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.
* 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.
* 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.
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* 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.  
* 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.  
[[Category:Games]]
[[Category:Games]]
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