Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Total War: Rome 2 - Faction Guide (Rise of the Republic)
By Ragnar
This guide gives an overview of the Rise of the Republic Campaign looking at the different factions and how they play.
   
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Introduction
This guide gives an overview of each faction in the Rise of the Republic campaign. This campaign is set many years before the Grand Campaign and so there is minimal similarity between factions in each game.
Campaign Overview
This campaign is set in 399BC, at the beginning of the Roman Republic and it represents the diverse cultures that occupied the Italian peninsula from civilsed Greeks to barbarous Gauls. There are several distinct aspects to this campaign which differs from the Grand Campaign.

Government Actions
There are no government types in this campaign and instead each faction has unique Government Actions that can be enacted to provide flavourful benefits. These range from civil and military bonuses to event chains and spawning armies.

Event Chains
All factions have event chains that provide tangible benefits to the campaign. For example, the Greek factions provide support to different city states in the Peloponnese War and can end up receiving a powerful general as a reward.

Native Recruitment and Mercenaries
Every faction in this campaign can can recruit native units from twenty one local areas on the campaign map. These are around 40 native army units and these will include early units from playable factions from that area. The only native naval units available are from the Carthaginian area and they include the most powerful ships in the game.

Many of the native units plus higher quality units are avalable as Mercenaries, often for very cheap costs. These can often be used to bolster forces during the campaign.

Military Technology
Representative of an earlier period and a smaller geographical area, the militaries of the factions are more limited than the Grand Campaign. In particular:
  • There are no pike units, few long range archers, no shock cavalry and relatively few missile cavalry options.
  • Cavalry is more expensive compared to the Grand Campaign
  • Artillery is not widespread and needs to unlocked by technology. Syracuse has early access while some factions never get access to it.
  • Navies are smaller and do not contain 6s or Heavy Raiders. Capturing Carthage provides access to powerful Sacred Band 6s.

Garrisons
Garrison forces are a lot stronger than in the base game which means that taking settlements requires more force and planning.
Rome
Rome is a Latin faction and is the namesake of this campaign. It starts small and relatively weak and must leverage all its tools to survive and fulfil its destiny. Militarily it is has more in common with the Greeks, however technology unlocks the Manipular system that is more familiar.

Unique Mechanics
The city of Rome has a two stage siege system where after the first siege is completed, a second army has to be fought, representing an assault on the Capitoline Hill. This provides an extra layer of survivability to the faction.

The second mechanism is the Reforms of Camillus, a late military technology that transitions the military from an older hoplite model to a more flexible system with Hastati, Principes and Triarii.

Government Action
Elect Consuls to provide bonuses to the two highest gravitas generals.
  • 4 food to local province
  • -20% agent success chance
  • +3 gravitas/turn
  • +4 PO/turn to local province
  • +10% morale for all units
  • +10 loyalty to party
  • First Consul only: -25% land unit recruitment cost to local province
  • Second Consul only: -20% construction costs to local province
Appoint one of the three highest gravitas generals to be Dictator to receive bonuses and public order factionwide.
  • -20% agent success chance
  • +40% campaign range
  • +5 PO/turn all provinces
  • +5 gravitas/turn
  • +30% replenishment rate
  • +20% morale for all units
  • +20 loyalty to party

Recruitment Progression
Army
Rome has a single Barracks recruitment line with four level. Capital and settlements allow very basic units.
  • The first two levels provide a reasonable array of units: slingers, light hoplites, unarmoured melee cavalry, swords, javelins
  • Level 3 unlocks heavier hoplites, swords, javelins and javelin cavalry. Artillery are unlocked when the technology enables them.
  • The final level brings elite hoplites and melee cavalry.

Navy
The Port chain has two branches, a civil line that provide food and wealth, and a military line that provides all naval recruitment.
  • The first two levels provide sword 2s and javelin 3s
  • Level 3 provides hoplite 4s and good javelin 5s
  • The final level provides elite hoplites

Reforms of Camillus
When the Reforms of Camillus are unlocked, hoplite units are replaced by non-hoplite spearmen, and sword units units are replaced by pilum throwing versions.

Old Unit
Reform
Light Hoplites
Hastati
Italian Swordsmen
Rorarii
Centuriae
Principes
Ensis Centuriae
Ensis Principes
Veteran Centuriae
Triarii

Summary
Rome starts as a small faction with Greek/Etruscan style units. Their early armies rely on hoplite warfare with some modest sword infantry. Their initial melee infantry is outclassed by Samnite and Gallic infantry; the reforms help balance the situation somewhat.
Tarchuna
Tarchuna is an Etruscan faction that at this time historically was undergoing a period of ascendancy in its and would not come to be dominated by Rome until well after the time period of the campaign. Etruscan civilisation was quite advanced and strong economically and there are many factions that can be confederated over the course of the game.

Unique Mechanics
Tarchuna's capital is of supreme importance and you will instantly lose the campaign if you lose the capital at any point.

Settlement and building upgrades are unique for this faction. Most buildings have 6 levels rather than the usual 4 and have very high construction costs. For example, the Oracle of Laran costs 68000 to build. Economy will have to be a focus for progression with this faction.

Additionally, most minor settlement buildings are not independently upgradable. Instead, their effects reflect the level of the equivalent building in the province capital. Combined with the high cost to upgrade, this means that it is more cost effective to upgrade wholly owned provinces over part owned ones, and to specialise provinces in one or two areas. The building chains that operate this way are: settlements, temples, industry, farming and military recruitment. It also means that minor settlements cannot be upgraded without owning the province capital.

Government Action
Tarchuna has a single Government Action which is to organise a summit, the Fanum Voltumnae, which provides a meaningful boost to an aspect of the campaign for 4 turns. Examples include army movement range boosts or trade tariff increases.

Recruitment Progression
Army
There is a single army recruitment chain which must be in the capital to be upgraded. At level 4 it forks into two subchains both of which recruit the same units, however one provides attribute boosts while the other provides cost reduction.
  • The first three levels provide relatively light units: archers, javelinmen, light spearmen, light cavalry and medium axe warriors. Settlements provide slingers and light swordsmen.
  • The fourth level provides good hoplites, medium sword infantry and javelin cavalry
  • Level five provides strong melee cavalry and artillery if the technology is researched
  • The final level provides elite hoplites and chariots.

Navy
There are three port subchains at level 4: food, trade and military. The latter provides more unit options although decent archer 3s are available from the others.
  • The first three levels provide sword and spear 2s, slinger 2.5s and archer 3s
  • The fourth level provides hoplite 2s and sword 4s
  • Level five provides archer 5s
  • The final level provides elite hoplites 4s

Summary
Tarchuna is an unusual faction with complexity to their building model. The high costs for buildings has two impacts, firstly that economy is critical and secondly that upgrades will be centralised on safer core provinces. Economic strength will also provide ready access to mercenaries while you build up to better unit recruitment from the fourth tier onwards.

Armies will be relatively light for some time given how expensive tier four recruitment buildings are. Their armies rely on hoplites supported by missiles, cavalry and modest melee infantry. Etruscan hoplites are ready mercenaries in home areas and these will be essential.
Syracuse and Taras
These two Greek factions represent the more advanced cultures on the Italian peninsula, with a focus on technology and economy. Their army style is based around hoplite infantry and missiles, while their navies are some of the strongest in the campaign.

Unique Mechanics
As Greeks, both of these factions have more experienced naval recruits with greater campaign movement range which enables them to have impact over a wide area. The map has a large number of port settlements which provide great targets for Greek navies

They also both share an event chain that relates to conflict back in Greece between Athens, Sparta and Corinth. Each decision provides benefits with a tradeoff. At the conclusion of the event chain a major benefit is bestowed on the faction such as a powerful general joining your faction.

Syracuse
Historically the ruler of Syracuse, Dionysius I, was known as a tyrant who made heavy use of mercenaries and an innovator of siege warfare. The first of these is represented by them having an extensive factional mercenary pool as welll as building chains to boost the replacement rate of mercenary units in the pool. Syracuse's innovation in sieges is provided by this faction having easier access to the technology that unlocks artillery units allowing them earlier use in campaign.

Government Action
Syracuse
There is a single government action which is the sending of a colonist expedition to distant lands. This triggers an event chain whereby the decision on where to settlement affects the bonuses provided to the faction.
Taras
Taras has two options for government actions, one which automatically unlocks an available technology, the other which provides military or civil benefits for a period of time. Unlocking technology instantly gets more powerful the later in the campaign you are.

Recruitment Progression
The Greek factions have very efficient recruitment buildings, with just a single land unit chain and one port chain which provides food, income and naval recruitment. Ports in particular are quite valuable for these factions. Syracuse can build secondary land unit chain which increases mercenary replenishment but provides no recruitment.

Army
Greeks have a single Barracks recruitment line with four levels, while Syracuse can build secondary land unit chain which increases mercenary replenishment. Capital and settlements allow militia units.
  • The first two levels provide slingers, archers and decent hoplite infantry
  • The third level unlocks artillery, melee and missile cavalry and Tarantine/Sicilian Peltasts.
  • The final level brings elite hoplites and either strong missile cavalry (Taras) or large artillery (Syracuse)

Navy
The Port chain has a single line that provides food, income and recruitment, making ports very valuable for Greeks
  • The first two levels provide spear 2s, and archer and slinger ships
  • The third level unlocks strong hoplite 4s
  • The last level bring archer 5s and elite hoplite 4s. Taras gets javelin 5s while Syracuse gets artillery ships - the only ones in the campaign.

Summary
Greek armies will typically be built around a strong hoplite core supported by missile units, especially the melee capable peltasts. They also are the only factions with horse archers, albeit limited in shooting capability. Navies are a strength of this faction and the single chain ports provide only benefits.

Syracuse has the best artillery in the campaign and the only artillery ships. Their vast mercenary pool means that they can bring varied armies when required.

Taras has strong multi role units in Tarantine Peltasts and Cavalry as well as the best hoplites available to playable factions.
Samnites
The Samnites are an Italic tribe that inhabit the mountains. Part of the oldest inhabitants of the peninsula, these people fought often against the Romans and are thought to be the reason for the latter adapting their military system to be more flexible than the Greek hoplite model.

Unique Mechanics
The Samnites were felt to be masters of using terrain to their advantage and this is represented by their armies receiving bonuses in Normal stance based on the terrain they are in.
  • Forest: +10% missile damage and +15% attack range for archers
  • Plains: +15% charge, 12% movement speed for all units
  • Hills and Mountains: +10% melee defense for all units

Government Action
The sole action available to the Samnites is the Ver Sacrum ritual which immediately spawns an army at their capital. The units are light swords, spears and slingers.

Recruitment Progression
Army
The Samnites have two recruitment chains: the Warrior Lodge for infantry and the Horse Farm for cavalry. Capital and settlements allow basic units.
  • Levels one and two provide slingers, javelins, light spears, light and medium swords and light melee cavalry
  • The third level unlocks armoured spearmen, frenzied swords and horse skirmishers. When technology allows, artillery is available.
  • The final level brings the famed Linen Legion and the Silver Infantrymen, armoured spears and ferocious swords.

Navy
The Port chain has two branches, a fishing line that provide food and wealth, and a military line that provides all naval recruitment with only three levels. This means they have ready access to most of their units early.
  • The first two levels provide slingers and light sword Raiders as well as a more potent medium sword Raider.
  • The third level provides javelin, armoured spead and elite sword Medium Raiders.

Summary
Samnite armies focus on good quality sword and spear infantry that play more offensively than their Greek and Roman neighbours. However, they are less aggressive than Celts and lack good missile unit and cavalry. Utilising the terrain through the army stance bonuses will be important to making the most of the units available.

As their ports have one fewer level, their stronger naval units are available early, however as it is a barbarian navy it is stronger against ports than navies.
Veneti
The Veneti are the second Italic faction, and are situated at the top of Italy. They have little in common with the Samnites and their historical origins are not clear, having links with Illyria and the Celts. In the campaign, their strength lies in a strong cavalry roster and horse related mechanics.

Unique Mechanics
Cavalry is the dominant factor in the way the faction plays. The game says they "ride superior steeds into battle" without indicating if there are inherent bonuses, however they start with a Horse Breeder, their technology tree is stacked with cavalry buffs, they have a fifth level cavalry building that provides buffs on top of having the strongest cavalry roster.
Government Action
Their government action provides two options for horse breeding approaches: for the Army or for the Workers. Effects last for 8 turns.
  • Breeding horses for the Army increases replenishment, recruitment slots, unit charge, cavalry recruitment experience and morale - at the cost of tax rate and pulbic order
  • Breeding horses for the Workers increases all income sources, public order and reduces construction costs - at the cost of loyalty and recruitment slots

Recruitment Progression
Army
The Veneti have three recruitment chains: the Bronze Artisan for swordsmen, the Wood Artisan for axemen and missile units while the Warrior Lodge Pasture chain provides all cavalry recruitment.
  • The first two levels provide slingers, javelins and light swords and spears, in addition to light melee and multi-role javelin cavalry
  • The third level unlocks medium swords, axemen and archers. Pastures unlock powerful axe and spear melee cavalry.
  • The fourth level brings elite swords and multi-role javelin infantry. Cavalry at this level is best in class with elite melee and javelin cavalry units.
  • The cavalry chain has a fifth level which provide +20% cavalry melee attack, melee defence, charge and morale.

Navy
The Port chain has two branches, a fishing line that provide food and wealth, and a military line that provides all naval recruitment.
  • The first two levels provide slingers, archers and light sword Raiders.
  • The third level provides good sword and axe Medium Raiders.
  • The final level unlock elite sword Medium Raiders.

Summary
Without doubt, this faction has a strong focus on cavalry - their units are the best in the game and they receive many buffs to through buildings, technology and mechanics. In terms of infantry, they have competent sword melee units and missile units however their spears are poor.

Navies are barbarian so are weak against civilised factions however they are going to be competent at port assaults with strong melee units.
Senones and Insubres
These two factions are Gallic tribes that will feel quite similar to barbarian factions in the Grand Campaign. The Insubres is the more settled of the two, while the Senones have a more aggressive campaign approach.

Unique Mechanics
The Insubres gain a +30 diplomatic bonus to all factions which gives them a more strategic option to success in the campaign.

Conversely, the Senones cannot Occupy settlements after battle only Sack and Raze which enforces a more agressive style of play.

Government Action
Both factions' actions revolve around the council of Druids.
The Insubres have two options which provide factionwide benefits. One which is to aid the commoners that improves public order among other benefits. The other option aids the nobles which improves political party loyalty and gives military benefits.

The Senones also have two options which focus on army benefits. One provides strong bonuses to a single general while the other provides benefits to all generals against a single culture.

Recruitment Progression
Being barbarian factions, recruitment is spread around multiple building chains that provide other benefits as well as unlocking units. There are two port chains, one for naval recruitment and industry income; the other provides food and commerce income.

Army
Communal Grounds provides axe, sword and archer infantry, Warrior Lodges provide spear and javelin infantry. Horse farms provide cavalry. The Senones Communcal Grounds chain splits in two which separates the better sword units from the archers. Settlements provide very basic spear, sword and slinger infantry.

  • The first two levels of buildings provide modest sword, axe, archer, javelin and spear infantry. There is a light melee cavalry unit
  • At level three, the Senones get a frenzied sword unit while the Insubres get a good sword and a strong spear infantry unit. Both factions receive good axe melee cavalry and medium tier javelin cavalry.
  • The final level provides elite swordsmen, chariots and elite melee cavalry for both factions. The Insubres receive long range archers. The Senones can recruit their elite swords from both the Communal Grounds and the Warrior Lodge final buildings.

Navy
  • The first two levels of port provide archer, slinger, axe and sword Raiders
  • The third tier unlocks axe Medium Raiders for both while the Insubres also get good sword Medium Raiders
  • The final tier provides elite sword Medium Raiders for both faction.

Summary
Both factions have strong melee focused armies with good swords supported by missiles and decent cavalry. Senones armies are more aggressive with fewer defensive options. Insubres are more balanced with good spears, swords and bowmen. The lack of artillery will make sieges more challenging.

Navies have good raiding forces and reasonable missiles, but will do better against ports than civilised navies.
Iolei
The Iolei are a Nuragic faction based on the island of Sardinia. They represent some of the earliest tribes from the area and incorporate some of the theoretical Sea Peoples into their military units (there is a possible etymological link between Sherden and Sardi). Their style focussed around ambushes and guerilla warfare.

Unique Mechanics
Representing the patriotic nature of their people, enemy armies take attrition when in Iolei territory. Additionally, most of their units have guerilla deployment, stalk and snipe allowing for ambush style battles. Finally, their building model allows for Minor settlements to be bigger than Province capitals (4 vs 3 levels).

Government Action
Their government action has a single option: to hold a tournament which provides a random military or civil benefit.

Recruitment Progression
Unusually, Minor Settlements provide better recruitment than Province capitals, including good archers and ambushers at the thrid and fourth levels. There are two military lines with very different units, one for buffs and stealth units, one for main unit recruitment. Horse Farms provide cavalry units. There is a port line for military and industry income and another for food and commerce income.

Army
  • The first two levels provide basic spearmen, archers, slingers, and javelins, as well as good axemen and the stealthy glove wielding Nuragic Runners. Cavalry is decent melee horse.
  • Level three provides Nuragic Ambushers from Minor Settlements and armoured stealthy glove wearers from the stealth chain. The normal recruitment chain provides good javelins, spears and sword in addition to artillery when unlocked by technology. Farms provide javelin cavalry.
  • The final tier consists of elite archers from Minor Settlements, elite swords from the recruitment chain and good melee cavalry from farms.

Army
  • Levels one and two provide decent axe, long range archer and javelin Raiders
  • The third level brings good sword and long range archer Medium Raiders
  • The last tier provides elite sword and elite archer Medium Raiders

Summary
The Iolei have a strong roster with many effective sword, axe and archer units, and the prevalence of guerilla deployement and stalk means that battles will be fought on their terms. Cavalry is competent but not top tier. Their weakest area is spears although the Nuragic Spear Wall is decent.

Their navies have long range archers and combined with strong sword vessels these could be deadly on water as well as on land. Much of the expansion beyond the starting island will benefit from this port assualt capability.
2 Comments
Steven The Dutch Man 19 Mar, 2023 @ 7:36am 
#samnitesnumber1
Gunny555 17 Apr, 2022 @ 8:35pm 
Good job on the guide, is good to read this alongside the one you made with the grand campaign factions. Are you ever going to do Empire Divded as well? This one is pretty good as I have a hard time picking which factions to try out.