Faction Comparisons

by Mons Badonicus

For the beginner:

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

A common question that plagues the new player is: Which faction do I want to play?

This is indeed a very tough choice, as the three Roman campaigns and families have their disadvantages and advantages. They are outlined below.

This is all outlined in greater detail below.

The Julii

Summary:

The noble Julii have been tasked with exterminating the unwashed barbarians of Gaul, Britannia, Spain and Germania.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the Gauls

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


The Julii starting position

Advantages:

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

Disadvantages:

The barbarian cities are relatively poor and weak. Developing these cities will take some time. Not to mention, they won;t have very big populations, either, making unit recruitment HARD. If the player so chooses, they can blitzkrieg through the barbarian lands. One problem with this is that the dark forests beyond Roman lands can provide perfect platforms for ambushes and the like. Extreme caution is required (use spies and assassins). Another problem is that, to pacify captured regions, the player will have to garrison their armies in the city, where they can be retrained, but they would not see much action. This would mean the pointless upkeep of armies that need to be out in the field.

The Scipii

Summary:

The patrician Scipii family is devoted to one cause: grinding those Carthaginian scum into submission, and if that is not possible, into the desert sands.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Carthage and Numidia
They start out with:
Capua (capital)
Messana (on Sicily)
Beginning mission:
Take Syracuse (easy/moderate)


The Scipii starting position

Advantages:

The Scipii are reliant on their navies; their territory is split in two by the Brutii province of Croton. Indeed, their enemy, Carthage, can only be reached by sea. The Scipii have the Corvus Quinquireme, the juggernaut of the sea. Wow. What’s more, the beginning Carthaginian troops are not that hard to deal with. I mean, Iberian Infantry and Town Militia? Really? However, a Scipii player must beware: the Carthaginians field powerful units like The Sacred Band, and Elephants. Again, these units can be dealt with, partly because Carthage takes a long time to start producing good units. However, the Romans have come prepared. Use Roman units like the Incendiary Pig against elephants. The mercenaries in the region are powerful, (like mercenary Elephants and Balearic Slingers) but if the player has enough money to afford such troops, they are generally well worth it.

Disadvantages:

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

The Brutii

Summary:

The Brutii know that it is their pre-ordained duty to seize the wealth and riches of Greece, Anatolia, the Levant and possibly Egypt.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the Greek Cities and Macedon
They start out with:
Tarentum (capital)
Croton
Beginning mission:
Take Apollonia (easy)


The Brutii starting position

Advantages:

Unlike the other Roman families, the Brutii are perfectly positioned to claim the riches of Greece for the glory of Rome. The Greek peninsula, the first target, is very wealthy. Besides, it is only a boat trip away from the Brutii homeland. The legionary troops (remember, any person who fights for Rome is a legionary, regardless of whether they served in the Camillan or Marian legion.) are quite effective against the hoplites and pikemen of Makedonia and the Hellenic League. Even Spartan Hoplites can be dealt with using a few units of Hastati and one unit of Equites. The mercs in the Balkans are GREAT. You can find great (and decently cheap) Mercenary Pelasts and Illyrian Skirmishers (which I generally use as garrisons) and Mercenary Hoplites (which are great because Rome doesn’t HAVE any hoplites) and Thracian Mercs (which are just fun to play around with).

Disadvantages:

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

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

The Seleucid Empire

Summary:

The Seleucids are the heirs to Seleucus, one of Alexander the Great’s generals. After Alexander’s death, Seleucus chose Syria, Babylon and Persia as his realm.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Egypt
They start out with:
Antioch (capital)
Damascus
Tarsus
Sardis
Hatra
Seleucia




The Seleucid starting position

Advantages:

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

Disadvantages:

While the Seleucids are formidable opponents in the late game, they are relatively weak in the early game. Egypt can recruit large numbers of chariots and decent pikemen (like the Nile Spearmen and Pharaoh’s Guard), however, the Seleucids can recruit Elephants to deal with the chariots (elephants can be quite effective against chariots). To add to their list of worries, it seems that the Seleucids are surrounded by enemies, as Pontus, Armenia, Parthia and Egypt may declare war on the player when they least expect it. The Seleucid arch-enemy, Egypt, has possession of the Nile, meaning that Egypt will have more funds than the player does (unless something goes horribly wrong for the Egyptians, like Alexandria revolting – it has happened). The main thing is, keep cool, because if you have read this, you’ll know what’s likely to happen.

Egypt

Summary:

Egypt, the land of the Nile, has been blessed by the gods and are now in the prime position to conquer the Middle East.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Armenia and the Seleucid Empire
They start out with:
Alexandria (capital)
Memphis
Thebes
Jerusalem
Sidon
Salamis



The Egyptian starting position

Advantages:

Egypt has one advantage over everyone else in the game; they start out with the wealthy and fertile Nile. It is an invaluable resource, plus, Egypt also starts out with two of the World’s wonders. Egypt also has a unit class that makes them almost invincible: the dreaded chariots. Chariots have massive bonuses on auto-resolve. A 3 unit army with one decent pikeman, one unit of chariot and another unit of choice is something to be wary of. The only thing to watch out for when using chariots is spearmen. Otherwise, you have a lethal weapon at your disposal. Another bonus is that most of the Middle East (and Africa if you decide to go there) is desert, and Egyptians get bonuses to combat in deserts. You can safely auto-resolve a large number of battles. That DOES NOT mean that you can just auto-resolve willy nilly. Fight manual battles, especially if the enemy has chariots.

Disadvantages:

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

Parthia

Summary:

Parthia and the Parthians, with their powerful cavalry and elephants, are ready to follow in the footsteps of their Achaemenid forerunners and conquer the world!

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Armenia and the Seleucid Empire
They start out with:
Arsakia (capital)
Susa
Campus Sakae



The Parthian starting position

Advantages:

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

Disadvantages:

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

Carthage

Summary:

Carthage, the great trading city of the Mediterranean, is waiting for an able commander to crush the Romans and lead Carthage to wealth and eternal glory!

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the House of Scipii and Spain
They start out with:
Carthage (capital)
Lilybaeum
Thapsus
Caralis
Palma
Corduba




The Carthaginian starting position

Advantages:

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

Disadvantages:

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

Gaul

Summary:

Gaul, the land of the brave warriors often faced by the Romans, is waiting for a warlord to grasp the reins of power and lead them to crush Rome once more!

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy the House of Julii and the Senate
They start out with:
Alesia (capital)
Condate Redonum
Patavium
Lemonum
Medolanium
Narbo Martius
Numantia




The Gallic starting position

Advantages:

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

Disadvantages:

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

Germania

Summary:

The dark, brooding forests of the lands to the north of the Rhine are home to the Germans, who are more than capable of smashing their enemies.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Dacia and Scythia
They start out with:
Damme (capital)
Mogontiacum
Trier
Batavodurum or Batavorum
Vicus Marcomanni


The Germanic starting position

Advantages:

If any invading armies pay a visit to your lands, they might be in for an ambush. You see, Germania is riddled throughout with forests. What’s more is that your southern border is protected by the Alps, and the mountain passes are easily defensible. Your units are also quite good. You have Night Raiders, which are great at hiding and are best used in ambushes. You also have Spear Warbands, which are a barbarian hoplite unit. When used alongside Chosen Archers, these can be used to great effect against the British chariots, which you might be facing sooner or later. Then there is the Berserker and the Screeching Women. These guys intimidate your enemies. You don’t even need to send them into battle. If you place them behind your troops, their aura of fear will still frighten the enemy. Finally, you have the Gothic Cavalry, which are a pretty good barbarian cavalry unit.

Disadvantages:

The universal disadvantages shared by all barbarians is that they can’t build stone walls. Maybe it’s because of their ‘primitive’ technology, but I don’t think so. It’s probably because, like armour, Germans think that stone walls are for cowards. Well, this may be true, but it certainly gives the Romans an edge when defending their big settlements. And, like I said before, Germans view armour as a sign of weakness. So they don’t wear all that much armour. However, this means that your troops are extremely vulnerable to arrow fire. The Gauls, your western neighbours, can recruit the Forester Warband, a deadly archer unit that can rip your unarmoured troops to pieces. What’s more, the Romans gain access to their heavily armed Marian legionaries, who use their pila to deadly effect.

Britannia

Summary:

Britannia, home of the Britons, has fostered a warlike race that is now ready to reach out from their home islands and seize the rest of Europe!

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy Gaul
They start out with:
Londinium (capital)
Eboracum
Deva
Samarobriva


The British starting position

Advantages:

They, like Egypt have chariots and chariot generals. This gives them a MASSIVE bonus in auto-resolve battles. Like Egypt, their chariots make them supremely powerful. They don’t blob all over the place because their starting lands are not that wealthy, however, in battles, they are fairly competent. They also have a strong infantry roster, with Druid for support and Woad Warriors and Chosen Swords forming the upper echelons of the army roster, the bulk of your forces made from mainly Warbands and Swordsmen (until you get the better units). The only two ranged foot units on offer to you are the Slinger and the Head Hurler. The Head Hurler is actually pretty good from what I’ve heard or seen, but if you have read Terikel’s page on ‘Truth or Fantasy’ (where he examines various units against history), then you’ll know that the unit did not really exist. But still, Head Hurlers. Heck yeah!

Disadvantages:

I think I’ve said this for the third time: basically, Britannia can’t build stone walls and its troops have very low discipline and armour. There. Well, actually, there’s more to that. Chariots have massive bonuses but they are not without their flaws. They are absolutely TERRIBLE while stationary and in melee combat. The Germans have developed Spear Warbands, a hoplite like unit which, when used in conjunction with their Chosen Archers can absolutely DEVASTATE your chariots. Also, there’s the lack of ranged units. Slingers and Head Hurlers are all very well, but Slingers can’t fire over the top of your men’s heads due to the very nature of their weapon, and Head Hurlers have to be really close to maximise efficiency. What the Britons really lack are good archers.

The Greek Cities

Summary:

The Greeks, the once glorious fathers of democracy, have been humbled, but are waiting for “another Alexander’ to lead them.

Long campaign goals: Hold 50 provinces including Rome
Short campaign goals: Hold 15 provinces and outlast or destroy both Macedon and Thrace
They start out with:
Sparta (capital)
Rhodes
Pergamon
Syracuse
Thermon



The Greek starting position

Advantages:

If you go on Multiplayer and host a game with unlimited denarii, and the other person picks the Greeks, they will most definitely spam Spartan units. That’s the thing: Spartans are generally considered to be the best spear unit in the game; they are the only spear unit to have 2 hitpoints. Also, they will generally beat pikemen, as hoplites generally more armour. Also, the Greek Cities’ next best hoplite unit, the Armoured Hoplite, is a heavily armoured unit which can withstand arrow fire. The Greeks also field Heavy Peltasts, a good quality skirmisher unit, much better than the regular Peltasts at melee. In multiplayer, and in singleplayer if you can afford it, Greece has access to Cretans and Rhodians, some of the best missile troops out there.

Disadvantages:

The one thing that the Greeks lack: cavalry. Over the course of hoplite warfare (in reality), the battles were decided if one of the armies had superior hoplites or superior numbers. The Greeks were usually reliant on hoplites to win their battles. Also, the rugged Greek peninsula would not suit a horse, let alone a cavalryman. The terrain also meant that cavalry and large, mobile forces had very little room to maneuver. Another disadvantage is that Greece’s cities are scattered all over the Mediterranean, meaning that it will be considerably harder to handle invasions, but it also means your forces will likely be overstretched and that many factions will attack you (The Scipii, the Brutii, Macedon, Seleuci and Pontus).

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That’s all, folks! I’m not going to talk about the non-playable factions, because the only way to actually play them is to mod the game.