, like they can attack from a distance. This is imperative when going infantry on infantry, because Missile units can destroy if the enemy is in big blobs. Missile units also have fire arrows for help against those special units like elephants or chariots.
Missile units are a key component in sieges. On the offensive, they can take out the enemy's number at the town square without fear of reprisal. On the defense, they can attack from the inside while a Spearmen unit is patching up the walls. With this, you don't have to completely rely on the Spearmen's kills.
The bad part about Missile units is that they need to be far, far away from enemy units or they'll get sliced in half. They last a few seconds with their paper armor. This effectively makes Missile units the "Paper," while Cavalry are the "Scissors." Cavalry are meant for Missile units - they are quicker and better at close combat.
Missile units also have to worry about friendly fire. Nothing is worse than killing your own troops. Mostly, though, they're only disadvantage is their weakness at close combat, which is a rather huge disadvantage when you have faster Cavalry.
Cavalry-------Light Cavalry, heavy Cavalry, it's almost the same. The only difference is that Heavy Cavalry can take a beating and dish more damage. Cavalry are some of the fastest units in the game. They can outrun just about any unit and have unbelievable stamina. I mean, they're on a frickin' horse, for cryin' out loud.
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Cavalry has a few jobs. They can attack the flanks of infantry, repeatedly bashing into them and killing enemies while lowering morale simultaneously. In addition, Cavalry are used to hunt down Missile Units. If you ever see an open Missile Unit, that is they aren't in the near protection of Infantry or other Cavalry, take them out. Missile Units get torn to pieces in close combat.
The disadvantage of Cavalry? They aren't very good at hand-to-hand fighting against infantry. If they get boxed in, Cavalry WILL drop fairly quickly. Cavalry are made to always be running. When they aren't, things go downhill. Cavalry also get creamed by Spearmen head on. Shish kabob, I tell ya.
Chariots--------Oh my, these things are almost unbeatable. They're almost like better versions of Cavalry specifically used for flanking infantry and breaking the line. And that's exactly what you should use them for - break the enemy infantry's line. Bad part - if they can't move, their two HPs will deplete and they _will_ bite the dust. Keep them from moving if your trying to destroy chariots.
Elephants---------Practically unbeatable, the only good way to beat Elephants is to scare them. Though some say Spearmen are effective against Elephants, I've done many simulations and Spearmen get _owned_ by Elephants. Elephants are used to run through lines and scare everything around them. The scare tactic is good, but it can be used against them. If you use fire arrows, fire pigs, or anything that scares, the Elephants will "run amok."
Artillery---------The obvious: Artillery are great for sieges because they can destroy walls. But are they good in normal combat? Well, it really depends on luck. Artillery fire rather randomly in the air - they never really hit their target, so it's all about luck. Sometimes, you can kill a ton of enemies if you hit them dead-on or they're in a blob. Other times, you'll miss or even hit your own troops!
FLANKS!=======One of the best ways to play is definitely to attack from the flanks. Attacking from the sides or the rear will give the enemy's something else to worry about. Two front wars aren't particularly good. On top of that, the enemy is facing ahead, so if you do attack from the flanks you should be able to kill the first few lines of enemies without taking a blow!
Cavalry are especially useful for this job because of their speed, charge bonuses, and high fatigue. Regular infantry is also a pretty decent distraction to give you enough time to attack from the flanks. Attacking from the flanks not only kills tons of enemies, but also lowers morale and sometimes makes the enemy rout.
Remember to protect your own flanks! The AI generally goes crazy with Cavalry flank attacks. Protect them with your own Cavalry or a batch of Spearmen ready to get into position.
Morale======That brings me to my next point: morale. All enemies have morale. The higher
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So, you want the best morale possible, right?
Generals--------Generals of an army have a lot to do with morale. If your General gets slaughter by a band of Spearmen, how do you think that would make the regular unit of Nile Spearmen feel? They'd feel like if the General can't win, how could we? It's that type of attitude that loses battles. To destroy morale, make plans to kill the enemy general. Whether it be a fast Cavalry charge or some sneaky Spearmen, killing the General can turn things around in a fight.
Units perform better when a General is close by. I always position my General right behind my infantry. That way, they have almost no chance of getting hurt, but at the same time are inspiring the Infantry, who'll be duking it out for the entire fight. A General fighting alongside for a couple kills also tends to strengthen morale; importantly, though, it will give your General better traits.
To conclude, try all you can to kill the enemy General. Protect your own General by keeping him right behind your infantry. Don't overuse your General as Cavalry because a dead General kills morale.
Fatigue-------Fatigue also affects morale. If a unit is dead tired, they probably won't perform well and just want to run away. Always let the enemy come to you if you can help it. If you do have to move, always stick to walking. Of course, charge in when you're about to fight, but march the rest of the time. The weather has something to do with this, also. In the hot summer, fatigue will drain faster.
Always march and let the enemy come to you, unless, of course, you see that perfect spot to fight.
Mindset-------Troops have an idea of how a battle will turn out. Merely put your cursor over them to find out. If they think that they're going to be defeated, they will probably rout when the going gets a little tougher. If they think they're the victors to be, they will fight astonishingly better. This really just has to do with how many troops you bring and how you utilize them two on one.
Flank Attacks-------------Getting bashed in at the side or rear by the enemy can wreak havoc on a units morale. Imagine: you are faithfully fighting the enemy Infantry and it actually looks like you could win. All of a sudden, Cavalry comes out of the fog and takes out your last three lines. How do you feel now?
I'd probably feel like I was going to die. Yes, I would rout. And in some cases, the enemy would. Always always always flank the enemy. Routing is a good thing. Protect your own flanks so this doesn't happen to you, also. ;)
UnitsPage 19
New Text Document-----Some units - such as elephants, war dogs, and onagers - can and will make troops scared out of their minds. If an elephant is wreaking havoc on the line, throwing people up and down and everywhere, that unit would probably be shaking in their flying bodies. Of course, war dogs eat you, and onagers make a big fire bang and burn troops. Not good for morale. There's also the good ol' fire arrows.
Terrain and Weather===================Some other basics that inspire strategy...
Weather & Terrain-----------------Getting stuck in the desert sucks, especially when you have heavy armor. Some units perform better in the summer/winter/desert/grass/forest while others don't get any bonuses in those situations at all. Summer/Winter is fatigue/morale draining, while the terrain type can be used as an advantage if your troops are better in something.
Hills-----Fighting up isn't a good thing. You always want to fight heading down and not up. If you're defending, pick a good position on a hill so the enemy doesn't only have to fight on the low ground, but also needs to run up and drain more fatigue. This should all be while your Archers are absolutely PELTING them, too. Hills drain more fatigue and it's better to fight higher, so always position on the high ground if possible.
Forests-------Most units can hide in the forest. If the enemy is chasing after an enemy Cavalry and, suddenly, five legions of skilled Principes come out of nowhere, they'll be exposed to flanks and a surprise attack. Use forest to your advantage, if at all possibly. Remember that Archers cannot fire through trees and you can't hide ponies, though.
Whenever going through or near a forest, always be ready for an enemy to pop up. Pause the game and get everyone in position - at least get you Infantry in front to protect your General and Missile Units. Don't speed up the time while in the forest - that's just asking for it.
All of the other strategies (unit versus unit, hills, etc.) have been covered in the above section.
Notes: upper units are the enemy. Abbreviations: I = Infantry, C = Cavalry,M = Missile, G = General, Ch = Chariot, CA = Cavalry Archer, S = Spearmen.
Ambushes--------Use forests to ambush the enemy! Give them some bait, such as a Cavalry Unit, and watch them run over. When you're hidden troops are facing their flanks, charge in at them. If they enemy continues to follow the Cavalry, have them
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Confusion---------Nothing is better than confusing the enemy. Get a Light Infantry unit and have it peel off some Heavy Infantry. Switch up your formation completely so Archer are attacking from the sides with Cavalry protecting them. Mix it up!
Sacrifice---------If you can, sacrifice a unit for the victory. Say, if you put a Missile troop out unprotected and a few Infantry run after it, that might open up a hole for your Cavalry to bumrush through and take the General and their Missile units.
Use Your General----------------Have him kill a few people if you can. He's your optional flank attacker.
Routing-------When the enemy routs, have Cavalry slaughter them if they're not occupied. Running away is about the worse thing units can do if you have free Cavalry - it is free kills. Don't let the enemy regroup and attack after being routd!
Your Army---------The best army, I find, is four Cavalry, four Missiles, your General, and the rest Infantry. This can be tinkered around, but I consider this the "basic" dominant army.
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+| C | | I | | I | | I | | I | | I | | I | | C |+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---------+ +---------+ | M | +---------+ | M | +---------+ | M | +---------+ +---+ +---------+ | G | +---+
This is the most basic pre-battle formation. If you don't know which formation to go with, this formation is solid in most situations. The infantry are lined up, protecting the Missile units and General. Notice how the Missile Units and General are close to the Infantry - this is key so you don't shoot your own troops or lose morale. The Cavalry are guarding the sides, ready to flank.
+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+| C | | I | | I | | I | | I | | I | | I | | C |+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---------+ +---------+ | M | +---------+
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This is the same thing as the basic pre-battle formation, only the Cavalry is stuck way out there. Why, might you ask? Of course, this is so you can attack flanks/missile units easier. Your own flanks are exposed, but the Cavalry is in a position so they can cut enemy Cavalry off and give Infantry enough time to form up. This is better used with more Cavalry units for better effectiveness.
+---+ +---+ +---+ +---+ +---+ +---+ +---->| I | | I | | I | | I | | I | | I |<----+ | +---+ +---+ +---+ +---+ +---+ +---+ |+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+| C | | I | | I | | I | | I | | I | | I | | C |+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---------+ +---------+ | M | +---------+ | M | +---------+ | M | +---------+ +---+ +---------+ | G | +---+
Basically, Infantry dukes it out, Missile Units fire from behind, and Cavalry swarm in on the sides if they aren't tied up by enemy Cavalry. This is the way things will go if the AI doesn't do anything weird. If Cavalry swarm in on your sides take an Infantry unit out and have him attack. Alternatively, you can have your General fight them or bring an extra Triarii unit.
+---------+ +---------+ | M | +---------+ | M | +---------+ | M | +---------+ +---+ +---------+ | G | +---++---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+| C | | I | | I | | I | | I | | I | | I | | C |+---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
If you know that the enemy is going to be marching towards you, try this formation. The Missile Units will have free shooting at the enemy. The General is up front to give more inspiration to the Missile Units. Set the Missile Units to Skirmisher so they run back, or just do it manually. In addition, obviously put Infantry ahead of the General. ;)
New Text Document +---++---+ +---+| C | --> | I |+---+ +---+
The way we flank. Infantry on Infantry, looks like a pretty even match, until Cavalry smashes into the enemy. Repeatedly bash into them, too, with those good charge bonuses. Getting to the side might be tough. Don't get too close as to attract the enemy Infantry - make sure they're tied up with your Infantry.
+---+ +---+ +---+| C | --> | I | <-- | C |+---+ +---+ +---+
+---++---++---+ | C || I || C | +---++---++---+
The diagram is two steps, first off. This is basically an insta-rout if your Infantry in on the enemy Infantry, too. If you happen to find yourself with an extra Cavalry or any other unit, have him flank the enemy. Double flanking makes the pincer strategy, which attacks the enemy from both sides and stops them from moving. Use it for fast moving units or stationary Infantry.
+----+ +---+ +----+ | CA |-> | I |--> | CA |----> +----+ +---+ +----+
Attack from both sides of the Infantry so they don't block everything. Cavalry Archers can attack while running, so they can volley while running away. With this, the Infantry runs after one Camel Archer (useless with low speed), while the other attackers from the rear. Awesome strategy for factions with Mounted Archers.
New Text DocumentUser Strategy by DerMetzgermeister
"Also, cavalry is not pivotal to a battle. My armies are usually made up of 3-5 archers, 1-2 generals, 3-4 cavalry units (the heaviest I can get), and all the rst of infantry. I start battles in a formation like this:
A A A
I I I I I I I I I GENERAL C C C C
The archers can give the enemy some casualties before falling back behind the general, and the cavalry is in the middle of the back so that you can respond to flanks from either direction. Also, making a double line of infantry allows the second line to charge forward if the **** hits the fan, or they can wheel left and righ to respond to a flank attack. This works extremely well, as long as you keep the formation and you don't have any elephants or chariots (I hate those damned things) rampaging through your men. Velites and light auxilia work quite well against these, as do any other javelin or pilum throwing unit. If you use this, please give the credit to me, DerMetzgermeister."
In this chapter I'll discuss how to take over enemy cities. To start, make sure you have a formidable force. Try to bring more troops than the enemy's garrison - a lot more. Having a few extra units to bumrush from the back could make the difference between a victory and a defeat.
But how do you see what units are garrisoned at an enemy's city? Merely click on it and you'll see how many units are garrisoned through the question marks. If you want to know exacty, have a Spy infiltrate the base and he'll tell you exactly what's there.
When you are ready, click on the army you want to Siege and attack by left clicking on the settlement. It might take more than one move, depending on where your army is located. When you attack a settlement, the Siege Details Scroll will pop up.
Now, if you brung (yes, brung) Onagers, or any other wall penetrating force (usually artillery), you can siege right away. This is not always the case, however. If you don't have any siege equipment, you can make it on this screen. Merely click on the equipment you want and it will tell you how many turns it will take to complete. Building siege equipment depletes points from your Build Points, so you can't make twenty Siege Towers a turn.
It's recommended, for the Wooden Walls or less, to make Battering Rams. This type of equipment destroys gates fairly quickly and easily. Just remember that one of your units will actually have to hold the Battering Ram - units don't come out of nowhere to man it. Select the Battering Ram unit and left click on the gate to bash it open.
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New Text DocumentMost of the time, though, the AI is stupid enough to walk outside, so it's always a good idea to hold your ground and see what the enemy is going to do. If they come out, just attack them like usual, but be mindful of the Watchtowers at the walls that spit out arrows and churn them out just as fast.
To win in a siege, you have to rout/kill all of the enemies or hold the Central Plaza for three minutes. The latter seems easier, and it is, in most cases. However, once you break out the walls and march inside, the enemy will usually scurry to the middle to protect the Central Plaza. The Central Plaza, besides being the flag in a "Capture the Flag" game, also pumps up defender's morale and ability when near it. A defender can't rout when on the square.
March your troops up the roads to the Central Plaza. It's always good to split up troops here so you're attacking from the flanks. Before you march your infantry and Cavalry in, pepper down the enemy with missile fire. The enemy will be in a big blob, guarding the plaza, probably overlapping each other, so this is a great idea to turn the tides of battle in your favor by whittling down the enemy. Don't use fire arrows, because they'll have great morale anyway, because of the plaza. They shouldn't rush you, but if they do, back up the archers and fight like you were going to.
After your Missile units don't have any ammo, it's time to charge in and attack. Your infantry should charge in first. Try to attack from two sides, and not just one. Once the enemy are all facing your infantry, rush in your Cavalry from the opposite side. They'll absolutely pulverize the enemy. Repeatedly bash into them with your Cavalry until they're dead. Charge back out and back into the thick of things.
With this strategy, you should always win sieges. Missile units, attacking the enemy at the plaza, will really turn the tides in your favor. Then it's a simple infantry run and Cavalry flank attacks for the win. In addition, you have a open side for the enemy to run away, if they rout. This can only happen if they step out of the Plaza Square, though.
That's one of the most basic ways to take a settlement. With Stone Walls and above, you need to have Siege Towers and powerful hand-to-hand troops. Once they're on the walls, have them take over the gate and open it. After that is accomplished, it's the same game as before, only you'll have to worry about the Watchtowers on the walls firing at you. To get rid of this problem, march in and don't stop at the gates.
Waiting'em out--------------Another way to take a settlement is to keep the siege up until the enemy's food supply runs out. Sometimes, they might just give you the settlement. Other times, they'll attack when they only have one turn of food left. This would be a great way to take cities - without losing any troops - but most of the time you're just giving the enemy enough time to bring reinforcements over.
Reinforcements--------------If enemy troops are near the settlement under attack, near enough so they're in the square of battle, they will also fight. Fighting against reinforcements while attacking a settlement is fun - the AI marches there troops outside to attack you. Just kill the city garrison quickly and hold the square for three minutes. If reinforcements are far away - which the usually are - it will take them quite a little while marching to reach the city.
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Starvation----------You _can_ wait the enemy out until starvation. You won't lose any troops that way. However, usually this gives the enemy enough time to bring reinforcements. If the city is isolated, then by all means try it. Sometimes it works, and other times the enemy will attack you at the very last turn.
Artillery---------Some units, like Onagers, can destroy walls. This means that you don't have to wait any turns before you can assault the settlement. This is key when cities are close together and the enemy can muster reinforcements up fast. Try to bring artillery with you when sieging, but it's definitely not a prerequisite. It just helps things go by fast and somewhat smoother.
Spies-----When a Spy infiltrates a base, they have a CHANCE to open the gates for you. This, after a CHANCE of actually infiltrating the base. If the Spy is good enough, he'll do his job. But don't completely rely on Spies. The better the Spy, the better the chance. When a Spy opens the gates, he'll open all of them, automatically moving the enemy to the central plaza at the beginning of the battle. Spies also tell you how many troops are garrisoned, which is very useful.
Aftermath---------After you take a city you can occupy, enslave, or exterminate the population. If the city is small and you're just starting out, occupying is good. When enslaving, the population will go to your other cities in your empire that have a general. Population growth isn't really a good thing at later parts of the game. Lastly, we have exterminate. Obviously, this massacres the population. Though it may seem brutal, this is key so the city doesn't riot. Keeping population down means it is easier to keep them happy.
Defense-------I lied. I'll also tell you how to defend an attack on your city. If they got through your diplomatic force, and you don't have any reinforcements nearby, you're going to have to fight. This is actually easier than it seems - it depends on how many troops are stationed and how many troops the enemy brought. In most cases, you'll have a diplomat stationed to bribe the big armies.
But what if the ratio is almost even? Yes, you could fight. If you don't have the "classic" peasant garrison, you could win! A phalanx at the gates (or heavy, very heavy, infantry) and missile units firing at the enemy could win it. A unit that can phalanx gives you a new wall - so long as the enemy doesn't sick it's own missile units on ya. If that happens, do missile units versus missile units and hope you win it out.
Diplomats---------Diplomacy is the bread and butter of any empire with a ton of money! With a diplomat at your side, you can throw money at big armies to make them disband - very useful when it looks like they are going to take over a town. Just "Bribe" the enemy force and they'll say their price.
Diplomats have many other uses, as well. They are used to form alliances, ceasefire, etc. with another faction. This will prove invaluable in your campaign; make an alliance with as many people as you can and backstab them before they backstab you!
They also make you more income, too. Diplomats can ask for trade rights with other factions, which will raise your income. They can also net bigtime enemy Generals via bribing. Diplomats can accomplish feats that no one else in the game can; you should always have one when taking over regions so you can bribe big armies to disband.
Trading Map Information for tribute is the best action a diplomat can do early in the game, as it nets much needed money. Just offer the other faction your Map Information and try to make a big tribute. The more land you have, the more they will want for it. In addition, if you've taken over all of the desert and trade Map Information with, say, Germania, they will pay a big price for it.
A diplomat's skill can be raised by how many times they have good negotiations. The more influence that your diplomat has, the better deal you will get. Diplomats have retinue, which can up your influence a small bit. Remember to pass retinue on to younger diplomats when older diplomats die, or else it is gone forever.
In short: bring diplomats with your armies to get trade agreements and tribute from other factions. Keep Diplomats around cities to bribe big armies off. Diplomats are trained in the level two government building.
Spies-----When you think of a Spy, you might be mistaken with an Assassin. Spies aren't killers, but scouts. With a Spy, your best plan of action is to scout around ahead of your army and see if danger lurks ahead. The best part about a Spy is that they can infiltrate enemy cities. Inside a city, they can see how many troops the city has garrisoned, what type of walls, etc, which will aid your army if they want to take the city over.
Don't think any plain old city is up for grabs, though. Spies have a CHANCE to get into the base. If a city has another Spy in it, infiltrating the city will be tough business. Your Spy can die while trying to infiltrate a city. If he does, note the city and don't let any more Spies take a crack at it.
If you do successfully infiltrate a base, it doesn't only mean seeing everything about the city. A Spy also has a chance to open the enemy gates for an army! This is extremely useful, it skips the siege equipment and goes straight to the fight. When he opens the gates, all the gates are open!
All of these "chance" actions have to do with a Spies' subterfuge skill. The higher the skill, the better chance he has of performing. Spies, just like the other agents, have Retinues. Keep hold of them and pass them down through the generations!
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New Text DocumentFor new spies, infiltrate cities that have wooden walls or less, as these cities are usually pretty simple to infiltrate. If you do this enough, you'll gain more subterfuge. That's always a good thing. ;)
In short: train Spies with small cities, use them to scout ahead of your army, have them infiltrate cities and open gates for your army. Spies are trained in the level two trade building.
Assassins---------Oh yeah, now we're killing! Assassins are great for taking out enemy leaders and absolutely desolating an army. Just imagine: right before battle your heroic commander dies! Now you're fighting with low morale and no commander! Assassins are even more pivotal than Spies, in some situations. But worth work together for Sabotage.
That's right, Assassin's can sabotage enemy buildings. This is very useful later in the game when the Roman factions make a full-scale army of troops in a few turns. A Spy first has to infiltrate the base and see what's there, then the Assassin comes in and damaged whatever he wants. Damage useful buildings, even if a city isn't popping out troops destroy there income by destroying the roads or markets.
Like I said earlier, Assassins are about killing. In the beginning, you'll have to kill low level diplomats to raise youe level. Then you graduate to Captains and finally Generals. It's all about the Assassin's skill, though; sometimes it is impossible to kill a great commander because your Assassin's skill just isn't high enough. To get it higher, just keep hitting those Diplomats and Captains.
In short: raise Assassins by killing Diplomats and Captains, use them on enemy Generals before a fight, and stop income/troop flow with Sabotage.
Every faction has family members that control your, well, faction. Without faction members, you wouldn't have positions like general and governors, making the game a lot less interesting. Good generals can turn the tides in battles, just as good governor can make units at a better cost and get more income from taxes.
Family members have three statistics - Command, Management, and Influence. The more yellow stars, white blocks, and green leafs they have, the better they will do in that area. It's good to have as many as you possibly can; to get them, you need to perform certain activities, listed in the "Retinue List" and "Traits List" sections.
Basically, if you repeatedly win battles and your general actually fights a little in them, he'll become a better and better commander. If a family member stuck inside a city manages the place decently, he'll get better management skills. And so on. If you want good traits, you have to do good things to get them.
Retinue is also an important factor to your statistics. Retinues can higher or lower your statistics pretty severely, if you use up all eight slots. To
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New Text Documentget retinues, again, you have to do good stuff. Yep, good stuff. Or bad stuff, but that will give you bad, very bad, retinue. Each family member has eight slots of retinue, and retinue can be traded off at will, so as the two members are in the same army/city. Retinues disappear when a person dies, so it's a good idea to strip an old man of all his retinue before he's pushing up daisies.
The fifty thousand range, again, gives you worse traits/retinue, as it leads to corruption. Bad traits means bad family members.
Women-----Sadly, women play a pretty small role in Rome: Total War. You can _never_ control women, but they serve as a pivotal part to getting more family members, for obvious reasons. Married men usually have a few kids, but never ten or twelve children - the game tends to stay afloat with how many provinces you have under control. If you suddenly take over fifteen Gaul provinces, you might find that you're having a couple kids a turn. Lastly, when a women's spouse dies, they never have another husband. The next pop up message you'll see of her is her death. V_V
Daughters---------Even more special than men, with daughters you get to CHOOSE what men you want. At around twelve, daughters will start to pick suitors. Don't pick the first fifty year old around, it's fine to reject them and wait for someone better to come by. Daughters usually bring in another every few years. Try to get a man with good traits, as his genetics will make up your new generation.
Bribing-------Diplomats can actually bribe enemies into becoming family members. If you ever see an exceptional, or even borderline, enemy general, do not hesitate to bribe him and use him to death. It's a lot less random than hoping Titus Junior doesn't have a -4 in command and makes up speeches like "I want a hotdog" before battle. Bribing is a good way to get valuable family members.
Captains--------You're Captain is, in essence, your General when you don't have a General in a fight. If you have a few successful battles with a Captain, you will be able to adopt him. This is a pretty good idea if you ever need the extra family member.
Children--------Lastly, we have children. The game tends to keep the province-to-family member ratio around the same, so don't be mad if a couple never has children. Most of the time, however, married folk tend to have at least one child. Fertility and infertility traits can affect having children, also. Finally, being out fighting affects how many children you'll have. If you're always in the Alps fighting the Gauls, you might never have children. However, if you're nestled at the heart of Rome managing a city, you could have a few children.
If you're the Julii, Brutii, or Scipii (generally anything ending with two "I"'s and in Italy), you have to worry about The Senate. Yes, I said worry. The Senate (notice how I always captilise "T" and "S") will send you on missions to take over territory, do diplomatic stuff, and block ports. This seems like a good thing, but sometimes they lead you in a direction that you don't really want to be heading.
It's important to complete these missions or The Senate will get mad at you and The Senate might attack you. This will happen inevitably when the civil war breaks out, but if you repeatedly ignore The Senate at the beginning of the game, The Senate might sick it's full legion of troops - located beautifully and centrally just outside Rome - at you.
Try to complete their missions at the early parts of the game, if at all possible. Sometimes, you can make a small, second army just to do The Senate's war biddings. Don't get me wrong, you can slack off on a couple missions if they're just out of reach, but don't completely ignore them.
The Senate also gives good rewards for your duties. This includes money and special units. Sometimes The Senate will notice that you're heading south, to Greece, to the desert, et cetera, and throw missions that way, but don't count on it. When you have eighteen to twenty provinces, The Senate will give you impossible missions. Just ignore them.
After you have taken about twenty-five (isn't it?) provinces, The Senate will see that you have become a powerful figure. Too powerful to keep around, the old men think. The Senate will ask for the suicide of your Faction Leader. Time for the civil war against The Senate and the other two Roman factions.
But what about that big ugly army near Rome? Your army is in the desert, you say? You're going to die next turn? You just got taken over? Don't let this happen, just bribe the damned huge Roman army and send a force to take out Rome. You should have a ton of money by now. I know I did.
The other two factions are making units as fast as people are going on the SouthBeach diet, you say? Your friend, again, is the good ol' diplomat. The older, the better, too, because usually they are more influence. Bribe the armies away. Sometimes, you can even become allies with one of the Roman factions, giving you a little time to prepare for your attack. Once you've taken out the other two Roman factions, the world is yours. Just don't get caught in the desert against Camel Archers, Chariots, and Elephants. O_O
I'll do my best to list all the strategies of world dominance for all the factions. If you have anything to add, please do not hesitate to email me at [email protected]. These campaigns are open-ended, so I'll add mostly anything you throw at me that seems useful. New strategies are more than welcome. ;)
*****************************************************************************[ The House of Julii ]-------------------------------------------------------
The red roman faction starts in northern Italy, bordering the barbarian Gauls. The first mission The Senate gives you will be to take Segesta, the small city north of your capital. You should have two armies; take the smaller one, which is actually closer to Segesta, and attack. It's only one turn away, so you can take over the settlement in one turn.
Segesta doesn't have any walls and a small garrison. Believe it or not, the computer usually does a better job in this battle. If you want to fight, though, bring infantry units on opposite sides of the central plaza, Cavalry on the third, and have your Missile Units pepper down the enemy. Once they're out, have your hastati throw their spears until they run out of ammo. Then rush in with everyone and bulldoze them.
Remember to keep economy going while taking over places. Look at the economy section for more details. After the fight, start developing Segesta and build two peasant units as soon as possible. Once done, take all of the troops in Segesta besides the peasants into the better Roman army. Remember to build lots and lots of troops, too, and add them to the army. Your two starting cities should focus on economy. After that, have one focus on stables and the other focus on archer ranges so you can pump out Cavalry and missile units.
The Senate will give you a mission after taking over Segesta. Usually, they want you to take over another province. It will either be Caralis, Mediolanium, Patavium, or Massilia. Just ignore The Senate and take over Patavium. It's north of Ariminum. This will be your foothole to the rich Greek cities.
Before sieging, send a diplomat to the Gauls and get an alliane, trade rights, and give them map information for tributes. About this time, the first suitor for one of your daughters will come along. If he's not good enough, reject him.
Consolidate the four cities and jack up the taxes on Segesta and Patavium so you get more money. Segesta won't grow at all, while Patavium will shoot up super fast. Very high tax rates will give you more money, which will keep Segesta a money making province, and Patavium under control. By the way, destroy any shrines in Patavium and replace them with your own public order shrines. Jupiter or Bacchus will do - just don't build the same one for all of your provinces because they give you valuable retinues. Make two units of peasants for Patavium.
If the Gauls attack you at Patavium, use a diplomat to bribe them off or have your army crush them at the siege. If at Segesta, bring all your new troops you were manufactoring in Arretium to Segesta's city (it will only take one
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New Text Documentturn to get there) and they will either go away or fight a losing battle. Take the troops that captured Patavium and have them lay siege on Salona or Segestica, depending on how fast the Brutii and you moved. Most of the time, you're stuck with just taking over Segestica.
The new army you were churning out in Arretium and Ariminum is ready for battle. Take them out (make sure you have a unit or two of peasants left for public order) and have them take Mediolanium, west of Patavium. If reinforcements come use diplomats to bribe them off. Now develop Mediolanium.
The above is the basic way to gain dominance. You have a jump into the Gauls territory and the Greeks/Macedonians territory. If The Senate told you take over things in a different order, don't sweat it and do it.
Once you have those territories, ship some troops off to Caralis and take it over. Usually, The Senate will tell you to take it over anyway. Afterward taking it, destroy any shrines, build your own, and do the economic stuff. Leave after you have a garrison of two peasants and ship the army over to Sicily only if Scipii hasn't taken over any provinces there. When I played, they hadn't taken over Lilybaeum so I captured it. Do the same stuff as you did in Caralis and ship your men home.
Meanwhile, you should be making Cavalry, missile units, and infantry. Take, I'd say four units of Cavalry, missile, and two of infantry, depending on how good you were before, to Segestica along with a young general. Your faction leader will be on his last leg, so trade retinue with the new general and leave him in Segestica with two peasants. With this force, head west and take all of Macedonia - Bylazora, Thessalonica, Larissa, and any other non-Brutii province around there. Then take the Greek settlements Corinth and Sparta.
Bring a skilled diplomat for bribing big armies, or you won't make it that far. A full army should be able to take all those provinces over. These provinces will bring you the big bucks, so bring them up economically.
Now, while you are on the Macedonian/Greek campaign, your general that took over Carals and Lilybaeum (hopefully) should be back. Give him, also, a few units of Cavalry, archers, and infantry. When he's at a good sized army, have him head west into Gaul land. Take over Massila, Narbo Martius, Lemonum, and any other Gaul settlement. Make two units of peasants and build a public order shrine. Queue all the economic stuff and move your city to another Gaul province.
As always, BRING A DIPLOMAT to bribe the big, huge, humungous Gaul armies. Have that diplomat also become allies with the Spanish. After you have the Gauls, Greeks, and Macedonians, it will be about time for the civil war. Always, always, always churn out troops every turn for this! Keep a diplomat near the border to Rome. When the civil war DOES happen, bribe the big Roman army that's always at the side of Rome. You should have a TON of money by now if you did all the economical stuff for every city and put the taxes at high to very high for the Gaul ones.
Once you've bribed the army, combine all of the newly churned out units and take Rome! This will be a very fun battle, indeed. After that, head down Italy and take all the provinces away from the Brutii and Scipii. This will be easier if you have Lilybaeum, because you can have one army head down and one march up. As always, use diplomats if you see a full flag army. In addition to this, wipe out any other Brutii territories that are near Segestica or Macedonia. The Roman factions become a huge pain if you let them evolve.
With the Gaul territory, all of Italy, Greece, and Macedonia, you should have Page 32
New Text Documentenough money for total world dominance. Especially when you consider you'll have superior troops with the Marius Reform. At this point in the game, you can conquer anything you like. Just go for what you think would be the most enjoyable. ;)
*****************************************************************************[ The House of Brutii ]------------------------------------------------------
The Brutii game, in my opinion, is a tad more enjoyable than the Julii campaign mostly because you don't have to fight Gauls. We start out with two provinces in the lower part of Italy. Remember to always, always, always advance economy and such for all civilizations. Train two units of peasants immediately when you take over a place - you won't be there for long.
To start off, The Senate will tell you to take Appolonia, just east of Tarentum across the sea. Muster all the units you can without starting a riot and ship over to Apollonia. It's also a good idea to train a diplomat so he can get over on he next ship. Once you get there with your military, take over Apollonia. I tend to make this one a military province because it will be near the action for a little while.
Once you've taken that over, ignore whatever The Senate asks and take Salona to the north. Bring your diplomat over and make an alliance with the Macedonians. They are east of Apollonia. Bring your army back down to Apollonia, ship any troops you made in Italy, combine all your troops into one army, and attack Thermon to the south.
Thermon is a Greek city, so finish the circuit by taking Athens, Corinth, and Sparta. With these cities, start building up a force to attack the Macedonians. Sparta already has pretty good barracks, so make them your Infantry producer. Also, you might want to move your capital over here so your family members will be in the thick of action.
Once you have a good force, head north and attack Macedonia. Larissa, Thessalonica, and Bylazora should all be in your hands. Bribe with a diplomat if a particularly gruesome army finds its way close to you. With these cities, make a force to ship to Kydonia (island south of Crete) and Rhodes (island east of Crete). After that, land on the cities north of Rhodes and take them all.
Make a new army to take out the Dacians and possibly the Scythians. Take Segestica (north of Salona) if you haven't already and head into Dacian land. Bribe any huge armies to avoid bloody battles. Keep moving through Dacian provinces and you'll soon find yourself at Dacia. After taking that, you might want to take the Scythians adjacent to you.
Meanwhile, you should take all the cities north of Rhodes. After you have secured those, head east and take over the Kingdom of Pontus and the Seleucid Empire. The civil war should break out around now; bribing is your best friend. Make a big army with all your Greek/Italy provinces and have them take over all of Italy.
Anyway, back to the Pontus/Seleucid front. After taking them over, you can either ally with Egypt (recommended) or take them over. Taking them over is pretty tough because they have a ton of archers and Cavalry, not to mention phalanxes. If you allied with them, just take some other barbarian provinces near Italy and you'll have the fifty.
New Text Document[ The House of Scipii ]------------------------------------------------------
Scipii can have a few different strategies. For both of the other Roman factions, the key was to take over Greece and Macedonia. For the Scipii, though, you could either do that or stay in the desert. At the start, take the Sicily provinces from the Carthigians. Mount Etna will erupt around this time, so make sure they aren't on top of the mountain.
With Sicily, build up a good sized army, hop on a boat, and head to Carthage. Move slowly so you don't run into their big navy. Once you reach Carthage, take it over. ;) I know, it is a lot harder than it sounds. Carthage will be stocked with troops, and elephants to boot, but if you took enough troops, you shouldn't find this much of a problem. For elephants, use Velites to skirmish away and tire them out. After that, have your Archers pelt them with fire arrows and make them run amok. After taking Carthage, head south and conquer Thapsus.
This is where the real fun begins because you have so many options. You can either head to Greece/Macedonia and take those provinces, like a normal Roman game, or stay in the desert. Taking Greece and Macedonia has been done the last two times; just follow those strategies and after you take them, head to Asia Minor.
If you want a new game, stay in the dersert and take all the desert provinces from the Egyptian Empire (make allies with it) to the end of the map. Meanwhile, you'll want to make an army to take out Caralis, Palma, and any other Carthigian cities in Spain.
Speaking of Spain, once you have taken the desert head to spain. Take all of it and head up to the Gauls territory. From Narbo Martius, head east until you hit the Julii. Now encompass the Julii's territory so they don't expand into the Gauls any. The civil war should start up now. Head down into the Julii and take all of Italy. Bribing is your friend, and you should have plenty of troops/money from the Spanish/Gaul campaigns.
After Italy is down, take all the remaining Gaul territory. Start a campaign against the Britons and Germania. Once they're toast, you've reached fifty cities.
The Macedonians start out in, what seems to be, a pretty bad situation. From the start, change your Macedonian capital because a plague will always occur in it at the beginning of the game. Even worse, though, Macedonia has to worry about the Dacians and Thracians to the north, and the Brutii from the west. If it's not enough, Macedonia is mixed and matched with the Greeks.
Send a diplomat north to ally/trade rights/map information the Thracians and Dacians.
First things first, get all your units together and take Athens before the Greek forces do. Make a two unit peasant garrison, leave, and head to Thermon. After taking that, immediately take Sparta from the Greeks. This series of events just unifies everything; it doesn't get you out of the Brutii jam.
Now use all your provinces to amass a big army. It shouldn't take long with all the provinces you have. After that, attack the Brutii at Apollonia and Salona. You shouln't have much trouble with Light Lancers and phalanxes.
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New Text DocumentAfter taking those places, make a 20-unit army and head over to Italy! Take Tarentuym and Croton from the Brutii to wipe them out.
The key here is to garrison phalanxes and archers so Rome cannot take the provinces in Italy back. Phalanxes will block the entrance/kill people charging while Archers will fire at will. A cheap trick is to keep the gates broken so that all the enemy units try to run in.
While doing all of this, always pump out troops. You'll need to bring an army north to take care of the Dacians/Thracians and an army to Italy. Remember, Phalanxes and Light Lancers kill. Light Lancer spamming is good with their great charge bonus. For Italy, just go up the gut - hit all enemies hard in the flanks with Light Lancers while your Phalanxes are holding them off.
In the Thracian/Dacian campaign, do the same thing. Phalanxes and your fast Cavalry will be godly against them.
Once you have all of these places, you can do whatever you like. Heading north of Italy and taking out the Gauls and Spanish seems like the easiest. If you want a harder game, head to Asia Minor and face off against Egypt and the Seleucids.
Possibly the easiest faction to play, Egypt not only has great units, but tons and tons of money to make them. To start, make roads so your troops can travel. Next, get all your troops together and take Damascus, Antioch, and Tarsus to the north. This will cripple the Seleucid Empire. From here, make a medium-sized army and take the Island Crete.
Afterwards, create another medium-sized force to take Petra, Bostra, and Palmyra. Now you're basically set. You can do a number of different campaigns from here. First, you can take Asia Minor, Greece, and Macedonia, then attack Italy. This campaign flares things up with the Brutii, and leads to even _more_ money.
Or, you can take the desert. I find this a much more enjoyable, original game. Head straight for Carthage first; after that, you can take all the remaining provinces. If you want to kill more, head to Spain and up to Gaul territory. Afterwards, head down on the Julii and make your way down Italy. If you're playing the Greece campaign, take the two Brutii provinces first and make your way up to Rome.
Post-Marius troops will be tough. Hold the line with your Pharaoh's Guards, have your Pharaoh's Bowmen rain arrows on them, and let chariots charge into the flanks. Egypt really has superior troops to anyone, even Post-Marius troops, though they will be a tough challenge.
The Seleucids start with five provinces that can make a ton of money. Raise them economically and you'll find yourself with almost too much money. You'll need to use this money, however, because you are located between five potentially enemy factions.
Make alliances with all the factions around you besides Egypt. Churn out those diplomats and get them working. We'll be using them throughout the
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New Text Documentgame. Try to get money out of the factions with map information, along with an alliance. Keep a diplomat at their border - if they try to get smart, just bribe their army off.
With those factions out of the way, build up your army as fast as possible. Seleucids don't have much at the beginning of the game, so getting as many mercenaries as you can is a good idea. When you have those troops, bring them over to Jerusalem and take it.
The battle should be particularly bloody, so take some time to rest and build another army of mercenaries and your best recruits. The key here is to always, always, always, bribe the other factions so they don't take you over. You need to focus on Egypt at the time, because they will become powerful in the mid to late game if you let them.
When you have another army, take Sidon and head down to Alexandria. It should be quite a walk. Remember to bring a diplomat to bribe any big armies and go down the line - Alexandria, Memphis, and Thebes. By now, Egypt will be crushed and broken. What's more, you'll also have Egypts great income now!
Well, that's basically all she wrote. With Egypt out of the picture and a ton of money, you can go wherever you like. If Egypt took over any other provinces, remember to take those. After that, it's all up to you. I like to tak Petra, Bostra, and Palmyra and then turn on all those alliances I made. They won't hold up forever. Bribing and mercenaries are your friend!
Meanwhile, bring an army over to Kydonia, Rhodes, and Salamis to get all the pivotal islands. Now you're income will be astonishing. Just head up, taking the Pontus, Greeks, Parthians, and any other civilization close to home. After that, take the Greek provinces and head into Rome. Now all you're cities at the start should be the best of the best, so you'll be able to create the best of the best and defeat the best of the best, Rome. Bribing should help, too. ;)
The Carthigians are in a pretty rough spot from the get-go; all of Rome wants you eliminated. Luckily, with some super armies to guard some key provinces, the threat of Rome should be lowered immensely. First off, you're going to want to either put your army at Sicily inside your city, or make an attack of the Scipii army.
Either way, once the Scipii army is down move over to Messana (north Sicily province) and take it over. Use elephants to mow down infantry for the win. With Messana, you'll get a ton of attacks by the Scipii and Brutii. Make a big army just so you can keep the province.
While doing this, build up Corduba in Spain. Sure, it will get attacked often by the Spanish, but do whatever you can to keep it. Cavalry are the key, along with mercenaries. Just make a good sized army (it will take a small while since it is isolated) and slowly take over parts of Spain, if you think you can.
On the Carthage front, you'll want to supply troops for Messana and Caralis. Messana is a no brainer; the Romans will come pounding on that province for a long while. But why Caralis? Well, soon the Julii will get the bright idea to take it over. Basically, Caralis will almost constantly be under siege. So, you'll need to fend off the Julii.
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New Text DocumentPalma is also a good place to supply troops for both Caralis and Corduba. I find that it doesn't get attacked often.
When you have fortified your fronts, take over Syracuse. This is a Greek province, so now you'll have to worry about the Greeks. Try to get them off your backs with an alliance, but don't be surprised if a few Greek armies make it to Sicily.
Well, now we're in pretty decent shape, besides the constant attacking. First, I would take over Cirta and Tingi, both west of Carthage. This will connect (sort of) you with your province in Spain. After this, you'll probably want to make an army to take Spain. The barbarians should be no match for your elephants and Cavalry!
After taking Spain, cut right into the Gauls and eliminate them just like you did Spain. Now you'll be knocking on Julii's door! Make an army and bring it over to Sicily. Attack and conquer both Brutii provinces. Bribe if necessary - these are going to be some bloody battles. Next, make your way up to Rome. In the meantime, you could also have another strikeforce on the Julii.
With Italy gone, make your way to Greece and take over the remaining Brutii. They should have more than a few provinces in that area. After this, it's basically whatever you feel like. It's mainly barbarians to the north, so that would be the easiest way to win. Or, you could head through the desert and battle the Egyptians, which is obviously the hardest choice. Lastly, you could take Asia Minor, another tough choice.
Parthia's campaign is particularly ugly. They don't start with money and have Egypt down their throats once they have some semblance of an empire. To start, build up your army/economy and send diplomats off to all the other provinces in Asia Minor. Make trade/map information/alliances with them for tribute to get some money to fund your campaign.
The unit of choice early in the game is definitely the Horse Archers. You are basically invincible in the early game with them, considering not many units can catch up to them. Take over Armenia first. This could easily happen in the first few turns.
Once you have Armenia, head west to Pontus. Again, Horse Archers are godly against their infantry. Take over both of Pontus' provinces and then we're golden. Well, not really. Egyptians versus Seleucids should be starting up. Instead of taking Seleucid from the backside, I'd much rather head west of Pontus even more and take all those great non Egypt/Seleucid provinces. They have a juicy income. Remember to make an alliance with Greece after taking them over!
That takes care of the money problem, but we still need to face the Egyptians. From here, make a full army and head south, taking over all the provinces, until you're at Jerusalem. This is harder than it sounds, considering you'll be fighting either the Egyptians or the Seleucids. Speaking of Seleucids, fund another army and take their backside. Continue riding this army south, taking the rebel provinces.
Back to the Jerusalem campaign. The Egyptians are extremely tough opponents, not only are their units godly, but they also can make them very quickly. And they don't have any money problems. It will be tough, but take over all of Egypt. By now, they'll probably have extended into the Rebel provinces, but
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Once you have those (this will take a long while), conquer any remaining Egyptian provinces and you'll have the game. Most of your starting cities will be at the top tier, enabling heavy Cavalry and elephants. Paired with mercenaries, you can easily take over Greece. Rome, though, is going to be very tough.
Romans can tear your Cavalry a new one head on, so keep them occupied with infantry/elephants while you ram them in their rear. Although you _will_ take big losses, this is a sure fire way to defeat the Romans. After taking Italy, it's nice to expand in the desert a small ways and take care of any Scipii cities.
*****************************************************************************[ Kingdom of Pontus ]--------------------------------------------------------
Pontus is just a small, lonely empire above Seleucia. The powerhouses of this region is, obviouly, Seleucia and Egypt. So it is only natural that the two have a slugfest in the beginning of the game. Stupid Seleucia, though, will leave Tarsus open for attack at the beginning of the game.
After taking it, make a good-sized army and conquer any rebel provinces to the west. Try to, at least, take Halicarnassus and Nicomedia. Your main competition will be the Greeks, so do this fast. Meanwhile, make an alliance with Armenia. From here, it is a good idea to take the rest of Asia Minor and ally with Greece thereafter. This will supply the money.
Meanwhile, it is a good idea to sneak in the back of Seleucia and take any of their provinces. Egypt should now be attacking you, but a good garrison should fend them off. After the Asia Minor campaign, make a super army and take over all the Egyptian provinces. This will dispose of a huge nuisance later in the game.
I'm not saying that this will be especially easy, but you should be able to pull it off. When not making armies to take over Egypt, make another army to take over Armenia and Parthia. Both of these factions shouldn't be much of a problem. Use this army to also take out the remaining Seleucia provinces and to head south into rebel land.
After taking all of Egypt, head into the desert to Carthage. At Carthage, defeat the Scipii. Now, it is a good idea to make two armies. One should take over all of Sicily and defend Messana while the other should conquer the remaining parts of the desert and Spain. After Spain, conquer the Gauls and you'll have the Romans at a two-front war.
Hit the Romans hard and fast to ensure that they won't get all their super armies to Rome. Once you take Rome, finish up with some Greek/Barbarian provinces to complete the campaign.
The Gaul campaign is rather enjoyable because you get to duke it out with Rome pre-marius. This is a godsend if you've ever faced them post-marius. From the start, make an alliance with Germania and get all the money you can out of them. Make an army and move it down, taking all the rebel provinces along the way.
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Simply put, your first goal is to connect your provinces together. Mediolanium and Patavium are isolated, so take Massilia and Lugdunum to connect all of your provinces. Keep a steady garrison on the Spanish front so they don't give you any trouble. Make an army in Patavium and conquer the three Julii provinces. This shouldn't be extremely tough considering they aren't very advanced as of yet.
Meanwhile, Britannia should be attacking you now. Make a medium-sized army and bring it over to Londinium. After capturing it, take over the other two provinces on the island. This will basically conclude the backstabbing by Britannia.
Now that you've taken the Julii, use the same army and siege Rome. But wait, you say that the huge army is just outside. If you have money, you can bribe the army off. If not, you're going to need to fight it. This will be a tough battle, but you should prevail thanks to numbers.
Bring a spy over and infiltrate Rome. Keep restarting if this doesn't work. After that, bring another supersized army to Rome and keep restarting until the Spy opens the doors for you. Or, you could make siege equipment and lose a ton of men - The Spy way just seems cleaner. Either way, bumrush to the square and take Rome!
From here, it's time to take the rest of Italy. The Scipii and Brutii should be off on their own campaigns, so these provinces shouldn't be as heavily guarded as Rome. Remember to take the three provinces in Sicily, also. Next, make your way over to Greece and take over any remaining Brutii provinces.
After that, do whatever you feel like. Some people like to kill Macedonia/Greece/Asia Minor while others wants to massacre Spain. The easier choice, in my opinion, is Spain. But, I think that killing Greeks and Macedonians is a better experience, since you're going to be doing that in a ton of campaigns.
Germania begins rather poor, but we can change that. Bring an army west to Alesia quickly so you can take it before the Gauls. After that, make another army that takes over Lugdunum (south of Alesia), Batavodurum (north of Trier), and Bordesholm (north of Batavorudum). This will take a little while, but considering your level one troops are pretty good, it shouldn't be much of a problem.
After this, it is a good idea to make alliances/map information (for money) with any civilizations to the east. Speaking of east, occupy Vicus Gothi, east of Bordesholm, as well. With all these provinces, the little "money problem" will be at an end.
Now it is a good idea to take out the Gauls around Alesia. They shouldn't be very tough, and you've severely hampered their expansion by taking Alesia. After they're done for, ferry over to the Britons and take the three provinces on the big island.
With the backside out of the way, continue south, taking France. Stop at Spain and scurry east to the remaining Gauls/Italy. At the head of Italy, make your way down and use the same tactics as the Gaul campaign to take over all of Italy. Now you'll basically want to continue the Gaul campaign more and finish off the Brutii in Greece. From here, take Greece and Macedonia and
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After you conquer them, take on Spain and you should have enough provinces for the win. An optional strategy to the Greek mayhem is to take Spain first and advance into the desert, but that leaves the Brutii free to make massive armies and attack you at Italy.
A rather interesting faction, the Britons are located near the Germans and Gauls. Naturally, the first action you'd want to do is to get an alliance with Germania. They are pretty loyal and won't attack you until you turn on them. Brittania has barbarian fighters, which means you get good chosen swordsmen, druids, chariots, and slingers.
In addition to getting an alliance with Germania, take all the money you can from them with map information and trade. Send your army to Alesia and conquer the city. Consolidate and destroy any Gauls that attack. Meanwhile, bring your diplomat around the world, trading map information for tribute.
Make another army and take Tara, on the island west of your island. After this, build up an army big enough to take all the Gaul provinces in France and do so. It is actually pretty simple - you should have money to bribe any threatening armies. Once you have France and you're bordering the Julii, make another army and attack Germania.
Once you have cleaned Germania out, if you are advanced enough, you can take on Rome. It will be tough, but it is more than doable. Have the Roman infantry smash into your own while your Chariots and Mercenary Cavalry bash into the flanks and kill the General and Archers. It's pretty simple if you have enough Chosen Swordsmen to hold them off.
After taking Italy, I like to finish off the Gauls in Spain and also take the Spanish while I'm there. It isn't very tough. From here, you can take over a number of places. I like to head to Greece and take over that bunch of places to get my fifty provinces.
Armenia is located between quite a few factions. Luckily, none of these factions are what I would consider "powerhouses." Armenians are quite weak, and you'll have the work with Horse Archers throughout your entire campaign. They truly do a great job and, if worked correctly, are invincible.
To work them, just shoot from far away and skirmish away when the enemy gets close. This works wonders for most slow units. For faster units, your Heavy Cavalry General is good to use on Light Cavalry. Against Archers, you'll want to use your General also. Although this may seem risky, it is the only way in the early-mid game. If you run out of arrows, merely withdraw and attack again.
You can go in whatever direction you want, but ideally you want to take over the Seleucid Empire while they are fighting the Egyptians. This will make the money flow in. Be sure to make alliances with the Pontus and Parthians, too. Once you have the Seleucid Empire, you'll be in good shape money-wise. From here, it basically plays like a Seleucid game - take over Egypt as quickly as possible with money.
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Bribing and mercenaries are your friends. Bribe all the bad armies and conquer all of Egypt. After this, take a few rebel provinces to the east just to make a bigger empire. Next, turn on your Parthian and Pontus alliances. After you have their land, head into and take all of Asia Minor. From here, you can either head into the desert, take Carthage, and conquer Rome with Sicily as your foothole. Or, you can take the Greeks, Macedonians, and Brutii. Of course, either way leads to Rome.
Romans are pretty tough. Use Horse Archers, any heavy Cavalry you have, your Spearmen, and your Archers to defeat them. Just wait for them to make a mistake while you pepper them down with arrows.
This faction starts out terribly financially - possibly the worst in the game. You won't have ANY money to do anything. This must be why they made the faction unlockable, though you can unlock the faction by altering the text files a little. ;)
At first, the Dacians seem like a hopeless cause. But they definitely are not! I'll start with diplomatic stuff. Your diplomat will be your big money maker at the beginning of the game. Bring him around the world and have him trade his map information for money with everyone. Always get a single payment instead of tribute, and always use this payment the first turn so you can use the money before you go back into the red. You'll want your diplomat to first get alliances/sell map information with Scythia, Macedonia, and Thracia.
Now, get your best General and all of your troops together. When I say all, I basically mean all you can until the city starts to riot. The army should be 1/2 to 3/4 full. Bring it down to Macedonia/Greece and take Bylazora, Thessalonica, Larissa, Athens, Corinth, Sparta, and Thermon. I know, that is QUITE a list of places to take over!
The first few Macedonian places should be simple enough. When you get to the Greek cities, things start to get a little tougher. Maybe more than a little, but once you take Sparta you'll be able to train your best troops right away. And you'll finally have an income! How great is that!
With the new cities, build them economically and start to build a super army. It's actually time to face the Roman factions! This may seem a tad bit rushed, but you're in a great position. Most of your top tier troops can be created once you take Sparta, so you are very formidable against Rome.
Dacia's bread and butter are their infantry and archers. Chosen Swordsmen and Chosen Archers are great. Add that with decent Cavalry and you have a pretty damn good army. This is the easiest barbarian faction to take the Romans with, considering you'll be equal in troop quality. After taking Italy, conquer Thracia, Scythia, the rebel provinces to the west of Dacia, and the Gauls. All easy to defeat.
The Greeks have provinces in a few key areas. First of all, it would be a good idea to get out of Sicily. This might seem weird, but you'll be wasting all your money on just Sicily, and it is not worth it. Build a port, boat,
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Meanwhile, you should take over all of the Macedonian Empire. Just go up the gut and take all of their provinces over. You will need a pretty big army, but it shouldn't be that extremely tough. Make alliances with the Thracians and Dacians. After that, build another army and take the rebel provinces in Asia Minor and the islands south of Greece.
With all of this income, build a sizable army and defend against the Brutii. They are destined to come and attack you. After killing them, take over Apollonia and Salona, both Brutii provinces. This shouldn't be extremely tough. Now, make a full army and take both of the Brutii provinces. Bribing is your friend, remember. After taking those, head up and take Rome. Bribe the big army outside Rome if you can.
At the Julii border, you can either conquer them or take Sicily. Both ways are fairly tough - I like getting Sicily first. Just send a powerful army over and take the three provinces. After taking Julii thereafter, the board is yours for the taking. For an easy game, take over all the barbarians. For a tough game, head to the Egyptians.
A tad bit less challenging than the Dacians, a Numidia campaign is still tough. First, you are seperated and Egypt is right next to one of your provinces. Make sure that Siwa has walls and a good garrison - you will be fighting the Egyptians sometimes.
As for your other provinces, make an army and take Carthage. This should be especially easy if you do it early because all of Carthage's army will be in Sicily. Taking Carthage is a good idea because you'll have a better income. In addition to taking Carthage and making it your capital, conquer Thapsus south of it.
It's always a good idea to be on the attack, so advance a big army to Sicily and take the Carthage province. From here, I like to make an alliance with the Greeks so they don't send ships and attack me. Take the Scipii province in Sicily and head up the Italy gut. You'll need an especially great army and diplomat, but it is more than possible.
With Italy's income, you'll be able to fight Egypt. Connect your provinces (if you haven't already) and send a super army and diplomat over. Take Alexandria, Memphis, and Thebes quickly for fear of reprisal. Once you have those, Egypt is crippled without its big provinces, but it still has Jerusalem. Take the rebel provinces that Egypt might have taken and head for Jerusalem.
After taking it, you might want to finish off any other Egyptian provinces. Also, make another army and take the islands.
With your super army, push forward and take what used to be the Seleucid Empire. It has probably been destroyed by the Egyptians. These provinces have FANTASTIC income. Once you have these, the world is in your grasp. I like to take over Asia Minor and the Desert.
New Text DocumentA rather simple campaign once you take over Macedonia and Greece. The main advantage that Scythia has over the rest is arrows. Almost ever unit you can create can fire arrows at the opponents. With Horse Archers, you can kill slow units without losing one troop. Now that's what I call thorough!
To start, take your men and attack Campus Getae, just south of Scythia. You can take the province in one turn flat - use your Spy to infiltrate the city. After doing this, advance every city (we need roads!) and bring your diplomat over to the Parthians in the back. Get them to sign a no-backstabbing clause and we're done with the first turn.
Continue down and take Thrace if you think you have enough men. At this point, it is a good idea to make a temporary alliance with the Dacians so they don't attack you. Once done, make a good-sized army and take all of Macedonia's provinces. This should be fairly easy - camel archers destroy mostly all of their units. For Light Lancers, face them against your own Cavalry.
With Macedonia, the income will start to pour in. To finish it off, take the Greek settlements near your new provinces. This includes Sparta, which will make you a ton of money. Now that you have all of these provinces, you have a good income. Make your super army and manhandle the Dacians quickly. While taking out the Dacians, make another army to take care of the Brutii at Salona and Apollonia.
Now that the Romans are mad at you, it is time to attack Italy pre-marius. Send all of your best troops and take both Brutii provinces first. From here, send one army north to take Rome and the Julii, while another army should venture south to secure Sicily. With Italy, your income will be astounding and you will have no trouble venturing conquering whatever land you desire.
The only direction that the Spanish can head is into France. First, though, we need to get Spain back. That means taking two provinces - Numatia from the Gauls and Corduba from Carthage. Just get the garrison from the eastern and western provinces to take them over. Once you have them, consolidate your gains and make another army to take over all the provinces in France.
The Julii might make a couple trips to Spain, but you should be able to fend them off. In France, expand up until you reach the Britons, then expand east. Once you reach the Germans, fight them and the Britons - you can even take the three Briton provinces on the island if you want. Just keep expanding east over Italy until you are good financially and can build your best units. Once that happens, head to Italy for the kill.
Or, you could just head straight to Italy and take them pre-marius. This might be a better idea for some people. Italy has quite an income that would make taking over the rest of the world easy.
I particularly like this strategy, found at the totalwar.org forums. It was written by a user called "Tzar Kaloyan" and he did a famous job writing it. Here it is:
"There are some excellent guides on how to succeed in RTW in general. You Page 43
New Text Documentwould do well to read them! There is no point of repeating any of them here; instead, let me tell you what I did to succeed for Thrace in the short campaign on very hard/very hard - I advise you to always play on very hard as anything else will be a tremendous waste of time. The AI is hardly challenging!
As Thrace, you start in little corner on the Balkan peninsula, south of Scythia, east of Dacia and Macedonia. Since I have already played for Dacia (and shared my thoughts in the guide there), the region was very familiar to me. So, first order of military business was capturing Byzantium from the rebels - it is a very profitable city. To do that, move your spy to reveal where the city is, take the Auxiliary Cavalry from your capital, merge it with the army of your heir and move to Byzantium.
In your two cities, raise taxes to max and set roads in the building queue. Your diplomat should move to Dacia (north-west) to sign an alliance and sell maps and get trade rights. I did not want war with Dacia at the moment. You are done for turn One.
Turn Two: move your Spy in Byzantium. He will reveal the presence of 2 Hoplites and 1 Peltasts. Most importantly, he will give you a 32% chance to open the gate when you attack, this same turn! In my case, it worked and I saved a turn of siege.
The battle for Byzantium is of medium difficulty. The Peltasts were at the gate and were quickly over-run by my general’s cavalry without any loss of life on my side. Then move the Auxiliary Cavalry to irritate the two phalanx units. My missile troops managed to reduce the enemy count. Use your falxmen to finish the job. I am sure somebody on the web has written at length about fighting with and against phalanxes in RTW. I haven’t looked for it, so I had to invent my own way through experience. Here is my approach:
Use the two units of falxmen to attack the phalanx from two opposite sides. The unit that is facing the phalanx will face a very tough time, so make sure you pull it back a little just as they engage it. The unit attacking from behind will do most of the killing. Don’t waste your time charging with your general - I did that and even attacking in the rear cost me immediately 3 dead horsemen. The phalanx is really tough on cavalry.
All in all, if you lose more than 50 men in capturing Byzantium, you probably didn’t manage the battle right. Normal losses should be about 35-40. Upon capturing the city, you don’t need to enslave or kill the population as there
�are only 2,000 or so of them and they won t give you much trouble.
For the next couple of turns, move your diplomat to talk to the Dacians and your spy towards the Macedonians. Build a second diplomat. Money should start flowing quickly, as I am sure by now you have built roads, mines or land clearance in various of your cities.
I offered a packaged deal to the Dacians - alliance, trade rights and map information. After some haggling, they agreed on 4-turn tribute at 750 per turn. Not rich, but accomplished the goal of an alliance.
Use your faction leader to put a couple of towers, particularly on the border with Macedonia. Putting towers on the boarder and on ‘blind’ spots in your territory is always a good move - it prevents surprises from enemies and it also allows you to spot if rebels are disrupting your trade routes.
Since we are talking about family members, let me also offer this advice - manage their retinues well! If you have a management-improving retinue on a family member you are planning to use as your conquering general, then the
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New Text Documentretinue won’t be helping you most of the time! Instead, transfer it to a governor you plan to keep inside a city. Second, give your young family members some chance to sit in a city and get married. The last thing you want is to have no heirs!!! Ensure the future.
On the other hand, if you have enough children already, it may be a good idea to start working on a young general early, if that particular family member has no good management characteristics. I got a youngster, Ziles in 268 BC, that had bad management vices, so I decided to turn him into a general and use my aging leader as a governor!
My plan was to concentrate at first on the easy targets - the rebel-controlled cities in the Mediterranean. This will allow me to get the buildings to produce quality troops, as well as to give my enemies a chance to produce quality troops as well! After all, what fun is there to win easy victories!!! For this plan to work, I needed a port in Byzantium.
Just as I made that plan, a large Pontus army disembarked right next to Byzantium. I sold them maps and trade rights, hired mercenaries right there, moved an army from the capital and prepared for their obvious attack. Pontus signed even an alliance with me, but I was not fooled! A diplomat was sent to sign a hasty treaty with the Macedonians and to hire a rebel army in their territory. Macedonians agreed to an alliance and paid 4,000 for maps and trade rights. Scythians paid 5,000 for maps and trade rights. Thus, fairly early, I had a huge war chest, but very little in terms of hirable troops.
Next turn the Pontus besieged Byzantium. You already knew it, so, I am assuming you are prepared for it. I bribed two more armies from Macedonian territory (note: it is much cheaper to bribe rebel armies than it is to build the same army or to hire mercenaries!) and took them home.
Over the next 3 turns I stalled with Pontus, bribed a couple of rebel armies every turn (got lucky with the rebels) and managed to convince Pontus to accept ceasefire. The following turn I see Pontus went to war with the Seleucids. One would think they will need their strongest army and the faction heir for that war, but he continued to stand right next to Byzantium! After giving him 2 more turns to reconsider, I attacked.
Why wait so long you will ask? Well, try attacking that Pontus army and you will understand. He had 2 units of heavy cavalry in addition to the general’s bodyguard, there was also a unit of light cavalry, archers, peltests and a 5 units of spearmen, if I recall correctly. All this force was lead by an able general. When I finally attacked, I had 4 militia hoplites, 3 units of Thracian mercenaries, 4 units of peltests, 2 illirians, and 5 units of various cavalry. The odds were 4:3, but with Pontus on the defense (and sure to take a hill), I felt they had the better force. The battle started hard (AI on the hill), but the AI showed no initiative! My missiles ran supreme, routed 3 spearmen before the fight even started, my 3 cavalry units ganged on the unprotected general and killed him and once the hoplites finally showed up on top of the hill, it was all over. Man, does the AI do a poor job fighting: it lost over 600 men while only inflicting 122. So, don’t be afraid of the AI! Attack!
From here on, you should be strong enough to build up. The Thrace economy is excellent and Nicomedia and Crete are easy picking. Keep the war away from your money-making cities and decide who will go after next. Overall, of the three factions (other than the Romans) I have played in campaigns with, Thrace is second in terms of starting difficulty (Dacia was easier, Spain was quite hard). Enjoy."
To add, you can either venture into Asia Minor or take Macedonia/Greece. I Page 45
New Text Documentfind both strategies to be very enjoyable and profittable. However, taking Macedonia/Greece will have to happen sometime, and it leads you closer to Italy, so it seems like the better strategy. Heading into Asia Minor turns bad when you meet Egypt.
In this section, I'll cover all the battles in the "Historical Battle" menu of Rome: Total War. The descriptions and strategies will be listed.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Lake Trasimene ---------------------------- The rise of Rome was far from inevitable. As the Romans moved to secure their control over the Italian peninsular, another people, the Carthaginians, were busily establishing their own empire in Spain and North Africa. It was inevitable, however, that the two rising powers in the region would clash violently at some point: there simply wasn't room around the shores of the Western Mediterranean for the two empires to co-exist.
Fortunately, the Carthaginians were blessed with a great general in Hannibal, who can only be described as a military genius. In 218 BC he lead a force from Spain, over the Alps and into Northern Italy to directly challenge Roman power. He defeated the Romans at Trebia in 218 BC and forced them onto the strategic defensive.
Hannibal continued to push hard, and caught a Roman army at Lake Trasimene. Now he would have another chance to prove his worth, this time against the full might of a Roman consular army under C. Flaminius. He had already demonstrated tactical finesse in commanding many different types of soldiers against the relatively brute force approach of the Roman commander at Trebia. Now Hannibal intended to teach the Romans another hard lesson. It was not to be the last lesson in generalship he would hand out.
Strategy: At the start of the battle, meet the Carthigian Cavalry with your Triarii. They should make shish kabob out of them, so make sure that you face them head on. It is a big mistake that they send in the Cavalry first; once you take care of them, it is a prett simple battle. Meet your infantry with their infantry. Your Velites should work on the infantry, either pepper them down or peel an infantry unit off of the assault. Once the Velites are out of ammo, have them charge the rear of the Infantry. Your Cavalry should charge the enemy Missile units. As for your Triarii, have them hold the infantry line and also kill the enemy general, who seems to get gutsy.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Raphia -------------------- More than a century after the death of Alexander the Great, and his successors were still struggling for dominance over his fragmented
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By Spring 217BC both sides had completed their preparations. Egyptian diplomacy had delayed the fighting for long enough. The two armies advanced, and clashed near the small town of Raphia, with the sea protecting one flank of each army. Both kings chose to make this flank their strongest, and lead the battle from there...
Strategy: March forward and charge with your infantry after the first volley from the enemy Missile units. While doing this, send your Peltasts over to either harass the Infantry or Archers. The Cavalry should take out the enemy Cavalry, destroy the Archers, or flank the Infantry. Just make sure that the enemy Cavalry doesn't flank you. The Elephants, obviously, should head through the Infantry lines and possibly wreak havoc on the Archers.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Telamon --------------------- After the end of the 1st Punic War, the Romans had every right to feel pleased with their results. There had been unrest in northern Italy, but the mere appearance of an army had quashed any opposition. However, in 225BC an alliance of Gallic tribes and mercenaries from Transalpine Gaul moved into Etruria through an unguarded pass in the Apennines. To meet this invasion, the Romans called on the resources and manpower of all of middle and southern Italy, who rapidly mobilised defensive forces. As a result, they succeeded in outmanoeuvring the Gauls, and forced the invaders towards the coast of Tuscany, while another army made an unopposed landing at Pisae and prevented them from a line of retreat. The Gauls were surrounded, trapped.
After Telamon the Romans decided that enough was enough. Northern Italy would have to be secured and the Gauls defeated, a task that would virtually double the area under Rome's direct control. By 220BC nearly all the Gallic tribes had submitted and Carthage was severely weakened by the loss of one of its main sources of mercenaries. The peace won would not be long lasting.
Strategy: Two armies against one, luckily we don't face them at the same time. Have your Chosen Swordsmen take on the enemy Hastati, Triarii, and Velites. Once the enemy Spearmen is occupied by your Swordsmen, send your Cavalry units over to crush the Roman General and Cavalry. The Missile units should be behind the Chosen Swordsmen, taking out the enemy Infantry. Your Chosen Swordsmen can make fast work of Hastati and Velites, so this battle shouldn't be extremely tough. If people start to rout, or you find your Cavalry outnumbered, send a warhound unit out to play. Once that army is taken care of, reverse and meet the second army. This time, you can use your warhound units first, preferably on Cavalry/weaker units. Again, Chosen Swordsmen make quick work of Hastati and Principes - they just aren't a huge competition. If you have any Cavalry left, have them charge the flanks or take on the enemy Cavalry/General.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Siege of Gergovia --------------------- Julius Caesar was appointed proconsul for the combined provinces of Illyricum, Cisalpine and Transalpine Gaul - a vast territory for him to rule, but still not quite enough. Fortunately, he commanded one of the best armies of the day, tough veteran legionaries with good military engineering skills.
All was going well until 54 BC when a revolt broke out lead by Vercingetorix, an Avernian aristocrat. Thrown temporarily onto the back foot, Caesar was forced to react to the Gaul and his attacks, rather than the other way around. The Gauls annihilated one of his legions in the winter of 54-53 BC, and disaster never seemed far away. The rebellious Gauls were proving to be a huge problem.
In 52 BC, the Gauls and Romans met at Gergovia, a fortified hilltop fort. Fearing that the Gauls were bringing forward reinforcments, Caesar ordered a legion to march to the rear of the fort. Spotting this, Vercingetorix moved the entire Gallic army to watch, leaving the path to the fort clear for Caesar. The Roman General ordered his forces forward, but the Gauls returned just in time to counter the offensive and surround the Roman army.
Strategy: The Gauls might have numbers, but you have superior troops. At the start, use Archers and Legionary Cohort to take on the Cavalry. Fire arrows rock their world. After that, it's superior infantry on weaker infantry. Your Cavalry should either mop up any Missile units or attack the rears. You should be able to make quick work of the first group. The second group is more of the same thing - your units are just too superior to have any close matches.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> Battle of the River Trebia -------------------------- As Rome secured control of the Italian peninsular, Carthage was establishing an empire in Spain and North Africa. It was inevitable that these two rising powers would clash violently for control of the Western Mediterranean. Carthage needed space for its trade and maritime empire, and the Romans simply saw Carthage as another threat. War was bound to come, sooner or later.
Fortunately for the Carthaginians, they had the services of Hannibal Barca, one of the greatest generals of all time. Marching from Spain, he slipped past one Roman army and into northern Italy over the Alps, even managing to bring a contingent of elephants with the army. His bold strategy was to march on Rome and break Roman power at its heart. He also hoped to gain allies as he advanced, among peoples disenchanted with the domination of Rome.
After two months of campaigning he was met by a Roman force at the River Trebia. Hannibal used a feigned cavalry retreat to lure the Romans across the freezing river. True to form, and despite the winter floods, the Romans crossed the river and made straight for Hannibal's army. Historically, Hannibal was ready and crushed the Roman army. The few Romans who escaped were the ones who broke through the Carthaginian line as it closed around them and then kept running!
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New Text DocumentStrategy: Use Fire Arrows on the Velites to make them rout. After that, fire at the Hastati. When the Julii army clears the trees with the hidden Cavalry, send in your infantry to face their infantry and make them stop. While they are fighting, send your Cavalry out to kill the enemy General and attack the flanks. This battle is all set up for you from the beginning.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Asculum --------------------- Pyrrhus, the King of Epirus, had a long career as a soldier, pretty much from the age of 12. He was related to Alexander the Great through his mother, and was drawn into the Wars of the Successors after Alexander's death. In the process, he managed to get himself deposed and reinstated as King of Epirus and proclaimed the King of Macedonia, and then promptly dethroned in Macedonia. Pyrrhus consciously modelled himself on Alexander and even claimed that Alexander talked to him in dreams. Even after losing the Macedonian throne, he kept looking for something to conquer, like his hero...
It was at this point that ambassadors from Tarentum arrived to ask for help against some western 'barbarians' who called themselves 'Romans'. Pyrrhus needed little further encouragement and, in 280BC landed in Italy. His first overtures to the Romans offering mediation between them and the citizens of Tarentum were rejected. His victory at Heraclea was not enough to win the war, however, even when he marched on Rome. Incidentally, his opponent at Heraclea, Appius Claudius, was responsible for giving the Roman army its first taste of new punishment: decimation. Pyrrhus had hoped to win over Rome's allies and client cities to his banner, but every one of them shut the gates against him, and he was forced to winter in Campania, even though he had been close enough to Rome to see the smoke of the city on the horizon.
In 279, Pyrrhus advanced again. This time he moved up the Adriatic coast, methodically reducing the Roman colonies there. Perhaps he hoped that the locals would rise and follow him, but the Romans moved too and sent an army to confront him under the command of P Sulpicius Saverrio and P. Decimus Mus. The two armies confronted each other near the River Aufidus, upstream from the spot were the equally bloody Battle of Cannae would be fought some 63 years later...
Asculum was to give the world the concept of the pyrrhic victory: a victory won at so great a cost that it was almost a defeat. As Pyrrhus himself remarked 'If we are victorious in one more battle with the Romans, we shall be utterly ruined.'
Strategy: Let the enemy march to you. When the Cavalry/Elephants are within range of your Missile units, fire away. In addition, let your Infantry also throw their spears at the Cavalry/Elephants. If you are lucky, they will rout pretty quickly. If not, have Triarii mop them up. When the meat of the enemy army meets you now, they'll be at a severe disadvantage without Cavalry. Match your heavy infantry with their heavy infantry, while you send your light infantry to flank their line. Your Missile units should be firing at the line or, more importantly, the enemy General, if they can. Send your Equites around to either charge the flanks or match the General. If the General isn't dead yet, while he is occupied by the Equites send some Light Infantry over to finish him off. After that, use the Light Infantry to flank the enemy Heavy Infantry.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Carrhae --------------------- Carrhae was a battle that need not have happened.
It was the success of Julius Caesar in Gaul that led Licinius Crassus, a rival for power, to move against the Parthians: Caesar was doing rather too well. Crassus had been a member of the First Triumvirate with Caesar and Pompey, and then a consul with Pompey. His achievements were in danger of being overshadowed.
In 55 BC Crassus went to Syria - a province he had been given when the spoils of the Empire were divided up - with war on his mind. The Parthian Empire to the east was an opportunity for glory and even greater wealth, although his desire for a war was completely unnecessary and probably beyond his skills to manage. To be fair to Crassus, he was an adequate general, rather than a great commander like Caesar or Pompey. He probably knew that he owed his place in the Triumvirate to his enormous wealth. There also have to be some doubts as to Julius Caesar's true motives in writing to Crassus urging him to go to war.
In 53, he got his war but foolishly rejected local advice and marched directly towards the Parthian heartland; he had been advised to attack through the mountains of Armenia. The legions cross the Euphrates at Zeugma, pressed eastwards but, on hearing that the Parthians were near, Crassus reformed the army into a massive marching square. An army of horse archers and cavalry under the inspiring commander Surenas then confronted him. As the Roman infantry stood firm, the Parthians began the battle with a cacophony of beating drums to dishearten their enemies. Then the arrow storm started...
Although it's not usual to tell you about the aftermath of a battle you're about to refight, the fate of Crassus is worth knowing. The Parthians captured and executed him. Crassus was probably the wealthiest man in the Roman world, and the Parthians poured molten gold down his throat. They also slaughtered the Roman wounded and took the survivors into captivity. The final insult was that they captured many standards, including legionary eagles.
Strategy: I've never beaten this one on Very Hard, but I saw a post of someone who did. This post is by "Aildiin." Here it is:
"Just beat Carrahae in very hard difficulty yesterday.
I used my remaining cavalry unit to rout 2 of the persian cavalry units on my left flank and then sent it to chase away the persian cavalry on my right.Then just before the cataphracts charged into my legions I broke testudo and had them ready themselves for the charge.I then sent my commander to my left flank.Thanks to this no more archers were firing in my back during the charge and I was able to withstand it.My commander then charged the catapracts in the back and routed 2 of their units.
The enemy general tried to charge my pinned commander but I had just told him to ride through my troups and he ended up in the middle of my army.Then it was a matter of my legionnaries to kill the enemy commander.My chasing cavalry unit got slaughtered by a routed cataphract unit that had
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New Text Documentregrouped but by then the moral of the enemy was low.
I baited one more persian cavalry unit to charge me by having one of my remaining units to reform testudo ( have to admit it was a bit of luck there, I didn't expect them to charge, was just trying to protect myself from the arrows...). They charged me, routed that unit but before the unit routed my commander countercharged them in the back and destroyed them.
By then I had very few legionnaries left but my commander unit was still 16 men strong and was now at 2 golden chevron and the parthians were totall demoralized.It was just a matter of letting my commander chase all remaining persian cavalry of the field and for me to claim victory...."
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Cynocephalae -------------------------- With Carthage defeated at Zama and the Second Punic War brought to a successful conclusion, Rome turned its attention to other matters.
In Greece, the former ally of Carthage, Philip of Macedon provoked Roman hostility just by his continued existence. Romans never forgive or forget those who oppose them, even when this is done ineffectually. It didn't take a lot of effort for Titus Quinctius Flamininus to persuade the Senate that a settling of accounts with Philip was now needed.
In 200 BC a Roman army landed in Thessaly. After some tentative manoeuvering by both sides, they camped on either side of a series of ridges and hillocks called "The Dogs' Heads" (for their shapes) and prepared for battle. The fight that followed was characterised by changing fortunes for each side but it was the Romans who eventually gained the upper hand.
Philip's influence in Greece was broken, and a series of small campaigns by Flamininus resulted in the Greek cities being largely independent of Macedonian power by 196. By carefully not taking control for Rome, Flaminius was hailed as a liberator, but in practical terms none of the Greek cities were powerful enough to oppose Rome's will.
Strategy: The key in this battle is to take out the Macedonian Army's weak left side. Bring a few Infantry, your elephant, and Cavalry over to the left side. Once Infantry is on Infantry, bring your Cavalry around to the backside and flank them. In addition, use your elephant to fire arrows and run over the infantry. With the left side crushed, it should be a fairly simple victory. Use more of the same tactics for the rest of the fight. Don't let any men run after others, and always put your units against units they are stronger against. Triarii versus the Light Lancer is a good idea. Have all of your Infantry tak the Phalanx Pikeman while your Missile units shoot at them. Cavalry can either ram the rear or take the General.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Battle of Teutoburg Forest ------------------------------ By 9 AD the frontier of the Rome world lay along the natural moat of the Rhine. To the north, the barbarians lurked in their dark forests (according to the Romans) and plotted the destruction of all things
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The Emperor Augustus was, however, absolutely convinced that the comforts of civilized living could be brought to the German tribes, and pushed for full provincial development of the German interior. However, there seemed to be faint prospect of ever bringing civilization and its comforts to the awkward Germans. This may have been behind the decision to appoint Quinctilius Varus as governor of the province. The man was an able administrator, but not a very good soldier. He was a civilian, with a civilian's mission of collecting taxes, conscripting soldiers, and establishing Roman law. Perhaps Roman efficiency would win over the Germans.
The German tribes, on the other hand, were equally convinced that the comforts of Rome were probably very nice, but not the Roman government and taxes that seemed to go with them. There was little money to pay taxes (barter economies don't need money), free warriors saw conscription as slavery, and Roman law was completely barbaric - why was it right to go around imprisoning people and flogging them when a blood feud settled a dispute properly? Varus established his main camp somewhere on the Weser (best guesses place it somewhere near modern Minden), but as winter approached, Varus, his army and the camp followers pulled back towards winter quarters to the south. This was the opportunity that the Germans had been waiting for. Arminius, their hidden leader, had spent time in Varus' camp but once the Romans were on the march and the rout they were to take was established, he disappeared - and the attacks by the wild men of the German forests began...
Strategy: After taking out the first army you're up against, march your men down the road. Germans will attack from the trees, but if they don't come running at you, ignore them and keep marching. If they do, just engage as usual. Keep going until you reach the third army. From here, if you're pressed for time you can quickly bring one-hundred to the town. If you aren't, just engage and destroy.
+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=>> The Siege of Sparta ------------------- King Pyrrhus of Epirus liked to believe he was the last of a long line of kings, a great warrior in the tradition of Alexander the Great and worthy enough to be from the heroic age of Greece.
The truth was different.
After his early successes against his Greek and Macedonian neighbours, his luck changed when matched against the Romans at Asculum in 279 BC. Although he won the battle, the cost was so high in men that "pyrrhic victory" is still used to describe a triumph bought at terrible cost.
Bloodied by his campaigns in Italy and Sicily, Pyrrhus returned to Epirus and raised a new army to conquer Greece and Macedonia. He managed quick victories against the Macedonian king, Antigonus, and then turned his attention south to Greece itself, and a great prize beckoned him on: Sparta.
The city-state was only a shadow of what it once had been. The great days of Spartan warriors were long gone, but the lands of Sparta were still well worth conquering. More importantly, Sparta had always relied
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With most of the Spartan army away on campaign with King Areus, the city looked terribly vulnerable...
Strategy: Have your Onagers fire at the troops inside with fire. When the garrison decides to engage outside the city, meet them with your own troops. When they retreat, pelt them some more with your Onagers. Finally, when your Onager are out of ammo, head into the city. Spearmen should be in the front - slowly head up to the town square. Here, pepper down the enemies with arrows and then engage from as many sides as you can. It is a good idea to encompass the enemy in a circle, as they can't rout at the square.
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
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New Text DocumentPro-Consul's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Imperial Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables training of Praetorian Cohort * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Town Watch
Militia Barracks (Second Tier) * Enables training of Town Watch * Enables training of Hastati
Legion Barracks (Third Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes
Army Barracks (Fourth Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes * Enables training of Triarii
Urban Barracks (Fifth Tier) * Enables training of Town Watch * Enables training of Hastati
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Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Equites * Enables training of War Dogs
Cavalry Stables (Third Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia
Hippodrome (Fourth Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia * Enables training of Legionary Cavalry * Enables training of Incendiary Pigs * Allows races to be held
Circus Maximus (Fifth Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia * Enables training of Legionary Cavalry * Enables training of Incendiary Pigs * Allows races to be held * Enables training of Praetorian Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Velites
Archery Range (Third Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae
Catapult Range (Fourth Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae * Enables training of Scorpions * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae * Enables training of Scorpions * Enables training of Onagers * Enables training of Heavy Onagers * Enables training of Repeating Ballistae
Trader-Class BuildingsPage 55
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Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Forum (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Great Forum (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Curia (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income
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Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Public health bonus: 15%
City Plumping (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Public health bonus: 20%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Arena (Third Tier) * SPECIAL REQUIREMENT: Market Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 5%
Amphitheater (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 10% * Enables training of Samnite Gladiators
Coliseum (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 15% * Enables training of Samnite Gladiators
Temple-Class Buildings----------------------
Shrine of Ceres (First Tier) * Public Order bonus due to happiness: 5% * Population growth bonus: 0.5%
Temple of Ceres (Second Tier) * Public Order bonus due to happiness: 10% * Population growth bonus: 1%
Large Temple of Ceres (Third Tier) * Public Order bonus due to happiness: 15% * Population growth bonus: 1.5%
Awesome Temple of Ceres (Fourth Tier) * Public Order bonus due to happiness: 20% * Population growth bonus: 2%
Pantheon (Ceres, Fifth Tier) * Public Order bonus due to happiness: 25% * Population growth bonus: 2.5%
Shrine of Bacchus (First Tier) * Public Order bonus due to happiness: 10%
Temple of Bacchus (Second Tier) * Public Order bonus due to happiness: 20%
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Awesome Temple of Bacchus (Fourth Tier) * Public Order bonus due to happiness: 40%
Pantheon (Bacchus, Fifth Tier) * Public Order bonus due to happiness: 50% * Population Growth bonus: 1% * Public Order bonus due to law: 10%
Shrine of Jupiter (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Temple of Jupiter (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Large Temple of Jupiter (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15%
Awesome Temple of Jupiter (Fourth Tier) * Public Order bonus due to happiness: 20% * Public Order bonus due to law: 20% * Enables training of Arcani
Pantheon (Jupiter, Fifth Tier) * Public Order bonus due to happiness: 35% * Public Order bonus due to law: 20% * Enables training of Arcani
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Town Watch
Militia Barracks (Second Tier) * Enables training of Town Watch * Enables training of Hastati
Legion Barracks (Third Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes
Army Barracks (Fourth Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes * Enables training of Triarii
Urban Barracks (Fifth Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes * Enables training of Triarii * Enables training of Urban Cohort
Stable-Class Buildings----------------------
Stables (Second Tier)Page 60
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Cavalry Stables (Third Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia
Hippodrome (Fourth Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia * Enables training of Legionary Cavalry * Enables training of Incendiary Pigs * Allows races to be held
Circus Maximus (Fifth Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia * Enables training of Legionary Cavalry * Enables training of Incendiary Pigs * Allows races to be held * Enables training of Praetorian Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Velites
Archery Range (Third Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae
Catapult Range (Fourth Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae * Enables training of Scorpions * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae * Enables training of Scorpions * Enables training of Onagers * Enables training of Heavy Onagers * Enables training of Repeating Ballistae
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods
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Forum (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Great Forum (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Curia (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
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Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Public health bonus: 15%
City Plumping (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Public health bonus: 20%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Arena (Third Tier) * SPECIAL REQUIREMENT: Market Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 5%
Amphitheater (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 10% * Enables training of Samnite Gladiators
Coliseum (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 15% * Enables training of Samnite Gladiators
Temple-Class Buildings----------------------
Shrine of Juno (First Tier) * Public Order bonus due to happiness: 5% * Public health bonus: 5%
Temple of Juno (Second Tier) * Public Order bonus due to happiness: 10% * Public health bonus: 10%
Large Temple of Juno (Third Tier) * Public Order bonus due to happiness: 15% * Public health bonus: 15%
Awesome Temple of Juno (Fourth Tier) * Public Order bonus due to happiness: 20% * Public health bonus: 20%
Pantheon (Juno, Fifth Tier) * Public Order bonus due to happiness: 25% * Public health bonus: 25% * Experience bonus to troops trained here: +2
Shrine of Mercury (First Tier) * Public Order bonus due to happiness: 5% * Increase in tradable goods
Temple of Mercury (Second Tier) * Public Order bonus due to happiness: 10% * Increase in tradable goods
Large Temple of Mercury (Third Tier) * Public Order bonus due to happiness: 15% * Increase in tradable goods
Awesome Temple of Mercury (Fourth Tier)Page 64
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Pantheon (Mercury, Fifth Tier) * Public Order bonus due to happiness: 25% * Increase in tradable goods * Public health bonus: 10% * Experience bonus to troops trained here: +1
Shrine of Mars (First Tier) * Public order bonus due to happines: 5%
Temple of Mars (Second Tier) * Public order bonus due to happines: 10% * Experience bonus to troops trained here: +1
Large Temple of Mars (Third Tier) * Public order bonus due to happines: 15% * Experience bonus to troops trained here: +2
Awesome Temple of Mars (Fourth Tier) * Public order bonus due to happines: 20% * Experience bonus to troops trained here: +3 * Enables training of Arcani
Pantheon (Mars, Fifth Tier) * Public order bonus due to happines: 10% * Experience bonus to troops trained here: +3 * Enables training of Arcani * Morale bonus to troops trained here: +1 * Increase in tradable goods * Public health bonus: 10%
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Town Watch
Militia Barracks (Second Tier) * Enables training of Town Watch * Enables training of Hastati
Legion Barracks (Third Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes
Army Barracks (Fourth Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes * Enables training of Triarii
Urban Barracks (Fifth Tier) * Enables training of Town Watch * Enables training of Hastati * Enables training of Principes * Enables training of Triarii * Enables training of Urban Cohort
Stable-Class Buildings----------------------
Stables (Second Tier)Page 66
New Text Document * Enables training of Equites * Enables training of War Dogs
Cavalry Stables (Third Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia
Hippodrome (Fourth Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia * Enables training of Legionary Cavalry * Enables training of Incendiary Pigs * Allows races to be held
Circus Maximus (Fifth Tier) * Enables training of Equites * Enables training of War Dogs * Enables training of Cavalry Auxilia * Enables training of Legionary Cavalry * Enables training of Incendiary Pigs * Allows races to be held * Enables training of Praetorian Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Velites
Archery Range (Third Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae
Catapult Range (Fourth Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae * Enables training of Scorpions * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Velites * Enables training of Roman Archer * Enables training of Ballistae * Enables training of Scorpions * Enables training of Onagers * Enables training of Heavy Onagers * Enables training of Repeating Ballistae
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods
Page 67
New Text Document * Population growth bonus: 0.5% * Enables recruitment of Spies
Forum (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Great Forum (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Curia (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Page 68
New Text Document
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Public health bonus: 15%
City Plumping (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Public health bonus: 20%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Arena (Third Tier) * SPECIAL REQUIREMENT: Market Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 5%
Amphitheater (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 10% * Enables training of Samnite Gladiators
Coliseum (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Allows Gladiatorial games to be held * Public Order bonus due to happiness: 15% * Enables training of Samnite Gladiators
Temple-Class Buildings----------------------
Shrine to Vulcan (First Tier) * Public Order bonus due to happiness: 5% * Upgraded light weapons: +1
Temple of Vulcan (Second Tier) * Public Order bonus due to happiness: 10% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1
Large Temple of Vulcan (Third Tier) * Public Order bonus due to happiness: 15% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded Armor: +1
Awesome Temple of Vulcan (Fourth Tier) * Public Order bonus due to happiness: 5% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded Armor: +1 * Experience bonus to troops trained here: +1
Pantheon (Vulcan, Fifth Tier) * Public Order bonus due to happiness: 5% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded Armor: +1 * Experience bonus to troops trained here: +2 * Public Order bonus due to law: 10%
Shrine to Saturn (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Page 70
New Text DocumentTemple of Saturn (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Large Temple of Saturn (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15%
Awesome Temple of Saturn (Fourth Tier) * Public Order bonus due to happiness: 20% * Public Order bonus due to law: 20% * Enables training of Arcani
Pantheon (Saturn, Fifth Tier) * Public Order bonus due to happiness: 25% * Public Order bonus due to law: 25% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded Armor: +1 * Enables training of Arcani
Shrine to Neptune (First Tier) * Public Order bonus due to happiness: 5%
Temple of Neptune (Second Tier) * Public Order bonus due to happiness: 10%
Large Temple of Neptune (Third Tier) * Public Order bonus due to happiness: 15%
Awesome Temple of Neptune (Fourth Tier) * Public Order bonus due to happiness: 20% * Enables training of Corvus Quinquireme
Pantheon (Neptune, Fifth Tier) * Public Order bonus due to happiness: 20% * Public Order bonus due to law: 10% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded Armor: +1 * Enables training of Decere * Enables training of Corvus Quinquireme
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=---------------------------[ Armenian Buildings ]----------------------------
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats
Page 71
New Text Document * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Eastern Infantry
Militia Barracks (Second Tier) * Enables training of Eastern Infantry * Enables training of Hillmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Horse Archers
Cavalry Stables (Third Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry
Elite Clavary (Fourth Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry
Page 72
New Text Document * Enables training of Cataphracts * Enables training of War Elephants
Royal Cavalry Stables (Fifth Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry * Enables training of Cataphracts * Enables training of War Elephants * Enables training of Incendiary Pigs * Enables training of Cataphract Camels
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Slingers
Archery Range (Third Tier) * Enables training of Slingers * Enables training of Archers
Catapult Range (Fourth Tier) * Enables training of Slingers * Enables training of Archers * Enables training of Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Bazaar (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grand Bazaar (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier)Page 73
New Text Document * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grand Bazaar Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Irrigation (Fourth Tier) * Improved farms and food production: +4
Roads-----
Roads (First Tier) * Improved roads and trade
Academy-Class Buildings-----------------------
Academy (Third Tier)Page 74
New Text Document * SPECIAL REQUIREMENT: Market Building * Governors gain skills and knowledge
Sciptorium (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Governors gain skills and knowledge
Ludus Magna (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Governors gain skills and knowledge
Caravan-Class Buildings-----------------------
Trade Caravan (Third Tier) * Increase in tradable goods
Spice Road (Fourth Tier) * Increase in tradable goods
Silk Road (Fifth Tier) * Increase in tradable goods
Temple-Class Buildings----------------------
Shrine of Zoroastra (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Temple of Zoroastra (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Large Temple of Zoroastra (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15%
Awesome Temple of Zoroastra (Fourth Tier) * Public Order bonus due to happiness: 20% * Public Order bonus due to law: 20%
Temple Complex of Zoroastra (Fifth Tier) * Public Order bonus due to happiness: 25% * Public Order bonus due to law: 25%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=---------------------------[ British Buildings ]-----------------------------
Warrior's Hold * Enables training of Barbarian Peasants * Enables construction of "First Tier" buildings
Warlord's Hold * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Page 75
New Text DocumentHigh King's Hall * Improves Generals' Bodyguard * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stockade (Second Tier) * Extra wall defenses * Reinforced gates
Barrack-Class Buildings-----------------------
Muster Field (First Tier) * Enables training of Warband
Meeting Hall (Second Tier) * Enables training of Warband * Enables training of Swordsmen
Hall of Heroes (Third Tier) * Enables training of Warband * Enables training of Swordsmen * Enables training of Chosen Swordsmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of War Hounds
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Slingers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Great Market (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Page 76
New Text DocumentSmith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Enables training of British Light Chariots
Weaponsmith (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1 * Enables training of British Light Chariots * Enables training of British Heavy Chariots
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Boats
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Boats * Enables training of Large Boats
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Tavern (Second Tier) * Public Order bonus due to happiness: 5%
Bardic Circle (Third Tier) * Public Order bonus due to happiness: 10%
Temple-Class Buildings----------------------
Shrine to Brigantia (First Tier) * Public Order bonus due to happiness: 5% * Public health bonus: 5%
Page 77
New Text DocumentSacred Grove of Brigantia (Second Tier) * Public Order bonus due to happiness: 10% * Public health bonus: 10%
Sacred Circle of Brigantia (Third Tier) * Public Order bonus due to happiness: 15% * Public health bonus: 15% * Population growth bonus: 1.5%
Shrine to Britannia (First Tier) * Public Order bonus due to happiness: 5% * Increase in tradable goods
Sacred Grove of Britannia (Second Tier) * Public Order bonus due to happiness: 10% * Increase in tradable goods
Sacred Circle of Britannia (Third Tier) * Public Order bonus due to happiness: 15% * Increase in tradable goods
Shrine to Andrasta (First Tier) * Public Order bonus due to happiness: 5% * Enables training of Woad Warriors
Sacred Grove of Andrasta (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1 * Enables training of Woad Warriors * Enables training of Head Hurlers
Sacred Circle of Andrasta (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2 * Enables training of Woad Warriors (+1 Experience) * Enables training of Head Hurlers (+1 Experience)
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Page 78
New Text Document
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Town Watch
Militia Barracks (Second Tier) * Enables training of Town Watch * Enables training of Iberian Infantry
City Barracks (Third Tier) * Enables training of Town Watch * Enables training of Iberian Infantry * Enables training of Libyan Spearmen
Army Barracks (Fourth Tier) * Enables training of Town Watch * Enables training of Iberian Infantry * Enables training of Libyan Spearmen * Enables training of Poeni Infantry
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Round Shield Cavalry
Cavalry Stables (Third Tier) * Enables training of Round Shield Cavalry
Page 79
New Text Document * Enables training of Long Shield Cavalry * Enables training of Elephants
Elite Clavary (Fourth Tier) * Enables training of Round Shield Cavalry * Enables training of Long Shield Cavalry * Enables training of Elephants * Enables training of War Elephants
Royal Cavalry Stables (Fifth Tier) * Enables training of Round Shield Cavalry * Enables training of Long Shield Cavalry * Enables training of Elephants * Enables training of War Elephants * Enables training of Armored Elephants * Enables training of Sacred Band Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Skirmishers
Archery Range (Third Tier) * Enables training of Skirmishers * Enables training of Slingers
Catapult Range (Fourth Tier) * Enables training of Skirmishers * Enables training of Slingers * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Skirmishers * Enables training of Slingers * Enables training of Onagers * Enables training of Heavy Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Bazaar (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grand Bazaar (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Page 80
New Text Document
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grand Bazaar Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Farm-Class Buildings--------------------
Page 81
New Text Document
Land Clearance (First Tier) * Improved farms and food production: +1
Warrior's Hold * Enables training of Barbarian Peasants * Enables construction of "First Tier" buildings
Warlord's Hold * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
High King's Hall * Improves Generals' Bodyguard * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stockade (Second Tier) * Extra wall defenses * Reinforced gates
Barrack-Class Buildings-----------------------
Muster Field (First Tier) * Enables training of Warband
Meeting Hall (Second Tier) * Enables training of Warband * Enables training of Swordsmen
Hall of Heroes (Third Tier) * Enables training of Warband * Enables training of Swordsmen * Enables training of Chosen Swordsmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Barbarian Cavalry * Enables training of War Hounds
Warlord's Stables (Third Tier) * Enables training of Barbarian Cavalry * Enables training of War Hounds * Enables training of Barbarian Noble Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier)Page 83
New Text Document * Enables training of Skirmisher Warband
Archery Range (Third Tier) * Enables training of Skirmisher Warband * Enables training of Forester Warband
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Great Market (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Weaponsmith (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Boats
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Boats * Enables training of Large Boats
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Tavern (Second Tier) * Public Order bonus due to happiness: 5%
Bardic Circle (Third Tier) * Public Order bonus due to happiness: 10%
Temple-Class Buildings----------------------
Shrine to Teutatis (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Teutatis (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1 * Upgrades light weapons: +1 * Enables training of Naked Fanatics
Sacred Circle of Teutatis (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2 * Upgrades light weapons: +1 * Enables training of Naked Fanatics (+1 Experience)
Shrine to Epona (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Epona (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +2
Sacred Circle of Epona (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +3
Shrine to Abnoba (First Tier) * Public Order bonus due to happiness: 5% * Upgrades missile weapons: +1
Sacred Grove of Abnoba (Second Tier) * Public Order bonus due to happiness: 10% * Upgrades missile weapons: +2
Sacred Circle of Abnoba (Third Tier) * Public Order bonus due to happiness: 15% * Upgrades missile weapons: +3
Shrine to Esus (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Page 85
New Text DocumentSacred Grove of Esus (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Sacred Circle of Esus (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15% * Enables training of Druids
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Pharaoh's Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier)Page 86
New Text Document * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Nubian Spearmen
Militia Barracks (Second Tier) * Enables training of Nubian Spearmen * Enables training of Nile Spearmen
City Barracks (Third Tier) * Enables training of Nubian Spearmen * Enables training of Nile Spearmen * Enables training of Desert Axeman
Army Barracks (Fourth Tier) * Enables training of Nubian Spearmen * Enables training of Nile Spearmen * Enables training of Desert Axeman * Enables training of Pharaoh's Guards
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Desert Cavalry
Cavalry Stables (Third Tier) * Enables training of Desert Cavalry * Enables training of Nubian Cavalry
Elite Clavary (Fourth Tier) * Enables training of Desert Cavalry * Enables training of Nubian Cavalry * Enables training of Nile Clavary * Enables training of Camel Archers
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Skirmishers
Archery Range (Third Tier) * Enables training of Skirmishers * Enables training of Slingers * Enables training of Bowmen
Catapult Range (Fourth Tier) * Enables training of Skirmishers * Enables training of Slingers * Enables training of Bowmen * Enables training of Pharaoh's Bowmen * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Skirmishers
Page 87
New Text Document * Enables training of Slingers * Enables training of Bowmen * Enables training of Pharaoh's Bowmen * Enables training of Onagers * Enables training of Heavy Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Bazaar (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grand Bazaar (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Enables training of Egyptian Chariots
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1 * Enables training of Egyptian Chariots * Enables training of Egyptian Chariot Archers
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grand Bazaar Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Page 88
New Text Document * Enables training of Egyptian Chariots * Enables training of Egyptian Chariot Archers
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Irrigation (Fourth Tier) * Improved farms and food production: +4
Great Estates (Fifth Tier) * Improved farms and food production: +5
Roads-----
Roads (First Tier) * Improved roads and trade
Paved Roads (Second Tier) * Improved roads and trade
Academy-Class Buildings-----------------------
Academy (Third Tier) * SPECIAL REQUIREMENT: Market Building * Governors gain skills and knowledge
Sciptorium (Fourth Tier)Page 89
New Text Document * SPECIAL REQUIREMENT: Forum Building * Governors gain skills and knowledge
Ludus Magna (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Governors gain skills and knowledge
Temple-Class Buildings----------------------
Shrine of Horus (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Temple of Horus (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Large Temple of Horus (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15%
Awesome Temple of Horus (Fourth Tier) * Public Order bonus due to happiness: 20% * Public Order bonus due to law: 20%
Temple City (Horus, Fifth Tier) * Public Order bonus due to happiness: 25% * Public Order bonus due to law: 25% * Upgrades light weapons: +1 * Upgrades heavy weapons: +1 * Upgrades Armor: +1
Warrior's Hold * Enables training of Barbarian Peasants * Enables construction of "First Tier" buildings
Warlord's Hold * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
High King's Hall * Improves Generals' Bodyguard * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stockade (Second Tier)Page 90
New Text Document * Extra wall defenses * Reinforced gates
Barrack-Class Buildings-----------------------
Muster Field (First Tier) * Enables training of Warband
Meeting Hall (Second Tier) * Enables training of Warband * Enables training of Swordsmen
Hall of Heroes (Third Tier) * Enables training of Warband * Enables training of Swordsmen * Enables training of Chosen Swordsmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Barbarian Cavalry * Enables training of War Hounds
Warlord's Stables (Third Tier) * Enables training of Barbarian Cavalry * Enables training of War Hounds * Enables training of Barbarian Noble Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Skirmisher Warband
Archery Range (Third Tier) * Enables training of Skirmisher Warband * Enables training of Forester Warband
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Great Market (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Smith-Class Buildings---------------------
Page 91
New Text DocumentBlacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Weaponsmith (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Boats
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Boats * Enables training of Large Boats
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Tavern (Second Tier) * Public Order bonus due to happiness: 5%
Bardic Circle (Third Tier) * Public Order bonus due to happiness: 10%
Temple-Class Buildings----------------------
Shrine to Teutatis (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Teutatis (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1 * Upgrades light weapons: +1 * Enables training of Naked Fanatics
Page 92
New Text DocumentSacred Circle of Teutatis (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2 * Upgrades light weapons: +1 * Enables training of Naked Fanatics (+1 Experience)
Shrine to Epona (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Epona (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +2
Sacred Circle of Epona (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +3
Shrine to Abnoba (First Tier) * Public Order bonus due to happiness: 5% * Upgrades missile weapons: +1
Sacred Grove of Abnoba (Second Tier) * Public Order bonus due to happiness: 10% * Upgrades missile weapons: +2
Sacred Circle of Abnoba (Third Tier) * Public Order bonus due to happiness: 15% * Upgrades missile weapons: +3
Shrine to Esus (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Sacred Grove of Esus (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Sacred Circle of Esus (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15% * Enables training of Druids
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=----------------------------[ German Buildings ]-----------------------------
Warrior's Hold * Enables training of Barbarian Peasants * Enables construction of "First Tier" buildings
Warlord's Hold * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
High King's Hall * Improves Generals' Bodyguard * Enables training of Barbarian Peasants
Page 93
New Text Document * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stockade (Second Tier) * Extra wall defenses * Reinforced gates
Barrack-Class Buildings-----------------------
Muster Field (First Tier) * Enables training of Spear Warband
Meeting Hall (Second Tier) * Enables training of Spear Warband * Enables training of Axemen
Hall of Heroes (Third Tier) * Enables training of Spear Warband * Enables training of Axemen * Enables training of Chosen Axemen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Barbarian Cavalry * Enables training of Warhounds
Warlord's Stables (Third Tier) * Enables training of Barbarian Cavalry * Enables training of Warhounds * Enables training of Barbarian Noble Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Skirmisher Warband
Archery Range (Third Tier) * Enables training of Skirmisher Warband * Enables training of Chosen Archer Warband
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Page 94
New Text Document
Great Market (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Weaponsmith (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Boats
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Boats * Enables training of Large Boats
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Tavern (Second Tier) * Public Order bonus due to happiness: 5%
Bardic Circle (Third Tier) * Public Order bonus due to happiness: 10%
Temple-Class Buildings----------------------
Page 95
New Text DocumentShrine to Freyja (First Tier) * Public Order bonus due to happiness: 5% * Population Growth Bonus: 0.5% * Enables training of Screeching Women
Sacred Grove of Freyja (Second Tier) * Public Order bonus due to happiness: 10% * Population Growth Bonus: 1% * Enables training of Screeching Women
Sacred Circle of Freyja (Third Tier) * Public Order bonus due to happiness: 15% * Population Growth Bonus: 1.5% * Enables training of Screeching Women
Shrine to Donar (First Tier) * Public Order bonus due to happiness: 5%
Sacred Grove of Donar (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1
Sacred Circle of Donar (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2 * Enables training of Berserkers
Shrine to Woden (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Woden (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +2 * Enables training of Naked Fanatics
Sacred Circle of Woden (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +3 * Enables training of Naked Fanatics * Enables training of Gothic Cavalry
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Page 96
New Text Document
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Militia Hoplites
Militia Barracks (Second Tier) * Enables training of Militia Hoplites * Enables training of Hoplites
City Barracks (Third Tier) * Enables training of Militia Hoplites * Enables training of Hoplites * Enables training of Armored Hoplites
Army Barracks (Fourth Tier) * Enables training of Militia Hoplites * Enables training of Hoplites * Enables training of Armored Hoplites * Enables training of Spartan Hoplites
Stable-Class Buildings----------------------
Page 97
New Text DocumentStables (Second Tier) * Enables training of Militia Cavalry
Cavalry Stables (Third Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry
Elite Cavalry (Fourth Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Incendiary Pigs
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Peltasts
Archery Range (Third Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Ballistae
Catapult Range (Fourth Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Ballistae * Enables training of Heavy Peltasts * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Ballistae * Enables training of Heavy Peltasts * Enables training of Onagers * Enables training of Heavy Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Agora (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grear Agora (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Page 98
New Text Document
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grear Agora Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building
Page 99
New Text Document * Public health bonus: 15%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Irrigation (Fourth Tier) * Improved farms and food production: +4
Roads-----
Roads (First Tier) * Improved roads and trade
Paved Roads (Second Tier) * Improved roads and trade
Academy-Class Buildings-----------------------
Academy (Third Tier) * SPECIAL REQUIREMENT: Market Building * Governors gain skills and knowledge
Sciptorium (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Governors gain skills and knowledge
Ludus Magna (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Governors gain skills and knowledge
Theater-Class Buildings-----------------------
Odeon (Third Tier) * Public Order bonus due to happiness: 5%
Lyceum (Fourth Tier) * Public Order bonus due to happiness: 10%
Theater (Fifth Tier) * Public Order bonus due to happiness: 15%
Temple-Class Buildings----------------------
Shrine of Nike (First Tier) * Public Order bonus due to happiness: 5%
Temple of Nike (Second Tier) * Public Order bonus due to happiness: 10%
Page 100
New Text Document * Experience bonus to troops trained here: +1
Large Temple of Nike (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2
Awesome Temple of Nike (Fourth Tier) * Public Order bonus due to happiness: 20% * Experience bonus to troops trained here: +3
Pantheon of Nike (Fifth Tier) * Public Order bonus due to happiness: 20% * Experience bonus to troops trained here: +3 * Population Growth Bonus: 1% * Public Order Bonus due to law: 10% * Increase in tradable goods
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates
Page 101
New Text Document * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Militia Hoplites
Militia Barracks (Second Tier) * Enables training of Militia Hoplites * Enables training of Hoplites
City Barracks (Third Tier) * Enables training of Militia Hoplites * Enables training of Hoplites * Enables training of Armored Hoplites
Army Barracks (Fourth Tier) * Enables training of Militia Hoplites * Enables training of Hoplites * Enables training of Armored Hoplites * Enables training of Spartan Hoplites
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Militia Cavalry
Cavalry Stables (Third Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry
Elite Cavalry (Fourth Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Incendiary Pigs
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Peltasts
Archery Range (Third Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Ballistae
Catapult Range (Fourth Tier) * Enables training of Peltasts
Page 102
New Text Document * Enables training of Archers * Enables training of Ballistae * Enables training of Heavy Peltasts * Enables training of Onagers
Siege Engineer (Fifth Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Ballistae * Enables training of Heavy Peltasts * Enables training of Onagers * Enables training of Heavy Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Agora (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grear Agora (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grear Agora Building
Page 103
New Text Document * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Public health bonus: 15%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Irrigation (Fourth Tier) * Improved farms and food production: +4
Roads-----
Roads (First Tier) * Improved roads and trade
Paved Roads (Second Tier) * Improved roads and trade
Page 104
New Text Document
Academy-Class Buildings-----------------------
Academy (Third Tier) * SPECIAL REQUIREMENT: Market Building * Governors gain skills and knowledge
Sciptorium (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Governors gain skills and knowledge
Ludus Magna (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Governors gain skills and knowledge
Theater-Class Buildings-----------------------
Odeon (Third Tier) * Public Order bonus due to happiness: 5%
Lyceum (Fourth Tier) * Public Order bonus due to happiness: 10%
Theater (Fifth Tier) * Public Order bonus due to happiness: 15%
Temple-Class Buildings----------------------
Shrine of Nike (First Tier) * Public Order bonus due to happiness: 5%
Temple of Nike (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1
Large Temple of Nike (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2
Awesome Temple of Nike (Fourth Tier) * Public Order bonus due to happiness: 20% * Experience bonus to troops trained here: +3
Pantheon of Nike (Fifth Tier) * Public Order bonus due to happiness: 20% * Experience bonus to troops trained here: +3 * Population Growth Bonus: 1% * Public Order Bonus due to law: 10% * Increase in tradable goods
New Text Document * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Militia Hoplites
Militia Barracks (Second Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen
City Barracks (Third Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen
Page 106
New Text Document * Enables training of Phalanx Pikeman
Army Barracks (Fourth Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen * Enables training of Phalanx Pikeman * Enables training of Silver Shield Pikemen
Royal Barracks (Fifth Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen * Enables training of Phalanx Pikeman * Enables training of Silver Shield Pikemen * Enables training of Silver Shield Legionaries
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Militia Cavalry
Cavalry Stables (Third Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Elephants
Elite Cavalry (Fourth Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Elephants * Enables training of Cataphracts * Enables training of War Elephants
Circus Maximus (Fifth Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Elephants * Enables training of Cataphracts * Enables training of War Elephants * Enables training of Companion Cavalry * Enables training of Armored Elephants
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Peltasts
Archery Range (Third Tier) * Enables training of Peltasts * Enables training of Archers
Catapult Range (Fourth Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Onagers
Trader-Class Buildings----------------------
Trader (First Tier)Page 107
New Text Document * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Agora (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grear Agora (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grear Agora Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Page 108
New Text DocumentDockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Public health bonus: 15%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Irrigation (Fourth Tier) * Improved farms and food production: +4
Roads-----
Roads (First Tier) * Improved roads and trade
Paved Roads (Second Tier) * Improved roads and trade
Academy-Class Buildings-----------------------
Academy (Third Tier) * SPECIAL REQUIREMENT: Market Building * Governors gain skills and knowledge
Sciptorium (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Governors gain skills and knowledge
Ludus Magna (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Governors gain skills and knowledge
Theater-Class BuildingsPage 109
New Text Document-----------------------
Odeon (Third Tier) * Public Order bonus due to happiness: 5%
Lyceum (Fourth Tier) * Public Order bonus due to happiness: 10%
Theater (Fifth Tier) * Public Order bonus due to happiness: 15%
Temple-Class Buildings----------------------
Shrine of Hemphaestus (First Tier) * Public Order bonus due to happiness: 5% * Upgraded light weapons: +1
Temple of Hemphaestus (Second Tier) * Public Order bonus due to happiness: 10% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1
Large Temple of Hemphaestus (Third Tier) * Public Order bonus due to happiness: 15% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1
Awesome Temple of Hemphaestus (Fourth Tier) * Public Order bonus due to happiness: 20% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1 * Experience bonus to troops trained here: +1
Pantheon of Hemphaestus (Fifth Tier) * Public Order bonus due to happiness: 25% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1 * Experience bonus to troops trained here: +2 * Public Order Bonus due to law: 10%
Shrine of Dionysus (First Tier) * Public Order bonus due to happiness: 10%
Temple of Dionysus (Second Tier) * Public Order bonus due to happiness: 20%
Large Temple of Dionysus (Third Tier) * Public Order bonus due to happiness: 30%
Awesome Temple of Dionysus (Fourth Tier) * Public Order bonus due to happiness: 40%
Pantheon of Dionysus (Fifth Tier) * Public Order bonus due to happiness: 50% * Population Growth Bonus: 1% * Public health bonus: 10%
Page 110
New Text DocumentShrine of Asklepios (First Tier) * Public Order bonus due to happiness: 5% * Public health bonus: 5%
Temple of Asklepios (Second Tier) * Public Order bonus due to happiness: 10% * Public health bonus: 10%
Large Temple of Asklepios (Third Tier) * Public Order bonus due to happiness: 15% * Public health bonus: 15%
Awesome Temple of Asklepios (Fourth Tier) * Public Order bonus due to happiness: 20% * Public health bonus: 20%
Pantheon of Asklepios (Fifth Tier) * Public Order bonus due to happiness: 25% * Public health bonus: 25% * Increase in tradable goods * Experience bonus to troops trained here: +2
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Wooden Wall (Second Tier) * Extra wall defenses
Page 111
New Text Document * Reinforced gates
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Eastern Infantry
Militia Barracks (Second Tier) * Enables training of Eastern Infantry * Enables training of Hillmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Horse Archers
Cavalry Stables (Third Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry
Elite Clavary (Fourth Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry * Enables training of Cataphracts * Enables training of War Elephants
Royal Cavalry Stables (Fifth Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry * Enables training of Cataphracts * Enables training of War Elephants * Enables training of Incendiary Pigs * Enables training of Cataphract Camels
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Slingers
Archery Range (Third Tier) * Enables training of Slingers * Enables training of Archers
Page 112
New Text DocumentCatapult Range (Fourth Tier) * Enables training of Slingers * Enables training of Archers * Enables training of Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Bazaar (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grand Bazaar (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grand Bazaar Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Page 113
New Text DocumentPort (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Warrior's Hold * Enables training of Barbarian Peasants * Enables construction of "First Tier" buildings
Warlord's Hold * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
High King's Hall * Improves Generals' Bodyguard * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stockade (Second Tier) * Extra wall defenses * Reinforced gates
Barrack-Class Buildings-----------------------
Muster Field (First Tier) * Enables training of Warband
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New Text Document
Meeting Hall (Second Tier) * Enables training of Warband * Enables training of Swordsmen
Hall of Heroes (Third Tier) * Enables training of Warband * Enables training of Swordsmen * Enables training of Chosen Swordsmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of War Hounds
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Slingers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Great Market (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Enables training of British Light Chariots
Weaponsmith (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1 * Enables training of British Light Chariots * Enables training of British Heavy Chariots
Port-Class Buildings--------------------
Page 116
New Text DocumentPort (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Boats
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Boats * Enables training of Large Boats
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Tavern (Second Tier) * Public Order bonus due to happiness: 5%
Bardic Circle (Third Tier) * Public Order bonus due to happiness: 10%
Temple-Class Buildings----------------------
Shrine to Brigantia (First Tier) * Public Order bonus due to happiness: 5% * Public health bonus: 5%
Sacred Grove of Brigantia (Second Tier) * Public Order bonus due to happiness: 10% * Public health bonus: 10%
Sacred Circle of Brigantia (Third Tier) * Public Order bonus due to happiness: 15% * Public health bonus: 15% * Population growth bonus: 1.5%
Shrine to Britannia (First Tier) * Public Order bonus due to happiness: 5% * Increase in tradable goods
Sacred Grove of Britannia (Second Tier) * Public Order bonus due to happiness: 10% * Increase in tradable goods
Sacred Circle of Britannia (Third Tier) * Public Order bonus due to happiness: 15% * Increase in tradable goods
Page 117
New Text DocumentShrine to Andrasta (First Tier) * Public Order bonus due to happiness: 5% * Enables training of Woad Warriors
Sacred Grove of Andrasta (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1 * Enables training of Woad Warriors * Enables training of Head Hurlers
Sacred Circle of Andrasta (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2 * Enables training of Woad Warriors (+1 Experience) * Enables training of Head Hurlers (+1 Experience)
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
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New Text Document
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Eastern Infantry
Militia Barracks (Second Tier) * Enables training of Eastern Infantry * Enables training of Hillmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Horse Archers
Cavalry Stables (Third Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry
Elite Clavary (Fourth Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry * Enables training of Cataphracts * Enables training of War Elephants
Royal Cavalry Stables (Fifth Tier) * Enables training of Horse Archers * Enables training of Persian Cavalry * Enables training of Cataphracts * Enables training of War Elephants * Enables training of Incendiary Pigs * Enables training of Cataphract Camels
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Slingers
Archery Range (Third Tier) * Enables training of Slingers * Enables training of Archers
Catapult Range (Fourth Tier) * Enables training of Slingers * Enables training of Archers * Enables training of Onagers
Trader-Class BuildingsPage 119
New Text Document----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Bazaar (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grand Bazaar (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grand Bazaar Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income
Page 120
New Text Document * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Governor's House * Enables training of Peasants * Enables construction of "First Tier" buildings
Governor's Villa * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
Governor's Palace * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Councilor's Chamber * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fourth Tier" buildings
Royal Palace * Improves Generals' bodyguards * Enables training of Peasants * Enables recruitment of diplomats * Enables construction of "Fifth Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
New Text Document * Extra wall defenses * Reinforced gates * Boiling Oil
Large Stone Wall (Fourth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Epic Stone Wall (Fifth Tier) * Extra wall defenses * Boiling Oil * Iron Gates
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Militia Hoplites
Militia Barracks (Second Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen
City Barracks (Third Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen * Enables training of Phalanx Pikeman
Army Barracks (Fourth Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen * Enables training of Phalanx Pikeman * Enables training of Silver Shield Pikemen
Royal Barracks (Fifth Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen * Enables training of Phalanx Pikeman * Enables training of Silver Shield Pikemen * Enables training of Silver Shield Legionaries
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Militia Cavalry
Cavalry Stables (Third Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Elephants
Elite Cavalry (Fourth Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Elephants * Enables training of Cataphracts * Enables training of War Elephants
Circus Maximus (Fifth Tier)Page 123
New Text Document * Enables training of Militia Cavalry * Enables training of Greek Cavalry * Enables training of Elephants * Enables training of Cataphracts * Enables training of War Elephants * Enables training of Companion Cavalry * Enables training of Armored Elephants
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Peltasts
Archery Range (Third Tier) * Enables training of Peltasts * Enables training of Archers
Catapult Range (Fourth Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Agora (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grear Agora (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Merchants' Quarters (Fifth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins * Public Order bonus due to happiness: 10%
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
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New Text Document
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Foundry (Fifth Tier) * SPECIAL REQUIREMENT: Grear Agora Building * Upgrades light weapons +2 * Upgrades heavy weapons +2 * Upgrades missile weapons +2 * Upgrades armor +2
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Aqueduct (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Public health bonus: 15%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
New Text Document * Improved farms and food production: +4
Roads-----
Roads (First Tier) * Improved roads and trade
Paved Roads (Second Tier) * Improved roads and trade
Academy-Class Buildings-----------------------
Academy (Third Tier) * SPECIAL REQUIREMENT: Market Building * Governors gain skills and knowledge
Sciptorium (Fourth Tier) * SPECIAL REQUIREMENT: Forum Building * Governors gain skills and knowledge
Ludus Magna (Fifth Tier) * SPECIAL REQUIREMENT: Great Forum Building * Governors gain skills and knowledge
Theater-Class Buildings-----------------------
Odeon (Third Tier) * Public Order bonus due to happiness: 5%
Lyceum (Fourth Tier) * Public Order bonus due to happiness: 10%
Theater (Fifth Tier) * Public Order bonus due to happiness: 15%
Temple-Class Buildings----------------------
Shrine of Hemphaestus (First Tier) * Public Order bonus due to happiness: 5% * Upgraded light weapons: +1
Temple of Hemphaestus (Second Tier) * Public Order bonus due to happiness: 10% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1
Large Temple of Hemphaestus (Third Tier) * Public Order bonus due to happiness: 15% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1
Awesome Temple of Hemphaestus (Fourth Tier) * Public Order bonus due to happiness: 20% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1
Page 126
New Text Document * Experience bonus to troops trained here: +1
Pantheon of Hemphaestus (Fifth Tier) * Public Order bonus due to happiness: 25% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1 * Experience bonus to troops trained here: +2 * Public Order Bonus due to law: 10%
Shrine of Dionysus (First Tier) * Public Order bonus due to happiness: 10%
Temple of Dionysus (Second Tier) * Public Order bonus due to happiness: 20%
Large Temple of Dionysus (Third Tier) * Public Order bonus due to happiness: 30%
Awesome Temple of Dionysus (Fourth Tier) * Public Order bonus due to happiness: 40%
Pantheon of Dionysus (Fifth Tier) * Public Order bonus due to happiness: 50% * Population Growth Bonus: 1% * Public health bonus: 10%
Shrine of Asklepios (First Tier) * Public Order bonus due to happiness: 5% * Public health bonus: 5%
Temple of Asklepios (Second Tier) * Public Order bonus due to happiness: 10% * Public health bonus: 10%
Large Temple of Asklepios (Third Tier) * Public Order bonus due to happiness: 15% * Public health bonus: 15%
Awesome Temple of Asklepios (Fourth Tier) * Public Order bonus due to happiness: 20% * Public health bonus: 20%
Pantheon of Asklepios (Fifth Tier) * Public Order bonus due to happiness: 25% * Public health bonus: 25% * Increase in tradable goods * Experience bonus to troops trained here: +2
Warrior's Hold * Enables training of Barbarian Peasants * Enables construction of "First Tier" buildings
Warlord's Hold * Enables training of Barbarian Peasants
Page 127
New Text Document * Enables recruitment of diplomats * Enables construction of "Second Tier" buildings
High King's Hall * Improves Generals' Bodyguard * Enables training of Barbarian Peasants * Enables recruitment of diplomats * Enables construction of "Third Tier" buildings
Wall-Class Buildings--------------------
Wooden Palisade (First Tier) * Extra wall defenses
Stockade (Second Tier) * Extra wall defenses * Reinforced gates
Barrack-Class Buildings-----------------------
Muster Field (First Tier) * Enables training of Warband
Meeting Hall (Second Tier) * Enables training of Warband * Enables training of Swordsmen
Hall of Heroes (Third Tier) * Enables training of Warband * Enables training of Swordsmen * Enables training of Chosen Swordsmen
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Barbarian Cavalry * Enables training of War Hounds
Warlord's Stables (Third Tier) * Enables training of Barbarian Cavalry * Enables training of War Hounds * Enables training of Barbarian Noble Cavalry
Range-Class Buildings---------------------
Practice Range (Second Tier) * Enables training of Skirmisher Warband
Archery Range (Third Tier) * Enables training of Skirmisher Warband * Enables training of Forester Warband
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods
Page 128
New Text Document * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Great Market (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Weaponsmith (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Boats
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Boats * Enables training of Large Boats
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Tavern (Second Tier) * Public Order bonus due to happiness: 5%
Page 129
New Text DocumentBardic Circle (Third Tier) * Public Order bonus due to happiness: 10%
Temple-Class Buildings----------------------
Shrine to Teutatis (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Teutatis (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +1 * Upgrades light weapons: +1 * Enables training of Naked Fanatics
Sacred Circle of Teutatis (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +2 * Upgrades light weapons: +1 * Enables training of Naked Fanatics (+1 Experience)
Shrine to Epona (First Tier) * Public Order bonus due to happiness: 5% * Experience bonus to troops trained here: +1
Sacred Grove of Epona (Second Tier) * Public Order bonus due to happiness: 10% * Experience bonus to troops trained here: +2
Sacred Circle of Epona (Third Tier) * Public Order bonus due to happiness: 15% * Experience bonus to troops trained here: +3
Shrine to Abnoba (First Tier) * Public Order bonus due to happiness: 5% * Upgrades missile weapons: +1
Sacred Grove of Abnoba (Second Tier) * Public Order bonus due to happiness: 10% * Upgrades missile weapons: +2
Sacred Circle of Abnoba (Third Tier) * Public Order bonus due to happiness: 15% * Upgrades missile weapons: +3
Shrine to Esus (First Tier) * Public Order bonus due to happiness: 5% * Public Order bonus due to law: 5%
Sacred Grove of Esus (Second Tier) * Public Order bonus due to happiness: 10% * Public Order bonus due to law: 10%
Sacred Circle of Esus (Third Tier) * Public Order bonus due to happiness: 15% * Public Order bonus due to law: 15% * Enables training of Druids
Stone Wall (Third Tier) * Extra wall defenses * Reinforced gates * Boiling Oil
Barrack-Class Buildings-----------------------
Barracks (First Tier) * Enables training of Militia Hoplites
Militia Barracks (Second Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen
City Barracks (Third Tier) * Enables training of Militia Hoplites * Enables training of Levy Pikemen * Enables training of Phalanx Pikeman
Stable-Class Buildings----------------------
Stables (Second Tier) * Enables training of Militia Cavalry
Cavalry Stables (Third Tier) * Enables training of Militia Cavalry * Enables training of Greek Cavalry
Range-Class Buildings---------------------
Page 131
New Text DocumentPractice Range (Second Tier) * Enables training of Peltasts
Archery Range (Third Tier) * Enables training of Peltasts * Enables training of Archers
Catapult Range (Fourth Tier) * Enables training of Peltasts * Enables training of Archers * Enables training of Onagers
Trader-Class Buildings----------------------
Trader (First Tier) * Increase in tradable goods * Population growth bonus: 0.5%
Market (Second Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies
Agora (Third Tier) * Increase in tradable goods * Population growth bonus: 0.5% * Enables recruitment of Spies * Enables recruitment of Assassins
Grear Agora (Fourth Tier) * Increase in tradable goods * Population growth bonus: 1% * Enables recruitment of Spies * Enables recruitment of Assassins
Smith-Class Buildings---------------------
Blacksmith (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Upgrades light weapons +1 * Upgrades heavy weapons +1
Armourer (Third Tier) * SPECIAL REQUIREMENT: Market Building * Upgrades light weapons +1 * Upgrades heavy weapons +1 * Upgrades missile weapons +1 * Upgrades armor +1
Port-Class Buildings--------------------
Port (Second Tier) * Grants one sea-trade fleets for extra income * Enables training of Biremes
Shipwright (Third Tier) * Grants two sea-trade fleets for extra income * Enables training of Biremes
Page 132
New Text Document * Enables training of Triremes
Dockyard (Fourth Tier) * Grants three sea-trade fleets for extra income * Enables training of Biremes * Enables training of Triremes * Enables training of Quinquiremes
Water Supply-Class Buildings----------------------------
Sewers (Second Tier) * SPECIAL REQUIREMENT: Trader Building * Public health bonus: 5%
Public Baths (Third Tier) * SPECIAL REQUIREMENT: Market Building * Public health bonus: 10%
Farm-Class Buildings--------------------
Land Clearance (First Tier) * Improved farms and food production: +1
Irrigation (Fourth Tier) * Improved farms and food production: +4
Roads-----
Roads (First Tier) * Improved roads and trade
Temple-Class Buildings----------------------
Shrine of Hemphaestus (First Tier) * Public Order bonus due to happiness: 5% * Upgraded light weapons: +1
Temple of Hemphaestus (Second Tier) * Public Order bonus due to happiness: 10% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1
Large Temple of Hemphaestus (Third Tier) * Public Order bonus due to happiness: 15% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1
Awesome Temple of Hemphaestus (Fourth Tier) * Public Order bonus due to happiness: 20% * Upgraded light weapons: +1
Page 133
New Text Document * Upgraded heavy weapons: +1 * Upgraded armor: +1 * Experience bonus to troops trained here: +1
Pantheon of Hemphaestus (Fifth Tier) * Public Order bonus due to happiness: 25% * Upgraded light weapons: +1 * Upgraded heavy weapons: +1 * Upgraded armor: +1 * Experience bonus to troops trained here: +2 * Public Order Bonus due to law: 10%
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Brave Characters family ExcludeCultures roman NoGoingBackLevel 3 AntiTraits: Coward
New Text Document*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Coward Characters family NoGoingBackLevel 2 AntiTraits: Brave, RomanHero
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Authoritarian Characters family ExcludeCultures roman NoGoingBackLevel 1 AntiTraits: NonAuthoritarian
Level Strict_Governor Effect Unrest 1 Effect Law 2
Level Harsh_Governor Effect Unrest 2 Effect Law 4
Level Authoritarian_Governor Effect Unrest 3 Effect Law 6
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: NonAuthoritarian Characters family NoGoingBackLevel 1 AntiTraits: Authoritarian, AuthoritarianRomanVirtue
Level Considerate_Governor Effect Unrest -2 Effect Law -1
Level Benevolent_Governor Effect Unrest -4 Effect Law -2
Level Liberal_Governor Effect Unrest -6 Effect Law -3
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Disloyal Characters family NoGoingBackLevel 2 AntiTraits: Loyal
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: BadEngineer Characters family ExcludeCultures barbarian NoGoingBackLevel 2 AntiTraits: GoodEngineer
Level Inferior_Engineer Effect SiegeAttack -1
Level Bad_Engineer Effect SiegeAttack -2
Level Appalling_Engineer Effect SiegeAttack -3
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: GoodTrader Characters family NoGoingBackLevel 2 AntiTraits: BadTrader
Level Trader Effect Trading 10
Level Superior_Trader Effect Trading 20
Level Master_Trader Effect Trading 30
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: BadTrader Characters family NoGoingBackLevel 2 AntiTraits: GoodTrader
Level Poor_TraderPage 161
New Text Document Effect Trading -10
Level Inferior_Trader Effect Trading -20
Level Appalling_Trader Effect Trading -30
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Just Characters family NoGoingBackLevel 2 AntiTraits: Unjust, HarshJustice, LenientJustice
Level Even-handed Effect Law 1
Level Just Effect Law 2
Level Absolutely_Just Effect Law 3
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Unjust Characters family NoGoingBackLevel 2 AntiTraits: Just, LenientJustice
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: HarshJustice Characters family NoGoingBackLevel 1 AntiTraits: LenientJustice, Just
Level Punisher Effect Unrest 1 Effect Law 2
Level Severe Effect Unrest 2 Effect Law 4
Level Harsh_Judge Effect Unrest 3
Page 162
New Text Document Effect Law 6
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: LenientJustice Characters family NoGoingBackLevel 3 AntiTraits: HarshJustice, Just, Unjust
Level Lenient Effect Law -1
Level Merciful_Judge Effect Law -2
Level Kind_Judge Effect Law -3
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: HarshRuler Characters family NoGoingBackLevel 1 AntiTraits: KindRuler, NonAuthoritarian
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: FearsRomans Characters family ExcludeCultures roman AntiTraits: HatesRomans
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*Trait: Prim Characters family NoGoingBackLevel 2 AntiTraits: Lewd, Feck, Perverted
If you want to get a certain trait, this is the section for you. This section states what you need to do to get a certain trait, also listing the chances of getting it. Best way to navigate is to type in, say, "GoodAttacker" in the Find Feature (Control + F) and see where it leads.
New Text Document Condition WasAttacker and IsGeneral and WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5
Condition WasAttacker and IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5
Condition not WasAttacker and IsGeneral and WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5
Condition not WasAttacker and IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5
Condition not WasAttacker and IsGeneral and not WonBattle and BattleSuccess = clear and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5
Condition WasAttacker and IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds < 0.5 and BattleOdds > 0.16
Condition not WasAttacker and IsGeneral and WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds < 0.5 and BattleOdds > 0.16
Condition not WasAttacker and IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds < 0.5 and BattleOdds > 0.16
New Text Document Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5 and GeneralFoughtCulture roman
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5 and GeneralFoughtCulture greek
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5 and GeneralFoughtCulture egyptian
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5 and GeneralFoughtCulture eastern
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 0.5 and BattleOdds < 1.5 and GeneralFoughtCulture barbarian
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 1.5 and GeneralFoughtCulture roman and not CultureType roman
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 1.5 and GeneralFoughtCulture greek and not CultureType greek
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 1.5 and GeneralFoughtCulture egyptian and not CultureType egyptian
Affects FearsEgyptians 1 Chance 20
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New Text Document*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*Trigger hate_n_fear10 WhenToTest PostBattle
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 1.5 and GeneralFoughtCulture eastern and not CultureType eastern
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 1.5 and GeneralFoughtCulture carthaginian and not CultureType carthaginian
Condition IsGeneral and not WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds >= 1.5 and GeneralFoughtCulture barbarian and not CultureType barbarian
All the retinues, their code name, game description, effect, and how they are triggered. All very important information for what retinue to get and how to get them. Definitely come back to this list if you want to know what temple will give what - all temple retinue is located on the very bottom.
----------------------------------------------------------------------------->> Actor {actor_desc}
"An Actor?! An Actor? I, sir, am a thespian! I bestride the stage in a manner - nay a fashion, sir, a fashion - like unto Colossus himself!" Effect: +1 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= odeon and IsGeneral
Loyalty cannot be bought in some men, but when earned must be treasured and respected. Effect: +1 Management, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
Good land, worked well, is the root of much wealth. Effect: +1 to farming output
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_farming_temple and IsGeneral
The Games demand a constant supply of new animals, and a man who controls such a supply will gain friends... Effect: +1 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= stone_amphitheatre and Trait GamesFanRomanVice >= 1 and IsGeneral
Great architecture can be a statement of power and prestige, designed to awe a subject people into obedience. Effect: 10% discount on construction costs, -1 from squalor (increases public order and population growth)
WhenToTest GovernorBuildingCompleted Condition SettlementBuildingExists >= proconsuls_palace and IsGeneral
A skilled craftsman, able to oversee repairs and refurbishment of armour. Effect: +1 Morale for all troops on the battlefield
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= foundry and IsGeneral
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New Text Document AcquireAncillary armourer chance: 10%
----------------------------------------------------------------------------->> Artist {artist_desc}
The images of the mighty need to be captured for posterity. Repeatedly. Effect: 1 Influence, 10% decrease to cost to bribe
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= governors_villa and Trait ExpensiveTastes >= 1 and Trait BattleScarred <= 1 and IsGeneral
A servant who can handle any animal may be useful on campaign. Effect: +1 Command when commanding cavalry, 15% discount on animal unit training costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_hunting_temple and IsGeneral
Personal security never has too high a price. Effect: +2 to personal security (improves the chances of detecting and foiling assassination attempts), +2 to the valour of your general's bodyguards
WhenToTest SufferAssassinationAttempt Condition Trait HighPersonalSecurity >= 1 and Attribute Command >= 3 and IsGeneral
Invention is a delicate art, and rushing ahead will only result in a failed idea. Thought is needed. Effect: +30 Build Points (required for the construction of siege equipment), +1 to farming output, 20% bonus on mining income
Law requires punishment, sometimes severe punishment, lest anarchy overwhelm the state. Effect: +2 to public security (improves the chances of detecting and capturing enemy agents), +2 to law (improves public order)
WhenToTest GovernorCityRebels Condition SettlementBuildingExists >= governors_palace and IsGeneral
A popular hero can be a useful friend to those in public life, for fame tends to rub off Effect: 10% bonus to your popularity with the People
WhenToTest CharacterTurnEndPage 256
New Text Document Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = circus_maximus and Trait RacesFanRomanVice >= 1 and IsGeneral
The safety of one's person must be guaranteed by every means to hand. Effect: +2 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to the valour of your general's bodyguards
WhenToTest SufferAssassinationAttempt Condition Trait HighPersonalSecurity >= 1 and IsGeneral
"Nay, nay and thrice nay! No, mistress, no, listen... oooh, titter ye not, oh no... Oooh! Where was I? The prologue..." Effect: +1 Morale for all troops on the battlefield
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New Text Document WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and IsGeneral
Good food is a civilized accomplishment. Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_shrine and IsGeneral
The attentions of a courtesan who has skill and refinement are a welcome relief at the end of hard day's brutal conquering. Effect: +1 to agent's skill
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and not IsGeneral and not AgentType = family and not AgentType = diplomat and not AgentType = admiral
Justice, however flawed, can help create an empire, as long as the right palms are greased along the way. Effect: 20% discount on agent training costs, +1 to unrest (decreases public order), +2 to law (improves public order)
WhenToTest GovernorCityRiots Condition SettlementBuildingExists >= temple_of_law_temple and IsGeneral
Justice, however flawed, can help create an empire, as long as the right palms are greased along the way. Effect: 20% discount on agent training costs, +1 to unrest (decreases public order), +2 to law (improves public order)
WhenToTest GovernorCityRiots Condition SettlementBuildingExists >= temple_of_justice_temple and IsGeneral
Lavish and stimulating amusement after work is important, even for the most dedicated of men. Effect: +2 to agent's skill
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and not IsGeneral and not AgentType = family and not AgentType = diplomat and not AgentType = admiral
Lavish and stimulating amusement after work is important, even for the most dedicated of men. Effect: +2 to agent's skill
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = bardic_circle and not IsGeneral and not AgentType = family and not AgentType = diplomat and not AgentType = admiral
Reading any ground for signs of the enemy is an art learned only by experience. Effect: +1 Command when ambushing, +1 to line of sight (increases the range at which enemies are spotted)
WhenToTest GovernorUnitTrained Condition TrainedUnitCategory cavalry and SettlementBuildingExists >= cavalry_barracks and IsGeneral
AcquireAncillary desert_scout chance: 10%
----------------------------------------------------------------------------->> Doctor {doctor_desc}
Medical care is always a sound investment, at least until the patient dies... Effect: Increases the chance of having children, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral
Battles are less frightening for new soldiers if they have been cowed by learning drill from a fierce taskmaster. Effect: +25% to Movement Points (gives armies the ability to forced march), 10% discount on unit training costs
WhenToTest GovernorUnitTrained Condition TrainedUnitCategory infantry and Attribute Command >= 4 and IsGeneral
Eat, drink and be merry, for tomorrow we'll do it all over again! Effect: +1 Influence, -1 Command
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New Text Document WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists = temple_of_fun_temple and Trait Drink >= 2 and IsGeneral
The gods must be appeased or the sky will fall on our heads! Effect: +1 Influence, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_shrine and Trait PublicFaith >= 1 and IsGeneral
The gods must be appeased or the sky will fall on our heads! Effect: +1 Morale for all troops on the battlefield, +1 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_battle_shrine and Trait PublicFaith >= 1 and IsGeneral
The skilled individual who can organise bread and circuses is not one to be lightly cast aside. Effect: +2 Influence WhenToTest GovernorThrowGames Condition EndedInSettlement and SettlementBuildingExists >= stone_amphitheatre and IsGeneral and Trait GamesFanRomanVice >= 1
Some men are willing to turn against their own kind for all sorts of reasons. Effect: +1 Command when fighting against Egyptians
WhenToTest PostBattle Condition WonBattle and PercentageEnemyKilled >= 40 and GeneralFoughtCulture egyptian and IsGeneral
AcquireAncillary egyptian_turncoat chance: 8%
----------------------------------------------------------------------------->> Elder Senator {elder_senator_desc}
Political connections to the supremely powerful are more than useful - they can be vital! Effect: +1 Influence, +1 Management, Improves the chances of getting elected to senatorial offices, 15% bonus to your popularity with the Senate
WhenToTest CharacterTurnEnd Condition EndedInSettlement and IsFactionLeader and SettlementBuildingExists >= curia and RemainingMPPercentage = 100 and IsGeneral
"Now, dear, I am sure your mother wouldn't like that..." Effect: -1 Influence, +1 Management
WhenToTest CharacterTurnEnd Condition IsFactionHeir and EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists > proconsuls_palace and IsGeneral
Political connections to the powerful and wealthy are always useful. Effect: 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and IsFactionLeader and RemainingMPPercentage > 50 and SettlementBuildingExists >= baths and SettlementBuildingExists >= governors_palace and IsGeneral
"And look at the state of you! A disgrace, that's what you are! To think that my daughter ever took up with the likes..." Effect: -1 Influence, -1 Morale for all troops on the battlefield
WhenToTest CharacterMarries Condition Trait Girls >= 1 and Trait Gambling >= 1 and Trait Drink >= 1 and IsGeneral
Slaves don't have to be useful. Sometimes they are for show. Effect: +1 Influence
WhenToTest EnslavePopulation
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New Text Document AcquireAncillary exotic_slave chance: 10%
----------------------------------------------------------------------------->> Famous Courtesan {famous_courtesan_desc}
To retain the services of a famous - or notorious - courtesan brings its own social distinction. Effect: 25% discount on agent training costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait Girls >= 2 and SettlementBuildingExists >= proconsuls_palace and RemainingMPPercentage = 100 and IsGeneral
AcquireAncillary famous_courtesan chance: 20%
----------------------------------------------------------------------------->> Famous Warrior {famous_warrior_desc}
The leader who can attract great warriors to his cause increases his own stature in the eyes of the people. Effect: +1 Command, +1 Morale for all troops on the battlefield, 10% discount on unit training costs
Trigger trigger_famous_warrior WhenToTest PostBattle Condition WonBattle and PercentageEnemyKilled >= 50 and IsGeneral
Every truly great man deserves the companionship of a cheap floozy at some point in his career! Effect: -2 from personal security (increases the chances of falling victim to assassination)
WhenToTest PostBattle Condition WonBattle and Trait Girls >= 1 and Trait Brave >= 1 and IsGeneral
Death can come in many forms, and even the dining table requires a guardsman of sorts. Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts)
WhenToTest SufferAssassinationAttempt Condition Trait Paranoia >= 1 and IsGeneral
An able and loyal assistant in the day-to-day business of government. Effect: +1 Management, 10% bonus on tax income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_governors_temple and SettlementBuildingExists >= academy and IsGeneral
An able and loyal assistant in the day-to-day business of government. Effect: +1 Management, 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_trade_temple and SettlementBuildingExists >= academy and IsGeneral
Maps are a key to all great military campaigns, and jolly useful when collecting land taxes! Effect: +15% to Movement Points (gives armies the ability to forced march), 10% bonus on tax income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral
The auspicious positioning of new buildings is a thing that no governor should ignore. Effect: 10% discount on construction costs, 10% bonus on mining income, +1 to squalor (decreases population growth and public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and SettlementBuildingExists >= mines and IsGeneral
An expert in the accurate measurement of distances and angles, and a boon to any construction work. Effect: +1 Command when defending walls, 10% discount on construction costs WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and SettlementBuildingExists >= temple_of_forge_temple and IsGeneral
Life and death in the arena prepares a man for many surprises and dangers. Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to the valour of your general's bodyguards
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New Text Document WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= urban_amphitheatre and IsGeneral
Foreign tastes in goldwork can be so crass, so it's useful to have someone on hand to melt down captured gold and then make something pretty... Effect: 10% bonus on all trade income, 10% decrease to cost to bribe
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= forum and Trait Miserly >= 1 and IsGeneral
AcquireAncillary goldsmith chance: 20%
----------------------------------------------------------------------------->> Gourmand's Chef {gourmands_chef_desc}
Good food is a civilized accomplishment. Very good food is even better! Effect: +1 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and IsGeneral
Potions, poultices and preparations for all ailments may be needed at any Page 267
New Text Document time. Effect: Increases the chance of having children, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_farming_temple and IsGeneral
A true man remembers one who saves his life in battle and favours him with friendship. Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to the valour of your general's bodyguards
WhenToTest PostBattle Condition GeneralHPLostRatioinBattle >= 80 and not Routs and WonBattle and GeneralFoughtInCombat and IsGeneral
AcquireAncillary heroic_saviour chance: 50%
----------------------------------------------------------------------------->> Historian {historian_desc}
If history is to be written, perhaps it should be done under the watchful eyes of those making it Effect: +1 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral
AcquireAncillary historian chance: 15%
----------------------------------------------------------------------------->> Honest Man {honest_man_desc}
It's a remarkable thing to find an honest man: remarkable, and sometimes uncomfortable too. Effect: 200% increase to cost to bribe, +1 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and Trait Just >= 2 and IsGeneral
Having someone else blow one's trumpet is infinitely more pleasurable! Effect: +2 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists = great_amphitheatre and SettlementBuildingExists = circus_maximus and IsFactionLeader and IsGeneral
AcquireAncillary Herald chance: 30%
----------------------------------------------------------------------------- >> Pet Idiot {idiot_desc}
Dribbling can be very unattractive but funny - well, when it's not a relative! Effect: -2 Influence, -1 from personal security (increases the chances of falling victim to assassination)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists = governors_house and RemainingMPPercentage = 100 and IsGeneral and RandomPercent > 80
Supreme talent in one small area comes at a cost in other abilities. Effect: +1 Management, 10% bonus on tax income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= governors_palace and SettlementBuildingExists >= temple_of_trade_temple and IsGeneral
AcquireAncillary idiot_savant chance: 5%
----------------------------------------------------------------------------->> Pet Sheep {inflatable_sheep_desc}
Being away from home and loved ones can be a lonely life. Effect: -2 Morale for all troops on the battlefield, +2 Command when fighting against Barbarians
WhenToTest CharacterTurnEndPage 269
New Text Document Condition not EndedInSettlement and InBarbarianLands and Trait Insane >= 1 and IsGeneral and RandomPercent > 95
AcquireAncillary inflatable_sheep chance: 2%
----------------------------------------------------------------------------->> Intrepid Explorer {intrepid_explorer_desc}
A man who knows what's over the next ridge or across the next stream is always useful. Effect: +15% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted)
WhenToTest CharacterTurnEnd Condition not EndedInSettlement and RemainingMPPercentage <= 15 and InBarbarianLands and IsGeneral
Plunder needs to be properly valued! These people will rob you blind, otherwise...! Effect: 10% bonus on all trade income, 10% decrease to cost to bribe
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= curia and Trait Miserly >= 1 and IsGeneral
Justice, while never absolute or perfect, helps mould diverse people into a single empire. Effect: +1 to public security (improves the chances of detecting and capturing enemy agents), +2 to law (improves public order)
WhenToTest GovernorCityRiots Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= governors_palace and SettlementBuildingExists >= temple_of_justice_temple and IsGeneral
Slaves and prisoners of war are always needed for the Games. Effect: 10% discount on unit training costs, +2 Command when fighting against rebels
WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait GamesFanRomanVice >= 1 and RemainingMPPercentage = 100 and SettlementBuildingExists = great_amphitheatre and IsGeneral
"All the world, all of the afterlife to come, all can be yours! But only through me!" Effect: +2 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and Trait Superstitious >= 1 and SettlementBuildingExists >= temple_of_law_temple and IsGeneral
Justice, however flawed, helps mould a people into an empire. Effect: +1 to public security (improves the chances of detecting and capturing enemy agents), +1 to law (improves public order)
WhenToTest GovernorCityRiots Condition SettlementBuildingExists >= governors_palace and IsGeneral
"Correct preparation for the afterlife is a wise investment. And now, about the right casket..." Effect: +1 Morale for all troops on the battlefield, +1 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = temple_of_healing_temple and IsGeneral
The man who can track, find his way across rough country, and bring down his prey can do the same to other men. Effect: +1 Command when ambushing, +1 to line of sight (increases the range at which enemies are spotted)
WhenToTest CharacterTurnEnd Condition not EndedInSettlement and RemainingMPPercentage = 100 and InBarbarianLands and IsGeneral
AcquireAncillary master_hunter chance: 1%
----------------------------------------------------------------------------->> Master of Archers {master_of_archers_desc}
An expert in training and leading archers. Effect: +1 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= catapult_range and IsGeneral
AcquireAncillary master_of_archers chance: 5%
----------------------------------------------------------------------------->> Master of Assassins {master_of_assassins_desc}
This man has a knack for spotting talent: the talent to commit murder. Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), 20% discount on agent training costs
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New Text Document WhenToTest LeaderOrderedAssassination
AcquireAncillary master_of_assassins chance: 5%
----------------------------------------------------------------------------->> Master of Horse {master_of_horse_desc}
An expert in all aspects of training and leading cavalry. Effect: +1 Command when commanding cavalry
----------------------------------------------------------------------------->> Master Smith {master_smith_desc}
A highly skilled man, able to look after all the weapons of an army with his assistants. Effect: 10% discount on unit training costs
WhenToTest GovernorUnitTrained Condition TrainedUnitCategory cavalry and SettlementBuildingExists > cavalry_barracks and IsGeneral
The Gods need to be honoured and sacred sites properly marked. Effect: +1 Influence, 10% discount on construction costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and Trait PublicFaith >= 1 and SettlementBuildingExists >= temple_of_battle_temple and IsGeneral
Trade is a sure road to wealth, even for the already powerful, as long as trade routes are kept open and safe. Effect: 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= great_forum and SettlementBuildingExists >= port and IsGeneral
AcquireAncillary merchant chance: 3%
----------------------------------------------------------------------------->> Military Engineer {military_engineer_desc}
Any and all military construction tasks - siege engines, roads, fortifications, benefit from the oversight of an expert. Effect: +2 Command when assaulting walls, +50 Build Points (required for the construction of siege equipment)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and SettlementBuildingExists >= smiths_workshop and SettlementBuildingExists >= catapult_range and IsGeneral
AcquireAncillary military_engineer chance: 20%
----------------------------------------------------------------------------->> Military Tribune {military_tribune_desc}
Military experience is a key to political advancement for friends and oneself. Effect: +1 Command when defending, Improves the chances of getting elected to senatorial offices, 10% bonus to your popularity with the Senate
WhenToTest PostBattle Condition Trait VictorRomanVirtue >= 1 and Attribute Command >= 4 and IsGeneral and WonBattle
Muscle may dig out the ore, but without skill mining is just digging holes. Effect: 25% bonus on mining income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= mines and SettlementBuildingExists >= academy and IsGeneral
A man with a mistress is one who has all the appetites of a man - and in abundance! Effect: +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= governors_villa and Trait Girls >= 1 and IsGeneral
Coinage carries the symbols and the names of the powerful. No man can buy Page 275
New Text Document or sell without realising who is his overlord. Effect: 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= great_forum and SettlementBuildingExists >= temple_of_trade_large_temple and IsGeneral
Oratory can be defined as the skill of getting people to listen in spite of themselves. The message can be whatever the paymaster requires... Effect: +2 Influence, +1 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= odeon and IsGeneral
Strong backs are useful in working the fields, but proper 'encouragement' is also needed.
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New Text Document Effect: -1 Influence, +1 to farming output
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= farms+3 and IsGeneral
AcquireAncillary overseer chance: 10%
----------------------------------------------------------------------------->> Pet Hunting Dog {pet_hunting_dog_desc}
"Woof!" Effect: +1 to line of sight (increases the range at which enemies are spotted)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_hunting_temple and IsGeneral
AcquireAncillary pet_hunting_dog chance: 15%
----------------------------------------------------------------------------->> Pet Lion {pet_lion_desc}
Many a happy hour can be spent in teaching a lion to enjoy the pleasures of human flesh... Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Command when fighting against rebels
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= urban_amphitheatre and IsGeneral
"Prayers, three times a day, and then a thorough examination for elf-shot. All disease is caused by elf-shot..." Effect: Increases the chance of having children, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_temple and IsGeneral
The wise ruler knows that no resource should be squandered, and that dinner guests should always be left wondering about the fish course... Effect: +2 to agent's skill
WhenToTest SufferAssassinationAttempt Condition Trait Paranoia >= 2 and Trait DeceiverVirtue >= 1 and AgentType = assassin
By Jupiter, asking for the help of the Gods is better when it is done with the voice of authority. Effect: +1 Influence, +1 Command, 10% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_leadership_awesome_temple and IsGeneral
A visible symbol of Roman authority, and a sign that the one guarded is constantly in the thoughts of the Senate and people of Rome. Effect: +1 Influence, +1 Command, 20% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = royal_barracks and Trait Disloyal >= 1 and IsGeneral
AcquireAncillary praetorian_guardsman chance: 15%
----------------------------------------------------------------------------->> Problem Mother {problem_mother_desc}
"Mother isn't quite... Herself... Today." Effect: -1 Influence, +1 Management, Reduces the chances of being elected to senatorial offices
Money and legal ways to separate individuals from their money are always of service to the state. Effect: 10% bonus on tax income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_trade_awesome_temple and IsGeneral
No soldier can march or fight for long when his belly is empty. Effect: +15% to Movement Points (gives armies the ability to forced march), 2% bonus to cash gained from looting
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= army_barracks and IsGeneral
AcquireAncillary quartermaster chance: 15%
----------------------------------------------------------------------------->> Roman Turncoat {roman_turncoat_desc}
Some men are willing to turn against their own kind for all sorts of reasons. Effect: +1 Command when fighting against Romans
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= ludus_magnus and AgentType = diplomat
Glory is pointless without a record of the one who achieved it. Effect: +1 Influence, 10% discount on construction costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= proconsuls_palace and Trait GoodBuilder >= 2 and IsGeneral
And why can't my horse be a senator? You'll hurt his feelings denying him the chance to better himself! Effect: Reduces the chances of being elected to senatorial offices, 10% penalty to your popularity with the Senate, 10% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = circus_maximus and Trait Insane >= 2 and IsGeneral
Sieges are a tricky business, and demand patience and a good eye for ground - and for the weaknesses of a defender's walls! Effect: +1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= siege_engineer and IsGeneral
Silks from the east are always profitable, no matter what the market. And power always follows profit. Effect: 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= governors_palace and SettlementBuildingExists >= forum and SettlementBuildingExists >= port and IsGeneral
Slaves are a vital trade, for who else will do the work that is needed? Effect: Increases the rate of population growth in regions where slaves are plentiful
Some people just can't hold their drink, but rarely know when to leave - possibly because they are too far gone to find a door! Effect: -1 Influence, -1 from personal security (increases the chances of falling victim to assassination)
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WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists >= tavern and IsGeneral
Trade in exotic spices requires long years of experience if it is to turn a profit. Effect: 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= governors_palace and SettlementBuildingExists >= forum and SettlementBuildingExists >= port and IsGeneral
This man is an expert at collating information and persuading others to spy for his superiors. Effect: +1 Command, 20% discount on agent training costs
WhenToTest LeaderOrderedSpyingMission Condition IsFactionLeader and IsGeneral
The accurate laying out of ground plans, roads and even whole towns saves money, time and effort. Effect: 20% discount on construction costs, +1 to public health
WhenToTest GovernorBuildingCompleted Condition Trait GoodBuilder >= 2 and IsGeneral
A true warrior needs aides and guards on the battlefield. Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to the valour of your
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WhenToTest PostBattle Condition GeneralNumKillsInBattle > 5 and WonBattle and not Routs and IsGeneral
An expert in the enforced separation of people and their money, but perhaps not so skilled at passing the gains to a government. Effect: -1 Influence, 5% bonus on tax income
WhenToTest GovernorBuildingCompleted Condition Trait BadTaxman >= 1 and IsGeneral
AcquireAncillary tax_farmer chance: 8%
----------------------------------------------------------------------------->> Tender of the Royal Backside {tender_of_the_arse_desc}
It's a dirty job, but somebody has to do it. Effect: +1 Influence, -1 from personal security (increases the chances of falling victim to assassination)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and IsFactionLeader and SettlementBuildingExists >= proconsuls_palace and IsGeneral
A little light torture is often enough to loosen the stubborn tongue, and thereby ease the path to justice. Effect: +2 to public security (improves the chances of detecting and capturing enemy agents), +1 to unrest (decreases public order), +3 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= secret_police_hq and IsGeneral
For some, the pleasure of counting money can be enough... Effect: +2 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= great_forum and IsGeneral
AcquireAncillary treasurer chance: 10%
----------------------------------------------------------------------------->> Tribune of the Plebs {tribune_of_the_plebs_desc}
Political power must be used whatever the source and wherever it is found. Effect: +1 Influence, 20% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and IsFactionLeader and SettlementBuildingExists >= proconsuls_palace and RemainingMPPercentage = 100 and IsGeneral
Such a fine animal makes one never want to plod around on foot again... Effect: +1 Command when commanding cavalry, -1 Command when commanding infantry
WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists >= hippodrome and Trait GoodCavalryGeneral >= 1 and IsGeneral
A grizzled veteran of many campaigns, loyal and true, constantly alert to dangers around his general... Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Command when commanding infantry
WhenToTest PostBattle Condition PercentageOfArmyKilled <= 20 and GeneralNumKillsInBattle > 5 and WonBattle and not Routs and Attribute Command >= 4 and IsGeneral
A grizzled veteran of many campaigns, loyal and true, constantly alert to dangers around his warlord... Effect: +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Command when commanding infantry
WhenToTest PostBattle Condition PercentageOfArmyKilled <= 20 and GeneralNumKillsInBattle > 5 and WonBattle and not Routs and Attribute Command >= 4 and IsGeneral
"Hmmm. Fruity, yielding, with just a hint of oak... from the southern valley I think..." Effect: +1 Influence
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AcquireAncillary wine_steward chance: 8%
----------------------------------------------------------------------------->> Wise Man {wise_man_desc}
"Wisdom is knowing when to shut up and listen carefully, young man..." Effect: +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists <= governors_villa and SettlementBuildingExists >= temple_of_trade_shrine and IsGeneral
"Slap that poultice on and you'll feel better in no time. And yes, it's supposed to smell like that!" Effect: Increases the chance of having children, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists <= governors_villa and SettlementBuildingExists >= temple_of_trade_shrine and IsGeneral
"The bones hold many secrets... of the past... of the future!" Effect: Increases the chance of having children
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_shrine and IsGeneral
New Text Document A man who can tear arms off is useful, from time to time. Effect: +1 Influence, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists <= governors_palace and SettlementBuildingExists >= temple_of_violence_shrine and IsGeneral
AcquireAncillary wrestler chance: 12%
----------------------------------------------------------------------------->> Priest of Vahagan {priest_of_Vahagan_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_battleforge_temple and FactionType armenia and IsGeneral
AcquireAncillary priest_of_Vahagan chance: 15%
----------------------------------------------------------------------------->> Priest of Anahit {priest_of_Anahit_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and FactionType armenia and IsGeneral
AcquireAncillary priest_of_Anahit chance: 15%
----------------------------------------------------------------------------->> Priest of Armazd {priest_of_Armazd_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_leadership_temple and FactionType armenia and IsGeneral
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AcquireAncillary priest_of_Armazd chance: 15%
----------------------------------------------------------------------------->> Priestess of Brigantia {priest_of_Brigantia_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_temple and FactionType britons and IsGeneral
AcquireAncillary priest_of_Brigantia chance: 15%
----------------------------------------------------------------------------->> Priestess of Britannia {priest_of_Britannia2_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_trade_temple and FactionType britons and IsGeneral
AcquireAncillary priest_of_Britannia2 chance: 15%
----------------------------------------------------------------------------->> Priest of Andrasta {priest_of_Andrasta_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Command, +15% to Movement Points (gives armies the ability to forced march)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_victory_temple and FactionType britons and IsGeneral
AcquireAncillary priest_of_Andrasta chance: 15%
----------------------------------------------------------------------------->> Priestess of Tanit {priest_of_Tanit_desc}
A priestess spends half a lifetime studying subjects related to her god. Page 289
New Text Document She can spend the other half putting it to good use... Effect: +1 Management, +1 to farming output
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_farming_temple and FactionType carthage and IsGeneral
AcquireAncillary priest_of_Tanit chance: 15%
----------------------------------------------------------------------------->> Priest of Baal {priest_of_Baal_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: 20% discount on agent training costs, +1 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_justice_temple and FactionType carthage and IsGeneral
AcquireAncillary priest_of_Baal chance: 15%
----------------------------------------------------------------------------->> Priest of Milqart {priest_of_Milqart_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_trade_temple and FactionType carthage and IsGeneral
AcquireAncillary priest_of_Milqart chance: 15%
----------------------------------------------------------------------------->> Priest of Hebeleysis {priest_of_Hebeleysis_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_battle_temple and FactionType dacia and IsGeneral
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AcquireAncillary priest_of_Hebeleysis chance: 15%
----------------------------------------------------------------------------->> Priestess of Bendis {priest_of_Bendis_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 to public health, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_farming_temple and FactionType dacia and IsGeneral
AcquireAncillary priest_of_Bendis chance: 15%
----------------------------------------------------------------------------->> Priest of Zalmoxis {priest_of_Zalmoxis_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 10% discount on unit training costs, 20% bonus on mining income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_forge_temple and FactionType dacia and IsGeneral
AcquireAncillary priest_of_Zalmoxis chance: 15%
----------------------------------------------------------------------------->> Priestess of Isis {priest_of_Isis_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, Increases the chance of having children, +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fertility_temple and FactionType egypt and IsGeneral
AcquireAncillary priest_of_Isis chance: 15%
----------------------------------------------------------------------------->> Priest of Osiris {priest_of_Osiris_desc}
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WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and FactionType egypt and IsGeneral
AcquireAncillary priest_of_Osiris chance: 15%
----------------------------------------------------------------------------->> Priest of Imhotep {priest_of_Imhotep_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_temple and FactionType egypt and IsGeneral
AcquireAncillary priest_of_Imhotep chance: 15%
----------------------------------------------------------------------------->> Priest of Set {priest_of_Set_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 20% discount on agent training costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_justice_temple and FactionType egypt and IsGeneral
AcquireAncillary priest_of_Set chance: 15%
----------------------------------------------------------------------------->> Priest of Horus {priest_of_Horus_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, +1 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_law_temple and FactionType egypt
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AcquireAncillary priest_of_Horus chance: 15%
----------------------------------------------------------------------------->> Priest of Teutatis {priest_of_Teutatis_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Command, 10% discount on unit training costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_battleforge_temple and FactionType gauls and IsGeneral
AcquireAncillary priest_of_Teutatis chance: 15%
----------------------------------------------------------------------------->> Priest of Epona {priest_of_Epona_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when commanding cavalry
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_horse_temple and FactionType gauls and IsGeneral
AcquireAncillary priest_of_Epona chance: 15%
----------------------------------------------------------------------------->> Priest of Abnoba {priest_of_Abnoba_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, +2 Command when ambushing, +1 to line of sight (increases the range at which enemies are spotted)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_hunting_temple and FactionType gauls and IsGeneral
AcquireAncillary priest_of_Abnoba chance: 15%
----------------------------------------------------------------------------->> Priest of Esus {priest_of_Esus_desc}
A priest spends half a lifetime studying subjects related to his god. He Page 293
New Text Document can spend the other half putting it to good use... Effect: +1 Management, 10% discount on agent training costs, +1 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_justice_temple and FactionType gauls and IsGeneral
AcquireAncillary priest_of_Esus chance: 15%
----------------------------------------------------------------------------->> Priestess of Freyja {priest_of_Freyja_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, Increases the chance of having children, +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fertility_temple and FactionType germans and IsGeneral
AcquireAncillary priest_of_Freyja chance: 15%
----------------------------------------------------------------------------->> Priest of Donar {priest_of_Donar_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_violence_temple and FactionType germans and IsGeneral
AcquireAncillary priest_of_Donar chance: 15%
----------------------------------------------------------------------------->> Priest of Woden {priest_of_Woden_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when commanding infantry, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_viking_temple
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AcquireAncillary priest_of_Woden chance: 15%
----------------------------------------------------------------------------->> Priestess of Athena {priest_of_Athena_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Command, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_leadership_temple and FactionType greek_cities and IsGeneral
AcquireAncillary priest_of_Athena chance: 15%
----------------------------------------------------------------------------->> Priestess of Aphrodite {priest_of_Aphrodite_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, 20% discount on agent training costs, +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_love_temple and FactionType greek_cities and IsGeneral
AcquireAncillary priest_of_Aphrodite chance: 15%
----------------------------------------------------------------------------->> Priest of Hermes {priest_of_Hermes_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_trade_temple and FactionType greek_cities and IsGeneral
AcquireAncillary priest_of_Hermes chance: 15%
----------------------------------------------------------------------------->> Priest of Nike {priest_of_Nike_desc}
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WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_victory_temple and FactionType greek_cities and IsGeneral
AcquireAncillary priest_of_Nike chance: 15%
----------------------------------------------------------------------------->> Priest of Ceres {priest_of_Ceres_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, +1 to farming output
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fertility_temple and FactionType romans_julii and IsGeneral
AcquireAncillary priest_of_Ceres chance: 15%
----------------------------------------------------------------------------->> Priest of Bacchus {priest_of_Bacchus_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Influence, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and FactionType romans_julii and IsGeneral
AcquireAncillary priest_of_Bacchus chance: 15%
----------------------------------------------------------------------------->> Priest of Jupiter {priest_of_Jupiter_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Command, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_leadership_temple and FactionType romans_julii and IsGeneral
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AcquireAncillary priest_of_Jupiter chance: 15%
----------------------------------------------------------------------------->> Priestess of Demeter {priest_of_Demeter_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, +1 to farming output
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_farming_temple and FactionType macedon and IsGeneral
AcquireAncillary priest_of_Demeter chance: 15%
----------------------------------------------------------------------------->> Priest of Zeus {priest_of_Zeus_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Management, +1 Command when defending walls
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_governors_temple and FactionType macedon and IsGeneral
AcquireAncillary priest_of_Zeus chance: 15%
----------------------------------------------------------------------------->> Priestess of Artemis {priest_of_Artemis_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, +2 Command when ambushing, +1 to line of sight (increases the range at which enemies are spotted), 20% discount on animal unit training costs
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_hunting_temple and FactionType macedon and IsGeneral
AcquireAncillary priest_of_Artemis chance: 15%
----------------------------------------------------------------------------->> Priest of Ares {priest_of_Ares_desc}
A priest spends half a lifetime studying subjects related to his god. He Page 297
New Text Document can spend the other half putting it to good use... Effect: +2 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_violence_temple and FactionType macedon and IsGeneral
AcquireAncillary priest_of_Ares chance: 15%
----------------------------------------------------------------------------->> Priest of Zoroastra {priest_of_Zoroastra_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Command, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_one_god_temple and FactionType parthia and IsGeneral
AcquireAncillary priest_of_Zoroastra chance: 15%
----------------------------------------------------------------------------->> Priest of Zeus {priest_of_Zeus2_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Management, +1 Command when defending walls
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_governors_temple and FactionType pontus and IsGeneral
AcquireAncillary priest_of_Zeus2 chance: 15%
----------------------------------------------------------------------------->> Priestess of Aphrodite {priest_of_Aphrodite2_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, 10% discount on agent training costs, +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_love_temple and FactionType pontus and IsGeneral
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AcquireAncillary priest_of_Aphrodite2 chance: 15%
----------------------------------------------------------------------------->> Priest of Hercules {priest_of_Hercules_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_violence_temple and FactionType pontus and IsGeneral
AcquireAncillary priest_of_Hercules chance: 15%
----------------------------------------------------------------------------->> Priestess of Juno {priest_of_Juno_desc}
A priestess spends half a lifetime studying subjects related to her god. She can spend the other half putting it to good use... Effect: +1 Management, +1 to public health, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_temple and FactionType romans_brutii and IsGeneral
AcquireAncillary priest_of_Juno chance: 15%
----------------------------------------------------------------------------->> Priest of Mercury {priest_of_Mercury_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_trade_temple and FactionType romans_brutii and IsGeneral
AcquireAncillary priest_of_Mercury chance: 15%
----------------------------------------------------------------------------->> Priest of Mars {priest_of_Mars_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use...
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New Text Document Effect: +2 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_violence_temple and FactionType romans_brutii and IsGeneral
AcquireAncillary priest_of_Mars chance: 15%
----------------------------------------------------------------------------->> Priest of Vulcan {priest_of_Vulcan_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 10% discount on unit training costs, 20% bonus on mining income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_forge_temple and FactionType romans_scipii and IsGeneral
AcquireAncillary priest_of_Vulcan chance: 15%
----------------------------------------------------------------------------->> Priest of Saturn {priest_of_Saturn_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Influence, +1 Management, +2 to public security (improves the chances of detecting and capturing enemy agents)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_law_temple and FactionType romans_scipii and IsGeneral
AcquireAncillary priest_of_Saturn chance: 15%
----------------------------------------------------------------------------- >> Priest of Neptune {priest_of_Neptune_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command at sea
New Text Document----------------------------------------------------------------------------->> Priest of Papay {priest_of_Papay_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, +2 to public security (improves the chances of detecting and capturing enemy agents), +1 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_law_temple and FactionType scythia and IsGeneral
AcquireAncillary priest_of_Papay chance: 15%
----------------------------------------------------------------------------->> Priest of Api {priest_of_Api_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, Increases the chance of having children, +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_love_temple and FactionType scythia and IsGeneral
AcquireAncillary priest_of_Api chance: 15%
----------------------------------------------------------------------------->> Priest of Kolaksay {priest_of_Kolaksay_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when commanding cavalry
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_horse_2_temple and FactionType scythia and IsGeneral
AcquireAncillary priest_of_Kolaksay chance: 15%
----------------------------------------------------------------------------->> Priest of Hephaestus {priest_of_Haphaestus_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +1 Management, 10% discount on unit training costs, 20% bonus on mining income
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WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_forge_temple and FactionType seleucid and IsGeneral
AcquireAncillary priest_of_Haphaestus chance: 15%
----------------------------------------------------------------------------->> Priest of Asklepios {priest_of_Asklepios_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: Increases the chance of having children, +1 to public health, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_temple and FactionType seleucid and IsGeneral
AcquireAncillary priest_of_Asklepios chance: 15%
----------------------------------------------------------------------------->> Priest of Dionysus {priest_of_Dionysus_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Influence, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and FactionType seleucid and IsGeneral
AcquireAncillary priest_of_Dionysus chance: 15%
----------------------------------------------------------------------------->> Priest of Dionysus {priest_of_Dionysus2_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Influence, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_temple and FactionType thrace and IsGeneral
----------------------------------------------------------------------------->> Priest of Ares {priest_of_Ares2_desc}
A priest spends half a lifetime studying subjects related to his god. He can spend the other half putting it to good use... Effect: +2 Command when attacking
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_battle_temple and FactionType thrace and IsGeneral
AcquireAncillary priest_of_Ares2 chance: 15%
----------------------------------------------------------------------------->> Appolonius of Perge {appolonius_of_perge_desc}
An eccentric mathematician and astrologer who believes the planets revolve in epicycles and eccentric orbits around us. Loony. Effect: +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 50 and I_TurnNumber <= 160
AcquireAncillary appolonius_of_perge chance: 80%
----------------------------------------------------------------------------->> Appolonius of Rhodes {appolonius_of_rhodes_desc}
Writer of the great epic "The Argonautica". Use of this man's skills in writing will help increase your profile. Effect: +1 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 0 and I_TurnNumber <= 110
Some say "the greatest mind alive". An outstanding mathematician, inventor of siege weaponry and devices for everyday use. It's a shame he's so argumentative.
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WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 6 and I_TurnNumber <= 116
An astronomer and mathematician who thinks the Earth revolves around the sun! However mad he is, he can provide accurate measurements of distance and perform complex calculations. Effect: +1 Command at sea, 10% bonus on all trade income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 160 and I_TurnNumber <= 254
Peripatetic Philosopher and Poet. The deeds of the great are surely worthy of critical examination and, perhaps, a poem or an epigram? Effect: +1 Influence
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 140 and I_TurnNumber <= 240
Peripatetic philosopher, geographer, historian, traveller and naturalist. This restless individual is working on several books describing the world and all that lives in it. A useful man on campaign. Effect: +20% to Movement Points (gives armies the ability to forced march), +1 Command when fighting against Barbarians
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----------------------------------------------------------------------------->> Callimachus of Cyrene {callimachus_of_cyrene_desc}
Librarian, Poet and Scholar. A learned man can always be of use to a man of power. Effect: +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 12 and I_TurnNumber <= 60
"The Academic" can argue the hind legs of a donkey, persuade it to run and then convince onlookers that the donkey did this without encouragement. A useful man to have on your side. Effect: +1 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 160 and I_TurnNumber <= 280
Roman writer, philosopher and tactician. Effect: +2 Command
WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists >= scriptorium and FactionType romans_julii and IsGeneral and I_TurnNumber >= 290 and I_TurnNumber <= 380
----------------------------------------------------------------------------->> Valerius Catullus {gaius_valerius_catullus_desc}
Romantic latin poet and writer, of the elite patrician classes, with many powerful connections. Effect: +1 Influence, Improves the chances of getting elected to senatorial offices, 10% bonus to your popularity with the Senate
WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists >= scriptorium and FactionType romans_julii and IsGeneral and I_TurnNumber >= 412 and I_TurnNumber <= 432
Tutor and Stoic philosopher. This man teaches that a knowledge of Physics and Logic are required for a person to know the difference between good and evil. Effect: ??
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 20 and I_TurnNumber <= 128
Inventor, mathematician and engineer. Responsible for such contraptions as the Water Clock and "Hydraulis" musical device. Perhaps his knowledge of hydraulic hoists, seige engines and suction pumps may be of some use. Effect: +30 Build Points (required for the construction of siege equipment), +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 10 and I_TurnNumber <= 96
Greek anatomist and physician. Known for his studies of the circulatory and nervous systems. Make sure he has a steady supply of condemned men to practice on. Effect: -1 Morale for all troops on the battlefield, +1 to public health, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 68 and I_TurnNumber <= 180
Gifted Philosopher and Polymath. A man with broad knowledge that can be applied to many subjects. Effect: +1 Command, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 28 and I_TurnNumber <= 152
----------------------------------------------------------------------------->> Fabius Pictor {fabius_pictor_desc}
Rome's first annalist of note and grandson of the famous Caius Fabius Pictor who painted the Temple of Salus, in Rome. Quintus is well connected with many eminent Roman Senators. Effect: +1 Influence, Improves the chances of getting elected to senatorial offices, 10% bonus to your popularity with the Senate
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 90 and I_TurnNumber <= 200
Poet and author of Mimes. Herodas has a knack of using the language of the common man to liven up his bawdy comedy. A useful skill when writing speeches that appeal to the masses. Effect: +1 Influence, +1 Morale for all troops on the battlefield
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 0 and I_TurnNumber <= 60
� � "I don t mind if they fight and die for us. Just don t allow the foreigners a vote" A true Roman who wishes to keep the citizenship exclusive. Effect: +1 Management, -2 Morale for all troops on the battlefield, Improves the chances of getting elected to senatorial offices
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 340 and I_TurnNumber <= 440
The founder of Roman Satire. An unusual literary artist as he is both rich and of high rank. A friend and a foe of some of the greatest men of our time, Lucilius issues scathing opinions on even the more humble members of Roman society. Effect: +2 Influence, 10% penalty to your popularity with the Senate, 10% penalty to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 220 and I_TurnNumber <= 336
New Text Document>> Porcius Cato {m_porcius_cato_desc}
Tribune. Publicly austere, humorless, puritanical, incapable of compromise, a fanatic in defense of liberty and the Republic. A bitter foe of the Julii. Known to be a legendary drinker with some peculiar habits. Effect: +1 Management, +1 to unrest (decreases public order), +3 to law (improves public order)
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = ludus_magnus and FactionType romans_scipii and IsGeneral and I_TurnNumber >= 406 and I_TurnNumber <= 480
Philosopher, Orator and Rhetor. Marcus Tullius Cicero's main abilities are his powers of persuasion and political nous. He thinks himself a protector of liberty and of Rome. He believes you may help save Rome from the "Populares". Effect: +2 Influence, Improves the chances of getting elected to senatorial offices
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and FactionType romans_brutii and IsGeneral and I_TurnNumber >= 368 and I_TurnNumber <= 480
AcquireAncillary m_tullius_cicero chance: 80%
----------------------------------------------------------------------------->> Gnaeus Naevius {gnaeus_naevius_desc}
This latin dramatist and satirist is well known for his translations of Greek plays in to Latin. He seems to have some talent of his own, perhaps he will develop some original plays in his native Latin? Effect: +1 Influence, 10% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 44 and I_TurnNumber <= 132
AcquireAncillary gnaeus_naevius chance: 80%
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New Text Document----------------------------------------------------------------------------->> Nicander {nicander_desc}
A most learned Physician and wise Priest of Apollo. He has great knowledge of the body, poisons and much of the world we inhabit. His poem on "Antidotes to the Bites of Wild Creatures" is rather dull though. Effect: Increases the chance of having children, +2 to public health, Improves the chances of casualties recovering from their wounds
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_healing_awesome_temple and IsGeneral and I_TurnNumber >= 200 and I_TurnNumber <= 300
Stoic philosopher and Tutor. His thoughts on ethics are interesting. Very interesting. ZZZZzzzzzzzz. Sorry, where were we? Effect: +2 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= 210 and I_TurnNumber <= 324
AcquireAncillary panaetius chance: 80%
----------------------------------------------------------------------------->> Titus Maccius Plautus {titus_maccius_plautus_desc}
Comic playwright, soldier and travelling miller. Titus the 'splay-footed clown' is a comic genius. Even the miserable old Senate think he's funny. Mostly. And they've even given him the right to use three names, like a noble Roman. Effect: +2 Morale for all troops on the battlefield, 10% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= temple_of_fun_awesome_temple and IsGeneral and I_TurnNumber >= 90 and I_TurnNumber <= 172
A biographer and historian of outstanding ability blessed with great insight and a disarming ability to ingratiate himself with anyone. Effect: +1 Influence, +1 Management
----------------------------------------------------------------------------->> Posidonius of Rhodes {posidonius_of_rhodes_desc}
Gifted Politician, Stoic, Geographer, Astronomer and Geologist. Always useful to have around. Effect: +1 Influence, +1 Management, 20% bonus on mining income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists = scriptorium and SettlementBuildingExists = academy and FactionType romans_scipii and IsGeneral and I_TurnNumber >= 180 and I_TurnNumber <= 304
----------------------------------------------------------------------------->> Publius Clodius {publius_clodius_desc}
This cross dressing pretty boy has many political connections. Just keep an eye on him, and your wife, during the festivals of Bona Dea. Effect: Improves the chances of getting elected to senatorial offices
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and Trait Arse >= 1 and Trait PublicAtheism >= 1 and IsGeneral and I_TurnNumber >= 396 and I_TurnNumber <= 436
Tutor, physicist and philosopher. Knowledge is power and the tool by which men rule. Effect: +1 Command, +1 Management, +10% to Movement Points (gives armies the ability to forced march)
Comic dramatist. Making the masses laugh is a good way to divert them from their problems and ease the flow of money from their purse. Effect: +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 0 and I_TurnNumber <= 80
AcquireAncillary strato chance: 80%
----------------------------------------------------------------------------->> Theocritus of Syracuse {theocritus_of_syracuse_desc}
A most talented poet whose prose can ease the worries of the most troubled mind. Effect: +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= lyceum and IsGeneral and I_TurnNumber >= -20 and I_TurnNumber <= 40
Tribune of the Plebs. This popular young firebrand has the makings of a demagogue. Many conservatives in the Senate feel this young man needs to be taught a lesson. Permanently. Effect: Reduces the chances of being elected to senatorial offices, 20% bonus to your popularity with the People
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 260 and I_TurnNumber <= 274
Tribune Of the Plebs. This young man wants to change the way the Republic is run. For ever! Many "Optimates" in the Senate feel he needs to be persuaded otherwise. Effect: +2 Influence, Reduces the chances of being elected to
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WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementBuildingExists >= scriptorium and FactionType romans_julii and IsGeneral and I_TurnNumber >= 274 and I_TurnNumber <= 296
AcquireAncillary caius_gracchus chance: 80%
----------------------------------------------------------------------------->> Tiberius Gracchus {ti_sempronius_gracchus_the_elder_desc}
A patrician with some liberal values. A rare bird indeed. Many watch his sons with interest. Effect: +1 Influence, 10% bonus to your popularity with the Senate
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and FactionType romans_scipii and IsGeneral and I_TurnNumber >= 170 and I_TurnNumber <= 238
If history is to be written, perhaps it should be done under the watchful eyes of those making it. Especially when some are likely to distort the facts. Effect: +1 Influence, +1 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= -120 and I_TurnNumber <= 40
----------------------------------------------------------------------------->> Titus Livius {livy_desc}
This scholar is well versed in the history of Rome and warns us of the dangers of avarice and complacency. He may have a point. Effect: +2 Management, 50% increase to cost to bribe, 25% bonus to your popularity with the People
WhenToTest CharacterTurnEndPage 313
New Text Document Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and Trait PlainRomanVirtue >= 1 and IsGeneral and I_TurnNumber >= 452 and I_TurnNumber <= 506
"Love conquers all things. Let us surrender unto love" Eclogues. Effect: Increases the chance of having children, +1 to public health
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 440 and I_TurnNumber <= 502
An honest and upright man can always be trusted to give sound advice. As long as he gets a steady supply of figs and red wine, in this case. Effect: +2 Management
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= academy and IsGeneral and I_TurnNumber >= -60 and I_TurnNumber <= 40
A knowledge of nature and its forms as well as a skill with verse make this Epicurean a likeable companion to the thinking man Effect: +1 to farming output, 20% bonus on mining income
WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists >= scriptorium and IsGeneral and I_TurnNumber >= 382 and I_TurnNumber <= 430
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Really, who cares about filler? These quotes pop up randomly (or maybe not so randomly) whenever the game needs to resort to the load screen. Some of these quotes are very interesting, and I thought it would be a good idea to add them in.
I think the slain care little if they sleep or rise again - Aeschylus
A people's voice is dangerous when charged with wrath - Aeschylus
Victory loves prudence - Latin proverb
Against danger it pays to be prepared - Aesop
Brave men are a city's strongest tower of defence - Alcaeus
It is the noblest and safest thing for a great army to be visibly animated by one spirit - Archidamus of Sparta
Ah! The generals! They are numerous but not good for much! - Aristophanes
War, as the saying goes, is full of false alarms - Aristotle
War gives the right of the conquerors to impose any conditions they please upon the vanquished - Julius Caesar
Varus, give me back my legions - Augustus Caesar : After the defeat and annihilation of Varus' column in Teutoberg Forest
Let them hate us as long as they fear us - Caligula
The sinews of war are infinite money - Cicero
Armed forces abroad are of little value unless there is prudent counsel at home - Cicero
Only the brave enjoy noble and glorious deaths - Dionysius
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To an imperial city nothing is inconsistent which is expedient - Euphemus of Athens
The true contempt of an invader is shown by deeds of valour in the field - Hermocrates of Syracuse
When there is mutual fear men think twice before they make aggression upon one another - Hermocrates of Syracuse
They have an abundance of gold and silver, and these make war, like other things, go smoothly - Hermocrates of Syracuse
Nobody is driven in to war by ignorance, and no one who thinks he will gain anything from it is deterred by fear - Hermocrates of Syracuse
In peace, sons bury their fathers; in war, fathers bury their sons - Herodotus
Far better it is to have a stout heart always and suffer one's share of evils, than to be ever fearing what may happen - Herodotus
Men of Athens, there is not much time for exhortation, but to the brave a few words are as good as many - Hippocrates
War is the only proper school of the surgeon - Hippocrates
Even the bravest cannot fight beyond his strength - Homer
Ye gods, what dastards would our host command? Swept to the war, the lumber of the land. - Homer
Noble and manly music invigorates the spirit, strengthens the wavering man, and incites him to great and worthy deeds - Homer
He serves me most, who serves his country best - Homer
To those that flee comes neither power nor glory - Homer
Adversity reveals the genius of a general; good fortune conceals it - Horace
A wise man in times of peace prepares for war - Horace
To a good general luck is important - Livy
The outcome corresponds less to expectations in war than in any other case whatsoever
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New Text Document - Livy
It is pleasant, when the sea is high and the winds are dashing the waves about, to watch from the shores the struggles of another - Lucretius
To brave men, the prizes that war offers are liberty and fame - Lycurgus of Sparta
The man who runs away will fight again - Menander
A small country cannot contend with a great; the few cannot contend with the many; the weak cannot contend with the strong - Mencius
Soldiers do not like being under the command of one who is not of noble birth - Onosander
To blunder twice is not allowed in war - Latin proverb
I am more afraid of our own mistakes than of our enemies' designs - Pericles
He conquers who endures - Persius
After the war is over, make alliances - Greek proverb
An alliance with the powerful is never to be trusted - Phaedrus
In the moment of action remember the value of silence and order - Phormio of Athens
A large army is always disorderly - Euripides
The rulers of the States are the only ones who should have the privilege of lying - Plato
Every care must be taken that our auxiliaries, being stronger than our citizens, may not grow too much for them and become savage beasts - Plato
Conquered, we conquer - Plautus
Ah, yes, mere infantry - poor beggars... - Plautus
The valiant profit more their country than the finest, cleverest speakers - Plautus
Hannibal knew how to gain a victory, but not how to use it - Maharbal
Extraordinary rains pretty generally fall after great battlesPage 317
New Text Document - Plutarch
A good general not only sees the way to victory, he also knows when victory is impossible - Polybius
In war we must always leave room for strokes of fortune, and accidents that cannot be foreseen - Polybius
Pardon one offence and you encourage the commission of many - Publius Syrus
We should provide in peace what we need in war - Publius Syrus
Necessity knows no law except to conquer - Publius Syrus
It is a bad plan that cannot be altered - Publius Syrus
He is best secure from dangers who is on his guard even when he seems safe - Publius Syrus
If a man does not know to what port he is sailing, no wind is favourable - Seneca
In war we must be speedy - Silius Italicus
A disorderly mob is no more an army than a heap of building materials is a house - Socrates
Quick decisions are unsafe decisions - Sophacles
The cruelty of war makes for peace - Publius Statius
Great empires are not maintained by timidity - Tacitus
Even the bravest are frightened by sudden terrors - Tacitus
The proper arts of a general are judgement and prudence - Tacitus
A bad peace is even worse than war - Tacitus
The desire for safety stands against every great and noble enterprise - Tacitus
War is not so much a matter of weapons as of money - Thucydides
An ambush, if discovered and promptly surrounded, will repay the intended mischief with interest
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New Text Document - Vegetius
Few men are born brave; many become so through training and force of discipline - Vegetius
A general is not easily overcome who can form a true judgement of his own and the enemy's forces - Vegetius
What can a soldier do who charges when out of breath? - Vegetius
Victory loves prudence - Latin proverb
A dead enemy always smells good - Alus Vitellus
When one side goes against the enemy with the gods' gift of stronger morale, then their adversaries, as a rule, cannot withstand them - Xenophon
Only the dead have seen the end of the war - Plato
Veni, vidi, vici (I came, I saw, I conquered) - Gaius Julius Caesar
Silent enim leges inter arma (Laws are silent in times of war) - Cicero
We make war that we may live in peace - Aristotle
Men grow tired of sleep, love, singing and dancing sooner than war - Homer
War spares not the brave but the cowardly - Anacreon
War is sweet to those who have never experienced it - Pindar
In war important events result from trivial causes - Gaius Julius Caesar
Bella detesta matribus (Wars are the dread of mothers) - Horace
The Spartans do not ask how many but where they are - Agis II of Sparta
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Come home with this shield or upon it - A Spartan woman equips her son
Valour is superior to numbers - Vegetius
Valour is the contempt of death and pain - Tacitus
To lead untrained people to war is to throw them away - Confucius
In war, truth is the first casualty - Aeschylus
Dulce et decorum est pro patria mori (It is a sweet and seemly thing to die - Horace for one's country)Qui desiderat pacem praeparet bellum (Let him who desires peace prepare for - Vegetius war)
An ambuscade, if discovered and promptly surrounded, will repay the intended mischief with interest - Vegetius
The blade itself incites to violence - Homer
Who was the first that forged the deadly blade? Of rugged steel his savage soul was made - Tibullus
So ends the bloody business of the day - Homer
Quae caret ora cruore nostro? (What coast knows not our blood?) - Horace
Arms keep peace - Latin proverb
The gods favour the bold - Ovid
Great empires are not maintained by timidity - Tacitus
Fortes fortuna adiuvat (Fortune favours the brave) - Terence
Only the brave enjoy noble and glorious deaths - Dionysius of Halicarnassus
Few men are born brave; many become so through training and force of discipline - Vegetius
Fortis cadere, cedere non potest (A brave man may fall, but he cannot yield) - Latin proverb
In peace, sons bury their fathers; in war, fathers bury their sonsPage 320
New Text Document - Herodotus
How are the mighty fallen in the midst of battle! - II Samuel, I, 25
The walls shall shake at the noise of the horsemen, and of the wheels, and of the chariots - Ezekiel, XXVI, 10
Alta sedent civilis vulnera dextrae (Deep are the wounds that civil strife - Lucan inflicts)
A collision at sea can ruin your entire day - Thucydides
Fas est et ab hoste doceri (It is right to learn, even from the enemy) - Ovid
Learn to obey before you command - Solon of Athens
March divided and fight concentrated - Military maxim
Divide and conquer - Military maxim
Victi vincimus (Conquered, we conquer) - Plautus
Flet victus, victor interiit (The conquered mourns, the conqueror is undone) - Latin proverb
Courage may be taught as a child is taught to speak - Euripides
Timidi mater non flet (A coward's mother does not weep) - Latin proverb
Danger gleams like sunshine to a brave man's eyes - Euripides
Constant exposure to dangers will breed contempt for them - Seneca
A glorious death is his who for his country falls - Homer
All warfare is based on deception - Sun Tzu
The god of war hates those who hesitate - Euripides
Alea iacta est (The die is cast) - Gaius Julius Caesar
Vae victus (Woe to the vanquished) - Livy
Let all be present and expect the palm, the prize of victoryPage 321
New Text Document - Virgil
Brave men are a city's strongest tower of defence - Alcaeus
The true contempt of an invader is shown by deeds of valour in the field - Hermocrates of Syracuse
An adversary is more hurt by desertion than by slaughter - Vegetius
Self-control is the chief element in self-respect, and self-respect is the chief element in courage - Thucydides
Cry "Havoc!" and let slip the dogs of war - Shakespeare: Julius Caesar, III, 1
The strong did what they could, and the weak suffered what they must - Thucydides
The sinews of war are infinite money - Cicero
He who knows when he can fight and when he cannot will be victorious - Sun Tzu
The proper arts of a general are judgement and prudence - Tacitus
It is the brave man's part to live with glory, or with glory die - Sophocles
We should provide in peace what we need in war - Publilius Syrus
Generally management of the many is the same as management of the few. It is a matter of organization - Sun Tzu
If a man does not strike first, he will be the first struck - Athenogoras of Syracuse
A wise man in times of peace prepares for war - Horace
In war, numbers alone confer no advantage. Do not advance relying on sheer military power - Sun Tzu
All of these links are valuable resources that I've come across. Read over them for an extension of what was written in this guide. All of these links are credited for helping me in RTW. I read over them before I wrote this
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New Text Documentguide and, as such, some of their information might be mixed and mashed into mine. If you have anything to add, send me a line. TestaALT at aol dot com.
So you want to mod the game so you can play all the factions? Good!
Open up a folder and go to the C drive. This is where you'll want to head:
C Drive -> Program Files -> Activision -> Rome: Total War -> Data -> World -> Maps -> Campaign -> Imperial Campaign
Once there, click on the text file "descr_strat". At the very beginning, it will tell you all the playable, unlockable, and nonplayable factions. This is what you want it to look like:
Just copy and paste all the factions sans Slave under the "playable" section just like that. Make a copy of this file if you want and then save it. Now you should be able to play with all he factions, besides the Senate. You can't play with them. If the game screws up in any way after this, reinstall and try again. That's what I did. ;)
* Prima's guide for the building lists. * Aildiin for posting how to beat a historical battle. * Tzar Kaloyanfo for his write-up on the Thracian strategy. * DerMetzgermeister for spelling corrections and a user strategy.
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