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Difference between revisions of "User:Welsh Dragon/sandbox"

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{{Culture
 
{{Culture
 
|image=
 
|image=
|Name= Carthage
+
|Name= Rome
 
|Game=[[Total War: Rome II]]
 
|Game=[[Total War: Rome II]]
|Cultural Group= Hellenic
+
|Cultural Group= Roman
 
|Playable Factions= Yes
 
|Playable Factions= Yes
 
}}
 
}}
Line 10: Line 10:
  
 
==Culture Traits==
 
==Culture Traits==
* Mercenary Armies: -25% mercenary upkeep costs
+
 
* Phoenician Trade Heritage: +15% wealth from all commerce buildings
+
* Roman Legions: +2 recruitment slot in all your provinces
 +
* Marching Orders: +15% movement range for all armies
  
 
==Factions:==
 
==Factions:==
  
===Carthage - Barcid Dynasty===
+
===Rome - House of Cornelia===
* Loyal Troops: +15% morale for all mercenary units  
+
* All Will Serve: -50% upkeep cost for all auxiliary units  
* Pioneers: +15% movement range for all armies and fleets
+
* Cultural Assimilation: -50% public order penalties due to the presence of foreign cultures
===Carthage - Hannonid Dynasty===
+
 
* Administrators: +5% tax rate
+
===Rome - House of Julia===
* Statesmen: Minor diplomatic bonus with all factions (cultural affinity)
+
* Barbarian Subduers: +15% melee attack during battles against barbarian tribes
===Carthage - Magonid Dynasty===
+
* Romanisation: +6 to cultural conversion
* Iron Fist: -50% resistance to foreign occupation
+
 
* Phoenician Prowess: +3 experience ranks for ship recruits
+
===Rome - House of Junia===
 +
* Agrarian Wisdom: +30% wealth from agricultural buildings
 +
* Founding Fathers: Public order bonus (maximum of +6) from presence of Latin culture
  
 
==In game:==
 
==In game:==
  
* Cultural Traits allow for a powerful economy based on trading and commerce buildings, and reduces upkeep for the Mercenary armies needed to defend and expand it.  
+
* 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.
* Start with several settlements and two Client States, spread out across North Africa, Sicily, Corsica, the Balearic Islands and southern Spain, giving easy access to the Western Mediterranean but making for a very challenging campaign start.  
+
* 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.)
* Have a small roster of their own largely Hellenic influenced units (including elephants,) but can also draw from a large array of mercenaries. Cultural traits, technologies, army traditions and character skills reduce the usually high recruitment and upkeep cost of mercenary units, making mercenary heavy armies not just viable but recommended.
+
* 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.
* Instead of separate factions, faction choice decides which party the player will use to lead the Carthage faction, with each having different Faction Traits.  
+
* Instead of separate factions, faction choice decides which party the player will use to lead the Rome faction, with each having different Faction Traits.  
  
 
==In history:==
 
==In history:==
  
* The trading and maritime powerhouse of the Western Mediterranean.
+
* The dominant power on the Italian peninsula.  
* Major rival of both Rome and Syracuse, they fought multiple conflicts with Rome in this era, known as the Punic Wars.  
+
* 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.
* Probably most famous for Hannibal Barca, who lead Carthage's army in the Second Punic War, marched elephants across the Alps and inflicted multiple defeats upon Rome that would scar the Roman conscience for centuries.
+
* 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.

Revision as of 03:40, 14 July 2019

Welsh Dragon/sandbox
Name: Rome
From Game: Total War: Rome II
Cultural Group: Roman
Playable Factions: Yes


Overview:

Culture Traits

  • Roman Legions: +2 recruitment slot in all your provinces
  • Marching Orders: +15% movement range for all armies

Factions:

Rome - House of Cornelia

  • All Will Serve: -50% upkeep cost for all auxiliary units
  • Cultural Assimilation: -50% public order penalties due to the presence of foreign cultures

Rome - House of Julia

  • Barbarian Subduers: +15% melee attack during battles against barbarian tribes
  • Romanisation: +6 to cultural conversion

Rome - House of Junia

  • Agrarian Wisdom: +30% wealth from agricultural buildings
  • Founding Fathers: Public order bonus (maximum of +6) from presence of Latin culture

In game:

  • 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.
  • 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.)
  • 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.
  • Instead of separate factions, faction choice decides which party the player will use to lead the Rome faction, with each having different Faction Traits.

In history:

  • The dominant power on the Italian peninsula.
  • 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.
  • 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.