Hi there folks,
I'm going to be starting a campaign, but I don't really have any interest in the vanilla RTW factions, or adding any mods, so, could someone suggest to me some house rules, or factions to play as.
Thanks![]()
Hi there folks,
I'm going to be starting a campaign, but I don't really have any interest in the vanilla RTW factions, or adding any mods, so, could someone suggest to me some house rules, or factions to play as.
Thanks![]()
You don't like the RTW factions but not mods either? Are you sure you want to play RTW at all?
^This. However, if by "don't have interest" you mean "don't care", I would suggest playing as the Julli, Greeks, and Selucids. I think all of them offer unique ways for the game to turn out.
Why do people always put the Julii as the best roman faction? The Brutii have the trade temple that pwns the competition. I've never understood that...
Red is better than green! It is the color of the barbarian blood that all true Romans wet there blades with!
But yeah, both the Scipii and Brutii have better temples.
yes ... red is badass
Īnfrānt nu eşti atunci cānd sāngeri,
nici ochii cānd īn lacrimi ţi-s.
Adevăratele īnfrāngeri,
sunt renunţările la vis.
Just now I'm trying out a house rule for the Romans tied to the Senate offices as the Julii. Basically I am limited in what I can build and recruit and what kind of armies I can field (inc. their size) by what offices my family members hold in the senate. It's a pretty fun approach that makes the game a bit more difficult.
Basics:
- If I have no offices in the senate I can not recruit new units of Legionary infantry (Hastati, Principes, Triarii, cohort legionaries) or Equites. All ungoverned settlements are on full automanagement, I can build and train in governed settlements.
Units I may recruit are: Peasants, town militia, velites, archers, wardogs, gladiators and mercenaries (after reforms: peasants, town watch, auxilia, light auxilia and archers and up to one unit/general of either Praetorian guard cohort or Praetorian cavalry)
- If I have a Quaestor I can controll all taxes and building of economic buildings
- If I have an Aedile I can upgrade shrines up to Large temples, build arena's and circusses and manage how often games/races are held.
- A praetor may lead a Roman Legion (General, 2x equites, 2 velites, 3 hastati, 2 principes, 2 triarii or 8 cohorts). He serves for a total of 16 turns (8 turns normal term, 8 turns as promagistrate) after which he must disband the greater part of his legion(s), retaining a number of units equal to his influence at most.
- A Consul gives me full control of my faction and he may lead a full stack army (Legion+ 2 velites, hastati, principes and triarii, or artillery and auxilia) He serves for a total of 16 turns (8 turns normal term, 8 turns as promagistrate) after which he must disband the greater part of his legion(s), retaining a number of units equal to his influence at most
- The Censor allows me to accept adoptions and men of the hour
- The Pontifex Maximus allows me to upgrade to Awesome temples.
The basic idea is that the Julii (Or Brutii or Scipii) are just a noble family from Rome, authorized to colonize some part of the world with their own resources, yet requiring political advancement in Rome to obtain stronger means to make greater steps in their expansion.
For me, it has provided a really fun campaign. Slow pace of conquest, but a lot of fun. And it's a campaign unlike any other, for example: both the Brutii and Scipii are conquering Greece, leaving Africa completely untouched! Oh, and my family members get passed over for Consul every election, they go straight from Praetor to Pontifex Maximus, skipping the Consul and Censor positions![]()
Last edited by Posantio of Umbria; January 29, 2012 at 06:22 PM.
Thank you, Genius of Restoration and Posantio of Umbria, I think I will try both of your suggestions, and see which one I like most.
Brutii VH/VH no cav, no missle troops and no arty. This'll be fun.