![]() ![]() Their only weakness is their poor starting position, but that's plenty easy to deal with. Only three factions actually get them, and they are absolutely a game-breaker if used properly. There are 3 major Roman factions available to play: Palmyra, Gallic Rome and Rome, who all receive the Defenders of Civilisation trait, giving them a 15. But more than anything else? Elephants, of all three varieties. You've got tolerable missile troops with the standard Greek Archers, and you've got Scythed Chariots for when you just need to panic a bunch of enemies on open terrain. You've got both Pike Phalanxes and Legionaries, so you can have your pike-wall cake and eat your excellent-siege-troops-and-amazing-reserves too (that metaphor wound up a bit tortured.). Companions are flawless medium cav, and there's nothing wrong with your skirmishers. Build barracks near an enemy settlement, set a gather point and spam Huscarls. Good Cavalry? You've got Cataphracts, and there's no such thing as better heavy Cav. Seculids are also excellent because they have simply the best army roster of any faction. They also have the best temples of any Roman faction (+exp and +equipment quality are win, basically) and they get Gladiators before anyone else, if that matters to you. In the late game, you've got the Post-Marius Roman army, which is frankly quite good in all respects. The AI is awful at managing the Greeks, so you should be able to easily rip their Phalanxes apart despite your apallingly weak early-game Roman army. The Brutii have an excellent starting position and early expansion into the Greek Cities, giving them most of the wealthiest territories in the game from very early on. Artillery can fire from the second line, and therefore can vastly increase the effectiveness of an army.Best factions are either the Brutii or the Seculid Empire.They fight with heavy javelins and swords, peppering the enemy with missiles before closing up for hand-to-hand combat. They are called by the Romans because of their distinctive, large, oval shields (the Latin for shield being ‘scutum’). To avoid the insufficient support penalty, an army must not surpass the maximum ratio of cavalry per infantry regiments. Scutarii are well-equipped light infantry armed with swords, shields and heavy javelins.To maximize combat effectiveness of an army, the ratio of infantry, cavalry and artillery is vital. There are also many modifiers from decisions, events and missions that affect recruitment time.Ĭomposition See also: Battlefield unit deployment logic (Submod) Standard-bearer and Spear-shield unit animations bug fix for DEI 1.2. With parliament and “Expand the Army” as active issue This submod fixes any errors, bugs of Total War Rome II: Radious Mod. Recruitment time can be affected by countrywide and provincial modifiers which are added. The base time for recruiting a regiment is: Regiment cost = base cost ⋅ max ( 100 % + ∑ regiment cost modifiers, 20 % ) Base time Manpower is also used for reinforcing depleted regiments. It takes 1000 manpower to recruit a regiment. ![]() Regiments start with 50% of maximum morale. It looks at research progression, recruitment model and the rosters of a faction and how that affects the way a campaign may play out. The base cost and time of a regiment depends on its type this is then adjusted by any modifiers, in particular any buildings the province might have. 7 Award Favorite Share Introduction This guide provides overviews of the military aspects of each faction in the game. Each province can recruit one regiment at a time, though multiple regiments can be queued up in a single province. Recruiting regular forces requires an owned, unoccupied province to recruit in, and three resources: manpower, ducats, and time. Please help with verifying or updating this section. 8.6 Mercenaries and Army Professionalism. ![]()
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