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QuintusSertorius
04-08-2008, 13:26
This is very much a work in progress and will be updated regularly as I write more. Rather than attempting to edit the old document, I'm just doing it again from scratch.

Here's what I have so far...

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Ave Quirites,

If you are reading this, you may already have an interest in historical-inspired house rules for playing the Romani. The purpose of house-ruling play is two-fold; to give yourself an additional challenge that the RTW engine doesn't really offer without unbalancing play, and to have fun "roleplaying" the actions of the Roman Republic. If restraining yourself from acting in ahistorical ways and using strategy and tactics that might seem suboptimal sound like more work than fun, then this guide is probably not for you. This is not a means to the fastest and most effective route to victory, indeed one of the express aims of these house rules is to slow the game down and prevent the blitzkrieg style of play that leads to a rapid conclusion of a game.

For those who are still with me, this is an update on my original guide covering the nuances specific to EB and with a few minor changes here and there. I hope people enjoy this one as much as they did the first.

Salve
Quintus Sertorius


General Rules

This all started originally with historical expansion only, then gradually worked it's way out to include army compositions, economic buildup, diplomacy style and romanisation procedure. I guess the first general rule is only do this if you consider historical versimilitude fun. Second, you don't have to stick rigidly to this guide no matter what, and no matter how much fun it may or may not be. The Republic did have emergencies where the normal rules were suspended and exceptional measures were taken to ensure it's survival. The darkest days of the Second Punic War were rife with examples of how flexible the normally staid way of doing things could become when there was the need.

Not so much a general rule, as a question of difficulty, I don't agree with the recommended campaign difficulty setting for EB. Very Hard campaign difficulty is not conducive to historical behaviour, nor indeed any kind of balance between the AI factions. It also makes power-broking less effective. The reason for this is two-fold; the hyper-aggressive behaviour from the AI means you'll never get a moment's peace and diplomacy is all but useless; and the AI factions have so much money washing around that they can spam you with stack after stack after stack. Which I don't consider realistic, or fun. They already get bonuses from a money script to stop them going too far into the red, they don't need a bonus 10,000 mnai every turn each. Especially not factions like the Ptolemaioi and Karthadastim who are already rich. Instead I play on Hard, with the recommended Medium battle difficulty. Harder battle difficulties add bonuses to the AI faction's defense and morale, which unbalances battles. Instead your difficulty here comes from the composition and disposition of your forces.

One of my first general rules regards what is effectively a player exploit, and something I consider pretty unrealistic; namely retraining. It's an exploit if you're using rtw.exe and possibly if you're using BI.exe, but not if you're using alex.exe. Essentially the AI is either inconsistent in it's use of retraining, or simply doesn't retrain at all. Which gives an unfair advantage to the player who goes through the micromanaging hassle of cycling their units back to Italy to be retrained. Furthermore it's pretty unrealistic to be able to restore a remnant of a veteran unit to full strength without any loss of that experience.

Instead what you should do is raise new units to merge into the old. This more accurately represents drafts of new recruits being integrated into existing ones, with the attendant loss of effectiveness that comes from mixing green and veteran troops together. A beneficial side-effect of this is that you don't need to bring armies home to reinforce them and make up for losses. The countervaling factor though is the logistics involved in sending detachments out to replace casualties. However it is possible to plan for this, having some units waiting in settlements near to your active armies for the eventuality of replacements.

Something that's developed since my first guide is the scope of maintaining historicity. The game is not static but for a player's moves, the AI is always active changing things. Which means you have to make a choice in how far you are willing to go to maintain versimilitude. You can stick only to ensuring your own expansion is historical, or you can work to maintain the general environment.

The former is simpler, requiring you only to pay attention to your own actions. The latter is more complicated, because it requires you to take an active hand in guiding the AI factions, possibly intervening to rescue the smaller factions and curtail the activities of the larger. In some ways this isn't actually inconsistent with the main aim of historicity - Rome often acted to maintain the balance of power overseas. For keeping your enemies (and former/future enemies) weak and divided prevents any one of them becoming a threat to Rome.

Personally, I also consider this power-broking role a lot of fun, which adds something to the game, especially when in times of peace and reconstruction when there isn't a lot to do. It also provides a pretty active ongoing role for your agents, in particular your diplomats.

On "cheating"

Now in preserving historicity, I have no problem with using "cheats" - both console commands and the Force Diplomacy script. But with one proviso - I never use them to directly benefit myself (with the exception of getting ceasefires from the truculent AI, which will almost never agree even when it's thoroughly beaten). If you don't like using these kinds of things, your task will be much harder. Indeed you may have to use armies and give away lots of your own cash to secure ceasefires to make it so.

At the end of your turn, before you click to progress to the next, think about the AI factions. You don't necessarily need to do this every turn, but it becomes more important the longer the game goes on.

First step is to toggle the "fog of war" in the console. Check out the campaign map in the mini-map and see if anything seems out of place. Rapid Ptolemaic and Baktrian advance are the usual culprits, along with northward expansion of Makedonia and Hayasdan.

If you do find some of the smaller factions struggling to resist the bigger ones, or to expand, give them additional funds through the add_money command. If necessary, give negative money to their aggressors as well. Bear in mind, however that it can take some time for this to become effective, but also that once it kicks in it may flip the situation entirely in reverse. The AI is somewhat unpredictable in precisely what it spends money on in conforming to it's style.

Later in the game when you've got diplomats out there, you can make use of the Force Diplomacy script to remove settlements from those factions either threatening the smaller ones, or trying to expand ahistorically. Again it's often the aforementioned Ptolemaic/Baktrian juggernaughts and Makedonian/Hai rush for the north.

The best way to use Force Diplomacy is to offer a token amount of cash for the settlements you want to remove. Then you need another diplomat close to the recipient faction to give it to them. You may need to give yourself some money to do this, because they invariably require a gift of 5000-10000 mnai to accept your gift of a settlement. If they refuse even then, you may have to use Force Diplomacy and demand a token amount of cash as the exchange. This is an almost continual monitoring role, as a result it usually pays to have a fiplomat near one of almost every faction's homeland settlements.

Family Members

Generalship
While your use of family members doesn't change a great deal, their age and status becomes a concern. A Roman general and indeed governor should be a man of maturity and experience, it is not the place of young men to be leading armies.

When a young senatorial comes of age, his correct place is at Rome, where he can begin his true education in the bearing of a politician and soldier. Between the ages of 16 and 20, they should reside in the city, attending the Forum, walking in the entourage of their relatives and training on the Campus Martius.

At the age of 20, they may begin their military career as a tribune supporting the efforts of older magistrates. A particularly appropriate role is with the cavalry, demonstrating their personal courage and skill at arms by leading them in the charge. They must have demonstrated service in 10 campaigns to qualify for a seat in the Senate. They may also serve in junior offices such as the aedileship during this time.

At 30 their political career proper begins. Ideally they should return to Rome for election to the tribunate (for plebians) or a quaestorship (for patricians).

You should aim to have armies led by a general who is at least a praetor, if not a consul, or who has held one of these offices previously. If you don't have any who qualify, they should be at least 38 years of age. If you have issues with the engine making the younger man general, move him out of the army stack then back in. Assuming he isn't genuinely better-qualified, he should be relegated to lieutenant (silver star), rather than general (gold star).

Governorship
The other duty of your family members is acting as governors in your various settlements. Every settlement should have it's taxes set at High as default. More and you encourage needless unrest and corruption, although it can serve a useful purpose in constraining population growth. Lower and your governors become administrative incompetents, and settlements can grow too fast. It's especially important Roma has at least High tax, so that the studying youngsters don't all become blithering idiots when it comes to numbers. Technically Roman citizens stopped paying tax in 167BC, and it became a key right of citizenship. However it's not really possible to simulate this in the game. An exception to the High tax rule is recently-conquered provinces. Client rulers are only in place for a short time, and often the high rates of building can maintain their administrative abilities even if lower taxes are detrimental towards them.

Move your family members out of conquered settlements as soon as a client ruler is installed. Not only is there the Interloper trait issue, but it demonstrates poor faith on the part of the Republic not to trust provincials to run their own affairs as long as they pay their taxes.

Leave foreign buildings alone, aside from barracks and government buildings. Rome did not go around destroying a conquered culture as a matter of course, and in particular allowed people their chosen forms of religious worship. If you must, build over temples, but don't destroy them. The greatest amount of culture penalty comes from the governor's residence in a province, so aim to upgrade this as soon as you can.


Armies
Historical composition and deployment of your forces is the name of the game. Note that this is definitely not optimal from an effectiveness perspective, and using historical formations can take some getting used to.

Composition is the first question. The core Roman units are pretty good, and if you're playing for pure effectiveness there's a temptation to recruit all-Roman (or even all-principes) armies. Not only is this historically inaccurate, I think you miss out on the variety you can get with a Roman army. Historically half of a consular army (the unit upon which my standard army is based) was composed of allied/non-Roman troops, the socii. They fought in two alae alongside the two Roman legions. A praetorian army half that size (ie one legion and one ala) may be commanded by a praetor (or possibly quaestor or tribune under exceptional circumstances).

Now after the Second Punic War, many Italian communities (particularly the Samnites, Bruttians and Lucanians) who had previously sent armies organised in their traditional manner fell out of favour with Rome for their infidelity in defecting to Hannibal. These were either forbidden from raising their own armies, or else organised in an entirely Roman manner. To represent this, after 211BC or so, the only Italian infantry you should recruit are the pedites extraordinarii. Replace the other pair of allied infantry with some other non-Roman troops.

On the question of when to upgrade your MICs to take advantage of reform events, resist the temptation to do this immediately (since reformed troops are almost always better than the ones you had before). You will get the Polybian reform not long after 240BC when you take Lilibeo, but wait until later in the 230sBC before upgrading and recruiting a new army to replace the old legions. Make sure you disband the old Camillian Roman troops - possibly in the same settlements you recruit the new Polybian ones in if you're concerned about population levels.

Even if you get the Marian reformin the 170sBC, don't upgrade your MIC until 110BC at the earliest. Technically you shouldn't recruit any evocati until you've fought some battles with your new cohor reformata.

Optional rule for Polybian armies: Triarii maniples. Historically these were half the size of the hastati and principes maniples. There are two ways of representing this. The simplest is to recruit half the number of units of triarii. My personal preference is to go into the EDU and halve their size, cost and upkeep.

Command
The command unit for all armies is the same; a general of sufficient age and office to lead and possibly a younger family member acting as tribune (or a legate if they're a quaestor or above). Additional family members are purely optional. The general should not be used as cavalry unless absolutely necessary. His job is to supervise from behind the fighting line, providing inspiration along with ensuring his men know that valour and cowardice both will be witnessed and this rewarded or punished as necessary. The tribune/legate on the other hand should be used as cavalry, since it is the place of young men aspiring to office to demonstrate their bravery.

Camillian
The Roman core of a Camillian consular army is two legions, represented by the following units:
1 unit of Leves
1 unit of Accensi
1 unit of Rorarii
2 units of Hastati
2 units of Principes
2 unit of Triarii
Optional: 1 unit of Equites (your FM tribune/legate can count as Roman cavalry)

The two socii alae are composed as follows:
2 units of allied skirmishers (any mix of javelineers, archers and slingers)
4 units of allied infantry (two different pairs of Samnite, Lucanian, Bruttium, Ligurian or Gallic infantry)
1 unit of pedites extraordinarii
1 unit of classical hoplites
1 or 2 units of allied cavalry (Campanian, Greek, Gallic, Ligurian or anything else available, or possibly equites extraordinarii)

Polybian
The Roman core of a Polybian consular army is two legions, represented by the following units:
1 unit of Velites
1 unit of Accensi
2 units of Hastati
2 units of Principes
1 unit of Triarii (or two if you're playing with half-sized maniples)
Optional: 1 unit of Equites (your FM tribune/legate can count as Roman cavalry)

The two socii alae are composed as follows:
2 units of allied skirmishers (any mix of javelineers, archers and slingers)
4 units of allied infantry (two different pairs of Samnite, Lucanian, Bruttium, Ligurian, Gallic, or Iberian infantry)
1 unit of pedites extraordinarii
1 or 2 units of allied cavalry (Campanian, Greek, Gallic, Ligurian or anything else available, or possibly equites extraordinarii)

Marian
The Roman core of a Marian army is as follows:
1st Legion
1 General
1 unit of First Cohort
1 unit of cohors reformata
1 unit of antesignani

2nd Legion
1 tribune
1 unit of First Cohort
1 unit of cohors reformata
1 unit of cohors evocata

Support
1 unit of Scorpions/arrow throwers

The allied part is as follows:
1 unit of allied javelin-men
1 unit of allied slingers or archers
1 unit of allied cavalry
Optional: 2 units of allied close-order foot

This represents two legions and their supporting artillery, light troops, cavalry and allied infantry. Feel free to add additional support units. A third legion can be presented by adding three more cohorts as above.

An option for early post-Marian troops is to have just the First Cohort and two normal cohorts as one legion, since there were as yet no veterans to draw upon.

Disposition
Camillian and Polybian armies should be deployed in the triplex acies, three lines giving strength in depth and keeping most of your forces in reserve. Marian forces can be deployed in three, two or even one line as befits the situation.

Key:
Gen - The general
FM - Family member
Tri - Triarii (or allied hoplites)
Pri - Principes
Has - Hastati
Ski - Accensi/Leves/Velites
Ror - Roraii
ASk - Allied Skirmisher
ALI - Allied Light Infantry
AHI - Allied Heavy Infantry
Cav - Cavalry

Camillian and Polybian

----ASk----Ski----Ski----ASk
Cav-----ALI----Has----Has----ALI----FM/Cav
----AHI-----Pri-----Pri-----AHI
--------Ror-----Tri-----Tri-----Gen

Placement of the General varies, as long as he's behind the fighting line it doesn't really matter. Put the extraordinarii wherever you want to, or keep in reserve with the general. The only difference between Camillian and Polybian armies is the absence of the Rorarii.

Marian

Garrisons

Don't use your legions as garrisons (it's bad for discipline). Indeed station them in a fort in the region they're based. Since you can't demobilise and re-mobilise veterans, you have to keep them as though they were a standing army. Historically there was a consular army stationed at the barracks in Capua, and later on certain proconsular provinces came with a consular-sized force. Create a fort outside Capua to station the consular army for central Italy. This can be used both for the defense of Italy, and if need be to be shipped out to a provincial hotspot (making sure you recruit a new consular army to replace them if you can). Other places which you can station a fort to house your legions are Cisalpine Gaul, Sicily, Illyria, Hispania (one in "nearer" Spain, one in "further" Spain), Macedonia, Greece, Africa, Asia Minor, Syria and Gaul. More detail is in the conquest timeline.

Garrisons should be composed of troops from the local area, representing either local levies or demobilised veterans in the area. In fully Roman areas (Roma, Capua, Arpi, Arretium, Ariminium), these should be composed of Roman troops, just a couple of units is more than enough. In those besides Roma, feel free to switch one of the Roman units for an Italian one - Samnites, Bruttians, Lucanians, Campanians, although try to stick to those who are from that region.

In new regions outside of central Italy, you should begin with a client ruler in place, and thus the garrison should be local levies available in place at the disposal of the client ruler. Given that they aren't greatly Romanised yet, they won't be Roman troops, and the legion used to capture the settlement should be moved out as soon as the transition period is complete (ie when unrest has died down a bit). This means rather immediately Gallic troops in Bononia and Segesta, and Greek troops in Taras, Rhegion and Sicily. They're also useful for adding some variety to the allied component of your armies (Gallic Slingers, Hellenic Heavy Skirmishers and Ligurian Leuce Epos in particular).

Navies

Never blockade enemy ports. The AI is too dumb to do it to you very often or with consistency, and they really suffer from lack of funds. Use your navies to break blockades on your ports, transport troops and sink any enemy fleets passing through.


Economy

Early on your main focus should be on your economic development, laying the groundwork so you can support multiple armies. Roads, ports and markets should always be among the very first things you build in any settlement. This will help finance future development as well as troops, and make moving your armies around easier. Roads in particular were a major part of pacifying a province and a symbol of the growth of Roman government.

Don't build guard barracks or hospitals, these are for the Augustan era.


Romanisation and Treatment of the Conquered

Bringing new provinces into the fold is a gradual process which cannot be rushed. While there is a temptation to simply install the best government type you can in any new region, it makes it too easy to recruit factional troops and isn't very realistic either. Instead every new province begins with a type IV government, where a client ruler sympathetic to Rome is installed who can begin the process of Romanising the people and exposing them to our ways. After 20-30 years (ie a generation) it is time to expand the assimilation of the local peoples, and move to a type III government. After another 20-30 years, move to type II if available, and finally after another generation type I for those in Italy.

While the game doesn't really properly represent the reality of siege warfare - ie that if a settlement surrenders it is well treated, if it resists and is assaulted it will be sacked - there are some simple rules. Extermination is rare. Only two settlements were razed to the ground (and in the same year - 146BC), Kart-Hadast and Korinthos.

Enslavement is common with "barbarians", Caesar made a vast fortune enslaving Gauls (though more often the prisoners from battle, rather than people taken from settlements - only the most intransigent tribes were enslaved en masse), because the general gets the proceeds of prisoner sales.

With more "civilised" peoples, I think occupation is more common, though in the campaigns that finally brought Greece under Roman rule after the Third Punic War, many slaves were taken. Many more Greeks willingly sold themselves for a more interesting life in Rome as tutors, stewards, body slaves and the like. It was through this process that Rome was Hellenised, and most of it's people became Hellenophones.

The wars in Hispania were (as seems to be the case throughout Spains history) notable for their brutality and ferocity on both sides. The tribal peoples would not submit meekly to Roman rule, there were lots of cases of tribes being wiped out through both extermination and mass-suicide.

Sicily is actually easier to occupy, the populations are huge and will really upset your other cities if you start transporting people in large numbers (rising squalor, etc). Carthaginian cities I tended to occupy too. Gallic ones are enslaved.


Diplomacy

Your first task is to get your diplomats out to see the world, and more importantly secure trading rights with other factions. Those you share land borders and sea lanes with are the most important, those beyond that are simply useful to gain experience for your diplomats. Try to trade map information for added experience. Don't ever "sell" map information or trade rights. Trade rights are always given for free, because it's mutually beneficial. Trade map info for map info, never ask for money. Never accept (or offer) a ceasefire unless it also comes with some kind of reward to Rome. That means tribute.

Later on diplomats play a key role in helping you to prevent any one faction rising to dominance, allowing you to play regional power-broker. Both through use of Force Diplomacy to remove settlements from one faction and give to another, but also to bribe away the armies of stronger factions.

The prime goal in your diplomacy game is to maintain Rome's pre-eminence in it's sphere of influence. This means keeping all the factions close to you weak, and letting none of them become stronger than all the others. Gaul (Arverni and Aedui) by sporadically sending armies to defeat their field armies, and occasionally capturing and burning a settlement (before giving it back, or if you prefer abandon and wait until it revolts, which will give them some troops again). Try to ensure neither Aedui nor Arverni gain ascendancy over the other, and especially avoid one destroying the other. If need be use Force Diplomacy to redistribute settlements and the console to dole out additional funds to the weaker of the two. Gaul is a useful buffer state to keep between yourself and the tougher barbarians (Sweboz, Lusotanii, Getai). Get an alliance with the Lusotanii as soon as you can. They're key to the lengthy conflict with Carthage. If necessary, pay them a token regular tribute to keep them positive with Rome.

With the "civilised" factions, feel free to use diplomats later in the game to bribe away neutral armies. The three Hellenic factions require almost constant maintenance in this regard, preventing any one of Epeiros, Makedonia or Koinon Hellenon taking control is key.

This is actually a really fun mini-game in and of itself, maintaining the balance of power without the sword. If someone does start losing a lot of territory, send a legion there to smash the interloper, and give their settlements back (for free). None of the Hellenic factions will tend to refuse a peace after you've humbled them (if all else fails there's Force Diplomacy), and it gives a general something to do in the slack periods.

Rome never "started" foreign wars (or so they liked to believe). The Senate was deeply suspicious of foreign adventures, or the cost and effort of maintaining overseas territories. Maintaining status quo is defending Rome's interests, so attacking a nation aggressing against it's neighbour in your region is not aggressive, but "defensive" on your part..

Conquest timeline

Conquest of Italy (272BC-260BC)
Your first task is to drive the Epirote invaders out of Italy before the year 272BC closes. Taras must be brought into the Republic! Once that is done seek a peace with Epeiros, demanding a small tribute (less than 1000 mnai) to show they accept their defeat. Then get trading rights with them to restore relations to a more normal keel. Spend 271BC recruiting and restoring your armies to march again.

There are twin targets for 270BC: Bononia in the north and Rhegion in the south. Rhegion is especially important because Roman honour is at stake. Liguria (Segesta) is a difficult one. The Ligurians resisted the Romans for a long time, not being completely pacified until the 1st century BC. Feel free to besiege, but don't take Segesta.

As an option, you may want to take Massilia and put a client ruler in place. Historically Massilia (along with the Greek communities on the north-eastern coast of Spain) was a long-time ally of Rome. When the client ruler there dies, just replace them with another one.


First Punic War (265BC-240BC)
If you're lucky, Qarthadast will have made threatening moves in Sicily by now towards Messana and Syrakousai. It's time to punish these transgressions and come to the rescue of the Mamertines in Messana. 264BC is the time to move, besiege and take Messana (assuming there isn't already a Karthadastim army there, or that they haven't taken it). Depending on the AI behaviour you should now have a few battles to fight in Sicily, but do not take Lilibeo. That won't be yours until the peace treaty of 240BC in which the city should be given to you in return for peace (use Force Diplomacy, or else just take it by siege in 240BC). Instead to force the issue, land a consular army in north-eastern Africa in 255BC and try to bring the Karthdastim to battle. Raid a settlement or two before shipping back to Sicily (Atiqa is a likely target, it revolted in the 250sBC and had to be suppressed by Qarthadast).

In 257BC there's a Qarthadastim Family Member who comes of age. His appearance will spur the AI to action, often he comes out and hires lots of mercenaries to give you a set-piece battle or two.

Resist the temptation to take Syrakousai - it did not become a Roman settlement until 211BC and instead remained independent, but allied. You may besiege it a few times, but never order an assault.

Alalia was taken by the Romans in 257BC, occupied early in the war, although not finally pacified for a long time after. Karali became Roman by revolt in 238BC. You might do this either by Force Diplomacy, or land a praetorian army to take it. You should be able to afford a permanent consular army in Sicily once it is secure.

Raiding Segesta in 238BC and holding it long for a couple of turns should secure the Polybian reforms. Don't hurry to upgrade your MICs and replace the Roman component of your armies. Some time in the 230sBC is timely enough, in time for the next war.

First Illyrian War (229-228BC)
Illyrian pirates have been raiding your shipping routes and taking ransom. Deal with them by taking Segestica and Dalmanion. This will also give you enough funds to maintain a third consular army on a permanent basis.

Campaigns in Cisalpine Gaul (225BC-222BC)

Gallic raids, including an warband that for a brief time threatened Rome until defeated at Telamon spurred more activity in the north of Italy. Everything south of the Alps was secured, using those mountains as a natural barrier, although this region wasn't completely pacified for a long time afterwards. The hardy mountain tribes resisted Roman rule for over a century after these campaigns, and many joined Hannibal's invasion of Italy. Aim for Patavium first, then Mediolanium.

You may need to defend Mediolanium against raids from the Aedui, and possibly even lead a punitive raid into southern Gaul to prevent attacks as a result of taking it. Once their military capacity is reduced, you may have to use Force Diplomacy to get a ceasefire out of them. What you don't want to do is weaken them so much the Arverni become dominant, or worse start a premature conquest of Gaul.

Once Cisalpine Gaul is secure, you can recruit a fourth consular army to station there. Feel free after this campaign to take Segesta, aiming to have it by 218BC.

Second Illyrian War (219-218BC)

No settlements would be taken in this war, look to fight some rebels or bandits.

Second Punic War (217BC-200BC)

This will be the most tumultuous period in the game, and one which will require some pretty heavy use of Force Diplomacy if you want to push the versimilitude element. It will begin with you losing a number of Italian settlements to defection to Qarthadast, but end with recovering them and kicking the Karthadastim out of Spain. It may also stretch your tactical abilities to their limit, involving fighting in Italy, Sicily, Spain, Illyria and Greece. For the strictest adherence to historical record, you'll need to script the appearance of Hannibal's army and use Force Diplomacy to give them Cisalpine Gaul to prevent that army wandering off to Spain. Alternatively, give Cisalpine Gaul and Liguria to whichever of the Gallic factions is the weaker in 218/217, then spawn Hannibal's army later on. If you wish to simulate the losses at Trebia and Ticinus, disband some of the consular army stationed in Cisalpine Gaul.

War in Italy
In 216BC Capua defected after the defeat at Cannae. You may wish to disband all but one of your consular armies in Italy. Use Force Diplomacy to give the settlement to Qarthadast. This might be a good time to script the appearance of Hannibal's army, now that the AI has territory to defend. Capua wasn't recaptured until 211BC after a long siege.

In 213BC Bomilcar landed the only reinforcements Hannibal received from Qarthadast in Locri, in south-western Italy. Spawn a small stack with African troops, cavalry and a unit of elephants somewhere north of Rhegion.

In 212BC Taras defected to Hannibal. Again use a diplomat to gift the settlement to Qarthadast. It wasn't recovered until 209BC.

War in Spain
In 218BC send a consular army to Spain, to fight the Qarthadastim there (a good candidate is the army in Illyria). Take Emporion, which will become the base of your operations. You have license to advance into Edetania and possibly take Arse, but retreat in 215BC back to Lacetania until 210BC.

In 210BC you've got a lot to do in Spain. Land an army of reinforcements for the army in Emporion, along with a promising young general. Your aim is to rapidly sweep down the coast, taking Mastia by 209BC. By 206BC you need to clear the Qarthadastim out of Spain altogether.

War in Sicily

In 213 BC, start the siege of Syrakousai. Later in that year, spawn a Qarthadastim force under Himilco not far from the settlement.


First Makedonian War (215BC-209BC)

Second Makedonian War (200BC-197BC)

Even while Italy was predated on by Hannibal's army, the Romans sought to defend their position in the wider world. Taking issue to Phillip V's opportunistic actions, they declared war on Makedonia. However, this wasn't a war fought directly with Roman troops, but through proxies and allies. Assuming Makedonia is the dominant power in Greece by this time, declare war on them. Hopefully drawing the consular army away from Illyria will tempt them into attacking your settlements there. Draw a praetorian army from your Sicilian army along with a Greek general and gather them in Taras. Then ship them over to Illyria, possibly hiring some mercenaries to fill their numbers out. Your aim here is to tip the balance in the favour of Koinon Hellenon, and provide annoyance value to Makedonia. If you take Makedonian settlements, gift them to Koinon Hellenon, or else hold them until the end of the war and give them back. This is unusual in Roman warfare, but your energies will be consumed with Qarthadast. And another war with Makedonia will avenge this necessary slight on Roman honour.


Turdetani Revolt (197BC)
Baikor

Syrian War (192BC-188BC)

Ligurian Wars (187BC-173BC)

First Celtiberian War (181BC-179BC)

Third Makedonian War (171BC-168BC)

Pillage of Epeiros (167BC)
Epidamnos
Ambrakia

Dalmatia/Pannonian Campaign (157BC-155BC)

Lusitanian War (154BC-138BC)

Second Celtiberian War (153BC-151BC)

Fourth Makedonian War (150BC-147BC)

Third Punic War (149BC-146BC)

Achaean War (146BC)

Third Celtiberian War (143BC-133BC)

Pergamon Bequest (133BC)

mini
04-08-2008, 13:32
Quintus I guess you're the same fellow as on the old RTR board :) I recognize that topic title ;) i was mini/fuzz over there.

Anyway, i sought myself hoarse for your original topic, as i still play with your legion composition and a few of your guidelines, even in my current aar :)

if you want, I have a pdf of the guide from candelarius, which is pretty much a broader update of your guide if i'm not mistaken.

Should you have no backup yourself anymore..

great to see this guide reappear on the EB board!

QuintusSertorius
04-08-2008, 13:35
I have got it somewhere, but to be honest I'm too lazy to copy + edit and it'll be fresher if I write it again. Doesn't take me too long to write when I've got free moments to.

I may refer to Candelarius' guide for the post 133BC stuff on the conquest timeline, I didn't go past then originally. Plus Force Diplomacy gives a realistic prospect of being gifted Pergamon.

Maeran
04-08-2008, 16:13
I've still got a copy of the old guide on my desktop for quick reference. Although over the years and with discovering EB, I have made changes to how closely I follow it. So I am glad to see a rewrite, as this will naturally be updated.

One departure I've made is the institution of a census.
This helps with keeping track of family members, since I only make promotions during the census taking (that's not entirely realistic, but there are so many people to keep track of in a successful republic)

Every 5 years (lustrum) I go from one end of the family tree to the other, assessing each living FM according, mainly, to the age policy and a Consul, Praetor, Tribune scheme. But during this sweep, I make a note of special talents or traits that they may have. This list is not the rank people possess, as a magistracy only lasts for a year except in special circumstances, and as such is over quickly in the game. Instead it is the pool from which my consuls, praetors and tribunes can come.

Talented individuals, like a young Scipio Africanus with lots of influence and command traits can potentially get an early promotion. Also, poor characters with immoral traits and, in particular,a nota censoria, may be demoted, so that an older character may find himself not eligible for a command.

Governorships also follow the census, more for practical reasons than anything else, but a governor can only retain a governorship for two lustra (?) in exceptional circumstances, such as a major war involving his province.

QuintusSertorius
04-14-2008, 13:38
Something which might be of interest to people playing this mod is konny's Roman Allies mod (https://forums.totalwar.org/vb/showthread.php?t=102115) (savegame compatible, it just changes the EDU - though if you've changed the triarii maniple sizes, you might have to do it again).

General Appo
04-14-2008, 19:51
Just like to add, that I think that taking Syrakousai in the First Punic War is justified, simply because it was a staunch Roman ally until around the Second Punic War. By then you can try to make it rebel and re-take it if you like, but Syrakousai was a important trading partner to Rome and as such having it as Eleutheroi is simply wrong to me. You can always protend that the siege never happened, that you just took care of a Syrakousai army and that made them go over to your side, but I just can´t live with Syrakousai being my enemy for 40 years. Also, taking Massalia and installing a L4 Gov might be justified, for even if Rome never conquered Massalia (not until Ceasar anyway) it too was a staunch Roman ally and the Second Punic War just wouldn´t be the same without them.

bigmilt16
04-14-2008, 20:12
Quintus,

Thanks so much for this thread. I just started my new Romani campaign with new, lvl 4 govt. Romanization, and I must say, that it adds a new feeling of "republicanism" and balance too it. Every province has a effective leader, and my treasury doesn't explode out of control, forcing me to make real tough economic choices.

QuintusSertorius
04-14-2008, 20:18
Just like to add, that I think that taking Syrakousai in the First Punic War is justified, simply because it was a staunch Roman ally until around the Second Punic War. By then you can try to make it rebel and re-take it if you like, but Syrakousai was a important trading partner to Rome and as such having it as Eleutheroi is simply wrong to me. You can always protend that the siege never happened, that you just took care of a Syrakousai army and that made them go over to your side, but I just can´t live with Syrakousai being my enemy for 40 years. Also, taking Massalia and installing a L4 Gov might be justified, for even if Rome never conquered Massalia (not until Ceasar anyway) it too was a staunch Roman ally and the Second Punic War just wouldn´t be the same without them.

Ultimately I think it's a question of taste, and there isn't really a right way to do it. We're all acting within the constraints of what the RTW engine will let us do. I prefer to leave those two rebel, and try to prevent anyone taking them either. At a pinch, I might let Massilia go to Koinon Hellenon, and let it and Rhodes be their sole remaining provinces later on.


Quintus,

Thanks so much for this thread. I just started my new Romani campaign with new, lvl 4 govt. Romanization, and I must say, that it adds a new feeling of "republicanism" and balance too it. Every province has a effective leader, and my treasury doesn't explode out of control, forcing me to make real tough economic choices.

Glad you're enjoying it. I have to say client rulers have added a lot of fun to my games, and the guy in charge of Messana is being turned into a damned fine general by the amount of battles he's led against Qarthadast.

General Appo
04-14-2008, 21:43
Hmmm... I´m guessing if you´re allied to the KH and they have both Massalia and Syrakousai that might work, though it´d be hard to arrange, and might require you to take those cities, letting them rebel and then Force Diplomacy an ceasefire and alliance with the KH. In a year or two when I´be finished all my other campaigns I might start a Romani campaign using house-rules similar to yours.

QuintusSertorius
04-17-2008, 02:22
I've been playing some custom battles with Marian legions, and I have to wonder if the setup I've got above is too legionary-rich. They're tough and very cost-effective. Perhaps two units should represent a legion or something (if we're thinking 1:10 scale)?

Bactron
04-20-2008, 11:53
This is great, thanks for making this guide. I will use it in my Roman campaign.:2thumbsup:

FOIBOS
04-22-2008, 13:22
three questions:
-how do you remove fog of war to see the entire map?
-how do you force diplomacy?
-how do you give a region to a faction,give/take money from a faction?

QuintusSertorius
04-22-2008, 15:14
Remove the fog of war with a console command. Bring up the console with the ` or ~ key. type in "toggle_fow".

Force Diplomacy is a mod, it's on the first page of the Unofficial Mods sub-forum.

You give a province away, along with money through the diplomacy screen. You can also give factions money directly through the console (which then doesn't give you a benefit in terms of relations). The command is "give_money [factionname], [value of mnai]". You can give negative money to sap their treasury as well.

Moros
04-23-2008, 21:19
EDIT: woops I posted in the wrong topic.

Midnj
04-23-2008, 21:58
1) Do you find any problems with client rulers taking up FM slots such that at some point down the line you have mostly client rulers and a stunted family tree?

2) I'm pretty use force-diplomacy to give another faction a city is bugged, because the EB script won't create the gov buildings for them so they've effectively been given a useless settlement that costs more to defend than keep.

Pretty sure you need to script in the proper government buildings everytime you give away cities.

Dooz
04-23-2008, 22:16
As far as more client rulers than family members, while that's sure to happen just based on the fact that you're going to have a lot more cities than family members at some point, I don't think it hinders things too much since the members you do have will be having children, and they'll be having children.

Now I can't speak for late-game balance, as I'm only 20 years into a campaign myself, but I expect things to be all right.

QuintusSertorius
04-23-2008, 23:08
1) Do you find any problems with client rulers taking up FM slots such that at some point down the line you have mostly client rulers and a stunted family tree?

2) I'm pretty use force-diplomacy to give another faction a city is bugged, because the EB script won't create the gov buildings for them so they've effectively been given a useless settlement that costs more to defend than keep.

Pretty sure you need to script in the proper government buildings everytime you give away cities.

Client rulers don't take up family member slots; they don't even appear on the tree, nor have children of their own. I've got more young layabouts than I know what to do with, not to mention a constant parade of lackwit suitors dredged from the depths of the Subura.

Most of those I've been giving about already have government buildings in them (albeit damaged ones). Plus I've seen on subsequent re-gifting they've built new ones. I don't think it is bugged.

Midnj
04-24-2008, 00:01
Client rulers don't take up family member slots; they don't even appear on the tree, nor have children of their own. I've got more young layabouts than I know what to do with, not to mention a constant parade of lackwit suitors dredged from the depths of the Subura.

Most of those I've been giving about already have government buildings in them (albeit damaged ones). Plus I've seen on subsequent re-gifting they've built new ones. I don't think it is bugged.

If you give a faction a city with government buildings other than their own in them that doesn't actually help them since they can't use them.

If you have a game going right now, you could check by sending some spies to one of the cities you gifted to the AI with the wrong government buildings and seeing what buildings are inside. You might need to get a really good spy to get into the settlement. Curious if this is the case or not and don't want to screw with my current game to find out.

QuintusSertorius
04-24-2008, 00:10
If you give a faction a city with government buildings other than their own in them that doesn't actually help them since they can't use them.

If you have a game going right now, you could check by sending some spies to one of the cities you gifted to the AI with the wrong government buildings and seeing what buildings are inside. You might need to get a really good spy to get into the settlement. Curious if this is the case or not and don't want to screw with my current game to find out.

Whenever I gift them, I always make a point of destroying the other faction's government buildings (and often their barracks too, using the money cheat to deduct the proceeds from my treasury). Almost always if they lose it again, it has one of their own government buildings in place. I never give them settlements with foreign government buildings in place.

cultist
04-29-2008, 16:55
Great guide,great inspiration,makes you want to play this game forever like a fanatic(naked one)and think of other nations guide inspired by this one

socal_infidel
05-02-2008, 16:59
This is a great guide by the way. Thanks for the effort. I had never played Romani before, in part because I wasn't at all familiar with their historical expansion timeline, army composition, etc.

But with this Guide as a, well guide, I've been enjoying my first Romani campaign. So thanks! I'm just not sure how long I can keep up this facade of the First Punic War. It's only 259 and Carthage really has no army in Sicily worth fighting. I could destroy the army they have camped outside Lilibeo rather easily, but am hoping they get something a bit larger together before acting. In any event, cheers!:2thumbsup:

QuintusSertorius
05-02-2008, 17:23
At that time I switched to using BI as my executable, and Sicily and Sardinia both got invaded a few times, sometimes with pretty big stacks. Otherwise I kept using the console to give them money. At around 257BC a second family member appears in Lilibeo, and then ventures out and hires mercs. It's worth waiting for. In the real war there weren't that many set piece battles, it was mostly lots of raids, skirmishes and sieges of small communities, along with some major naval battles.

lobf
05-02-2008, 21:12
Question, Quintus-

For your Quincunx, do you have your principes close the line between the hastati before fighting begins?

QuintusSertorius
05-02-2008, 21:54
Question, Quintus-

For your Quincunx, do you have your principes close the line between the hastati before fighting begins?

Nope, I wait until the hastati are engaged before directing them to one side or other. Sure my hastati get chewed up a bit (they're always on Guard mode, indeed all my line troops always are), but then when the principes get stuck in the enemy is worn out. Or sometimes I just let the enemy flow into the gaps and meet the principes, where they get muellered.

Here's an example of what my formation tends to look like:

https://img.photobucket.com/albums/v66/Kiero/EB%20screenshots/Sicily%20Battle/SicilyBattle2.jpg

J.Alco
05-02-2008, 23:05
There's one thing about the formation system that bugs me. Obviously EB is still, at the end of it all, a game and it's impossible to be 100% accurate in a game but I've always felt that replicating the Quincux in the way shown above makes the formation appear more like a sieve than a firm battle-line. I remember reading that a Roman republican battle-line would be arranged thus (this is just a quick example):

Ally---Hast---Hast---Ally
---Ally---Hast---Hast---Ally

and so on and so forth for the 2nd and 3rd lines. Meaning that when the enemy line came closer to the Roman army the line would re-arrange itself thusly:

Ally-Ally-Hast-Hast-Hast-Hast-Ally-Ally

I'm wondering, is it possible to simulate this historical unit composition in EB in the following manner:

Ally---Hast
---Hast---Ally

And stretch out the units so that they cover the same ground as when the units are seperated as in the example above. Thus when the enemy army comes close, a little repositioning results in:

Ally-Hast-Hast-Ally

Is this realistically possible? Or would it result be that the units would turn out far too thin and stretched out to be effective in close combat? Would it even be worth the trouble?

QuintusSertorius
05-02-2008, 23:13
Re-arranging your formation on contact with the enemy is a recipe for chaos and defeat. It took hours just to line up in the quincunx in the first place. I agree with Goldsworthy when he says the Romans fought in the quincunx, with the gaps in it. In any case, we don't have enough units to collapse lines on contact.

In real life most lines weren't literal solid lines, there were gaps between units because an unbroken one was impossible to hold when marching, it's just that the spaces in a Roman line were bigger than those other peoples might have.

Given the limitations of how many units you can have in a stack, I think it's better to use one line of units to represent the entirety of that line, rather than several. There simply aren't enough units to have multiple hastati maniples in the first line, multiple principes maniples in the second and so on.

The formation you see in the screenshot has worked time and again, against everything I've thrown it at. The first line always gets badly mauled, they tend to take the bulk of any casualties, but then when the second line gets involved the enemy is worn out. The only annoyance comes with the default formation files, sometimes when you try to move the whole army, it completely messes up the formation pulling them all into one line.

J.Alco
05-03-2008, 11:40
Allright, I'll take your word for it as you've thoroughly tested that formation so if it works, it works.

Out of curiosity, what's the title of Goldsworthy's book you mentioned? Would I be able to find it on Amazon?

QuintusSertorius
05-03-2008, 12:36
Allright, I'll take your word for it as you've thoroughly tested that formation so if it works, it works.

Out of curiosity, what's the title of Goldsworthy's book you mentioned? Would I be able to find it on Amazon?

There's Roman Warfare (a bit short, IMO), lots of useful stuff in In the Name of Rome: The men who won the Roman Empire, and the one I've used for a lot of the early parts of this guide is The Fall of Carthage (also sold as The Punic Wars).

grwn
05-03-2008, 16:41
Hi Quintus :)

I was wondering what kind of strategies you use in sieges, I don't see any of that mentioned, or my eyesight is going worse by the day :inquisitive:

Thanks,
grwn

QuintusSertorius
05-03-2008, 16:57
Hi Quintus :)

I was wondering what kind of strategies you use in sieges, I don't see any of that mentioned, or my eyesight is going worse by the day :inquisitive:

Thanks,
grwn

I haven't really spoken about it in the guide, mostly because I find them boring, but I should make an effort to. Strictly speaking, in the period most places were taken either by starving them out or treachery/surprise rather than direct assault. Professional Hellenic armies had other options, but the Romans weren't up to their levels of skill until deep into the Second Punic War, and most of those skills were lost again when veterans demobilised.

To get to the point, I tend to use a full stack, build four rams (or ladders) and attack from two sides. With wooden walled places, once a gate and wall is breached on each side, I wait a bit for my skirmisers to whittle down the defenders. Then the assault goes in.

With stone walls, I try to get people onto the walls as quickly as possible and seize towers before doing anything else. Once I'm in no danger from tower arrows, I move the rest in.

lobf
05-05-2008, 04:32
So are you going to update post Punic War II?

QuintusSertorius
05-05-2008, 11:13
So are you going to update post Punic War II?

Eventually. :laugh4:

lobf
05-05-2008, 18:52
You better hurry up because I'm just about to start it!

paullus
05-05-2008, 23:03
What about rules for engaging in battle? These come to mind, how do they sound?

Don't use skirmishers on the front line if the enemy a) doesn't have skirmishers on its front line AND b) is neither intimidating by its quality nor by its numbers nor by its advantageous position

Don't deploy on high ground to tire the enemy unless one or more of the following are true:
a) the enemy is intimidating by its quality or numbers,
b) the nature of the battlefield yields no other option.

Pursue routers.

Timoleon
05-09-2008, 13:49
There's Roman Warfare (a bit short, IMO), lots of useful stuff in In the Name of Rome: The men who won the Roman Empire, and the one I've used for a lot of the early parts of this guide is The Fall of Carthage (also sold as The Punic Wars).
If you think "Roman Warfare" is a bit short, then there is "The Complete Roman Army" of the same author which is COMPLETE indeed!
I've just finished reading "In the Name of Rome" and I think it is one of the best books on roman history.
Also consider another of Goldsworthy's books, "Caesar: Life of a Colossus". Great biography and rich in battle details and tactics in 1st century BC.

@Quintus Sertorius
Do you enslave the towns of the Italian peninsula that you are conquering? Or you just occupy them and build a Type IV Government immediately?

QuintusSertorius
05-09-2008, 14:51
I rarely enslave anywhere, it's just not worth the hassle of all the additional population in your governed settlements. Better one problem settlement that takes a while to settle down than lots of trouble at home. I always occupy and install type IV (though not in Ariminium, that goes straight to type I).

I will, however make an exception on the no enslaving rule in Greece when I eventually conquer that. Same for when Carthage is finished off too.

ServiliusAhala
05-11-2008, 17:43
Ultimate guide:2thumbsup:

||Lz3||
05-13-2008, 02:53
looking forward to the update...

||Lz3||
05-13-2008, 03:05
oh an another thing , how do you make hannibal's army to appear
:help:

thanks in advance :beam:

QuintusSertorius
05-13-2008, 15:20
oh an another thing , how do you make hannibal's army to appear
:help:

thanks in advance :beam:

I tried, unsuccessfully (https://forums.totalwar.org/vb/showthread.php?t=102665)to have him appear with a spawn script.

Gaias
05-14-2008, 07:58
I tried, unsuccessfully (https://forums.totalwar.org/vb/showthread.php?t=102665)to have him appear with a spawn script.



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Second Punic War: Hannibal in Italy;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event CharacterTurnStart FactionType egypt
and I_TurnNumber = 225
and not I_LocalFaction egypt

spawn_army
faction egypt
character, Hannibal ofcarthago, named character, command 0, influence 0, management 0, subterfuge 0, age 31, , x 105, y 124
unit carthaginian cavalry generals bodyguard, exp 7 armor 1 weapon_lvl 1
unit iberian missile balearic slinger, exp 3 armor 0 weapon_lvl 0
unit iberian infantry light caetratii, exp 4 armor 1 weapon_lvl 1
unit iberian infantry loricati scutarii, exp 4 armor 1 weapon_lvl 1
unit african skirmisher javelinmen, exp 5 armor 0 weapon_lvl 0
unit african skirmisher javelinmen, exp 5 armor 0 weapon_lvl 0
unit celtic infantry gaesatae, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaesatae, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
unit carthaginian infantry aanatim afrikanim aloophim, exp 6 armor 1 weapon_lvl 1
unit carthaginian infantry aanatim afrikanim aloophim, exp 6 armor 1 weapon_lvl 1
unit carthaginian infantry dorkim afrikanim aloophim, exp 7 armor 1 weapon_lvl 1
unit celtic cavalry brihentin, exp 0 armor 1 weapon_lvl 1
unit celtic cavalry brihentin, exp 0 armor 1 weapon_lvl 1
unit iberian cavalry heavy lancearii, exp 4 armor 1 weapon_lvl 1
unit african missile cavalry numidian, exp 5 armor 0 weapon_lvl 0
unit african missile cavalry numidian, exp 5 armor 0 weapon_lvl 0
end
console_command give_trait "Hannibal ofcarthago" GoodTactician 3
console_command give_trait "Hannibal ofcarthago" LogisticalSkill 2
terminate_monitor
end_monitor

Try this modified version of the script that you had created.

https://img218.imageshack.us/img218/3264/hannibalinitalyac8.th.jpg (https://img218.imageshack.us/my.php?image=hannibalinitalyac8.jpg)

QuintusSertorius
05-14-2008, 10:45
Bit late for my game, Gaias, but hopefully others following this guide will get some utility out of it. Thanks!

||Lz3||
05-14-2008, 22:05
Ill try it later... when I get there... I just hope I dont screw anything up :sweatdrop:


Quintus when you are really overwhelmed by enemy numbers do you still use classical tactics? or do you use more... effective tactics... l

QuintusSertorius
05-15-2008, 00:21
Quintus when you are really overwhelmed by enemy numbers do you still use classical tactics? or do you use more... effective tactics... l

I still use classical tactics. Honestly, I don't find them "less effective" with the armies I recruit. The only way they would be is if I was recruiting stacks of principes and accensi.

Check out my AAR (https://forums.totalwar.org/vb/showthread.php?t=101893); I've still not lost any battles I didn't mean to using classical composition and tactics. Even in repeat battles against multiple stacks it still works. There've been some hard battles that turned on a single event (usually the killing of the enemy general), but it works.

Timoleon
05-15-2008, 09:22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Second Punic War: Hannibal in Italy;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event CharacterTurnStart FactionType egypt
and I_TurnNumber = 225
and not I_LocalFaction egypt

spawn_army
faction egypt
character, Hannibal ofcarthago, named character, command 0, influence 0, management 0, subterfuge 0, age 31, , x 105, y 124
unit carthaginian cavalry generals bodyguard, exp 7 armor 1 weapon_lvl 1
unit iberian missile balearic slinger, exp 3 armor 0 weapon_lvl 0
unit iberian infantry light caetratii, exp 4 armor 1 weapon_lvl 1
unit iberian infantry loricati scutarii, exp 4 armor 1 weapon_lvl 1
unit african skirmisher javelinmen, exp 5 armor 0 weapon_lvl 0
unit african skirmisher javelinmen, exp 5 armor 0 weapon_lvl 0
unit celtic infantry gaesatae, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaesatae, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
unit celtic infantry gaeroas, exp 0 armor 0 weapon_lvl 0
unit carthaginian infantry aanatim afrikanim aloophim, exp 6 armor 1 weapon_lvl 1
unit carthaginian infantry aanatim afrikanim aloophim, exp 6 armor 1 weapon_lvl 1
unit carthaginian infantry dorkim afrikanim aloophim, exp 7 armor 1 weapon_lvl 1
unit celtic cavalry brihentin, exp 0 armor 1 weapon_lvl 1
unit celtic cavalry brihentin, exp 0 armor 1 weapon_lvl 1
unit iberian cavalry heavy lancearii, exp 4 armor 1 weapon_lvl 1
unit african missile cavalry numidian, exp 5 armor 0 weapon_lvl 0
unit african missile cavalry numidian, exp 5 armor 0 weapon_lvl 0
end
console_command give_trait "Hannibal ofcarthago" GoodTactician 3
console_command give_trait "Hannibal ofcarthago" LogisticalSkill 2
terminate_monitor
end_monitor

I think Hannibal should have more command and influence. Maybe command 5 and influence 10 (so as to have much more bodyguards than 40)?

In which file and where should I place this script?
Thanks for this script! This gives another prospective on my current roman campaign that is close 230 BC! :beam:

QuintusSertorius
05-15-2008, 09:43
I think Hannibal should have more command and influence. Maybe command 5 and influence 10 (so as to have much more bodyguards than 40)?

In which file and where should I place this script?
Thanks for this script! This gives another prospective on my current roman campaign that is close 230 BC! :beam:

I think putting the numbers in to his stats there won't actually have any effect - you need to boost them through the traits he has.

This goes in the EBBS.txt script. It's in data\scripts\show me how\

Timoleon
05-15-2008, 12:23
OK, thanks!



I think putting the numbers in to his stats there won't actually have any effect - you need to boost them through the traits he has.
Which traits should I give him in order to boost influence? My aim is to increase the number of his bodyguards.

AlexanderSextus
05-18-2008, 06:12
Quintus, how can i give money to Makedonia in the console so it doesnt get eaten up by epeiros???

also, is there a way that i can use the console to give Pella back to Makedonia?

QuintusSertorius
05-19-2008, 13:46
Quintus, how can i give money to Makedonia in the console so it doesnt get eaten up by epeiros???

add_money macedon, 10000

Or however much you want to give them. I think the limit on one command is 40000, so if you want to give them more, you have to do it multiple times.


also, is there a way that i can use the console to give Pella back to Makedonia?

You can't, you have to use Force Diplomacy and a couple of diplomats to do that.

||Lz3||
05-21-2008, 20:36
so If i were to start an historical campaing... do you recommend using medium difficulty? cause it seems that you're having a bad time micro managing all factions...

there is a way to change difficulty on midgame...(and also unit size) I've used it successfully already :2thumbsup:


it's a program...
http://www.twcenter.net/forums/downloads.php?do=file&id=448

but ... I havent tried it on EB...:sweatdrop:

Timoleon
05-24-2008, 00:51
Try this modified version of the script that you had created.

Gaias, I've tried this script, but nothing happend. Hannibal didn't appear...
I've been playing with alex.exe, does it have anything to do with it?

Can you upload your EBBS_SCRIPT.txt to try it, to see if I've made some kind of error in editing mine?

QuintusSertorius
05-24-2008, 01:30
Oh, if anyone is actually waiting on an update to continue their game, there's a thread with a historically accurate timeline (https://forums.totalwar.org/vb/showthread.php?t=102295) in it, which is in essence what I'm writing up.

Tarkus
06-10-2008, 18:23
I have to say client rulers have added a lot of fun to my games, and the guy in charge of Messana is being turned into a damned fine general by the amount of battles he's led against Qarthadast.

Great guide, Quintus!!
So "the guy in charge of Message" is a client ruler, right? I assume you've eliminated the client ruler movement penalty issue from the earlier versions? Did you do it manually in the appropriate file (sorry, don't remember which one) or did the posted fix take care of it for you?

I'm at 193BC in a 1.0 Romani campaign and I still can't get my client rulers to move out of their settlements...they remain stuck despite my attempt at fixing the issue :wall:.
I like your house rules regarding Romanization but I don't know how realistic this is if I can't allow my client ruler to go forth and sally or otherwise fight...

Medical Toaster
06-10-2008, 19:09
Client rulers are not mobile (although they can sally) in EB 1.0. You need to use EB 1.1 for client rulers to be mobile(but slow.)

QuintusSertorius
06-10-2008, 23:59
Great guide, Quintus!!
So "the guy in charge of Message" is a client ruler, right? I assume you've eliminated the client ruler movement penalty issue from the earlier versions? Did you do it manually in the appropriate file (sorry, don't remember which one) or did the posted fix take care of it for you?

I'm at 193BC in a 1.0 Romani campaign and I still can't get my client rulers to move out of their settlements...they remain stuck despite my attempt at fixing the issue :wall:.
I like your house rules regarding Romanization but I don't know how realistic this is if I can't allow my client ruler to go forth and sally or otherwise fight...

I'm in 1.1 now, so they can move a bit (it's been fixed, although there is a problem with them interloping in the optimised scripts). But the guy in question was mostly just defending Messana against sieges. He proved capable enough not to need my main army nearby to rescue him.

Roka
08-04-2008, 18:17
Try this modified version of the script that you had created.

https://img218.imageshack.us/img218/3264/hannibalinitalyac8.th.jpg (https://img218.imageshack.us/my.php?image=hannibalinitalyac8.jpg)

how do i make this script work?

cheers...

lobf
08-05-2008, 22:45
how do i make this script work?

cheers...

I tried and was unsuccessful. I ended up shipping a FM with as few units attached to him as I could find and shipped him to Italy, where I used create_unit in the console to make that army. I think that's what Quintus did too.

Is the initial post ever going to get any more detail, BTW?

Roka
08-05-2008, 23:07
I tried and was unsuccessful. I ended up shipping a FM with as few units attached to him as I could find and shipped him to Italy, where I used create_unit in the console to make that army. I think that's what Quintus did too.

Is the initial post ever going to get any more detail, BTW?

cool, does hannibal barca spawn anyway? as in is he a character that, obviously providing one of his ancestors doesn't die, is born?

Fondor_Yards
08-07-2008, 00:03
No, he's not in it.

QuintusSertorius
08-11-2008, 14:26
I think the Victory Conditions mod is a necessary part of following this guide. It's not perfect, but it at least encourages the AI factions to head in the right direction.

lobf
08-11-2008, 19:09
I think the Victory Conditions mod is a necessary part of following this guide. It's not perfect, but it at least encourages the AI factions to head in the right direction.

I guess you missed my question. Is the initial post ever going to get any more detail, Quintus? It seemed to drop off after your Romani AAR died, but I would personally love to see it updated for my future campaigns.

QuintusSertorius
08-12-2008, 09:53
I guess you missed my question. Is the initial post ever going to get any more detail, Quintus? It seemed to drop off after your Romani AAR died, but I would personally love to see it updated for my future campaigns.

It's one of those things I do intend to get round to, just keep getting sidetracked with other things. I haven't had time to play EB either, lately.

lobf
08-14-2008, 23:17
I figured, and I know how that is. I eagerly await more content.

JNR
01-17-2009, 19:35
Great guide, though I prefer to change history :D However I want to have a typical roman army just because they work well. I also want to start battles in manipular order, so I need two Triarii maniples, but when I tried to change the EDU, it's always resetted when I start EB next time... I saved the file and after starting (and quitting) the game the Triarii have 162 units again, which is also displayed in the EDU. Is there a way to solve this problem? I just want to have half-sized Triarii maniples :(
Would be kind if somebody can help me :)

JNR

Olimpian
01-17-2009, 19:57
Change the EDU in EB/sp game edu backup.

JNR
01-18-2009, 02:11
Thanks :) Now it works. Is there a way to add units per cheat? So I could revome the old Triarii units and add new ones...

Olimpian
01-18-2009, 11:35
add_unit <city or general name> "<internal name of unit>". In your case: add_unit Roma "roman infantry polybian triarii" (Roman generals' internal names are tricky, better just use cities) Also, for extra info, add_unit? or ?add_unit (can't exactly remember which) console command wiill further explain.

Macilrille
01-18-2009, 14:53
This is nice, but I see you adhere to Badian et al's interpretation of Roman imperialism, saying, "Extermination is rare. Only two settlements were razed to the ground (and in the same year - 146BC), Kart-Hadast and Korinthos."

This is definately not true. I recommend reading W. V. Harris; "War and Imperialism in Republican Rome", Oxford, 1976.
Though a bit old and though some scepticism is definately necessary reading this as well as other accounts and original sources (Source Criticism is what differentiates History from fiction), he has some points on the mentality of Romans and their treatment of the conquered. And he lists several instances where subjugated cities and populations were massacred by Romans, even in the Hellenistic world where the good Quintus maintains Romans behaved benevolently.

Good job on the guide though, this sort of thing is exactly what we need in order to not just conquer everything in two generations.

JNR
01-18-2009, 17:00
add_unit Roma "roman infantry triarii early"

This command actually doesn't work... :( But no problem, I'll just cheat the money to build new ones and delete the old ones^^

General Appo
01-18-2009, 22:43
Ahem. It should be:

create_unit "Roma" "roman infantry triarii early"

Sarkiss
04-09-2009, 11:52
could someone post a "guide" on how to reduce a unit of triarii for dummies?
i always did it in RTR but that was ages ago. i can see recruitment cost but not sure which entry is to do with number of soldier.

thanks

V.T. Marvin
04-09-2009, 15:12
Quite simple, just change this

soldier roman_infantry_triarii, 40, 0, 1.2
into this

soldier roman_infantry_triarii, 20, 0, 1.2

You could also half the cost and upkeep by changing this

stat_cost 1, 1524, 381, 30, 40, 1524
into this

stat_cost 1, 762, 191, 30, 40, 1524
Have fun!:2thumbsup:

miotas
04-11-2009, 19:12
In the files "Rome - Total War\EB\Data\export_descr_unit"

and "Rome - Total War\EB\sp game edu backup\expot_descr_unit"

For those who didn't know.

They can be edited with notepad, but notepad++ or "crimson editor" would be better choices

And remember to BACKUP!

Sarkiss
04-12-2009, 12:26
thanks guys! :thumbsup:

delablake
04-30-2009, 21:28
Bingo! Thanks a lot!

cosmyn12
03-13-2010, 09:59
cool guide but idk who are the Achaeans? Where is thei homeland or provinces

Ludens
03-13-2010, 13:19
cool guide but idk who are the Achaeans? Where is thei homeland or provinces

Wikipedia (http://en.wikipedia.org/wiki/Achaean_League) is your friend.

JinandJuice
03-20-2010, 17:51
I've been tracking this thread for a while now, and I've noticed that we've never had the historical Marian formations updated. Are we planning to do this at all?

froogle_king
07-21-2010, 05:59
where do you get allied units such as the Samnite, Lucanian, Bruttium, Ligurian or Gallic infantry for your socii alae? the only way i've seen is by generals recruiting mercenaries.

Hakomar
07-25-2010, 04:12
Unfortunately, it would seem the creator of this guide has dissapeared off the face of the .org.

Mediolanicus
07-25-2010, 11:56
where do you get allied units such as the Samnite, Lucanian, Bruttium, Ligurian or Gallic infantry for your socii alae? the only way i've seen is by generals recruiting mercenaries.

Lukanians for the Romans are indeed mercenaries. The rest are just regional units (in Samnium, Bruttium, Liguria and Celtic regions).

Alexandros Megas
09-17-2010, 03:13
Hello to everybody. I am a new member of the forum. I want to play the campaign with the romani in a historical point of view. However, I would like to recreate a legion from the camillan times, but if I update the MICs to recruit for example the Equites Extraordinarii (to reproduce a consular army), when I reach the conditions of the Polybian reform, I can't update the MIC (these cavalrymen are only recruitable in the last MIC). Anybody had had this same problem?.

My second question is about the second punic war. I`ve seen a script to recreate the presence of Hannibal in Italy, but many people couldn't reach this goal. So, I thought in a console command. Is it possible to create a unit or a general for another faction with a console command? And give him good traits (as logistics for example)? In the same manner, for the first punic war, I saw that carthaginians DON'T create a strong navy to fight against the romans. Can I give them several units of ships to fight against them?

For the moment I will begin a new campaign with the romani, until reach the polybian reforms, without update the MIC.

Thanks a lot for your attention and for your answers.


Edition: I discovered the first question. I used the console command: add_unit Roma "roman cavalry auxilia equitesextraordinarii" to recruit them without the MIC and the command: add_money seleucid, -3088 to pay the cost of their recruitment. I have still the other question without solve.

QuintusSertorius
09-22-2010, 01:20
Unfortunately, it would seem the creator of this guide has dissapeared off the face of the .org.

I genuinely did for a long while, life got in the way. :)

I go through fits and starts with computer games, I have weeks of frantic activity then months (or even occasionally as long as a year) of not playing any game at all. I'm also now the father of a nearly-four-month old daughter, which impacts my free time. A lot.

Having gotten on a Master of Magic kick lately (cheap from Good Old Games), I've been looking back at EB again. Though I'd have to do a thorough optimise job on my creaky old shuttle PC to make it playable, as I did last time.

Anyway, to answer the question about the post-Marian reforms, I never got round to it, and never really got a good answer from anything I was reading as to how the allied part of the formation would be involved (besides the obvious taking the flanks inside the cavalry wings).

anubis88
09-22-2010, 10:27
Well i can say that your guide has become highly referenced on this forum and on the TWC as well. When a debate on Roman armies or house rules starts, posting the adress of your thread is usually the first answer.

Too bad you weren't active so long... You could become popular ;)

Africanus
09-22-2010, 17:32
I genuinely did for a long while, life got in the way. :)

I go through fits and starts with computer games, I have weeks of frantic activity then months (or even occasionally as long as a year) of not playing any game at all. I'm also now the father of a nearly-four-month old daughter, which impacts my free time. A lot.

Having gotten on a Master of Magic kick lately (cheap from Good Old Games), I've been looking back at EB again. Though I'd have to do a thorough optimise job on my creaky old shuttle PC to make it playable, as I did last time.

Anyway, to answer the question about the post-Marian reforms, I never got round to it, and never really got a good answer from anything I was reading as to how the allied part of the formation would be involved (besides the obvious taking the flanks inside the cavalry wings).

Ave Quintus!

Seeing as you just popped back in, I would just like to thank you for your wonderful guide. Your army composition and general gameplay suggestions have really increased the enjoyment of this mod for me, and your AAR was also fine reading. Congrats on the new daughter as well!

QuintusSertorius
09-23-2010, 00:24
Someone was asking about the post-Marian "historical" army, I had one here (https://forums.totalwar.org/vb/showthread.php?102279-What-would-a-historically-accurate-post-Marian-army-look-like).


Huge unit scale does a reasonable 1:10 ratio to real life, thus a "full stack" of around 2500 troops is about equivalent to a real army of 25,000. Thus a legion should only be around 4-5000 men, and thus 400-500 soldiers (ie two to three units).

I'm thinking that a legion should basically be thus:
1 x First cohort
1 x Cohor reformata
1 x "Veterans" - either evocati or antesignani

That gives you a legion of around 500-ish men, or 5000 multiplied up in scale. Each legion would merit the addition of a single unit of skirmishers, and perhaps one of cavalry and one artillery for every two legions present. Having a first cohort in each legion adds to survivability quite a bit, and having one of veterans in each adds flexibility.

As an option, perhaps a unit of allied line infantry for every legion as well.

Thus a two-legion army would be thus:
1st Legion
1 unit of First Cohort
1 unit of cohors reformata
1 unit of antesignani

2nd Legion
1 unit of First Cohort
1 unit of cohors reformata
1 unit of cohors evocata

Support
1 unit of Scorpions/arrow throwers

Allies
1 unit of allied javelin-men
1 unit of allied slingers or archers
1 unit of allied cavalry
Optional: 2 units of allied close-order foot

Plus a general and perhaps a legate/tribune for 11 or 12 units as a "full stack" (or up to 14 if you're including some allied infantry). You might just squeeze in a third legion if you were going with one general.

Perdiccas
11-16-2010, 11:12
thanks for the guide.

seems like there is lots of down time playing this way. how do you groom your FM's without constant expansion. seems like there will be lots of attuned governors and supervisors.

Lysimachos
11-16-2010, 12:22
thanks for the guide.

seems like there is lots of down time playing this way. how do you groom your FM's without constant expansion. seems like there will be lots of attuned governors and supervisors.

It is true that you can't expect lots of extraordinary generals, when following the guide, but you shouldn't really need them. Since you are expanding slowly, you will only have a limited number of armies in the field and the troops at your disposal should be good enough not to need a more than decent general.

QuintusSertorius
11-16-2010, 13:28
It is true that you can't expect lots of extraordinary generals, when following the guide, but you shouldn't really need them. Since you are expanding slowly, you will only have a limited number of armies in the field and the troops at your disposal should be good enough not to need a more than decent general.

Indeed, to be honest the quality of the general doesn't matter that much, and that's also part of the additional difficulty. You might have a provincial governor who's been fighting a lot and turned into an exceptional general, but when his time is up he has to go back to Rome and might be replaced by an incompetent proconsul or propraetor.

Perdiccas
11-16-2010, 19:20
Indeed, to be honest the quality of the general doesn't matter that much, and that's also part of the additional difficulty. You might have a provincial governor who's been fighting a lot and turned into an exceptional general, but when his time is up he has to go back to Rome and might be replaced by an incompetent proconsul or propraetor.

in an earlier post you mentioned letting your young FM serve as cavalry in the legions. do they actually get any benefit in game for this?

e.g. i have and 17 year old FM with pretty good traits except he is of doubtful courage. will making him charge repeatedly eventually erase this trait?

or is your suggestion just for historical purposes and not game purposes?

ty

QuintusSertorius
11-16-2010, 19:24
in an earlier post you mentioned letting your young FM serve as cavalry in the legions. do they actually get any benefit in game for this?

e.g. i have and 17 year old FM with pretty good traits except he is of doubtful courage. will making him charge repeatedly eventually erase this trait?

or is your suggestion just for historical purposes and not game purposes?

ty

Historical purposes, largely. I have occasionally seen trait stuff from secondary commanders activities, but most of those things accrue to the general.

Monk29
03-23-2011, 16:30
QuintusSertorius,

Just started playing EB, and I can't believe I missed this MOD until now. Hope there are still some eyes reviewing this thread.

I have been, to the best of my ability, trying to stay true to this guide. I am currently approaching the Marian Reforms (about 6 years out...I think lol).

I was hoping you could depict, as you did with Camillian and Polybian disposition, the Marian reforms formation with your recommended units.

I appreciated the work you put in balancing historical composition between units in the game. However, I think my problem is properly deploying the in-game units vs. historical deployment (my historical "knowledge" is limited to what I could scrounge on the internet). From what I have gathered, Marian era fought in lines, as u have stated (although I interpret that to mean units shoulder to shoulder, 3-4 rows deep). After running some custom battle tests, I am struggling to develop strong lines. This struggle en composes individual unit formation and where to place units based on your recommended composition.

In the previous eras, I maintained the quincunx formation, with my infantry in square formation as per SFraser's "Guard Mode : The Art of Fighting in Formation". This formation during game play has been tough as nails to break. Square formation seems to allow the roman infantry to perform at their best, while stretching to rows of 3-4 (with guard mode enabled), leads to disaster. I want to keep working within your historical framework, while balancing out the "game-isms".

Thanks for any help, and a fantastic guide.

QuintusSertorius
03-24-2011, 01:35
CTDs tended to prevent me reaching the Marian reforms, so I was only ever able to test them out in Custom Battles. I deployed them in a quincunx same as the Polybian ones (though in reality that was only one of a number of formations they used) with allied foot on the flanks and the Romans down the middle.

TheLastDays
04-28-2011, 21:41
Well, first of all, thanks for the guide and the work and effort you've put into it. I am trying to follow it on certain parts like FMs traits (who's eligible for command, governing etc...)

The only thing I am not following is historical expansion, when playing the game I like to create an alternate history, so I just go with the policy of the Res Publica and take what the AI gives me... I'll see how it goes as in this campaign I haven't gotten to far yet, but for example I of course took southern Italy first, for obvious reasons, then made peace with Pyrrhus and waited... Then I had a rebel stack spawn near Arretium next to the border of Liguria so I attacked it with my consular army, it retreated towards Segesta and I followed and engaged. The battle drew the garrison out and together they outnumbered me quite a bit. I deployed in classical formation and took heavy casualties, mostly the Hastati and allied infantry was slaughtered but even the Principes were decimated a good bit before I could rout them and take them out (which was on the death of their general and I stall had those damn naked fanatics fighting on...) - also my cavalry was slaughtered, including most of my tribunes bodyguard (he survived luckily), my General stayed out of battle for the most part...

So afterwards I took the city since there was no garrison left and razed it for the support for a raiding army and slaughter of good Romans... it's just one example... I have taken Bononia on a similar reason but without razing as it was very different and now I will probably set out for Greece to keep ever expanding Pyrrhus in check. They have taken out a lot of Macedon and the KH so I'll need to restore balance, giving most conquered settlements back to the KH and Macedon but probably keeping the Illyrian coast ;)

So... I do have a question, when deploying in the classical formation I find it hard to "pin" the enemy to just fight my Hastati initially. They just swarm throught the holes, flank and attack my reserve troops... any experience on keeping them from doing that?

QuintusSertorius
04-28-2011, 23:42
So... I do have a question, when deploying in the classical formation I find it hard to "pin" the enemy to just fight my Hastati initially. They just swarm throught the holes, flank and attack my reserve troops... any experience on keeping them from doing that?

You want them to swarm into the gaps - they make themselves locally outnumbered and outflanked by doing so. Put your hastati on guard mode and they'll last a lot longer. Though the Camillian troops you start with aren't anywhere near as survivable as the Polybian ones who replace them.

Klemens
04-29-2011, 03:18
You want them to swarm into the gaps - they make themselves locally outnumbered and outflanked by doing so. Put your hastati on guard mode and they'll last a lot longer. Though the Camillian troops you start with aren't anywhere near as survivable as the Polybian ones who replace them.

It should be added that, to quote Keppie, The Making of the Roman Empire.

"Battle would be opened by the velites, who attempted to disorganize and unsettle enemy formations with a hail of javelins. Having done this they retired through the gaps in the maniples of the hastati and made their way to the rear. The maniples of the hastati now reformed to close the gaps, either by each maniple extending its frontage, thus giving individuals more room in which to handle their weapons, or, if the maniple was drawn up two centuries deep, the centurio posterior would move his centuria to the left and forward, thus running out and forming up alongside the centuria of the centurio prior in the line itself."

What I usually do is click on all my hastati, drag from the leftmost unit to the rightmost to create a single line. To make sure there's depth in the line I space out my hastati to be cohort length apart, in a square like formation. This is just for role playing purposes as in Rome Total War friendly units can run through even the tightest formation.

Here are screenshots to demonstrate, my army is based off Quintus' guide.

http://filesmelt.com/dl/2011-04-28_000012.jpg (http://filesmelt.com/)

Layout of the legion, noticed that the third rank is refused so if the main attack fails, the triarii will have time to form into a solid line.

http://filesmelt.com/dl/2011-04-28_00002.jpg (http://filesmelt.com/)
http://filesmelt.com/dl/2011-04-28_000031.jpg (http://filesmelt.com/)

The skirmishers disorder the ranks with javelin showers and than retreat.

http://filesmelt.com/dl/2011-04-28_000041.jpg (http://filesmelt.com/)

Solid line formed, the units are put in a defensive position to pin the Epeirote phalanx.

http://filesmelt.com/dl/2011-04-28_00005.jpg (http://filesmelt.com/)

Flanking actions with the legionary, rolling up the line.

http://filesmelt.com/dl/2011-04-28_00009.jpg (http://filesmelt.com/)

Sensing victory, all reserves are thrown in.

http://filesmelt.com/dl/2011-04-28_00011.jpg (http://filesmelt.com/)

Finally the route.

What you can't see from these screenshots is the defeat of my cavalry forces, to prevent disaster my triarii were used as spear men, guarding the flanks of the heavy infantry and routing the Greek horsemen.

TheLastDays
04-29-2011, 09:11
Wow thanks for the answers and the screenshots.

Yea, I also try to pull the skirmishers back through the gaps, for RPing, even though they could just run through the lines... on the other hand they do mess up the formation a bit and that sometimes makes problems when the line is on guard mode, so it actually makes some sense to draw them through the gaps...

So, I assume you're usually using your cavalry to screen the flanks? 'Cause the way I understood it, is that if everything went according to plan, the Triarii or even the Principes wouldn't even see battle? Correct me if I'm wrong, please

One more question: Is there a way to save a formation so I don't have to spend all the time in deployment to put them into it and can just make slight adjustments to terrain? Obviously the whole thing goes way smother on flat, empty terrain, it gets complicated with broken up hills and wood...

EDIT:


You want them to swarm into the gaps - they make themselves locally outnumbered and outflanked by doing so. Put your hastati on guard mode and they'll last a lot longer. Though the Camillian troops you start with aren't anywhere near as survivable as the Polybian ones who replace them.

Yeah I know but that will have to wait a bit longer... As long as I don't see any reason to attack the Carthies (i.e. expansion somewhere in Europe), I won't get any Polybians...

Klemens
04-29-2011, 13:03
I used my cavalry to aggressively defeat the enemy horsemen but the attack failed on both flanks and my equites routed so I had to use my triarii to hold off the Epeirote horsemen before I could be hammer & anvil'd.

Against a barbarian faction it's plausible for the first line to route the enemy, but against a phalanx you have a few minutes to outflank it with reserves before any cohorts in front of it route. It's also true that you won't have to put principes or triarii into the fight if your own cavalry can flank the phalanx.

To save a formation on the march, you have to make sure it's not too spaced out and uneven but has symmetry, select all your units and hold down alt than right click where you want the formation to go. To see if it's going in the right direction hold down space and it'll highlight where units are going. If your army is uneven the game will make them form into a straight line.

TheLastDays
04-29-2011, 14:31
Sorry, if I was unclear, I know about the way to move them in formation, what I meant is, is there a way to save a custom formation, so I can just use it when deploying into battle?

Klemens
04-29-2011, 16:55
There's no way to save a formation unless you alter the script, Jirisys' mod pack has a roman manipular formation but it's still not the same as the one I used.

https://forums.totalwar.org/vb/showthread.php?132461-Jirisys-Europa-Barbarorum-Mega-Mod-Pack-for-EB-1.2

TheLastDays
05-03-2011, 20:03
Ok thanks... one more question, for now, to QS... What are you doing with all these client rulers after their cities change gov type? Do you just put them in the countryside and let them die of old age?

Lysimachos
05-05-2011, 06:58
Ok thanks... one more question, for now, to QS... What are you doing with all these client rulers after their cities change gov type? Do you just put them in the countryside and let them die of old age?

Personally, I wait with the gouvernment change until the client ruler dies. It has the practical advantage that you don't have to find a use for him and from a roleplaying perspective the death of the ruler provides a reasonable cause for structural changes opposed to just force him out of office.

vollorix
05-05-2011, 08:59
Once the client ruler becomes corrupt, or starts liking strangers ( kind of under suspicion trait of the greeks - proxenos ), or has developed some nasty traits - in short, everything that stands against the ideal phylosiphy of your "state", you will get the reason to remove him from his position; "invite" him to your capital ( boarding a ship specifically sent for this purpose - an "honor" ^^ ) and let some pirates intercept it ;) There are plenty of possibilities to find an apropriate reason for changes if you want to roleplay this.

SimonB1er
05-11-2011, 03:35
:help: How do i recruit allied troops for the war with Epirus at the start of the campaign? I don't have enough money to hire all those mercenaries... What do guys do??
Thanks

The_Blacksmith
05-11-2011, 10:25
:help: How do i recruit allied troops for the war with Epirus at the start of the campaign? I don't have enough money to hire all those mercenaries... What do guys do??
Thanks

Well, the only way to get Samnites and Butanians are mercs OR waiting for Factional MIC to reach lvl 4... and that takes time... OR you can invade Lingua and make a lvl 4 gov and upgrade local MIC to lvl 3...

TheLastDays
05-13-2011, 08:29
Well in the beginning I didn't have allied heavy infantry... I basically recruited Samnite Medium Spearmen from Capua, I think the factional MIC for that is already there or it's just one update. Then I either hired Bruttian or Lucanian merc infantry (they're both not too expensive) - later on I'd use the Bruttian or Lucanian infantry (Bruttian then recruitable from Rhegion, Lucanian still merc) as light infantry. Samnite Heavies as allied heavy infantry.

SimonB1er
05-17-2011, 17:33
On the first few turns, how do you organize your armies?

econ21
05-18-2011, 15:56
On the first few turns, how do you organize your armies?

I love this guide but early on, I find there is not enough money to hire a lot of men and create the kind of full stack Consular army that is sketched out. But on VH/M you don't need such full stacks very early on. One of the two half stacks you start with is sufficient to take Taras and is nicely balanced, quite close to the historical composition of a legion. I add a young FM as the Tribune, then - when funds allow - beef up the stacks with an extra hastati, principes and triarii to get the right proportion for a legion. One half stack heads north (Bononia or whatever it is called); one south (Rhegion). If I had the money, I would flesh them out with allies, but right now I don't have the money or see the need. I can rationalise it along the EB team's lines that Roman Italian allies would fight in the Roman manner (and thus be represented by your Roman units).

I will move to full stacks, about half allied, when I leave Italy and start facing draining encounters with multiple AI stacks.

Ibn-Khaldun
05-18-2011, 23:01
As Roma I actually never recruit Bruttians or Lucanians. In history they fought against Rome so I usually roleplay that they can not be trusted and thus I never rcruit them. Instead I use Samnites whose area of recruitment is a bit closer to my 3 main recruitment centers(Rome, Capua, Arretium). Also, Samnites look a lot cooler than Lucanians or Bruttians. ~:)

The_Blacksmith
05-20-2011, 00:01
As Roma I actually never recruit Bruttians or Lucanians. In history they fought against Rome so I usually roleplay that they can not be trusted and thus I never rcruit them. Instead I use Samnites whose area of recruitment is a bit closer to my 3 main recruitment centers(Rome, Capua, Arretium). Also, Samnites look a lot cooler than Lucanians or Bruttians. ~:)

The Samnites fought abainst the romans too... i think its 3 or 4 wars?

any ways, i like the bruttians :D

Lysimachos
05-20-2011, 08:13
The Samnites fought abainst the romans too... i think its 3 or 4 wars?

any ways, i like the bruttians :D

Almost everyone fought the romans at one point or another :-)

Randal
05-26-2011, 11:53
I was hoping you could depict, as you did with Camillian and Polybian disposition, the Marian reforms formation with your recommended units.

Bit late to the party, but I did manage to reach the Marian reforms a decade or so ago in my game. I'm nowhere near as thorough as QS is, but here's how I've been using the new troops:

First of all, my Marian armies are less standarised and more varied than my Polybian forces were.

Second of all, as far as I know Marian armies continued to deploy in solid blocks of infantry. Narrow lines may or may not have been used at some point, but there's plenty of documentary evidence either way. For example at Pharsalus Caesar deployed his legions in a shallow formation to prevent outflanking by Pompey's superior numbers, while Pompey deployed his inexperienced troops in a very deep formation to stiffen their resolve.

The core "building block" of my armies is a legion, now represented by a First Cohort and two Reformed Cohorts. This roughly corresponds to the old legion. The cohorts' larger unit size makes up for the lack of velites so there's roughly the same number of men in the old legion as in the new. One or even both ordinary cohorts can be replaced by Evocata to represent veteran forces, though I rarely do this. My reasons are shallow: legions look much cooler if they're all dressed in red.

My Marian armies consist of between 2 and 4 of these legions, depending on the circumstances, available forces and the theatre of war.
The 4 legion armies are almost purely Roman, just adding auxiliary cavalry and skirmishers from wherever they're available. This is similar to the forces Caesar (some of the time) fielded in Gaul: Roman infantry with Gallic, Numidian, German and Spanish cavalry and Germanic skirmishers in support.
A 3 legion army would also include some allied heavy infantry, generally (but not always) higher-end to represent troops outfitted with Roman equipment just like the Marian cavalry auxilia. (Neitos, Galatikoi Kuarothoroi) Many of my armies in my Syrian campaign were composed like this, and it fits most sources that mention the Romans employing various allied troops without going into too much detail about their role and composition.
A 2 legion army makes up about half of a composite allied force and generally has an allied general leading a consistent army of his native troops. For example, in the recent war between Pergamon (Roman ally, type 4 government) and Phrygia (Actually the remnants of the Seleucid empire, but I preferred to roleplay it as just another small kingdom in Asia minor at this stage) I fielded a Greek-style army of hoplites, peltasts, hippeis, Cretan archers and a Greek general supported by 2 legions and a Roman praetor.

Any Roman force is led by a Roman general and can be supported by a few light scorpiones and antesigani. Unfortunately I haven't really worked out a way to use the latter very effectively, and I can't find any sources stating how they were used historically either. I've had minor success using them like Triarii, or just in the first battle-line possibly supporting allies, but since I can't find a historical use for them I'm now phasing them out slowly.

As for tactics, they're flexible. A Marian legionary army can deploy in 2, 3 or 4 battle-lines, usually still in chequerboard formation. An independent allied army would be formed up on one side of the battlefield, with skirmishers and cavalry spread out more evenly.

If there is allied heavy infantry incorporated I sometimes use a tactic similar to Agricola in Scotland. (And, funnily enough, like Agricola in the post just above mine. Perhaps not a coincidence) The allied infantry gets deployed as a solid, thin first line with archers behind and skirmishers in front, with the legions in a double chequered line behind those. Cavalry on the flanks or behind the last line as usual. (Flanks is historical but will cause the AI to behave unhistorically) I'm not sure if this formation was already used in the late republic, but it's proven very effective as the allies take the brunt of the impact and hold the enemy up and the Romans can then carefully reinforce them and counter-attack, breaking the enemy. Allied troops are sometimes better at forming a thin line like that than Romans are, and if they get bled in the process... well, they're not Romans.

If no allied heavy infantry is available, legionary cohorts can also be drawn up as a first line, but this is risky. Screening them with skirmishers is important to stop cavalry, in particular heavy Greek or Eastern cavalry from wreaking havoc on the lines. The Ptolemaic army with 4 Hetairoi bodyguard units showed me how bad that can be...

Anyway, I hope that's of some help, and if any of you guys know ways to make my tactics more historical I'd love to hear them.

econ21
05-27-2011, 15:06
Any Roman force is led by a Roman general and can be supported by a few light scorpiones and antesigani. Unfortunately I haven't really worked out a way to use the latter very effectively, and I can't find any sources stating how they were used historically either. I've had minor success using them like Triarii, or just in the first battle-line possibly supporting allies, but since I can't find a historical use for them I'm now phasing them out slowly.

I have not got to the Marian reforms, but reading EB material, one idea I picked up was using the antesigani on the flanks, behind the cavalry, to provide support for them. Throughout history, interspersing infantry with cavalry has often given an edge. The Romans, if played with historical army composition, may be relatively inferior in cavalry and so it could be particularly useful for them. I believe that at Pharsallus, Caesar deployed some veteran infantry behind the cavalry on his right flank to help defeat Pompey's horse, which outnumbered his.

Randal
05-27-2011, 20:02
That's a good idea and does make a kind of sense, but I don't recall reading anything about it being done.

At Pharsalus, Caesar formed a fourth line behind his cavalry with cohorts drawn from his third line, leaving that at half strength. They were regular line-infantry, not special veteran forces. They may have been equipped with the hasta, though I've read contradicting reports.

In other battles I've read that Caesar's German auxiliary cavalry was supported by light infantry this way, but that'd refer to skirmishers which the antesigani are not. Also, being auxiliary forces they were supported by their own native light foot units, not by Romans. It seems a bit strange for the Romans to send their elite legionaries among their allied horse...

As for Roman cavalry inferiority, that varied... sometimes they had quite a strong cavalry contingent.

A problem with this tactic more related to EB and the RTW engine is that if you put cavalry on your flanks as was done historically, the enemy send half their infantry battle-line (namely spearmen) haring off to try and chase down your cavalry. Not historical, and it actually weakens their chances as they now have insufficient infantry left to hold their centre.

For this reason I often deploy my cavalry behind my lines and only send them to engage the enemy horsemen as they try to strike my flanks. A bit less historical looking at the start of the battle, but far more logical results. It also works pretty well. In a recent battle my 3 squadrons of Thrakian Auxiliary cavalry did me particularly proud by destroying three squadrons of Carthaginian Sacred Band bodyguard cavalry. Roman cavalry tends to be pretty good in an anti-cavalry role.

Still, I'll give this a try, see what results I get.

Rhilanth
05-30-2011, 10:30
I've been trying this guide and enjoy it immensely. There is just one thing I'm not sure how to do. I'm about to start the Second Punic War, and I want to spawn Hannibal's army. I'm just not sure how to do that, or spawning any armies for that matter. Could someone please provide a link or otherwise easy to follow step by step process on how to do that? Also, if someone has the time or wants to help, how should Hannibal's army be composed?

Ibn-Khaldun
05-30-2011, 11:22
The easiest way is to pick a Carthaginian FM and use create_unit command to spawn units into his army. Then move him to Italy.

Rhilanth
05-31-2011, 04:09
Ok, that sounds good, but umm.... how do I do that exactly? How do I use the "create_unit" and move command? Do I need coordinates? How do I get them? Thanks for the help I appreciate it!

Ibn-Khaldun
05-31-2011, 07:33
1. Check the export_descr_unit.txt file for the unit ID's like these: iberian skirmisher cavalry equites caetratii, carthaginian infantry aanatim leebim etc.

2. Pick a general who you want to become the next "Hannibal". Preferably, he has a uniqe name because otherwise there will be name conflict with another FM with the same name.

3. Now just type this: create_unit "Your FM's name" "carthaginian infantry aanatim leebim" 1 1 1 1
The first number after units ID is the number of units you want to create. Maximum is 5.
The next one is experience. Maximum is 9.
The last two are armour and weapon upgrades.

4. To move your FM to the right place first put a cursor on the tile where you want to move him.

5. Open console and type: show_cursorstat
This gives the coordinates.

6. To move your character type this: move_character "Your FM's name" 12 34
Numbers are the coordinates you got.

If all works well then you just created a new Hannibal!

Hope this helps! ~:)

Rhilanth
06-01-2011, 01:10
Great, thank you! This is exactly what I was looking for! Ok, I'll go try this out sometime in the near future when I get some extra time.

Vlixes
07-22-2015, 15:12
This guide should be sticky.

l5c4sl3m0s
07-30-2020, 20:06
Very helpful your guide. I started a campaign with Rome today, and your guide has become the basis of my campaign, it is very worthwhile to follow him if you want to do a campaign with a historic achievement schedule. Force diplomacy is crucial to this.