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Topic Subject:Campaign/Faction Comparison
Mons Badonicus
Legionary
posted 06 September 2015 05:21 EDT (US)         
Ave,
I have an idea for a new article which might be helpful.
Please reply with constructive criticism, as this is a work in progress.

I am not aware of an article with the same information (if there is, I will apologize to the author).

Also, could someone please provide relevant pictures?

Feedback, advice and information are more than welcome!

-------------------------------X------------------------------

Campaign/Faction Comparison
For the beginner:

The three Roman factions that are playable at the beginning of the game (before you have unlocked any other factions) are the Julii, the Scipii and the Brutii.

A common question that plagues the new player is: Which faction?
This is indeed a very tough choice, as the three Roman campaigns and families have their disadvantages and advantages. They are outlined below.

The Julii
Summary: The noble Julii have been tasked with exterminating the unwashed barbarians of Gaul, Britannia, Spain and Germania.
They start out with:
Arretium (capital)
Ariminium
Beginning mission:
Take Segesta (easy)

Advantages:
Most of the barbarian armies are not as good compared to the civilized, disciplined legions of Rome. True, the barbarians field powerful early-game and late-game units such as Berserkers, Foresters and British Chariots, but with the right strategy, combined with the hardy Roman troops, a beginner can deal with these problems. The barbarians themselves cannot make siege equipment (although there may be a mod (is there?), which, when enabled, will allow barbarians to recruit ballistae and onagers from captured artillery ranges). Besides, once you gain the upper hand, barbarians flee like the uncivilized savages they are.

Disadvantages:
The barbarian cities are relatively poor and weak. Developing these cities will take some time. If the player so chooses, they can blitzkrieg through the barbarian lands. One problem with this is that the dark forests beyond Roman lands can provide perfect platforms for ambushes and the like. Extreme caution is required (use spies and assassins). Another problem is that, to pacify captured regions, the player will have to garrison their armies in the city, where they can be retrained, but they would not see much action.

The Scipii
Summary: The patrician Scipii family is devoted to one cause: grinding those Carthaginian scum into submission, and if that is not possible, into the desert sands.
They start out with:
Capua (capital)
Messana (on Sicily)
Beginning mission:
Take Syracuse (easy/moderate)

Advantages:
The Scipii are reliant on their navies; their territory is split in two by the Brutii province of Croton. Indeed, their enemy, Carthage, can only be reached by sea. The beginning Carthaginian troops are not that hard to deal with. However, a Scipii player must beware: the Carthaginians field powerful units like the Men of The Sacred Band, and Elephants. Again, these units can be dealt with, through clever use of mercenaries, and Roman units like the Incendiary Pig (which scares elephants). The mercenaries in the region are powerful, but expensive, however, if the player has enough money to afford such troops, they are generally well worth it.

Disadvantages:
Northern Africa is a desert environment, a harsh place that Romans are not used to. They could tire easily when wearing armour, especially when fighting under the cruel Sahara sun. Another problem is that Carthage is the only city in Africa that is worth the effort. Given time and resources, a player could develop the myriad of African settlements, but, like the Julii, that would take a long time. If the Scipii sweep Carthage out of the way, Numidia will most likely have been conquered or simply be ignored. The player can make a move to seize the rich heartlands of Egypt, which would take the Egyptians by surprise, but the Nile is a long distance from Sicilia.

The Brutii
Summary: The Brutii know that it is their pre-ordained duty to seize the wealth and riches of Greece, Anatolia, the Levant and possibly Egypt.
They start out with:
Tarentum (capital)
Croton
Beginning mission:
Take Apollonia (easy)

Advantages:
Unlike the other Roman families, the Brutii are perfectly positioned to claim the riches of Greece for the glory of Rome. The Greek peninsula, the first target, is very wealthy. Besides, it is only a boat trip away from the Brutii homeland. The legionary troops (remember, any person who fights for Rome is a legionary, regardless of whether they served in the Camillan or Marian legion.) are quite effective against the hoplites and pikemen of Makedonia and the Hellenic League. Even Spartan Hoplites can be dealt with using a few units of Hastati and one unit of Equites.

Disadvantages:
While the Roman troops are adequately armed to deal with the Hellenic way of war, the Greek/Macedonian/Pontic/Seleucid/Egyptian troops are, on average, better than the uncouth barbarians, so even an experienced player has to be careful with his/her troops, whatever quality they are. The Brutii have to face the toughest combination of troops; in the Greek stage, tough hoplites, pikemen and decent cavalry. In the Anatolian/Levantine stage; chariots and powerful cavalry. If the player chooses to fight Dacia or Britain (who will probably have rampaged and conquered Germania), they will face weaker troops and poor fortifications, but the barbarian lands are atrociously poor.

-------------------------------X------------------------------

That's all for today, please read, review and comment!

I will also try to do other factions and their comparisons, sometime in the future. I would like some information and context for the other comparisons from people who have played through the other factions.

Much appreciated.

Thanks,
Mons Badonicus

[This message has been edited by Mons Badonicus (edited 09-06-2015 @ 09:19 PM).]

AuthorReplies:
Terikel Grayhair
Imperator
(id: Terikel706)
posted 06 September 2015 09:56 EDT (US)     1 / 7       
Julii: Actually, the early-tier barbarian troops are quite a bit better than the early Roman troops. The German Spearband, for example, is arguably one of the best early troops. The Britons get chariots rather early on as well. Gallic Noble cavalry is not bad at all, either. And the Spanish Bull warriors?

Still, a human player should be able to outwit the barbarians and get those prized Legionary Cohorts which make life in the North so much easier. Speed and a sustainable logistics system is the key here. Bust the barbarians before they get the better, 2-hitpoint troopies.

Scipii: I am tempted to tell the joke of two Soviet generals meeting up in Paris. ONe asked the other, "So, who won the air war?" Much in that vein, naval warfare never won any war on its own. Still, Scipii does get some damned fine warships, and taking Carthage and Thapsus early on (plus all of Siciliy) makes for ecomomic power, which translate into soldiers. Plus they might be able to storm the Nile while the Egyptians are farting around in Anatolia...

Brutii: Nailed it dead on. The early hoplites are a match for the early legionaries (Camillan, in this case), but a clever player can still get far. Once Greece is in your bag, money flows and nothing can stop you except a few well-placed horrendous accidents. The later hoplites are excellent, but a good Brutish player will nip them before the Greeks get that far.

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
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Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
Mons Badonicus
Legionary
posted 06 September 2015 21:56 EDT (US)     2 / 7       
Ave, Terikel

I appreciate the advice. I will try to get to the other comparisons later on.

I have said this before, but I would like other people who have played through the non-playable factions to come forward with summaries, advantages and disadvantages of the factions and their campaigns.

Here are a few more evaluations:

----------------------------X---------------------------------

The Seleucid Empire:
Summary: The Seleucids are the heirs to Seleucus, one of Alexander the Great's generals. After Alexander's death, Seleucus chose Syria, Babylon and Persia as his realm.
They start out with:
Antioch (capital)
Damascus
Tarsus
Sardis
Hatra
Seleucia

Advantages:
The Seleucids have a well rounded roster. They have virtually everything, from good pikemen to cataphracts to Companions to legionaries to chariots and elephants (not to mention the Armoured Elephant unit). They also start out with two of the World's Wonders which gives them an advantage over their northern neighbours. Their starting lands and territories are quite rich compared to other nations like Armenia and Parthia. Another advantage is that, being a Greek nation, they have ready access to pikemen, which enable them to deal with the powerful cavalry of the Eastern Factions AND the chariots of Egypt (provided that the hoplites don't break).

Disadvantages:
While the Seleucids are formidable opponents in the late game, they are relatively weak in the early game. Egypt can recruit large numbers of chariots and decent pikemen (like the Nile Spearmen and Pharaoh's Guard), however, the Seleucids can recruit Elephants to deal with the chariots (elephants can be quite effective against chariots). To add to their list of worries, it seems that the Seleucids are surrounded by enemies, as Pontus, Armenia, Parthia and Egypt may declare war on the player when they least expect it. The Seleucid arch-enemy, Egypt, has possession of the Nile, meaning that Egypt will have more funds than the player does (unless something goes horribly wrong for the Egyptians).

Egypt:
Summary: Egypt, the people of the Nile, have been blessed by the gods and are now in the prime position to conquer the Middle East.
They start out with:
Alexandria (capital)
Memphis
Thebes
Jerusalem
Sidon
Salamis

Advantages:
Egypt has one advantage over everyone else in the game; they start out with the wealthy and fertile Nile. It is a invaluable resources, plus, Egypt also starts out with two of the World's wonders. Egypt also has a unit class that makes them almost invincible: the dreaded chariots. Chariots have massive bonuses on auto-resolve. A 3 unit army with one decent pikeman, one unit of chariot and another unit of choice is something to be wary of. The only thing to watch out for when using chariots is spearmen, otherwise, the player has a lethal weapon at your disposal. Another bonus is that most of the Middle East (and Africa if you decide to go there) is desert, and Egyptians get bonuses to combat in deserts.

Disadvantages:
A large number of Egyptian units are lightly armoured or don't even have armour at their disposal. Weaker units like Nubian Spearmen can be cut to pieces by mere Militia Hoplites. Futhermore, this lack of armour can prove as a serious impediment when up against the orderly and armoured Romans, who, by the time Egypt meets them, will probably have gained access to those dreaded Legionaries and Praetorians, who can smash Desert Axemen into little bits. Another problem is the lack of cavalry variety. Chariots are not meant for melee, they are meant for shredding the enemy into strips during a charge, and are best used with the cavalry cycle. The best Egyptian cavalry is the Nile Cavalry (not counting the Egyptian Cavalry General).

----------------------------X---------------------------------


That's all for today, please read, review and comment!

[This message has been edited by Mons Badonicus (edited 09-07-2015 @ 02:19 AM).]

Terikel Grayhair
Imperator
(id: Terikel706)
posted 08 September 2015 02:41 EDT (US)     3 / 7       
Back in the day I had trained staff up by having them write an article for a series we wered eveloping. Most did, but we didn't publish them, since they were for training. I am thinking to publish them now- not all factions were covered, but enough we indepth analyzed that you might be able to get some good ideas from them.

Shall I see what I can do?

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
|||||||||||||||| Too many Awards to list in Signature, sorry lords...|||||||||||||||||
|||||||||||||||| Listed on my page for your convenience and envy.|||||||||||||||||
Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
Mons Badonicus
Legionary
posted 08 September 2015 04:53 EDT (US)     4 / 7       
Ave Terikel,

That would be much appreciated.

Papers, please.
Terikel Grayhair
Imperator
(id: Terikel706)
posted 14 September 2015 11:47 EDT (US)     5 / 7       
Hei,

I ran into some health issues, and some tech issues. I have not forgotten this.

FYI

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
|||||||||||||||| Too many Awards to list in Signature, sorry lords...|||||||||||||||||
|||||||||||||||| Listed on my page for your convenience and envy.|||||||||||||||||
Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
Terikel Grayhair
Imperator
(id: Terikel706)
posted 15 September 2015 10:18 EDT (US)     6 / 7       
Success!

Check here for in-depth looks and analyses of three of the many factions:

Commanders Council

Thanks to Edorix for the one on the Brits. I did the other two.

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
|||||||||||||||| Too many Awards to list in Signature, sorry lords...|||||||||||||||||
|||||||||||||||| Listed on my page for your convenience and envy.|||||||||||||||||
Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
Mons Badonicus
Legionary
posted 25 September 2015 18:24 EDT (US)     7 / 7       
Ave,

The 'Commander's Council' articles were indeed very in-depth and quite detailed. I have drawn some inspiration off of these articles yet I have not yet got round to writing all of the next comparisons up.

Can someone please educate me on how to add pictures? I know that it involves getting an account on an image-sharing website but I don't like those websites.
Is there any other way to add pictures?
Can I please use already featured pictures in this article (like faction icons and such)?

ARTICLE UPDATE

Campaign/Faction Comparison
This is just a short article detailing the pros/cons of each faction. This may come in handy before you rush into a campaign! It’s always handy to have some background knowledge.


For the beginner:

The three Roman factions that are playable at the beginning of the game (before you have unlocked any other factions) are the Julii, the Scipii and the Brutii.

A common question that plagues the new player is: Which faction?
This is indeed a very tough choice, as the three Roman campaigns and families have their disadvantages and advantages. They are outlined below.

This is all outlined in greater detail below.

Campaign/Faction Comparison
This is just a short article detailing the pros/cons of each faction. This may come in handy before you rush into a campaign! It’s always handy to have some background knowledge.


For the beginner:

The three Roman factions that are playable at the beginning of the game (before you have unlocked any other factions) are the Julii, the Scipii and the Brutii.

A common question that plagues the new player is: Which faction?
This is indeed a very tough choice, as the three Roman campaigns and families have their disadvantages and advantages. They are outlined below.

This is all outlined in greater detail below.

The Julii
Summary: The noble Julii have been tasked with exterminating the unwashed barbarians of Gaul, Britannia, Spain and Germania.
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the Gauls

They start out with:
Arretium (capital)
Ariminium
Beginning mission:
Take Segesta (easy)

Advantages:
Most of the barbarian armies are not as good compared to the civilized, disciplined legions of Rome. True, the barbarians field powerful early-game and late-game units such as Berserkers, Foresters and British Chariots, but with the right strategy, combined with the hardy Roman troops, a beginner can deal with these problems. The barbarians themselves cannot make siege equipment (although there may be a mod (is there?), which, when enabled, will allow barbarians to recruit ballistae and onagers from captured artillery ranges). Besides, once you gain the upper hand, barbarians flee like the uncivilized savages they are.

Disadvantages:
The barbarian cities are relatively poor and weak. Developing these cities will take some time. If the player so chooses, they can blitzkrieg through the barbarian lands. One problem with this is that the dark forests beyond Roman lands can provide perfect platforms for ambushes and the like. Extreme caution is required (use spies and assassins). Another problem is that, to pacify captured regions, the player will have to garrison their armies in the city, where they can be retrained, but they would not see much action.

The Scipii
Summary: The patrician Scipii family is devoted to one cause: grinding those Carthaginian scum into submission, and if that is not possible, into the desert sands.
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Carthage and Numidia

They start out with:
Capua (capital)
Messana (on Sicily)
Beginning mission:
Take Syracuse (easy/moderate)

Advantages:
The Scipii are reliant on their navies; their territory is split in two by the Brutii province of Croton. Indeed, their enemy, Carthage, can only be reached by sea. The beginning Carthaginian troops are not that hard to deal with. However, a Scipii player must beware: the Carthaginians field powerful units like the Men of The Sacred Band, and Elephants. Again, these units can be dealt with, through clever use of mercenaries, and Roman units like the Incendiary Pig (which scares elephants). The mercenaries in the region are powerful, but expensive, however, if the player has enough money to afford such troops, they are generally well worth it.

Disadvantages:
Northern Africa is a desert environment, a harsh place that Romans are not used to. They could tire easily when wearing armour, especially when fighting under the cruel Sahara sun. Another problem is that Carthage is the only city in Africa that is REALLY worth the effort. Given time and resources, a player could develop the myriad of modestly profitable African settlements, but, like the Julii, that would take a long time. If the Scipii sweep Carthage out of the way, Numidia will most likely have been conquered or simply be ignored. The player can make a move to seize the rich heartlands of Egypt, which would take the Egyptians by surprise, but the Nile is a long distance from Sicilia.

The Brutii
Summary: The Brutii know that it is their pre-ordained duty to seize the wealth and riches of Greece, Anatolia, the Levant and possibly Egypt.
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the Greek Cities and Macedon

They start out with:
Tarentum (capital)
Croton
Beginning mission:
Take Apollonia (easy)

Advantages:
Unlike the other Roman families, the Brutii are perfectly positioned to claim the riches of Greece for the glory of Rome. The Greek peninsula, the first target, is very wealthy. Besides, it is only a boat trip away from the Brutii homeland. The legionary troops (remember, any person who fights for Rome is a legionary, regardless of whether they served in the Camillan or Marian legion.) are quite effective against the hoplites and pikemen of Makedonia and the Hellenic League. Even Spartan Hoplites can be dealt with using a few units of Hastati and one unit of Equites.

Disadvantages:
While the Roman troops are adequately armed to deal with the Hellenic way of war, the Greek/Macedonian/Pontic/Seleucid/Egyptian troops are, on average, better than the uncouth barbarians, so even an experienced player has to be careful with his/her troops, whatever quality they are. The Brutii have to face the toughest combination of troops; in the Greek stage, tough hoplites, pikemen and decent cavalry, in the Anatolian/Levantine stage; chariots and powerful cavalry. If the player chooses to fight Dacia or Britain (who will probably have rampaged and conquered Germania), they will face weaker troops and poor fortifications, but the barbarian lands are atrociously poor.


Congrats! This next bit is really only for people who have unlocked the other factions by winning as one of the Romans. Personally, I prefer unlocking the other factions over modding the game, because playing as the Romans gives you experience (on how to play), but if you have modded the game because you wanted to play a non-Roman faction, then this bit will come in handy for you as well.


The Seleucid Empire
Summary: The Seleucids are the heirs to Seleucus, one of Alexander the Great's generals. After Alexander's death, Seleucus chose Syria, Babylon and Persia as his realm.
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Egypt

They start out with:
Antioch (capital)
Damascus
Tarsus
Sardis
Hatra
Seleucia

Advantages:
The Seleucids have a well-rounded roster. They have virtually everything, from good pikemen to cataphracts to Companions to legionaries to chariots and elephants (not to mention the Armoured Elephant unit). They also start out with two of the World's Wonders which gives them an advantage over their northern neighbours. Their starting lands and territories are quite rich compared to other nations like Armenia and Parthia. Another advantage is that, being a Greek nation, they have ready access to pikemen, which enable them to deal with the powerful cavalry of the Eastern Factions AND the chariots of Egypt (provided that the hoplites don't break).

Disadvantages:
While the Seleucids are formidable opponents in the late game, they are relatively weak in the early game. Egypt can recruit large numbers of chariots and decent pikemen (like the Nile Spearmen and Pharaoh's Guard), however, the Seleucids can recruit Elephants to deal with the chariots (elephants can be quite effective against chariots). To add to their list of worries, it seems that the Seleucids are surrounded by enemies, as Pontus, Armenia, Parthia and Egypt may declare war on the player when they least expect it. The Seleucid arch-enemy, Egypt, has possession of the Nile, meaning that Egypt will have more funds than the player does (unless something goes horribly wrong for the Egyptians).

Egypt
Summary: Egypt, the land of the Nile, has been blessed by the gods and are now in the prime position to conquer the Middle East.
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Armenia and the Seleucid Empire

They start out with:
Alexandria (capital)
Memphis
Thebes
Jerusalem
Sidon
Salamis

Advantages:
Egypt has one advantage over everyone else in the game; they start out with the wealthy and fertile Nile. It is an invaluable resource, plus, Egypt also starts out with two of the World's wonders. Egypt also has a unit class that makes them almost invincible: the dreaded chariots. Chariots have massive bonuses on auto-resolve. A 3 unit army with one decent pikeman, one unit of chariot and another unit of choice is something to be wary of. The only thing to watch out for when using chariots is spearmen. Otherwise, the player has a lethal weapon at your disposal. Another bonus is that most of the Middle East (and Africa if you decide to go there) is desert, and Egyptians get bonuses to combat in deserts.

Disadvantages:
A large number of Egyptian units are lightly armoured or don't even have armour at their disposal. Weaker units like Nubian Spearmen can be cut to pieces by mere Militia Hoplites. Furthermore, this lack of armour can prove as a serious impediment when up against the orderly and armoured Romans, who, by the time Egypt meets them, will probably have gained access to those dreaded Legionaries and Praetorians (and Urbans), who can smash Desert Axemen into little bits (trust me, I’ve tried). Another problem is the lack of cavalry variety. Chariots are not meant for melee, they are meant for shredding the enemy into strips during a charge, and are best used with the cavalry cycle. The best Egyptian cavalry is the Nile Cavalry (not counting the Egyptian Cavalry General).

Parthia
Summary: Parthia and the Parthians, with their powerful cavalry and elephants, are ready to follow in the footsteps of their Achaemenid forerunners and conquer the world!
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Armenia and the Seleucid Empire
They start out with:
Arsakia (capital)
Susa
Campus Sakae


Advantages:
Parthia’s strength, like Armenia and to a lesser extent, Pontus, lies in its cavalry. Unlike Pontus, Parthia cannot recruit chariots, however, it can recruit elephants, which can be used to batter enemy gates down and trample chariots. Oh, and did I mention? They scare enemies as well. Just be sure to steer clear of pikemen, because elephants are super heavy cavalry. Let’s not forget the iron hammer that is the Parthian Cataphract. These guys are real bad boys. The Horse Archers and Persian Cav are great for whittling down the enemy heavy infantry and are used really effectively against legionaries (if they’re in testudo, shoot them from behind) and hoplites/pikemen who have rigid formations.

Disadvantages:
Parthia has a complete lack of good infantry. The only reason that Parthia even has infantry is to garrison their settlements and to push towers and ladders and rams to their enemy’s city gates. They are most certainly NOT line infantry. They’ll crumble before the assault of hoplites/pikemen, legionnaires and barbarian infantry. Also, the Parthian homeland is, quite literally, on the edge of the map (or as I prefer to say, the **** end of the RTW map) and is riddled with mountains, limiting the mobility of your most precious asset; horse archers. Furthermore, your starting lands are not as wealthy as the Nile or Greece, so development will take a while.

Carthage
Summary: Carthage, the great trading city of the Mediterranean, is waiting for an able commander to crush the Romans and lead Carthage to wealth and eternal glory!
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the House of Scipii and Spain
They start out with:
Carthage (capital)
Lilybaeum
Thapsus
Caralis
Palma
Corduba


Advantages:
Carthage has elephants. Carthage is famous for its elephants. Remember that guy in history? What was his name? Hannibal Barca, they guy who took Elephants across the Alps and into Italy, where he WRECKED the Romans at Trebia using elephants. They can recruit Elephants, War Elephants and Armoured Elephants. Also, don’t forget the famous Sacred Band. These guys have seriously good stats. They’re hoplites, which generally have more armour than pikemen. Hoplites are also very proficient at melee fighting (not just jabbing with spears). They also have other very solid infantry to work with, like Poeni Infantry. Their cavalry are also solid. The Long Shield Cavalry and the Sacred Band Cavalry are useful units.

Disadvantages:
Northern Africa is one big desert. This means attrition. And whenever two armies fight in the desert, the heat plays a major role. Take the Romans, for example. Their legionnaires are decked in lorica segmentata which is all very good when it comes to protection from arrows, but the shield of a Marian legionnaire weighed at least 22 pounds or approx. 10 kg which is a lot to lug around, especially in the desert. Basically, the Romans will roast in the armour. Have you ever wondered where the term ‘clibinarii’ came from? Well, the Latin term can be translated as ‘metallic furnace’. Why? Because the clibinarii wore so much armour, that in the heat of battle, or when they were simply marching in the desert, they were like ovens. Similarly, your troops will get tired quite quickly, limiting their effectiveness.

Gaul
Summary: Gaul, the land of the brave warriors often faced by the Romans is waiting for a warlord to grasp the reins of power and lead them to crush Rome once more!
Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the House of Julii and the Senate
They start out with:
Alesia (capital)
Condate Redonum
Patavium
Lemonum
Medolanium
Narbo Martius
Numantia

Advantages:
Gaul, has the pretty standard barbarian units: your Naked Fanatics, Druids, Swordsmen, Warband, Chosen Swords, etc. etc. You will only have one enemy who will attack you no matter what. They are the Julii. They get missions from the Senate that will ultimately bring you into conflict sooner or later. However, as a barbarian faction, you can access you elite units earlier than the Romans. Focus on development. If you don’t start churning out Chosen Swords and Noble Cavalry, it’s going to get tough. Barbarian units have the warcry, an ability that briefly boosts your unit. If you use this ability wisely, you can reap the rewards. One major advantage that the Gauls possess: the Forester Warband. These archers are a real asset in the warhost of any Gallic warlord. Use them effectively to deadly result.

Disadvantages:
Gaul, like the other Barbarian factions can’t build stone walls. They also lack discipline and armour: something which the Romans have in plenty. Their early armies tend to be small and weak but if you do not act pre-emptively, they will gain access to the Legionary Cohorts, which are a threat to your survival. The Julii will almost certainly go for you. If Germania decides to attack them (it is possible), then the pressure might be lifted off you, for a little bit, anyway. However, your German neighbours can be just as aggressive towards you as they can be towards the Romans. Be prepared for all-out war with them. To your north, the Britons may go for Germania, but if their chariots do cross over into your territory, be prepared to fend them off. As for Spain, they may try to take Numantia, so watch out for them.

Papers, please.

[This message has been edited by Mons Badonicus (edited 10-14-2015 @ 05:55 AM).]

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