Board/ FAQ Guide Version 1.0

#1MiraboreasPosted 7/11/2007 9:21:31 AMmessage detail
Foreword
The people who made this FAQ worked very hard, so please use it. Read it BEFORE posting. Seriously, it helps a lot. Make sure you thank all the people who made this, especially RevelationsX.

RevelationsX
FlyGangstaGamer
socialhazard13
cjd18
aku_chi
Imperialsnipe
portugal1
OwwMyEyeXO (Miraboreas) for editing

Table of Contents

--System requirements
--Economy
--Faction Guides
-Julii
-Brutii
-Seleucids
-Parthia
-Greece
-Carthage
-Egypt
-Germania
-Numidia
Other


--SYSTEM REQUIREMENTS--

Contributed by FlyGangstaGamer

here are system requirements copied directly from the box.

English version Microsoft windows 98se/me/2000/XP
Pentium III 1.0GHz (1000MHz) processor or higher
256 RAM
8x speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers
2.9GB of compressed free hard drive space (plus 500MB for windows swap file)
100% directX 9.0b compatible 16 bit sound and latest drivers
100% windows 98SE/ME/2000/XP compatible mouse/keyboard and latest drivers
directX 9.0b (included)
1024x768 monitor resolution
3D hardware accelerator card required-100% directX9.0b compatible MB
#2Miraboreas(Topic Creator)Posted 7/11/2007 9:21:55 AMmessage detail
--ECONOMY--

contributed by RevelationsX


What's the best way to keep economically up/strong?

Proper economic growth is absolutely essential to having the best empires.
Having a positive cash flow which grows regularly results in your empire being able to do most everything it needs/wants to, including but not limited to:
1. Purchasing both invasion armies, peasant garrison for public order, and mercenaries as needed.
2. Keep your empire running in regards to paying wages for your agents and generals (and allowing you to hire new ones)
3. Purchasing buildings in all settlements to keep them running smoothly and growing well / earning well
4. Giving you more options in play, including bribery and more interesting diplomatic work.

The key to an economically viable empire is to have revenues beat expenditures.
This results in you 'making money' and gives you the opportunity to invest in your lands by buying the right buildings/infrastructure which in turn makes more money. :)

To build an economic powerhouse, you'll need to:
1. Establish proper means of transportation via building new roads and ports.
2. Establish economic buildings such as traders and their upgrades, related temples and their upgrades, mines, and farming as needed. Trade/Mines/Farms make up a key part of your revenue.
3. Keeping the trade lanes (roads/sea lanes) clear of rebels and enemy generals
4. Keep an eye on your taxation. Tax the people just enough to get the most out of them while still keeping them happy.
5. Monitor your cities. Keep them growing and happy so you can advance to future levels of city size and in turn newer economic buildings to make (which lead to you earning more). If you have to, migrate peasants from more populous areas to smaller towns and disband them to force the towns to grow. Disband mercs in those towns too, that helps. While you need to be at certain population sizes to get the next level of town center building, you don't have to 'keep the population' at that level. So if you have to, build that new center then once it's done migrate peasants to the next place on the map that needs it.
6. Monitor your spending. Go to your Financial Tab each turn and see what you're spending and what you're bringing in, and adjust accordingly. For example, if you can feasibly dismiss units with high upkeep that you're not using (like mercs and expensive specialty units you own), do it. :)
7. Improve your battle skills with practice. Just like everything, the campaign influences the battles which in turn influence the campaign. If you learn to do well with 'just enough' troops to win well (no cannon - mosquito syndrome), you can constantly keep your revenues up since you're not using too much expenditure (troop pay) for too little profit.
8. Related to 7, improve your garrison planning. Peasants are great garrisons for every town for cheap public order. To guard all these peasant filled towns, put 1 general with maybe 3-4 okay units in a central town to guard a cluster of provinces. Ex. 1 General with units can easily care for all of Britannia from Londinium with at least one small boat fleet for travel. 1 General in Alesia can easily guard Gaul, etc. Keep your real invasion forces on the frontiers pushing ahead.

The key to all this is to start EARLY! When you start a game (or restart an existing game), sit a little while and ANALYZE how your empire is doing, especially in terms of finances and what's being used / what needs improving / what can be dismissed.
#3Miraboreas(Topic Creator)Posted 7/11/2007 9:22:38 AMmessage detail
--ECONOMYÖ cont--

Here's an example with one of the harder factions money-wise, Germania:

1. As soon as possible, build roads and traders and farms (especially since Germania lacks population.
2. Make the most of your given units (especially Spear Warbands) and get into enemy areas first. Alesia, Samobriva, and of course the rebels in Germania are all fair game. Enslaving helps early on here, although your real best bet might be to occupy and make use of the new towns you earn to take on more towns. Learn to make the most of the few units you have, if used right they can easily win for you.
3. Start your peasant/merc migrations immediately, so you can start getting each town up to the 2000 mark. Once you hit that mark and have the new admin building in place, start building ports/markets.

With constant expansion, limited troop usage, and once all your towns are able to open ports/markets, you should be clearly an okay profit each turn, at least enough to keep things running and expand into new fronts.

What's public order / how do I keep cities from rioting?

Ruling an empire takes intelligest play and understanding as much as you can about the nuances of the game. One key part of this game which can be frustrating at first for people is the idea of public order.

Public Order is the level of contentment in a settlement. It's affected by multiple different factors, but the easiest way to view it is this question: "If I were living in that town, what would I need/want to ensure that I was happy living there?"

In RTW terms, this equates to a few different ideas I sum up simply with the word 'STAMP':
1. Safety: Build peasant garrisons to act as a police force and boost order in that town.
2. Taxes: While it's inescapable (along with death), nobody wants to pay taxes. Adjust taxes accordingly to keep people funding you yet content.
3. Assimilation: When you take over other factions' settlements, take the time/effort to demolish old buildings that remind people of their old lives (culture penalty). Build your new ones in their place, or replace buildings if possible.
4. Mentality: Good temples, good public support works like baths, good games, and good races keep people content. Also, opportunities for economic growth like high level economic buildings help too.
5. Power: Demonstrate that you're the powerhouse that owns that settlement. As needed, move your faction capitol nearer to the center of your empire. Bring in governers if you absolutely have to (although generals really ought to be either invading/expanding the empire or as needed in key strategy settlements to guard clusters of provinces). And worst case, re-extermination can help.

The result of doing the following EARLY and planning this all in advance is that you keep towns happy, resulting in a lot less work for you to maintain them. So always start the process early (especially when you invade foreign lands with high culture penalties), whenever you can be sure to STAMP your rule on them.
#4Miraboreas(Topic Creator)Posted 7/11/2007 9:23:11 AMmessage detail
--Faction Guides--
FACTION GUIDES
--Faction Guides--


Julii

Contributed by FlyGangstaGamer

The Julii deal with the barbarians mostly so it's the easiest faction. Only do the senate missions if it benefits your overall strategy, you can do them all if you want.

Early game

You start off with Ariminum and arettium, also you start out with 2 armies (or maybe 1). The senate will ask you to take either Segesta or Caralis. Take Segesta first then Caralis. Get alliances with the Gauls as quick as you can, (also train a diplomat and send him everywhere to gain trade rights and alliances) then mass 1 army and take the army you took Segesta with to siege Patavium and Mediolanium. Now not only will you have gained two settlements you now have a way of massing armies fast. If each settlement trains one unit then you'll have 5 units coming in one turn. Now to avoid a hard civil war and to gain a few rich settlements you need to mass 3-4 armies to take the Greek peninsula. These cities will give you a lot of cash. While this is happening you might want to take about 2 armies, one to take Massila and another to take Narbo Martius. Back at Greece, try and get trade rights and alliances if you can with all the factions around you, also make sure you are in good terms with the Macedonians, Dacians, Thracians, and just in case Pontus, and the Seleucids. Now what you do in Greece is very important, all the factions mentioned above will come and attack you so you need to make army after army to protect your borders, and remember to clear out all rebel armies blocking your trade routes. Remember this, your territory is yours and yours only don't let anyone on it unless you gave them military access which I don't advise doing even to allies. Why? because this is an act of war and it can not be tolerated. The first imperial palace you build in an Italian city will trigger the Marius reforms, this gets you much cooler and better units to deal with. This concludes the early game.

Middle game

Now up north, try and take the Gauls first, then go south into Spain and take out the Spanish. Then go back north and try and take the Briton cities. The Britons like mass producing chariots, all you need to do is either take them down with archers or get them to stop in their tracks so your infantry can finish them off. You should have about 25 settlements by now and they should be the Greek peninsula, Europe, and Spain. Also by now in Greece, or maybe before, the factions that I warned you about will come, well this is the time. You can expand north from Greece and east from Europe. Once you reach about 25-30 settlements you might get a rise to power message saying you can attack Rome when you want. What you do is mass 2 superb armies consisted of praetorians, archers, praetorian cavalry, and onagers and take Rome then all the Italian cities. This should bring you up to35-40 settlements. If you took Greece then the brutii shouldn't be a problem and neither should the Scipii. Continue to expand until you have most of the settlements north of Greece. Don't start a war with Scythia because they are the better of the barbarian factions and since you're close to the games end you don't want to start a war with these guys. This concludes the middle game.

Late game

Your last ten settlements can be anywhere because you most likely are so powerful that you can take anything. Just take all the cities that have low garrison. This is not much of an end game walkthrough but if you did the early part right the rest of the way should be really easy.
#5Miraboreas(Topic Creator)Posted 7/11/2007 9:24:29 AMmessage detail
Brutii

Contributed by aku chi

The Brutii are a powerful and versatile faction. You will be encouraged by the Senate to expand to the east. You should do this. The lands to the east of the Italian Peninsula are rich coastal areas with good mercenaries and all of the worldís Wonders. The Brutii start with helpful, semi-permanent alliances with the other Roman families. These alliances are helpful, especially in the beginning of the game, because they eliminate threats from many directions. These alliances are usually sufficient; you wonít need to find any friends abroad. You can certainly try to make alliances, but youíre most likely going to end up fighting every Greek, Eastern, and Egyptian faction before the end.

The Brutii have a nice set of temples. The Temples of Juno should be constructed in settlements with a low base population growth (< 3) like Salona and Cyrene. Temples of Mars are great for giving your armies a noticeable increase in attack, defense, and moral. However, governorís residing in settlements with Temples of Mars will be likely to acquire negative personality traits like Uncontrollable Anger. Therefore, I recommend building only one Temple of Mars per region (Italian Peninsula, Greek Peninsula, Asia Minor, etcÖ). This should be sufficient to upgrade all your units in the region. The Temples of Mercury are great in all your other settlements, especially coastal ones. They will boost trade revenue considerably.

Early Game

The Brutii start with only two Large Cities. Your first objective will be to take a settlement in the Macedonian Region. To successfully do this, you will need to expand your army and navy. In Macedonia and the Greek Peninsula (the site of your early conquests), you will face significant challenges and satisfying rewards. The early armies of Greece and Macedon are fairly strong; a match for your tier 2 army of Hastati, Velites, and Equites. At this stage, you should make use of the excellent Mercenary Hoplites and Cretan Archers that can be recruited in the region.

As you expand into Greece, you should make it a priority to construct ports as soon as possible. Sea trade will earn you substantial revenue. As your Large Towns grow into (Minor) Cities, you will be able to train some new units. Principes are a little bit better than Hastati and Cavalry Auxilia are nice units to integrate with your Equites. Archers and Ballistae, however, are considerably more useful than Velites and should replace them as soon as possible. The armies of Macedon and Greece will also make improvements; their tier 3 infantry (Phalanx Pikemen and Armoured Hoplites) are tough. It is helpful to continue integrating Mercenary Hoplites and Cretan Archers into your armies. When you are able to train them, Triarii can also be effective spearmen to use in conjunction with your Principes. It is easier if you expand you navy and blockage enemy ports.

Middle Game

Sometime soon after the first Roman Settlement reaches tier 5, Marius will reform the armies of the Roman Republic. Post-Marius Roman units are considerably better than Pre-Marius units, so you should phase out your old units with all haste. A combined infantry of Early Legionary Cohorts and Mercenary Hoplites or Auxilia will be very effective at this stage. Archer Auxilia are better than the Archers before Marius. Roman Cavalry are a little better than Equites. Cavalry Auxilia and Ballistae are still present and useful.

After conquering the Greek Peninsula, the Greek Islands are the ideal target. Both Rhodes and Crete will provide substantial sea trade. Rhodes, in particular, has the best Wonder in the game. Conquering Rhodes will increase all sea trade revenue by 40%. This effectively increases total revenue by 20 - 30%! After conquering Rhodes, it will be a challenge to have a negative net income.
#6Miraboreas(Topic Creator)Posted 7/11/2007 9:25:29 AMmessage detail
Battle tactics for Roman factions
Contributed by FlyGangstaGamer
-----Important points
Numbers aren't everything.
There will always be casualties.
Make sure that you have control of the battle.
*I say cavalry but what I mean is equites, roman cavalry legionary cavalry, and praetorian cavalry.
*Same with infantry, I actually mean hastati, early cohorts, legionary cohorts, praetorian and urban cohorts.
Your basic army should be made up of infantry, cavalry, archers/skirmishers, and maybe a unit or two of artillery, but once you start expanding you may want to have more artillery units for invading purposes.
--Diversionary tactics
Diversionary tactics are the easiest way to win a battle. Although this is best done with fast moving units such as cavalry, it can be done with infantry. It has to be done right or you're splitting up your army, and that can lead to problems. The best way is to make the enemy believe that your flanking them and the best way to fight off a flank is with cavalry, which will make them spilt up there army. What you need to do is start the battle with 2 cavalry units on the far right or left side of your main force and when the battle starts you move them toward the flanks of the enemy army which will make them take their cavalry and try to fight off your two units of cavalry. As cavalry can kill most infantry units, you keep their cavalry units running in circles while your main force heads towards their infantry while your 2-3 other cavalry units head towards the general finish him off, then attack the enemy with your cavalry from the behind. Once the rear attack is made, your enemy will most likely rout. The cavalry that you were distracting the enemy cavalry with will be able to chase the routing cavalry units. Remember all you need them to do is to make the enemy rout and killing the general usually does that, once you do that the battle is yours.

#7Miraboreas(Topic Creator)Posted 7/11/2007 9:25:58 AMmessage detail
Cont...

--Using the woods
Always when defending or attacking use the woods. Always do it with your cavalry instead of infantry because it causes the most surprise and since they are quick they can launch an attack on the enemy before they can reform to fight your cavalry off. So what you do is, if your defending is keep all your infantry in a straight line and cavalry in the woods so when the enemy comes up you can attack there rear with your cavalry while throwing your pila with your infantry at the front before you charge.
--Attacking
(This is basically the diversionary tactics section). Always have the advantage, like always try and start off on a hill this way all missile units have much better range. The enemy will not in most cases march to you so you'll to march toward them. Just once you get close move all your cavalry and attack from the sides. Also make sure you lower their morale by having units in loose formation to make it look like you have a lot of numbers. Now on to attacking settlements, first make sure you can destroy the gate way and gates so when you walk in you don't get hit by the arrows coming from above. Or you can not break the gateway and just kill everyone on the wall so you can control it so instead of having the wall fire arrows on you, it fires arrows on the enemy. Once your inside kill all units in front of you and set your units to defensive mode so they don't chase. Now when all enemy units retreat to the town square you move your cavalry so they can attack from behind and your infantry can do a straight charge to take the square.
--Defending
(Basically the hiding in the woods section). Defending is much easier than attacking because by the time your enemies get to you they're already tired. My opinion is to set all infantry units to defensive mode so they don't chase units and break the line. Have your archer/skirmishers in front so when the enemy comes they'll have to deal with you javelins, and once they get close enough your infantry will throw pila at them while your skirmishers run to the back and continue their fire. Keep half your cavalry in the woods to attack their missile and artillery once they get behind and follow up with a rear charge. And also keep the other half of your cavalry to attack any enemy infantry/cavalry who come at your flanks. Here's a VERY effective strategy if you have 7 onagers, 4 infantry, 5 cavalry, 1 general, and 4 archers. What you do is place your onagers in two's behind each other with fire at will set on. Then once the enemy comes at you, a wave of 2 rocks will come then a wave of another 2 rocks will come then another and so on. This devastates the enemy morale and will turn the battle in your favor very quickly. Here's a sort of diagram.
ARCHERS
INFANTRY
CAVALRY
GENERAL
1 ONAGER
2 ONAGERS
2 ONAGERS
2 ONAGERS
Defending sieges is not only easier than attacking, it can be more fun. All you need to do is build a stone wall in at least your most vulnerable cities. So you can put infantry and missile units on the wall so when the enemy gets close you can stop them easily. If they break through the gates move all infantry to stop them from getting any closer. This can be easy since they come in one at a time you finish them of easily.
#8Miraboreas(Topic Creator)Posted 7/11/2007 9:26:30 AMmessage detail
Seleucids

Contributed by Imperialsnipe

A. Faction Guideline

In order to flourish as the Seleucids you have to be well with diplomacy. Right from the beginning you have several enemies waiting to absorb you into their growing empire.

Early Tier (Diplomacy/ Map strategy)
To start off you want to train a decent amount of diplomats (use discretion here). Establish trade rights and alliances everywhere around you. Most likely Armenia will betray you. Use this to your advantage, sweep upward and eliminate them quickly. Send one of your diplomats to cancel your alliance with Scythia and cavalry crush them as their archer may give you trouble (or at least petty annoyance). Again send a diplomat to Parthia and cancel that alliance. Swiftly destroy them and hopefully youíll have reached the middle tier, if not continue with your strategy (see mid tier for continuing expansion)

Early Tier (Military)
Antioch will be your military city, build trade buildings everywhere else (build docks and trade buildings in Antioch later on when you are done building your military facilities.) The beginning units are lackluster at best, donít even bother using Militia Spearmen, just upgrade to Levy Pikemen. They will form the backbone of your army until you get the Phalanx Pikemen and the Silver Shield Pikemen. Soon elephants can be trained at Antioch and that will boost the power of your military considerably until later on.

Mid Tier (Campaign Map)
You have two choices here, you can head west and take out Pontus but do not attack Greece just yet, or you can head south and conquer Egypt. Either one will do but in my experience when Egypt is on itís last leg, Pontus always betrays you, so have an army ready to defend if you decide to go after Egypt. After you conquer one nation head to the other and assimilate them into your growing empire. After that its time to launch an attack on the Greeks. Youíll want to do it quickly, so try to keep casualties to a minimum because by now the Brutii family will be closing in on Greece if they havenít already. Hurry and take Greece and start on Thrace. As soon as you conquer it, set Byzantium as your capital, this will help since it will be the center of your empire. After this, you should be close if not in the late tier of the units. Crush the Greeks in Asia Minor if you havenít. Now its time to take on the Romans...

Mid Tier (Military)
The bulk of your army will be the Phalanx Pikemen. By now youíll have onager so youíll finally have some artillery. Cataphracts are a must have for any army. War elephants are also good. The archers add to the devastation of the elephant.
#9Miraboreas(Topic Creator)Posted 7/11/2007 9:27:05 AMmessage detail
SeleucidsÖ continued

Contributed by Imperialsnipe

Late Tier (Campaign map)
Now for the Romans. I usually have 2-3 full stack armies at this point (see mid-late siege army). Send one to capture Greece, and push upwards into Dacia. Have the other sail and conquer Sicily, then any other Scipii islands. Have this army land in Italy and begin taking the Scipii and Brutii territory. Move around Rome (there is a method to my madness) and kick the Julii out of Italy. Have your army crush the Julii and the other Army finish the Brutii. Have the third one push forward through Dacia to the Julii territory. Then launch a three way attack and crush the S.P.Q.R. After the Romans are gone, your largest threat is eliminated. Now you can have one army go to Spain, the other one finish conquering the desert and the last one heading up through Gaul and Germania. The world is yours.

Late Tier (Military)
By this time, youíll have Silver Shield Legionaries and Armored Elephants. Companion Cavalry are at your disposal, however, I prefer to use Cataphracts. Feel free to use Companions if you wish.

B. Armies

The Seleucids have a multitude of units, giving them a powerful and effective military. Below are some of my personal favorites using this Greco-Persian Empire.

Note: Elephants can also be normal, war, armored, or mercenary. Cataphracts can be exchanged for Companion Cavalry.

Siege Army
3 Cataphracts, 2 Elephants, 2 onager, 2 archers, 6 phalanx pikemen or Silver Shield Pikemen) 5 Silver Shield Legionaries.
Break down the gate with the onager. Either charge with Cataphracts or march in phalanx with your pikemen. Send your archers on the walls, and push your way to the square.

Mobile Army (made specifically to kick out rebels blocking trade routes)
10 Cataphracts, 5 Elephants, 3 archers, 5 Companion Cavalry.

Thatís pretty much it for armies, you can interchange it depending on your style (add more archers or calvary to better suit your style).

C. Mercenaries to use.
Due to the variety of the Seleucids, you may not need to use many mercenaries. Three types I find useful are Cretan Archers, any missile calvary, and Mercenary War Elephants.
#10Miraboreas(Topic Creator)Posted 7/11/2007 9:27:35 AMmessage detail
Parthia

Contributed by RevelationsX

A. Basic guidelines at each 'tier' of the game (early, middle, late)
B. Nice units to try / army combos
C. Mercs and How to Use Them

A.
Parthia is an incredible faction if played properly. It combines extremely mobile ranged armies with some crushing melee options by late game, and the economics/funding in your cities to easily keep everything running smoothly with a lot of reserve funding to spare.

Early:
The key to Parthia is the early game, which for many is extremely difficult. You start off with three split provinces and very little options, and quickly run into debt.

I call for a high risk high reward strategy to turn this losing situation around.
To do this, you need to spend some time practicing horse-archer techniques (see section B below) in practice games till you're able to win with them, and win big. Then keep reading. :)

After building a cheap peasant garrison, I immediately have my army from Arsakia (with the cataphracts) blitz through Phraaspa, Antaraxes(sp?), and Kotais. The rebel province will fall easily to a quick ram siege, your real challenge will be crushing Armenia. With proper technique, you can use what you have to destroy their mobile armies and even draw their city garrisons out for you to crush. Once you've blitzed through these (2-3 turns per city), you can rest this group and focus on order / boosting the town's economies (which you should start ASAP) / etc.

Meanwhile, down south, at the same timeframes as the conquests above build another peasant garrison and immediately take your army in Susa and (with mercs as needed) storm Seleucia. This will be more challenging than the above triple conquest due to the general and units there, but the result will be you owning a Wonder and an extremely strong city. Conquer this, then consolidate/build up.

Up North, you can either hold off for awhile till your southern conquests are done and just build up a bit, or you can build a couple forces / add a merc or two then storm the nearby settlement. It's rougher since you're fighting your own kind here, but well worth it (you'll control a continuous front on all three groups if you win).