How many factions are there in rome total war
The strategic and tactical modes integrate such that the landscape for the battles is the same as seen on that particular spot on the strategic map where the armies meet.
The game is similar to its predecessors, Shogun: Total War and Medieval: Total War , although there are some changes to the mechanics of siege and city fights have been added. Most notable is that players now move their units with movement points; in previous games units were moved by territory. Armies can be built to conquer nearby provinces; to conquer a province, you must capture its settlement. Fleets at sea can also ferry troops, and blockade enemy ports, thus cutting down income from trade.
The ultimate goal, as in previous Total War games, is to conquer 50 provinces and capture Rome, thereby becoming Emperor.
In Rome: Total War , the player takes control of a historical faction of the era. Here is a complete list of all the playable and Non-playable factions. Each faction starts with a set of family members composed of that faction's leader, his spouse, their children, including a faction heir, any of their spouses, and any grandchildren.
Only the male members of the family are controllable, and these only once they are 16, at which point they reach adulthood and become "full" family members. They govern provinces when stationed in a city, and when fielded upon the world map command armies in the field.
Male family members are added to the family by births between married family members, as well as adoption and marriage. Family members eventually die, either naturally through old age or by death in battle, assassination, or natural disasters. In the absence of generals commanding field armies, captains are the commanders by default. Admirals fulfil a similar function for fleets. Neither are family members, but appear in the list of forces when displayed.
However, if a Captain is victorious in a battle in which the odds are against him Heroic Victory , the player may have the option of welcoming the Captain to the family. This is usually a factor of how many family members the player has.
When the player has relatively few family members, the option to promote a captain appears more often. Family members can acquire traits depending on their actions in battle or when governing a city. These can have both positive and negative effects on their command, management, and influence, which in turn affect their battlefield performance and how well a province they govern operates.
Some of these traits are hereditary, and can be inherited by the children of a family member. Family members can also acquire ancillaries through the same actions. These are members of a general's retinue, but can only number up to eight. These ancillary characters can be traded between two family members if they are in the same army or city. There are three types of agents that can be used by factions: spies, diplomats, and assassins.
Like family members, agents can acquire traits and specific ancillaries, which can be traded, but only with other agents of the same type. A proud boast, but true all the same. They begin with two cities: Capua and Messana.
The Scipii campaign is a tricky one at the start, as they have to tackle both the Greek Cities and Carthage on Sicily. After wrestling with Greek's Spartan hoplites and the rampaging elephant troops of Carthage, the Scipii have free reign to expand across the rich Mediterranean, especially with their unique late-game ship the Deceres, the most powerful naval unit available to any faction in the game.
We saved Rome, we drove out the kings, we made the Republic. The House of Brutii is the final playable Roman faction in the game, and it dominates the heel of Italy with their two starting settlements: Croton and Tarentum.
They're initially tasked with heading into Greece to defeat the Macedonians and the Greek Cities. Their campaign is not too difficult and is also probably one of the most fun, as expanding into Greece gives access to plenty of World Wonders and the chance to own some of the largest Mediterranean trade cities. Each Roman faction has its own unique Gladiator unit.
In this case, it's Velite Gladiators. The Egyptians are one of the most powerful factions in Rome: Total War, mostly thanks to their diverse unit roster and strong starting position. There were some historical accuracy issues with their units, particularly the use of the Chariots and Infantry axemen which had been replaced by more variations of Greek troops by the era Rome: Total War is set in.
As a player going against Egypt it's a good idea to take them out early. As early as you can. Although the Romans eventually annihilated the ancient city of Carthage, in Rome: Total War the player gets to take history into their own hands. Originally founded by Queen Dido a female ruler the civilization had a rich history of trade and warfare.
Carthage begins with the level-three city of Carthage, one of the largest at the start of the game. It's an economic powerhouse and can churn out high-level units early on.
The Carthage campaign was still notoriously difficult though, as Carthage begins at war with everyone. The settlements and characters are controlled by the different factions which fight against each other in order to achieve supremacy.
Each faction can only see areas which its characters have scouted and regions which are out of sight are covered by the Fog of War, though new information may be negotiated from other factions through diplomacy.
Movement around the campaign map is different from earlier games, giving characters more detailed movement than the previous "Risk-style" system.
The three playable Roman factions are allied to each other and the Senate. The Senate issues missions to each of the Roman factions, successful completion of Senate missions improves your family's standing with the Senate, while military successes and expansion increase your prestige in the eyes of the masses.
A high popularity level is necessary to be able to initiate a civil war against one of the other Roman factions. It is also possible to unlock the factions that aren't considered 'playable' by the game through the manipulation of the same text file.
It should also be noted that destroying any 'playable' faction in the Imperial Campaign that currently isn't unlocked will result in it being unlocked. Brittania, Dacia, Egypt, Gaul, Germania, Parthia, and Scythia fit the definition of Skirmish Faction as their Unit Rosters contain fast units such as cavalry and chariots but no heavy infantry.
As a result, they are weak and can be difficult to use in competitive gameplay against stronger factions with heavy infantry such as Rome, The Greek Cities, and Macedon. Various criticisms have been levelled at the game in regards to historical inaccuracies. The splitting of Roman territory into that of the Senate and then those of three families is somewhat ahistorical, as is the simplification of Roman politics, a mechanism which has been removed from many mods of the game in order to introduce a greater variety of factions.
The treatment of the Greek Cities as one unified body, governed from Sparta, as well as the arming of hoplite units with long pikes, makes the Greeks a rather inaccurately represented faction. Other inaccuracies include the large and unified territories of many barbarian tribes, much like the Greeks, and the fielding of Bronze Age Egyptian troops rather than those of the Ptolemaic era. A major difference between Rome and earlier games in the Total War Series is the way the in campaign battle maps are generated.
From Rome onwards, the battle map is generated to match the area of terrain where the armies are actually located, including the adjacent mountains, rivers, forests and settlements. This allows a greater level of strategy in planning battles to suit the armies involved, as well as plan ambushes in forested terrain.