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| {{Culture | | {{Culture |
| |image= | | |image= |
− | |Name= Rome | + | |Name= |
| |Game=[[Total War: Rome II]] | | |Game=[[Total War: Rome II]] |
− | |Cultural Group= Roman | + | |Cultural Group= |
| |Playable Factions= Yes | | |Playable Factions= Yes |
| }} | | }} |
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| ==Culture Traits== | | ==Culture Traits== |
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− | * Roman Legions: +2 recruitment slot in all your provinces | + | * Cultural Trait 1 |
− | * Marching Orders: +15% movement range for all armies | + | * Cultural Trait 2 |
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| ==Factions:== | | ==Factions:== |
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− | ===Rome - House of Cornelia=== | + | ===Faction A === |
− | * All Will Serve: -50% upkeep cost for all auxiliary units | + | * Trait A1 |
− | * Cultural Assimilation: -50% public order penalties due to the presence of foreign cultures | + | * Trait A2 |
| + | ===Faction B=== |
| + | * Trait B1 |
| + | * Trait B2 |
| + | ===Faction C=== |
| + | * Trait C1 |
| + | * Trait C2 |
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− | ===Rome - House of Julia=== | + | ==In game:== |
− | * Barbarian Subduers: +15% melee attack during battles against barbarian tribes
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− | * Romanisation: +6 to cultural conversion
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− | ===Rome - House of Junia===
| + | * Brief explanation of Culture Traits effects. |
− | * Agrarian Wisdom: +30% wealth from agricultural buildings | + | * Brief overview of campaign start positions, factors. |
− | * Founding Fathers: Public order bonus (maximum of +6) from presence of Latin culture | + | * Brief overview of roster characteristics. |
| + | * Some other aspect of this culture which is relevant. |
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− | ==In game:== | + | ==In history:== |
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− | * Cultural Traits increase unit recruitment capacity, allowing for rapid recruitment of whole armies and navies in just a few turns, and allow armies to move further on the campaign map each turn. | + | * One sentence about who they are. |
− | * Starts with control of much of central and southern Italy, with easy access to the central Mediterranean, allowing for multiple avenues of expansion. Also controls both a Wonder (Mount Vesuvius, which gives faction wide bonuses to agricultural income and unit morale,) and a Special Region (Roma, which increases income and army recruitment capacity in the Italia province.) | + | * Historical fact 1. |
− | * The Roman roster comes in two parts. A core roster of Roman units recruitable in any province with the main military recruitment building path and with a focus on melee infantry. And a much larger Auxiliary roster, recruitable from the auxiliary recruitment building path, which draws from the local populace of a province. The exact auxiliary units available to be recruited depend on the native culture of the province. This creates a roster which is both very versatile, but also largely dependent on what provinces the faction controls.
| + | * Historical fact 2. |
− | * Instead of separate factions, faction choice decides which party the player will use to lead the Rome faction, with each having different Faction Traits. | |
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− | ==In history:==
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− | * The dominant power on the Italian peninsula.
| + | [[Category:TWR2 Cultures]] |
− | * Though Rome may have started as collection of settlements on the banks of the Tiber river, in this era it would expand to become an empire stretching from the Atlantic Ocean to the Persian Gulf. It's influence on many aspects of the world we live in remains to this day, for example the use of Latin in certain professions, such as the law.
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− | * The Roman military's strengths lay not only in its organisation, discipline and strict tactical doctrine, but also its ability to adapt to change. It adopted the weapons of its enemies, such as the famous gladius (full name “gladius hispaniensis” or “Hispanic sword”,) a short stabbing sword designed to thrust into the enemy to injure or kill. It also adopted those enemies themselves, drawing auxiliaries from other conquered peoples.
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