Total War: Rome 2 - Faction Guide (Rise of the Republic)
Introduction
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.
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.
- 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.
Rome
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.
- 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
- -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
- 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.
- 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
Tarchuna
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.
- 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.
- 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
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
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.
- 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)
- 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.
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
- 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
- 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.
- 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.
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
- 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
- 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.
- 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.
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
Conversely, the Senones cannot Occupy settlements after battle only Sack and Raze which enforces a more agressive style of play.
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.
- 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.
- 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.
Navies have good raiding forces and reasonable missiles, but will do better against ports than civilised navies.
Iolei
- 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.
- 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
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.
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