Total War: Rome 2 - Faction Guide (Grand Campaign, IA, HatG, CiG)
Introduction
This guide provides overviews of the military aspects of each faction in the game. It looks at research progression, recruitment model and the rosters of a faction and how that affects the way a campaign may play out. This information is applicable to the Grand Campaign, Imperator Augustus, Hannibal at the Gates and Caesar in Gaul. Unless specified, these factions are the same across all campaigns they are playable in.
The Early phase of the military progression includes the first two levels of primary recruitment buildings and includes the base settlement recruitment. For Greek and Romans, it will also include the third tier of the secondary (auxiliary, mercenary or missiles) lines as these are available much quicker than the primary. These will generally be lighter troops, basic missiles and some signature units like hoplites for Greeks or horse archers for Nomads. In this phase, mercenaries can provide great benefit through filling gaps or higher tier units.
The Middle phase, the third tier of primary recruitment buildings, provides the bulk of most factions units and generally rounds out the army roster. The fourth tier of secondary buildings unlocks here although in many cases it doesn't provide new units. This phase is quite accessible and can be reached without dedication for every faction except Rome and Carthage who have a higher research requirement and will rely on auxiliaries and mercenaries more. It is possible to complete many campaigns without going beyond this level.
The Late phase represents the fourth tier of recruitment which typically provides a small number of elite units, some of which would otherwise only have been available as general bodyguards. Barbarian factions can reach this level far quicker than other cultures: Greeks, Eastern and Romans need over twice as much research effort to unlock.
Government Types
- +2 experience ranks for all recruits (all provinces)
- +5% tax rate
- +1 recruitment slot (all provinces)
- Enables political actions: "Purge" and "Secure Loyalty"
- +20% military research rate
- -5 loyalty for all parties
- -10% upkeep cost for all armies
- Enables political actions: "Purge" and "Provoke"
- +20% civil research rate
- -10 loyalty for all parties
- +10 public order per turn (all provinces)
- Enables political actions: "Provoke" and "Secure Loyalty"
- +1 to the number of available edicts
- +20% research rate
- +15 loyalty for all parties
- +1 recruitment slot (all provinces)
- Enables political actions: "Provoke", "Purge" and "Secure Loyalty"
Edicts
Rome
There is one Army building chain with two lines. The Auxiliary line provides a unique mechanism by allowing the recruitment of units based on the region in which the building resides in addition to a handful of units available everywhere. This line provides lighter spears, melee and missiles and the bulk of cavalry variety. It rarely adds any new units at tier four. The House of Cornelia sub-faction reduces Auxiliary upkeep by 50% making these troops a very attractive prospect.
The Roman line provides the core melee infantry, Velites and melee cavalry. This building line will provide the backbone of your armies that then get rounded out by auxiliaries. The Siege chain has three tiers and provides a range of artillery.
There are two Naval recruitment lines, a Military one which recruits Roman 5s, 6s and artillery ships and a Patrol line which recruits auxiliary 2s, 3s, 4s and 5s. For most purposes the patrol line is sufficient and it does not consume food. Note that 4s are the most cost efficient and are only unlocked at tier four.
Navies will be Triarii 6s, javelin 5s, artillery ships and a range of 2s and 3s. Competent on the water but not as well equipped for assaulting settlements.
Navies switch from spear to sword 6s and round out with strong 4s and 5s to enable well balanced fleets. Some of the best missile 5s will come from auxiliary regions.
- Mounted: General and Bodyguard, Legatus
- Infantry: Triarii, Veteran Legionaries, Evocati Cohort
- Admiral: Principes 4, Triarii Towered 6, Legionaries 4, Legionary Cohort 4, Veteran Legionaries Towered 6, Evocati Cohort Towered 6
- Socii Extraordinarii: Heavy infantry from Italy available well before Legionaries.
- Socii Equites Extraordinarii: Shock cavalry in the early and mid game from Italy.
- Missile Quinquereme - Auxiliary Cretan Archers/Auxiliary Rhodian Slingers: Elite missile units on large vessels available from Greek regions that even Greek factions can't recruit.
- +2 recruitment slots in all provinces
- 15% extra campaign movement range for armies.
In the Grand Campaign Rome has three sub-factions, each providing difference bonuses
- Cornelia: -50% upkeep for auxiliary units and -50% public order penalties due to foreign cultures.
- Julia: +15% Melee Attack during battles against barbarian tribes and +6 to cultural conversion
- Junia: +30% wealth from agricultural buildings and public order bonus (maximum of +6) from presence of Latin culture
- Cornelia: +30% wealth from agricultural buildings and major diplomatic penalty with all Punic factions
In the Imperator Augustus Campaign there are four Roman factions with the following bonuses:
- All +2 recruitment slots in all provinces and major diplomatic penalties with other Roman factions
- Octavian’s Rome: +15% melee attack during battles against barbarian tribes and +6 to cultural conversion
- Antony’s Rome: -50% upkeep cost for all auxiliary units and -50% public order penalties due to the presence of foreign cultures
- Lepidus’ Rome: +30% wealth from agricultural buildings and +5% tax rate
- Pompey's Rome: +2 recruitment slots in all ports and +15% movement range for all armies and fleets
Rome cannot recruit from other culture's buildings and other cultures cannot recruit from their buildings, with the exception of Barbarians using Roman ports.
Hellenic Faction Overview
Greek style armies tend towards strong spear or pike cores starting from decent militia troops. Many factions are colonies or Alexandrian successor states in far flung parts of the world so their character will be shaped by local troops. Typically their weak area is cavalry.
The single recruitment building chain has two sub lines. The barracks line provides heavy infantry and cavalry while the mercenary camp line provides skirmishers and missiles and generally only has three useful tiers. The Siege chain has three tiers and provides a range of artillery.
The final tier of their barracks take a long time to unlock through research and typically provides units that were only available as bodyguard units so armies will rely on the middle tier for a long time. This means elite units will not be available for a lot of the campaign.
Classic Hellenistic units are: Hoplites, Pikemen, Peltasts, Citizen Cavalry, Tarantine Cavalry along with basic missiles and militia. In general the army is quite focused on spear infantry initially but gains flexibility through later units. There is an upgrade step from Peltasts to Light Peltasts for most factions and Thureos Spears provide multi-role spears to replace the slow and heavy Hoplites or Pikemen.
There are two Naval recruitment lines, a Military one which recruits 5s, 6s and artillery ships and a Harbour line which recruits lighter 2s, 3s and 4s. The Military line is required to create strong navies. Greeks unlock navy technology the faster and tend to be strongest on the water than on land. Compared to Romans, Eastern and Barbarian factions, these factions unlock their full navy in just two research steps, and this means some advanced infantry is available on sea ahead of their land versions.
The Greek factions are able to utilise Eastern and Barbarian recruitment buildings to recruit Greek units so will find it easier to expand into those regions. For example, Infantry Tents allow Pikemen, Cavalry Stables provide Companion Cavalry and Light Horse Studs give Citizen Cavalry. Barbarian wood craft buildings allow Slingers, Javelins and artillery while bronze artisan buildings allow Hoplites and horse farms provide Citizen Cavalry. Eastern buildings also provide Greek units in Garrisons.
Those factions which have Eastern or Barbarian units in their roster are able to utilise those cultures' buildings to recruit the same units. For example, Massalia can recruit Celtic Warriors from Bronze Workshops and Celtic Slingers from Town or City buildings. Baktria can recruit Persian Light Archers from Infantry Tents. Pergamon can recruit Galatian Sword and Spears from Bronze buildings.
Greeks can recruit some boats from Barbarian and Eastern/Desert Kingdom ports but not the full roster, and cannot recruit from Roman ones.
Greek factions with significant native recruitment:- Eastern Buildings: Pontus (Eastern), Seleucid (Eastern, Arabian, Indian), Colchis (Eastern), Baktria (Bactrian, Eastern, Indian), Egypt (Arabian)
- Barbarian Buildings: Cimmeria (Nomads), Massilia (Celtic), Pergamon (Celtic)
- Desert Kingdoms Buildings: Egypt (Nubian, Arabian), Seleucid (Arabian)
Carthage
Carthage uses many of the Greek buildings so can recruit from their army chains however they cannot recruit from other cultures buildings.
Navies from third tier buildings will be strong hoplite 6s, towered javelin 5s, artillery ships and a range of spear 2s and javelin 3s. Strong on the water but not well equipped for assaulting settlements.
Large heavy-towered javelin 7s become available along with hoplite 4s for cost effectiveness. Navies will still primarily be an on water power and weak at landings. The lack of long range missiles means that this force needs to get close to enemies to have impact.
- Mounted: General's Bodyguard, African War Elephants
- Infantry: None
- Admiral: Carthaginian Hoplites 4, Libyan Javelinmen Tower 5, Libyan Javelinmen Heavy Tower 7
- Late Libyan Hoplites: These units have 80 armour at the price of a militia unit. Useful in a pinch.
- Assault Hexeres - Sacred Band: Available quite early, this is a full size elite unit that can enables the capture of many ports.
- Noble Cavalry: Elite shock cavalry available in the mid game.
- -25% mercenary upkeep
- +15% extra wealth from commerce buildings
Carthage has three sub-factions, each providing difference bonuses
- Barcid: +15% morale for all mercenary units and +15% movement range for all armies and fleets
- Hannonid: +5% tax rate and Minor diplomatic bonus with all factions (cultural affinity)
- Magonid: -50% resistance to foreign occupation and +3 experience ranks for ship recruits
- Barcid: +15% movement range for all armies and fleets and major diplomatic penalty with all Latin factions
The Carthaginian navy is strong with powerful forces available in the middle game especially the elite Sacred Band 6s. These units will be important given the spread of provinces the faction owns.
Athens and Syracuse
Navies from third tier buildings will be strong sword 6s, towered archer 5s, artillery ships and a range of spear 2s and slingers 3s. Fire Pot 2s provide some variety. Strong on the water and can assault ports with the 6s.
The fourth tier military docks provide no new units while the harbour provides the well-balanced Thureos Spear 4s.
- Mounted: Hippeus Lancers
- Infantry: Hoplites, Picked Hoplites
- Admiral: Archers Tower 5, Thorax Swordsmen 6
- Light Peltasts: Sporting 10 javelins and being very fast, these can do a lot of damage.
- Thureos Spears: Combined with Light Peltasts, these provide a lot of flexibility and mobility.
- Assault Tetreres - Thureos Spears: The ideal all round ship, strong missiles, capable in melee, fast and cost effective.
- +4 to cultural conversion
- +20% melee defence during battles in own or allied territory
- +20% all culture income
- +3 experience rank for Athenian ship recruits (only from Athens region port)
Syracuse:
- +4 to cultural conversion
- +20% melee defence during battles in own or allied territory
- +20% research rate
- +20% wealth from culture
Sparta
Navies from third tier buildings will be strong hoplite 6s, towered archer 5s, artillery ships and a range of spear 2s and slingers 3s. Fire Pot 2s provide some variety.
The fourth tier military docks provide no new units while the harbour provides the well-balanced Perioikoi Hoplite 4s and Fire Pot 2s.
- Mounted: None
- Infantry: Royal Spartans (hoplites)
- Admiral: Helot Slingers 3, Spartan Hoplites 6
- Royal Spartans: The best hoplite unit in the game.
- Perioikoi Spears: A lighter, cheaper Thureos Spears unit that gives Sparta some flexibility.
- Assault Hexeres - Spartan Hoplites: Strong hoplites on 6s, good for port assaults.
- +4 to cultural conversion
- +20% melee defence during battles in own or allied territory
- -50% slave unhappiness
- +3 experience rank for Spartan infantry recruits (units with "Spartan" in their name)
Massilia
Navies from third tier buildings will be strong spear 6s, slinger 5s, artillery ships and a range of spear 2s and slingers 3s. Not the strongest navy but it should be strong against neighbours.
The fourth tier military docks provides scorpion or towered slinger 5s while the harbour provides hoplite 4s.
- Mounted: Hippeus Lancers
- Infantry: Hoplites, Massilian Hoplites
- Admiral: Celtic Slingers 5, Hoplites 4
- Levy Freeman: A cost effective javelin armed spear unit replacing the typical Militia Hoplites.
- Celtic Warriors: Early sword units that combine well with hoplites as flankers.
- Greek Missile Penteres - Celtic Slingers: Long range missiles on a Greek naval vessel.
- +4 to cultural conversion
- +20% melee defence during battles in own or allied territory
- +20% trade income
- Minor diplomatic bonus with all factions
Cimmeria
Navies from third tier buildings will be strong spear and axe 6s, towered slinger 5s, artillery ships and a range of axe 2s and slingers 3s. A pretty strong navy for its area but not a strong assault option.
The fourth tier military docks provides the powerful untowered and heavy towered Cimmerian Heavy Archer 7s while the harbour provides axe 4s.
- Mounted: Citizen Cavalry, Noble Horse Archers
- Infantry: Cimmerian Noble Infantry (hoplites)
- Admiral: Scythian Hoplites 6, Cimmerian Heavy Archers 7
- Cimmerian Heavy Archers: Elite long range archers.
- Armoured Horse Archers: Strong, armoured horse archers that can stand up to steppe hordes, and combine well with a heavy infantry core.
- Heavy Tower Hepteres - Cimmerian Heavy Archers: A rare oversized vessel with long range, well protected archers makes a formidable vessel.
- +15% morale during battles in own or allied territory
- -50% public order penalty due to presence of foreign cultures
- +25% wealth from agricultural buildings
- +25% ammunition for all units
The ability to recruit all their nomadic units from barbarian buildings means cavalry heavy armies can be used extensively in conquest.
Colchis
Navies from third tier buildings will be strong axe 4s, towered slinger 5s, artillery ships and a range of javelin 2s and archer 3s. It lacks the large assault 6s of other Greeks, the 4s are versatile ships that could be used for assaults or boarding actions.
The fourth tier military docks provides nothing new while the harbour provides cheap axe and hoplite 4s which makes this faction a rare one with multiple options for 4s.
- Mounted: Hippeus Lancers
- Infantry: Colchian Nobles (hoplites)
- Admiral: Eastern Archers Scorpian 5, Eastern Ballista 5
- Kartli Axemen: Offensive anti-armour units that do well against hoplites.
- Noble Blood Cavalry: Decent melee cavalry which is rare for a Greek faction.
- +15% morale during battles in own or allied territory
- -50% public order penalty due to presence of foreign cultures
- +2 Hellenic cultural influence in all provinces
- +15% trade income
Rare for Greek factions, the Colchis navy doesn't have large 6s, however early access to 4s can mean they have more cost-efficient navies with good melee troops.
Epirus
Navies from third tier buildings multi-role axe 6s, towered archer 5s, artillery ships and a range of javelin 2s and slinger 3s. These provide a strong navy, and the axe 6s give a competent assault force.
The fourth tier military docks provides nothing new while the harbour provides Thureos Spears 4s, an efficient vessel.
- Mounted: Hellenic Royal Cavalry
- Infantry: Hellenic Royal Guard (pikes)
- Admiral: Slingers Scorpion 3, Thureos Spears 4, Agrianian Axemen 6
- Molossian Dogs: The only warhound unit in a Greek faction, great for clearing skirmishers.
- Aspis Companion Cavalry: Elite armoured melee cavalry to achieve mounted dominance.
- +4 to cultural conversion
- +20% melee defence during battles in own or allied territory
- Public order bonus (maximum of +6) from presence of Hellenic culture
- +20% wealth from minor settlements
Navies will be strong on the water with a lot of good missile ships as well as axe armed large ships for port assaults.
Macedon
Navies from third tier buildings are multi-role sword 6s, towered archer 5s, artillery ships and a range of javelin 2s and slinger 3s. These provide a strong navy, and the 6s give a competent assault force.
The fourth tier military docks provides heavy towered archer 7s while the harbour provides Thureos Spears 4s, an efficient vessel. These navies can either be strong in naval battles or land assault.
- Mounted: Companion Cavalry
- Infantry: Shield Bearers (hoplites), Foot Companions (pike), Royal Peltasts
- Admiral: Archers Tower 5, Royal Peltasts 6, Archers Heavy Tower 7
- Agrianian Axemen: Javelin units with armour piercing axes in melee, a good multirole unit.
- Sarissa Cavalry & Thessalian Cavalry: Shock cavalry in the early and mid game is rare for Greek factions.
- Assault Hexeres - Royal Peltasts: An elite melee large vessel for port assaults in the mid game.
- -50% resistance to foreign occupation
- Major diplomatic penalty with all Hellenic factions
- +20% melee attack during battles against barbarian tribes
- +20% charge bonus for all cavalry units
Navies will be strong on the water with a lot of good missile ships as well as well armed large ships for port assaults.
Pergamon
Navies from third tier buildings will be flexible spear 6s, towered archer 5s, artillery ships and a range of javelin 2s and slinger 3s. These make for quite a strong navy with even the 6s having missiles thanks to the Thureos Spear crewmen.
The fourth tier military docks provides nothing new while the harbour provides hoplite 4s, nothing too exceptional.
- Mounted: Pergamenes Noble Cavalry
- Infantry: Pikemen, Agema Spears
- Admiral: Archers Tower 5, Thorax Swordsmen 6
- Galatian Swords: Early sword units are rare for Greek factions, and these can be recruited from barbarian buildings.
- Picked Peltasts: Elite javelin units with good melee capability, available late in the campaign.
- Agema Spears: Elite Thureos Spears units which can be combined with Picked Peltasts for a very mobile late game army.
- +15% morale during battles in own or allied territory
- -50% public order penalty due to presence of foreign cultures
- -25% building construction costs
- +4 growth per turn in all provinces
Navies will be strong on the water with a lot of good missile ships, but lack non spear melee units for port assaults.
Pontus
They can make good use of Eastern recruitment buildings as a lot of units in their roster (Eastern and Greek) can be recruited from those buildings. Additionally, their Eastern-crewed naval units can be recruited from Eastern ports.
Navies from third tier buildings are towered sword 6s, towered long range archer 5s, artillery and ships and a range of javelin spear 2s and archer 3s. These allow for competent navies or assault forces.
The fourth tier military docks provides nothing new while the harbour provides poor axe 4s which gives the faction some cost effectiveness on the water.
- Mounted: Pontic Royal Cavalry, Scythed Chariots
- Infantry: Bronze Shield Pikemen, Pontic Swordsmen
- Admiral: Hillmen 4, Eastern Archers Tower 5, Pontic Swordmen Tower 6
- Cappadocian Cavalry: Available early, these are very capable melee cavalry.
- Scythed Chariots: Lethal when used well.
- +25% ammunition for all units
- Increased defence against agents in all provinces
- Moderate diplomatic bonus with all Hellenic factions
- -50% all agent action costs
Navies are quite well rounded, having large sword units and strong towered archers which should provide for all needs.
The recruitment progression allows for strong re-use of Eastern buildings and this explains a few odd steps. For example, Noble Blood cavalry is lower quality than Cappadocian despite unlocking later in the Greek buildings. However they come from different chains in the Eastern system which increases the Noble Blood Cavalry accessibility. This makes expansion to the east easier.
Seleucid
Navies from third tier buildings are multi-role sword 6s, towered archer 5s, artillery ships and a range of javelin 2s and slinger 3s. These provide a strong navy, and the 6s give a competent assault force.
The fourth tier military docks provides heavy towered archer 7s while the harbour provides Thureos Spears 4s, an efficient vessel. These navies can either be strong in naval battles or land assault.
- Mounted: Agema Cavalry, Companion Cavalry, Hellenic Cataphracts, Scythed Chariots, Indian Armoured Elephants
- Infantry: Royal Peltasts, Shield Bearers (hoplites), Silver Shield Pikemen, Silver Shield Swordsmen
- Admiral: Persian Light Archers Tower 5, Royal Peltasts 6
- Indian Armoured Elephants: Heavily armoured elephants that can take on anything.
- Silver Shield Swordsmen: Elite tier swordsmen that are rare in Greek factions.
- Syrian Heavy Archers: Elite armoured archers with long range and great protection.
- Hellenic Cataphracts: Rare for a Greek faction to have cataprhacts which allow for a cavalry heavy play style.
- -50% resistance to foreign occupation
- Major diplomatic penalty with all Hellenic factions
- +20% wealth from agricultural buildings
- Increased number of levy units available from satrapies
Navies will be strong on the water with a lot of good missile ships as well as well armed large ships for port assaults.
Egypt
Navies from third tier buildings are multi-role axe 6s, towered archer 5s, artillery ships and a range of spear 2s and slinger 3s. These provide a strong navy, and the 6s give a competent assault force.
The fourth tier military docks provides the largest ship in the game, heavy towered sword 8s while the harbour provides nothing new leaving the faction without cost-efficient 4s.
- Mounted: Ptolemaic Cavalry, Scythed Chariots, African War Elephants
- Infantry: Galatian Royal Guard, Royal Peltasts, Hellenic Royal Guard (pikes), Royal Thorax Swordsmen
- Admiral: Egyptian Archers Tower 5, Egyptian Infantry Heavy Tower 8
- Egyptian Pikemen: A lighter pike unit that is resistant to heat which helps in the desert regions.
- Scythed Chariots: Lethal against lightly armoured eastern units
- Heavy Tower Octeres - Egyptian Infantry: The largest ship in the game, with immense ramming power, but a weak crew.
- -50% resistance to foreign occupation
- Major diplomatic penalty with all Hellenic factions (IA: +15% morale during battles in own or allied territory)
- 1 food in all regions
- +20% research rate
Navies are big and cumbersome as a result of the lack of 4s and relatively ordinary 6s. Therefore they will rely on more limited tactics.
Baktria
Navies from third tier buildings are towered archer 5s, artillery ships and a range of javelin 2s and slinger 3s. The lack of melee 6s mean the navy will be strong on water but not on land. Their location however means that this will unlikely be an issue.
The fourth tier military docks provides nothing while the harbour provides cheap axe 4s, an efficient vessel. Other than cost effectiveness, there isn't a lot of strength in these naval additions.
- Mounted: Bactrian Horse Archers, Bactrian Royal Cavalry, Hellenic Cataphracts, Indian Armoured Elephants
- Infantry: Bactrian Royal Guard (hoplites)
- Admiral: Bactrian Hillmen 4, Persian Light Archers Tower 5
- Bactrian Horse Archers: Competent, strong horse archers make life difficult for infantry heavy factions.
- Bactrian Noble Horse: Mid tier melee cavalry provides a balanced roster between heavy shock and horse archers.
- Indian Armoured Elephants: Infantry wrecking balls.
- -50% resistance to foreign occupation
- Major diplomatic penalty with all Hellenic factions
- -100% public order penalties due to presence of foreign cultures
- +20% wealth from all commerce buildings
Baktria has one of, if not the weakest Greek navies. The lack of 6s and the fact that the only melee ships are peasant level axes mean that missiles need to be the main form of attack.
The have many units in common with Eastern factions so should be able to recruit cavalry and archers from conquered settlements.
Eastern and Desert Kingdom Faction Overview
These factions have commonality in buildings and research trees but are not as tightly homogenous as the Greek factions. Each faction is relatively unique and they have more local flavour in their rosters. That said, there are a couple of groupings among these factions.
Parthia and Armenia have a missile and cavalry strength. Their missile units are some of the best at all tiers - their basic javelins, slingers and archers deal superior damage to other cultures.
Saba and Nabataea have a lot of camels, cavalry and spears while Kush and Masaesyli have quite broad rosters with a missile focus. All of the Desert Kingdoms factions have chariots. None of these factions have a very strong infantry core, however Masaesyli and Nabataea have very late technology that gives them Roman and Greek style infantry.
There are three distinct army recruitment chains for infantry, mounted and siege units. The infantry line is typically single chain while the stables have some combination of light, heavy, camel and exotic lines.
The infantry line provides both missile and melee units. The light stables will more often provide missile cavalry while the heavy will provide melee and shock cavalry up to elites. Desert Kingdoms tend to have a single cavalry stable line rather than split light and heavy. Exotic stables will focus on elephants, while camel line obviously focusses on camels.
There is one Naval recruitment line which recruits from 2s up to 6s, including melee, missile and artillery ships however most of these faction lack the cost-effective 4s. Comparatively weak navies compared to Greeks and Romans, they will still provide reasonable all round forces.
Useful troops can generally be recruited from Eastern or Greek buildings where there is a factional overlap. Greeks buildings typically allow Eastern, Arabian and Egyptian units while Eastern buildings allow African, Arabian, Eastern and Numidian units. None of these factions can recruit from Barbarian or Roman buildings.
Desert Kingdoms have unique units that can only be recruited from the DK version of the building, even if it looks identical to the Eastern one. Those buildings hire common African, Arabian, Egyptian, Numidian excluding Elephants which makes them not very reusable by other factions, only Egypt (Nubians and camels) and Seleucid (camels) can make limited use of them. Greek and Eastern factions can use DK siege buildings.
Desert Kingdoms use Eastern ports, and Greek ports only allow Eastern vessels which means that most of these factions will only benefit if they use the Eastern naval units. Those which have Arabian or African naval units will gain no use from Greek ports.
Notable native recruitment:- Eastern Buildings: Masaesyli (African, Numidian, siege), Kush (African, siege), Nabataea (Arabian, siege), Saba (Arabian, siege)
- Greek Buildings: Armenia (Eastern, siege), Parthia (Eastern, Arabian, siege), Masaesyli (siege), Kush (Nubian), Nabataea (Arabian, siege), Saba (Arabian, siege)
Parthia
They can recruit much of their infantry and a few mounted units from Greek Buildings.
Navies from the third tier building will be towered archer 5s, weak axe 4s, artillery ships and a range of spear 2s and archer 3s. A lot of archer vessels will make these competent versus navies and early access to cheap 4s provide cost effectiveness on the water.
The final naval building provides towered axe 6s. Not strong melee units these will provide backbone against navies.
- Mounted: Royal Cataphracts, Noble Horse Archers
- Infantry: None
- Admiral: Eastern Ballista 5, Hillmen Tower 6
- Noble Horse Archers: Well armoured horse archers are very difficult to handle.
- Camel Cataphracts: Heat resistant and horse scaring cataphracts are a rare unit.
- Parthian Swordsmen: A surprisingly competent melee unit in a cavalry heavy roster that will be useful in sieges.
- +25% ammunition for all units
- Increased defence against agents in all provinces
- -25% recruitment cost for all cavalry units
- -25% public order penalties due to presence of foreign cultures
Navies are roughly on par with the average Greek faction in terms of missiles but they are weak in melee.
Armenia
It has three stables lines - light, heavy and exotic however no units are provided by the exotic line only wealth and recruitment capacity. All horse archers are provided by the light stables, melee and shock cavalry are provided by the heavy stables. Horse stables unlock via the Tactics technology tree while infantry and exotic via the Management tree. This means that a conscious decision around army composition needs to be made.
Armenia can recruit a good chunk of their infantry and a few decent cavalry units from Greek recruitment buildings.
Navies from the third tier building will be towered archer 5s, weak axe 4s, artillery ships and a range of spear 2s and slingers 3s. Weak in comparison to Greeks however the early access to cheap 4s provides cost effectiveness on the water.
The final naval building provides no new units.
- Mounted: Royal Cataphracts
- Infantry: Noble Spearmen
- Admiral: Eastern Archers Scorpion 5, Eastern Ballista 5
- Azat Knights: Elite melee cavalry available in the mid game.
- Persian Cavalry: Shock cavalry in the early game.
- Royal Cataphracts: The heaviest cataphracts in the game.
- +25% ammunition for all units
- Increased defence against agents in all provinces
- Minor diplomatic bonus with all Hellenic and Eastern factions
- +20% morale for all units during battles in own territory
Navies are quite weak although should be cost-efficient with 4s and towered archer 5s.
Nabataea
As their basic units are Arabian, this faction will be able to make use of both Eastern and Greek recruitment buildings for those units.
Navies from the third tier building will be good towered archer 5s, javelin 5s, artillery ships and a range of spear 2s and javelin 3s. Good missiles ships are available however the absence of 4s is notable for this factional group.
The final naval building provides sword 6s. These are reasonable melee units that should give some strength for assaults.
The Hellenic barracks chain unlocks art the end of the Management technology tree, the first tier of building providing hoplites and light peltasts while the second provides armoured hoplites and armoured pikemen.
The late game dynamic allows for Greek style armies which will have a more effective infantry core than native Nabataean armies.
- Mounted: Nabataean Noble Cavalry, Scythed Chariots
- Infantry: Noble Swordsmen, Rekem Palace Guard
- Admiral: Levy Skirmishes Scorpion 3, Nabataean Heavy Archers Tower 5, Noble Swordsmen 6
- Scythed Chariots: Heat resistant versions of the Greek unit, these will be powerful in the desert.
- Armoured Desert Hoplites: Greek style hoplites but with heat resistance.
- Desert Heavy Lancers: Heat resistant mid-tier shock cavalry wil lget a lot of use.
- +10% morale for all units during battles in the desert
- -7% research rate
- -20% provincial capital and minor settlement main chain construction costs
- +15% tariff income from trade agreements
Navies are mediocre however should be sufficient against non-Greek factions.
Saba
Their stables buildings have two lines, one for horses and one for camels. All recruitment buildings unlock through the Management technology tree.
Navies from the third tier building will be good towered archer 5s, artillery ships and a range of spear 2s and javelin 3s. Decent missiles ships are available and the absence of 4s is a gap.
The final naval building provides sword 6s. These are reasonable melee units that should give some strength for assaults.
- Mounted: Ma'rib Camel Cataphracts, Royal Camel Archers, Royal Ma'rib Cavalry
- Infantry: Noble Swordsmen, Ma'rib Royal Guard
- Admiral: Sabaen Archers Tower 5, Noble Swordsmen 6
- Ma'rib Camel Cataphracts: The heaviest camelry in the game.
- Mercenary Maas Gat Marauders: A faction unique mercenary unit, strong melee with precuror javelins is a rare combination in the starting area.
- Caravan Guard: A decent armoured spear unit that comes from an economic building.
- +10% morale for all units during battles in the desert
- -7% research rate
- -25% mercenary upkeep costs
- +15% tariff income from trade agreements
Navies are mediocre however should be sufficient against non-Greek factions.
Kush
They have two stables lines, cavalry and exotic. All of them unlock through the Management technology tree. Their base Nubian units are recruitable from Greek military buildings, while African/Aetheopian units from Eastern buildings.
Navies from the third tier building will be good towered archer 5s, artillery ships and a range of spear 2s and archer 3s. Good missiles ships are available and the absence of 4s is a gap.
The final naval building provides sword 6s. These are reasonable melee units that should give some strength for assaults.
- Mounted: Kushite Royal Guard, Scythed Chariots, African War Elephants
- Infantry: Royal Kushite Archers
- Admiral: Archers Scorpion 3, Royal Kushite Archers Tower 5, Swordsmen 6
- Nubian Bowmen: Elite archer unit available early.
- Shotel Warriors: After the light missile focus of the early game, these are strong melee units to tackle heavy infantry factions.
- +10% morale for all units during battles in the desert
- -7% research rate
- -25% mercenary upkeep costs
- +15% tariff income from trade agreements
Navies are strong on the water with good missiles but the lack of cost effective 4s is a loss.
Masaesyli
They have two stables lines, cavalry and exotic. All recruitment buildings unlock through the Management technology tree. Roman barracks unlock at the end of the technology tree. Their Numidian and African units are recruitable from Eastern barracks while Greek buildings give them nothing.
Navies from the third tier building will be towered javelin 5s, artillery ships and a range of spear 2s and javelin or slinger 3s. These navies have strong missiles but are weak in melee and the absence of 4s is a gap.
The final naval building provides armoured spear 6s. These are unimpressive melee units which round out a relatively weak navy.
- Mounted: Numidian Noble Cavalry, Armoured Numidian Riders, Armoured Desert Chariots, African Elephants
- Infantry: Numidian Noble Infantry, Heavy Numidian Skirmishers
- Admiral: Trvial Slingers Scorpion 3, Heavy Numidian Skirmishers Tower 5, Numidian Noble Infantry 6
- Desert Legionaries: Rare roman unit clone, will transform army style once unlocked
- Gaetuli Tribesmen: Early sword unit with precursor javelins and guerilla deployment for an ambush style of battle.
- Armoured Numidian Cavalry: The style of cavalry Numidia is known for - javelin armed with formidable melee performance.
- +10% morale for all units during battles in the desert
- -7% research rate
- +50% chance of successfully launching an ambush
- +12% shots per minute for all cavalry units
Navies can be competent on the water with lots of javelins but as this means getting up close with enemies, losses can be expected.
Barbarian Faction Overview
Barbarian factions comprise several cultural sub groupings with an overarching model that is common. Compared to the civilised factions, they're more decentralised with recruitment buildings serving dual purposes. This means that having multiple recruitment areas is less of a compromise for them. Beyond the recruitment model, each subgroup has very diverse military models.
- Greek Buildings: Ardiaei, Gallic factions, Nomadic factions
Celts - Arverni, Nervii, Boii, Tylis and Galatia
Celts can recruit several units from Greek recruitment buildings.
Navies are small slinger or archer raiders and medium sword raiders. Galatia has spears instead of sword raiders. These ships are mediocre against other navies, but with decent melee units are much better suited to port raiding than civilised factions.
- Arverni get frenzied sword infantry from Meeting grounds and Savage dogs from the slave chain.
- Boii get an axe unit from the Artisan and frenzied sword infantry from Meeting Grounds.
- Nervii get frenzied spears and guerilla deployment swords from Artisans.
- Tylis do not get archers and get Thracian Warriors from Artisans.
- Galatia does not get medium spears in the early phase.
Navies get larger heavy raiders with elite Oathsworn on board. These are excellent raiding or boarding forces as the boat is basically free. Galatia gets good rather than elite sword heavy raiders.
- Arverni gets good armoured spears.
- Boii gets good armoured spears.
- Nervii's good sword unit is unarmoured and frenzied.
- Tylis actually gets two good sword units.
- Galatia gets their medium spears and frenzied swords in this period.
- Arverni get an elite spear unit as well.
- Galatia does not get Oathsworn and instead gets an elite spear unit.
- Mounted: Noble Horse
- Infantry: Oathsworn (not Galatia), Spear Nobled (Arverni) Galatian Noblemen (Galatia),
- Admiral: Oathsworn Heavy Raider (not Galatia), Galatian Swords Heavy Raider (Galatia), Celtic Slingers Medium Raider (not Boii), Celtic Bowmen Medium Raider (Boii)
- Oathsworn: One of the best armoured sword units in the game, accessible earlier than civilised nations elites due to the tech chain requirements.
- Heavy Raider - Oathsworn (not Galatia): Elite sword unit on a boat that is available mid game, will easily capture ports. Very cost effective, the boat is basically free.
- Galatian Raiders/Raiding Horsemen: Melee capable javelin cavalry in the style of Thracian Cavalry for Galatia and Tylis respectively.
- +20% melee attack for all cavalry
- +2 public order for every war against a neighbouring faction
- +20% wealth from all industrial buildings
- Moderate diplomatic bonus with all barbarian tribes (cultural affinity)
- +20% melee attack for all cavalry
- +2 public order for every war against a neighbouring faction
- +50% chance of successfully launching an ambush
- +20% melee attack for all units during battles in own or allied territory
- +20% melee attack for all cavalry
- +2 public order for every war against a neighbouring faction
- +15% morale during battles in neutral or enemy territory
- -75% building conversion costs
- -50% mercenary recruitment costs
- +50% mercenary upkeep costs
- +2 experience for infantry recruits
- +150% income from sacking
- +20% melee attack for all cavalry
- +2 public order for every war against a neighbouring faction
- Moderate diplomatic bonus with all Hellenic factions (cultural affinity)
- +100% income from raiding and sacking
Navies will struggle against civilised factions on the water especially those factions without archer boats, but their assault raiders will be very competent at port assaults.
Strategically, Tylis and Galatia can earn decent income from offensive action thanks to their faction bonuses.
Britons - Iceni
Navies are small slinger raiders and medium sword raiders. Mediocre against other navies, these units are designed to raid ports and with decent melee units are much better suited to this than civilised factions.
Navies get larger heavy raiders with frenzied swords on board which are a liability on the water due their low armour. They can be used effectively on raids against garrisons, however the medium melee units will still be useful.
- Mounted: Heroic Riders, Chariots
- Infantry: Heroic Nobles
- Admiral: Painted Ones Heavy Raider, Briton Slingers Medium Raider
- Chariots: A rare unit for a barbarian faction.
- Ambushers: Guerilla deployment mid tier sword unit recruitable from slave economic buildings.
- +20% charge bonus in battles when attacking
- +2 public order for every war against a neighbouring faction
- Moderate diplomatic bonus with all non-barbarian tribes
- +20% wealth from agricultural buildings
Navies will struggle against civilised factions on the water especially with only slingers for missiles, and the lack of elite swordsman crewed large raiders makes them less effective than other barbarians.
Germans - Suebi/Marcomanni (IA)
Navies are slinger and archer raiders and medium club raiders. The archers give them some firepower against ships while their melee ships should be effective against ports.
Navies get larger heavy raiders with armoured swords which will make excellent raiding forces.
- Mounted: Noble Riders
- Infantry: Sword Masters, Wodonaz Spears
- Admiral: Sword Masters Heavy Raider, Longbow Hunters Medium Raider
- Hex-Bearers: Reduce morale of enemy units.
- Wolf Warriors: Mid tier club warriors with Frenzy.
- Berserkers: High charge sword infantry that can go berserk and frightens enemy units.
- Can always choose to fight night battles
- +2 public order for every war against a neighbouring faction
- +100% income from raiding and sacking
- +20% morale for all units during battles against barbarian tribes
Navies are not going to be strong against civilised factions but they will be well suited to raids. Archers can give them a fighting chance on the water.
Celtiberians - Arevaci and Lusitani
Navies are sword melee and javelin and slinger missile raiders. The sword raiders will make effective port assault boats.
The Arevaci obtain elite sword heavy raiders while the Lusitani get middle tier lightly armoured sword units. Both effective at raids, however the lower quality Lusitani crews is a limitation.
- Balearic Slingers: Elite slingers only available as mercenaries to other factions.
- Lusitani Guerillas: Guerilla deployment spear unit with javelins and decent defence.
- Scutarii: Mid tier sword melee unit available early.
- Mounted: Noble Cavalry
- Infantry: Noble Fighters
- Admiral: Noble Fighters Heavy Raider, Iberian Swordsmen Medium Raider
- Mounted: Scutarii Cavakry
- Infantry: Lusitani Nobles
- Admiral: Veteran Shield Raiders Heavy Raider, Iberian Skirmishers Medium Raider
- Increased chance for all characters to discover hidden agents and armies
- +4 public order from the presence of an army in a province
- -20% recruitment cost for all cavalry units
- Major diplomatic bonus with all Iberian factions
- Increased chance for all characters to discover hidden agents and armies
- +4 public order from the presence of an army in a province
- +2 experience rank for infantry recruits
- +50% chance of successfully launching an ambush
Nomads - Massagetae, Roxolani and Royal Scythia
Navies for all are identical for all three, with poor spears and long range bows which means missiles will determine the fight on water for these factions.
Because these factions share units with the Greek Cimmeria, many of their units are recruitable from Greek recruitment buildings, however only basic spears are available from settlements.
In the early phase, they have horse archers, armoured horse archers, poor axe infantry as well as good shock and cheap melee cavalry. The middle phase brings armoured shock and armoured melee. The late phase brings elite shock lancers.
Their early phase has horse archers, armoured horse archers, javelin cavalry, poor axe infantry as well as good shock cavalry. In the middle phase the get cataphract horse archers and armoured shock cavalry. The late game sees the addition of cataphract and elite shock cavalry.
Early on they have multiple horse archers options, javelin cavalry, poor axe infantry as well as good shock cavalry. In the middle phase they obtain elite horse archers and elite javelin cavalry as well as armoured shock cavalry. Late game they obtain elite melee cavalry.
- Mounted: Noble Horse Archers (all)
- Roxolani: Steppe Noble Lancers, Sarmatian Royal Lancers
- Massagetae: Steppe Noble Lancers, Saka Cataphracts
- Royal Scythia: Royal Horse Archers, Scythian Royal Horse
- Roxolani: Steppe Noble Lancers, Sarmatian Royal Lancers
- Infantry: None
- Admiral: Steppe Archers Medium Raider, Steppe Spearmen Heavy Raider
- Saka Cataphract Horse Archers (Massagetae): Well armoured horse archers that are competent in melee.
- Scythian 'Amazonian' Riders (Royal Scythia): 150 range archers on horses are very difficult to counter.
- Sarmatian Horsemen (Roxolani): Mid tier melee cavalry equipped with a Draco which provides a bonus versus mounted units.
- +3 army recruitment slots in home province
- +50% income from raiding and sacking
- +40% wealth from livestock buildings
- +15% morale during battles in own or allied territory
- +3 army recruitment slots in home province
- +50% income from raiding and sacking
- +20% melee attack during battles in foreign territory
- +15% wealth from all commerce buildings
- +3 army recruitment slots in home province
- +50% income from raiding and sacking
- +20% wealth from all industrial buildings
- +25% ammunition for all units
Their cultural bonuses encourage aggressive military action against more settled factions, however the income bonuses will be useful for building decent economies.
Illyrians - Ardiaei
They effectively have two recruitment approaches: native buildings and making use of captured Greek buildings. Native buildings provide better axe and spear infantry, the Greek buildings prioritise heavier spears and slave missiles. They cannot recruit from Eastern or Roman army buildings but can recruit artillery ships from Eastern ports.
Tier 3 barbarian ports provide a lot of options: spear and javelin 4s, axe and spear 2s, slinger 3s, javelin spear 6s, towered slingers 5s and artillery ships.
Greek settlements provide cheap spears and slingers. Military buildings provide hoplites, melee cavalry, cheap axes and javelins. Siege buildings provide artillery.
Greek tier three naval buildings provide javelin spear 6s, towered slinger 5s, artillery ships and a range of spear 2s and slinger 3s.
Greek military buildings provide javelin armed spears. Naval buildings provide cost effective javelin 4s.
- Mounted: Illyrian Cavalry
- Infantry: Hoplites, Illyrian Noble Hoplites
- Admiral: Slave Slingers Scorpion 3, Illyrian Thureos Spears 6
- Illyrian Hoplites: A mid tier hoplite unit with 105 armour recruitable from tier 1 Greek recruitment buildings.
- Illyrian Marines: A Thureos Spears like unit with strong javelins and decent melee capability.
- Assault Hexeres - Illyrian Marines: Top tier Greek style ship with a multi role unit recruitable in the early game. Enables strong naval play early.
- -50% mercenary recruitment costs
- +50% mercenary upkeep costs
- +2 recruitment slots in all ports
- +250% income from raiding
Their navy is much stronger than other barbarians and even can be stronger than civilised factions early with cost effective javelin armed spear 4s available. The massive raiding bonus means that navies can be income generators.
Dacians - Getae/Dacia (IA)
Navies are spears and javelin raiders. These are pretty weak for either port raids or naval combat.
Navies gain two handed sword heavy raiders which should help against port garrisons.
- Mounted: Noble Horsemen
- Infantry: Noble Spears, Noble Swords
- Admiral: Falxmen Heavy Raider
- Dacian Heavy Bowmen: Long range archers upgradeable through tech.
- Dacian Heavy Skirmishers: Multi-role javelin units that can be useful as flank attackers.
- -50% mercenary recruitment costs
- +50% mercenary upkeep costs
- +20% melee attack during battles in own or allied territory
- public order bonus (maximum of +8) from presence of Balkan culture
Thracians - Odryssian Kingdom
Early navies are javelin and slinger missile raiders and two handed sword assault raiders. These should be competent against settlement garrisons.
- Mounted: Thracian Royal Cavalry
- Infantry: Thracian Nobles
- Admiral: Thracian Nobles Heavy Raider, Thracian Slingers Medium Raider
- Thracian Peltasts: The original peltast, these have high damage javelins and capable in melee. The can defeat hoplites without support.
- Thracian Cavalry: Like the Peltasts, these missile units are very capable in melee.
- Thracian Warriors: Two handed sword shock infantry with an anti-cavalry bonus.
- -50% mercenary recruitment costs
- +50% mercenary upkeep costs
- +2 experience rank(s) for missile recruits
- +100% income from raiding and sacking
Navies are very vulnerable to missiles with little armour or shields but can be used to assault ports. Raiding can be worthwhile with the large bonus.
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