So, I've experimented with breaking the pattern and using a more distant perspective for this overview. Feedback!
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Franks Overview
The Franks were the predecessors of the French - a germanic tribe which crossed the Rhine river during the fourth and fifth centuries and would later conquer Gaul, merging with the Romanised Gallic population already there, and later giving rise, through Charlemagne, to not only France, but also the Holy Roman Empire, or German First Reich. The Rhine, border of the Roman Empire for centuries, was far from impermeable and this is reflected to an extent in the Franks. Able to build paved roads, stone walls and fifth level farms, for example, they are somewhat more 'civilised' than some of their neighbours and also reflect the feudal system that will later develop in France. With a mix of barbarian and Roman features, and true benefits to both remaining pagan and converting to Christianity, the Franks offer a truely unique style of gameplay.The Lands:
The Franks control only a single territory at the start of the campaign - Vicus Franki, which within the first turns will be ready to upgrade to a large city. Containing a militia barracks, warlord's stables, practice range, great market, cesspool, blacksmith and a temple of Wodan within its wooden walls, the nearby lands have crop rotation and paved roads - it is far from underdeveloped. Your king, Chlodio, garrisons the city with his bodyguard, two units of levy spears and some peasants, while his son Merovaeus guards the northern border with some Hunters, Levy Spearmen and a unit of Axe Herbann. Your assassin Lutgardis waits within the city walls, while Sigimer, the diplomat, waits to the east and the spy, Carolus, lurks on the easternmost border of your lands.
To the south lie the Alemanni, who begin the campaign at war with the Romans to your west. Perhaps too strong to challenge at first, your campaign goals (20 regions including Aquitania, Narbonensis and Lugdenensis) are going to take you across the border against the Romans eventually. Meanwhile, to the immediate north and east lie the independent settlements of Campus Chatti, Campus Marcomanni and Campus Quaddi, although beyond the lands of the Chatti lie the Saxons, and north of the Marcomanni the Lombardi and the Burgundii - one must be careful not to overextend one's forces.
While one might attempt to consolidate north of the Rhine and Danube before marching on Roman territory, the effort of dominating such a crowded and poor area may not be worthwhile. A less stubborn commander might choose to horde, and sack his way across wealthy Roman Gaul before settling again in a less crowded area of the map...The Troops:
As with all factions, the Frankish player can train peasants from the government building, although these are best reserved for population redistribution, as they are mere cannon fodder in combat and poor garrison troops besides.
The Franks also share the Levy Spearmen and Hunters of the Saxons, although they lack a heavier spear unit. Your closest neighbours lack much cavalry, but should you find yourself matched in combat against other cavalry factions, you will find your best counter is cavalry of your own.
At the ranged tree, alongside the Hunters, also available are the Ballistae and Onagers. Slow on the battlemap, the commander which chooses to use this asset will find himself better able to successfully besiege and capture a city than those of other barbarian factions.
The Frankish unique infantry, or Herbann, are also one of the Frankish player's assets. Coming in three varieties, these heavy infantry can hold a line and cause some damage in return. Both available at the city level, the Axe and Sword Herbann will be common in early armies - the difference lying in the greater defense of the Sword Herbann, but the armour piercing capabilities of the Axe. Later, at the large city, the Francisca Herbann comes into play. Able to use warcry, but not shieldwall like the other two, this unit also has a devasting ranged throwing axe (the Francisca) which it can use before nearing for mêlée combat.
For all of these strengths, it is in the realm of the mounted combatant in which the Franks truly shine - at least if the Frankish player chooses to convert to Christianity. As well as the basic router-chasing Raiders and the sword-bearing Noble Warriors, the 'Paladin' heavy shock cavalry, is available from the Christian monastery, alongside the less militant Catholic Priest. A true ancestor to the knights for which France shall later be famous, these cavalry are almost a match for the clibinarii of the east in terms of sheer destructiveness. Additionally, the unique 'Paladin Bodyguard' of the Frankish Generals is also capable of a truly powerful charge and prolonged combat. Long gone are the days of spearmen - now cavalry are truly the dominant forces of the era, and the Franks are uniquely placed to prove this true.The Gods:
The Franks have 3 temples to different deities available to them, two pagan, the other Christian. The pagan temple to Donar grants morale boni, while Wodan offers additional experience to units trained in a settlement with his temple present. Meanwhile, not only is the Christian church better adapted for large empires, offering happiness and law bonuses, but a second building tree - the Hermitage - is unlocked by construction of a Christian church of the appropriate size. This will then permit the recruitment of the Paladins - a Frankish player, therefore, must juggle experience bonuses with the recruitment of his most elite cavalry unit, or risk unrest by having an empire divided by religion.
Keep these things in mind, and you will soon lead the Franks onto victory!
Images: Symbol, Frankish cavalry charge, Herbann Shieldwall, Christian Church
PROCRASTINATE NOT · JAMAIS ARRIERE