DoofusMagnus
10-28-2007, 00:37
Could a moderator review this thread and sticky it on whatever board he or she deems appropriate? Please do not lock it, however, as I would like players with more experience to be able to add further tips to help out new players. Thank you.
This guide is not meant to be comprehensive, and is only meant to serve as a starting point for those who have experience with vanilla Rome: Total War, and are looking for the basic changes in mechanics and faction information. For more in-depth information, please see the FAQ (https://forums.totalwar.org/vb/showthread.php?t=84854) and starting guides stickied in these forums, as well as the faction pages, which are reached through the Europa Barbarorum homepage.
Gameplay
-The suggested difficulty combination is Very Hard and Medium.
-When the advisor asks you to turn on the "background script," do so. You will need to turn it on every time you play the game to enjoy all the new features of EB.
-Your faction's victory condition can be found in-game in your faction info scrolls.
-EB combines all the military training structures into one, the Military Industrial Complex (MIC). Click here (https://forums.totalwar.org/vb/showthread.php?t=73928) to find out more.
-EB uses Goverment buildings to determine the level of a province's assimilation into your nation; click here (https://forums.totalwar.org/vb/showthread.php?t=58666) to find out more.
-To play the game as intended, you must destroy goverment buildings in a territory that you have never owned once you capture it (these buildings will be at 99% damage), and then build your own.
-If you have two campaigns saved using different peoples, completely quit the game before switching between them, or your goverment buildings will be destroyed.
Factions - listed below are all the playable factions of EB, with their challenge level, equivalent in R:TW or their general location if new, and a brief description of their units.
Aedui - Challenging - Gauls - Strong close-combat infantry, but limited cavalry.
Arche Seleukeia - Very Challenging - Seleucid Empire - Successor army with powerful selection of phalanxes, heavy cataphract cavalry, and elephants.
Arverni - Challenging - Gauls - Strong close-combat infantry, but limited cavalry.
As'Sab'yn wal'Jau (Saba) - Challenging - Kingdom of present-day Yemen - Mix of urban and tribal infantry, good Arabian cavalry, and Ethiopian troops.
Baktria - Challenging - Central Asian kingdom - A mix of many versatile types of infantry and cavalry, with powerful Indian elephants.
Casse - Very Challenging - prominent British tribe - Old fashioned by effective, mixture of lightly armoured troops supported by champions and charioteers.
Epeiros - Challenging - Kingdom of Greek general Pyrrhus - Hoplites and pike phalanxes, plus powerful cavalry elephants and Illyrian levies.
Getai - Challenging - Dacia - Flexible close-combat infantry including falxmen with cavalry support.
Hayasdan - Nigh-impossible - Armenia - Horse archers including armored cataphract archers and decent mountain infantry.
Karthadastim - Moderate - Carthage - Flexible selection of African and Iberian units, plus powerful elephants.
Koinon Hellenon - Challenging - Greek alliance - Many hoplite phalanxes and missile support, but limited cavalry choice.
Lusotana - Very Challenging - Iberia (Spain) - Ambushing specialists with good light skirmishing infantry and cavalry; access to more varied and heavier regional units.
Makedonia - Challenging - Macedon - Successor rmy with hoplites and pike phalanxes plus powerful cavalry.
Pahlava - Very Challenging - Parthia - Cavalry, including horse archers and powerful armoured cataphracts; weak infantry.
Pontos - Nigh-impossible - Pontus - Flexible army of light infantry, phalanxes, heavy cavalry, and chariots.
Ptolemaioi - Challenging - Egypt - Successor army with pike phalanxes plus powerful cavalry, elephants, and some native troops.
Romani - Moderate - Rome - Flexible mix of legionary infantry and various supporting auxiliary troops, limited early cavalry.
Saka Rauka - Nigh-impossible - Scythia - Master horsemen and archers but almost no early melee infantry, later access to Indo-Greek units.
Sauromatae - Very Challenging - Sarmatia - Master horsemen and archers but almost no melee infantry.
Sweboz - Challenging - Germania - Specialist close-combat infantry, with limited selection of cavalry.
This guide is not meant to be comprehensive, and is only meant to serve as a starting point for those who have experience with vanilla Rome: Total War, and are looking for the basic changes in mechanics and faction information. For more in-depth information, please see the FAQ (https://forums.totalwar.org/vb/showthread.php?t=84854) and starting guides stickied in these forums, as well as the faction pages, which are reached through the Europa Barbarorum homepage.
Gameplay
-The suggested difficulty combination is Very Hard and Medium.
-When the advisor asks you to turn on the "background script," do so. You will need to turn it on every time you play the game to enjoy all the new features of EB.
-Your faction's victory condition can be found in-game in your faction info scrolls.
-EB combines all the military training structures into one, the Military Industrial Complex (MIC). Click here (https://forums.totalwar.org/vb/showthread.php?t=73928) to find out more.
-EB uses Goverment buildings to determine the level of a province's assimilation into your nation; click here (https://forums.totalwar.org/vb/showthread.php?t=58666) to find out more.
-To play the game as intended, you must destroy goverment buildings in a territory that you have never owned once you capture it (these buildings will be at 99% damage), and then build your own.
-If you have two campaigns saved using different peoples, completely quit the game before switching between them, or your goverment buildings will be destroyed.
Factions - listed below are all the playable factions of EB, with their challenge level, equivalent in R:TW or their general location if new, and a brief description of their units.
Aedui - Challenging - Gauls - Strong close-combat infantry, but limited cavalry.
Arche Seleukeia - Very Challenging - Seleucid Empire - Successor army with powerful selection of phalanxes, heavy cataphract cavalry, and elephants.
Arverni - Challenging - Gauls - Strong close-combat infantry, but limited cavalry.
As'Sab'yn wal'Jau (Saba) - Challenging - Kingdom of present-day Yemen - Mix of urban and tribal infantry, good Arabian cavalry, and Ethiopian troops.
Baktria - Challenging - Central Asian kingdom - A mix of many versatile types of infantry and cavalry, with powerful Indian elephants.
Casse - Very Challenging - prominent British tribe - Old fashioned by effective, mixture of lightly armoured troops supported by champions and charioteers.
Epeiros - Challenging - Kingdom of Greek general Pyrrhus - Hoplites and pike phalanxes, plus powerful cavalry elephants and Illyrian levies.
Getai - Challenging - Dacia - Flexible close-combat infantry including falxmen with cavalry support.
Hayasdan - Nigh-impossible - Armenia - Horse archers including armored cataphract archers and decent mountain infantry.
Karthadastim - Moderate - Carthage - Flexible selection of African and Iberian units, plus powerful elephants.
Koinon Hellenon - Challenging - Greek alliance - Many hoplite phalanxes and missile support, but limited cavalry choice.
Lusotana - Very Challenging - Iberia (Spain) - Ambushing specialists with good light skirmishing infantry and cavalry; access to more varied and heavier regional units.
Makedonia - Challenging - Macedon - Successor rmy with hoplites and pike phalanxes plus powerful cavalry.
Pahlava - Very Challenging - Parthia - Cavalry, including horse archers and powerful armoured cataphracts; weak infantry.
Pontos - Nigh-impossible - Pontus - Flexible army of light infantry, phalanxes, heavy cavalry, and chariots.
Ptolemaioi - Challenging - Egypt - Successor army with pike phalanxes plus powerful cavalry, elephants, and some native troops.
Romani - Moderate - Rome - Flexible mix of legionary infantry and various supporting auxiliary troops, limited early cavalry.
Saka Rauka - Nigh-impossible - Scythia - Master horsemen and archers but almost no early melee infantry, later access to Indo-Greek units.
Sauromatae - Very Challenging - Sarmatia - Master horsemen and archers but almost no melee infantry.
Sweboz - Challenging - Germania - Specialist close-combat infantry, with limited selection of cavalry.