Rome: Total War: Difference between revisions

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- Be the Romans. This is a no-brainer.
* The game rather assumes you will play your first campaign as the Julii Romans, allowing you to learn the ropes against fairly weak opponents. Other campaigns require a bit of understanding of how the game works.  


- Hire mercenary hoplites to bolster your forces. Let them do the dying. Roman infantry is generally too valuable to be sacrificed lightly.
* Hire mercenary hoplites to bolster your forces. Let them do the dying. Roman infantry is generally too valuable to be sacrificed lightly. Also - hire Cretan Archers and Baelric Slingers. They're great mercs all around, but are particularly important in making up for Rome's lack of quality ranged troops.  


- Heavy infantry in the center, light infantry on the flanks. Always fight on the defensive. Cavalry should be in the rear, and should sweep out to protect your flanks and attack theirs once the battle is joined. Don't throw away your general, because if he dies, your morale drops like a rock.
* Heavy infantry in the center, light infantry on the flanks. Always fight on the defensive. Cavalry should be in the rear, and should sweep out to protect your flanks and attack theirs once the battle is joined. Don't throw away your general, because if he dies, your morale drops like a rock.


- Don't be afraid to maintain a second line of reserve infantry behind. You can order your first line to disengage, and while it won't be pretty, you can often save a tired unit by having them run through your second line. Just don't forget to order the reserve unit to fill the gap.
* Alternative opinion - fighting on defensive against the AI is easy mode, because the computer will allow you to choose an advantageous position, engage piecemeal and leave its flanks unguarded. Learning to identify weak points in the enemy position and going on the offensive to exploit them is more interesting (and much better preparation for multiplayer).


- Flanks are extremely vulnerable. Keep yours clear, always pummel your opponent's. This is especially true with hoplites. If you're charging the front of a hoplite, you're doing it wrong, and will die.
* Don't be afraid to maintain a second line of reserve infantry behind. You can order your first line to disengage, and while it won't be pretty, you can often save a tired unit by having them run through your second line. Just don't forget to order the reserve unit to fill the gap.


- Always have a unit or two of light cavalry to run down fleeing survivors and skirmishers. Don't let the enemy retreat with intact units. Try and kill them to the last man if you can- especially archers and other annoyances.
* Flanks are extremely vulnerable. Keep yours clear, always pummel your opponent's. This is especially true with hoplites. If you're charging the front of a hoplite, you're doing it wrong, and will die.


- The artillery you can bring with your units is next to useless against walls, but fuck if it doesn't kill enemy soldiers like the dickens. Scorpions on a hill can fire over long distances, with fair accuracy, and skewer whole columns at a time. Once they get experienced- which they will quickly, if you don't let them die like a retard- they'll fire faster, further, and more accurately. You can have a battle half-over before the melee starts.
* Always have a unit or two of light cavalry to run down fleeing survivors and skirmishers. Don't let the enemy retreat with intact units. Try and kill them to the last man if you can - especially archers and other annoyances.


- When fighting Carthage, bring skirmishers- Velites, specifically. Use them against elephants. They're cheap, so it's worth losing a unit of them to cause to rampage a unit of elephants- especially when those elephants are still among enemy troops.
* You can try the manipular formation (line each of Velites, Hastati, Principes, Triarii, each falling back through the other when tired) if you're a masochist. I'd recommend Principes in the center, Hastati on the flanks, and Triarii in reserve, with Velites as skirmishers. Get archers if you can find them, because they'll outrange your Velites. Post-Marian, your units will homogenize - while simultaneously growing in effectiveness - meaning that you can pretty much just build big lines and crush the hell out of them.


- You can try the manipular formation (line each of Velites, Hastati, Principes, Triarii, each falling back through the other when tired) if you're a masochist. I'd recommend Principes in the center, Hastati on the flanks, and Triarii in reserve, with Velites as skirmishers. Get archers if you can find them, because they'll outrange your Velites. Post-Marian, your units will homogenize- while simultaneously growing in effectiveness- meaning that you can pretty much just build big lines and crush the hell out of them.
* When fighting Carthage, bring skirmishers - Velites, specifically. Use them against elephants. They're cheap, so it's worth losing a unit of them to cause a unit of elephants to rampage - especially when those elephants are still among enemy troops.


- Oceanside cities are incredible for your economy. If you can get your hands on the Aegean Peninsula and Italy, you'll be basically set for cash. Keep upgrading your docks and roads. Identify cities with strong farming or mining bonuses and focus your farm/mine upgrades there.
* Oceanside cities are incredible for your economy. If you can get your hands on the Aegean Peninsula and Italy, you'll be basically set for cash. Keep upgrading your docks and roads. Identify cities with strong farming or mining bonuses and focus your farm/mine upgrades there.


- I don't think they ever fixed the issues with overpopulation: eventually, your cities will grow so huge that they'll have massive negative happiness scores and will become basically unmanageable. You can either dick with the game files to fix this or abandon the city, let it revolt, recapture it, and then massacre the inhabitants. It's not pretty, but it's sometimes the only way to keep a city under control. Toward the later stages of the game, you can find yourself doing this about once every five years for cities like Rome or Athens, who tend to grow very, very quickly.
* I don't think they ever fixed the issues with overpopulation: eventually, your cities will grow so huge that they'll have massive negative happiness scores and will become basically unmanageable. You can either dick with the game files to fix this or abandon the city, let it revolt, recapture it, and then massacre the inhabitants. It's not pretty, but it's sometimes the only way to keep a city under control. Toward the later stages of the game, you can find yourself doing this about once every five years for cities like Rome or Athens, who tend to grow very, very quickly.


- Plan your conquests one at a time. If you can expand consistently in one direction, you'll avoid the efforts of shifting around your powerful stacks and managing reinforcements in several directions simultaneously. Veterancy bonuses are incredibly potent, and having several legions of upgraded gold-chevron troops in a single stack will make you very difficult to overcome.
* Plan your conquests one at a time. If you can expand consistently in one direction, you'll avoid the efforts of shifting around your powerful stacks and managing reinforcements in several directions simultaneously. Veterancy bonuses are incredibly potent, and having several legions of upgraded gold-chevron troops in a single stack will make you very difficult to overcome.


- Speaking of veterancy, if you're Rome after building your first Imperial Palace you will undergo the reforms of Gaius Marius, which will turn your Republican tripartite armies into Imperial Legions. Your former troops will no longer be buildable or reinforceable. It sucks, but the troops to which you gain access following the event are stronger than those you used before, and you'll gain from it in the long run.
* Divide and conquer. You can often bait enemy armies and slaughter them piecemeal. Try not to fight enemy armies where they can pile on you, because even with Rome's so-so AI you can get overwhelmed, especially if attacked from multiple directions by Roman Legions or Hellenic Hoplites.


- Divide and conquer. You can often bait enemy armies and slaughter them piecemeal. Try not to fight enemy armies where they can pile on you, because even with Rome's so-so AI you can get overwhelmed, especially if attacked from multiple directions by Roman Legions or Hellenic Hoplites.
* As a Roman faction, after building your first Imperial Palace you will undergo the reforms of Gaius Marius, which will turn your Republican tripartite armies into Imperial Legions. Your former troops will no longer be buildable or reinforceable. It sucks, but the troops to which you gain access following the event are stronger than those you used before, and you'll gain from it in the long run.


- Always have some cavalry in your stacks, even if you don't use it at all in the line of battle. Your infantry will not be able to effectively run down its fleeing counterparts, whereas cavalry will ruin shit. If you can rout an enemy army and kill off all their missile units while they retreat, you can walk all over them in follow-up attacks.
* Two attacks in a single round on the world map will allow you to destroy an enemy stack. The first attack will cause them to retreat; the second will force them into battle.  


- Speaking of which, two attacks in a single round will allow you to destroy an enemy stack. The first attack will cause them to retreat; the second will kill them.
* Don't let AI reinforcements enter the battle with a general about whom you care at all, especially a king/emperor or other member of the royal family. The battle AI will rush your general and his bodyguards into the thick of battle and you will lose a seven-star commander and you will hate all programmers ever. If you absolutely can not keep reinforcements out of the battle, charge the enemy before your fellows can get there. Your legions can be replaced; your generals largely can not.


- Don't let AI reinforcements enter the battle with a general about whom you care at all, especially a king/emperor or other member of the royal family. The battle AI will rush your general and his bodyguards into the thick of battle and you will lose a seven-star commander and you will hate all programmers ever. If you absolutely can not keep reinforcements out of the battle, charge the enemy before your fellows can get there. Your legions can be replaced; your generals largely can not.
* Ship-to-ship battles almost always come down to number of ships and veterancy. Build lots of ships if you plan to fight on the sea and sacrifice half of them in battle to turn the rest into veterans. They can be reinforced like ground units, so keep them at full strength as best you can.


- Ship-to-ship battles almost always come down to number of ships and veterancy. Build lots of ships if you plan to fight on the sea and sacrifice half of them in battle to turn the rest into veterans. They can be reinforced like ground units, so keep them at full strength as best you can.
* The AI is bugged out - it will disregard diplomatic agreements when figuring out who to attack. You can set up trade agreements, exchange map information, and even get alliances going with factions fighting your enemies, but the moment another faction borders you, it's only a matter of time before they invade.


- Pin them in the center than roll up the flanks. There is no circumstance to which this is not applicable. It's certainly the quickest way to beat hoplites.
* Apparently this isn't as intuitively obvious as you'd think - artillery is slow, while troops are fast. You should set your artillery pieces more or less where you intend them to stay for the rest of the battle, and move your troops around to defend them or to take advantage of enemy movement.  


- Hire bloody mercenaries whenever and where ever you can. Seriously. Don't worry about the price of maintaining them, just keep hiring them and zerging everywhere. You will never really need to BUILD any units for your main conquest obliteration force if you keep doing this, seriously.
* The way ship movement is calculated when carrying armies is a bit weird. Without getting into calculations and bugs, you occasionally want to click on individual ships (in the unit roster) and they can probably each and all move farther than the entire fleet that just had an army board could.  
 
- Murder the fuck out of your own people at all times. Seriously. If you are having trouble maintaining order and getting revolts, simply move your men out of a city on the verge of unrest, let them flip, march them right back in and then execute everyone you can. Small populations = Easily controlled; if you really want to conquer the world repeatedly murder towns as much as possible.
 
- To be entirely honest when playing this game I never tried to do it the right way and build units civilization style as the building construction just takes too long. It's all about one rolling force of hired mercenary scum conquering the world while the rest of my force just scraps with whatever the AI sends your way and murders the every loving crap out of everyone who starts to not like me. Just keep some Generals in the group and you're good to go.
 
- Don't bother with diplomacy. The AI sucks, it never helps you even if it says it will, it will sign peace treaties and attack you in the same turn (this isn't realistic, it just doesn't give a shit) and so forth. Extort them for money or territory if possible then burn their houses down. It's pointless to try anything else.
[[Category:Games]]
[[Category:Games]]

Latest revision as of 20:06, 29 July 2024

  • The game rather assumes you will play your first campaign as the Julii Romans, allowing you to learn the ropes against fairly weak opponents. Other campaigns require a bit of understanding of how the game works.
  • Hire mercenary hoplites to bolster your forces. Let them do the dying. Roman infantry is generally too valuable to be sacrificed lightly. Also - hire Cretan Archers and Baelric Slingers. They're great mercs all around, but are particularly important in making up for Rome's lack of quality ranged troops.
  • Heavy infantry in the center, light infantry on the flanks. Always fight on the defensive. Cavalry should be in the rear, and should sweep out to protect your flanks and attack theirs once the battle is joined. Don't throw away your general, because if he dies, your morale drops like a rock.
  • Alternative opinion - fighting on defensive against the AI is easy mode, because the computer will allow you to choose an advantageous position, engage piecemeal and leave its flanks unguarded. Learning to identify weak points in the enemy position and going on the offensive to exploit them is more interesting (and much better preparation for multiplayer).
  • Don't be afraid to maintain a second line of reserve infantry behind. You can order your first line to disengage, and while it won't be pretty, you can often save a tired unit by having them run through your second line. Just don't forget to order the reserve unit to fill the gap.
  • Flanks are extremely vulnerable. Keep yours clear, always pummel your opponent's. This is especially true with hoplites. If you're charging the front of a hoplite, you're doing it wrong, and will die.
  • Always have a unit or two of light cavalry to run down fleeing survivors and skirmishers. Don't let the enemy retreat with intact units. Try and kill them to the last man if you can - especially archers and other annoyances.
  • You can try the manipular formation (line each of Velites, Hastati, Principes, Triarii, each falling back through the other when tired) if you're a masochist. I'd recommend Principes in the center, Hastati on the flanks, and Triarii in reserve, with Velites as skirmishers. Get archers if you can find them, because they'll outrange your Velites. Post-Marian, your units will homogenize - while simultaneously growing in effectiveness - meaning that you can pretty much just build big lines and crush the hell out of them.
  • When fighting Carthage, bring skirmishers - Velites, specifically. Use them against elephants. They're cheap, so it's worth losing a unit of them to cause a unit of elephants to rampage - especially when those elephants are still among enemy troops.
  • Oceanside cities are incredible for your economy. If you can get your hands on the Aegean Peninsula and Italy, you'll be basically set for cash. Keep upgrading your docks and roads. Identify cities with strong farming or mining bonuses and focus your farm/mine upgrades there.
  • I don't think they ever fixed the issues with overpopulation: eventually, your cities will grow so huge that they'll have massive negative happiness scores and will become basically unmanageable. You can either dick with the game files to fix this or abandon the city, let it revolt, recapture it, and then massacre the inhabitants. It's not pretty, but it's sometimes the only way to keep a city under control. Toward the later stages of the game, you can find yourself doing this about once every five years for cities like Rome or Athens, who tend to grow very, very quickly.
  • Plan your conquests one at a time. If you can expand consistently in one direction, you'll avoid the efforts of shifting around your powerful stacks and managing reinforcements in several directions simultaneously. Veterancy bonuses are incredibly potent, and having several legions of upgraded gold-chevron troops in a single stack will make you very difficult to overcome.
  • Divide and conquer. You can often bait enemy armies and slaughter them piecemeal. Try not to fight enemy armies where they can pile on you, because even with Rome's so-so AI you can get overwhelmed, especially if attacked from multiple directions by Roman Legions or Hellenic Hoplites.
  • As a Roman faction, after building your first Imperial Palace you will undergo the reforms of Gaius Marius, which will turn your Republican tripartite armies into Imperial Legions. Your former troops will no longer be buildable or reinforceable. It sucks, but the troops to which you gain access following the event are stronger than those you used before, and you'll gain from it in the long run.
  • Two attacks in a single round on the world map will allow you to destroy an enemy stack. The first attack will cause them to retreat; the second will force them into battle.
  • Don't let AI reinforcements enter the battle with a general about whom you care at all, especially a king/emperor or other member of the royal family. The battle AI will rush your general and his bodyguards into the thick of battle and you will lose a seven-star commander and you will hate all programmers ever. If you absolutely can not keep reinforcements out of the battle, charge the enemy before your fellows can get there. Your legions can be replaced; your generals largely can not.
  • Ship-to-ship battles almost always come down to number of ships and veterancy. Build lots of ships if you plan to fight on the sea and sacrifice half of them in battle to turn the rest into veterans. They can be reinforced like ground units, so keep them at full strength as best you can.
  • The AI is bugged out - it will disregard diplomatic agreements when figuring out who to attack. You can set up trade agreements, exchange map information, and even get alliances going with factions fighting your enemies, but the moment another faction borders you, it's only a matter of time before they invade.
  • Apparently this isn't as intuitively obvious as you'd think - artillery is slow, while troops are fast. You should set your artillery pieces more or less where you intend them to stay for the rest of the battle, and move your troops around to defend them or to take advantage of enemy movement.
  • The way ship movement is calculated when carrying armies is a bit weird. Without getting into calculations and bugs, you occasionally want to click on individual ships (in the unit roster) and they can probably each and all move farther than the entire fleet that just had an army board could.