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I The Ultimate Guide to Playing RTR Historically as the Romans By Candelarius A Compilation Resource For RTR 6.0 Gold & RTR Platinum Edition Including: Quintus' Guide to Conduct Becoming of a True Roman Candelarius' Roman Legions: A Visual Companion To Quintus' Roman Gameplay Guide A Guide to Marcus Camillus Roman Leadership Mod for RTR Suggested mods: RTRPE 1.6 and Candelarius's Extended Realism Mod vs 6

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Page 1: Ultimate Guide Vs6

I

The Ultimate Guide to Playing RTR Historically as the Romans

By

Candelarius

A Compilation Resource For RTR 6.0 Gold & RTR Platinum Edition

Including:

Quintus' Guide to Conduct Becoming of a True RomanCandelarius' Roman Legions: A Visual Companion To Quintus' Roman Gameplay GuideA Guide to Marcus Camillus Roman Leadership Mod for RTRSuggested mods: RTRPE 1.6 and Candelarius's Extended Realism Mod

vs 6

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Welcome to The Ultimate Guide to Playing RTR Historically as the Romans. This resource is primarily intended for those that play RTR Platinum Edition with the Roman Leadership (4tpyr) Mod by Marcus Camillus. However, this guide can also be used by those just looking to enhance their RTR Gold experience as well. Within the constraints of the game engine created by Creativity Assembly, it is challenging to play as the Roman Republic in a historical fashion. Quintus' Guide to Conduct Becoming a True Roman is the best adaptation the community has yet discovered, forging the game's hardcoded limitations and historical reality to create an enjoyable gaming experience. Candelarius' Roman Legions: A Visual Companion To Quintus' Roman Gameplay Guide was created by me specifically for those who play by Quintus' gameplay rules, as an illustration for the gamer how Quintus' gameplay rules can be practically executed in the game environment. This resource also includes the Guide to Marcus Camillus Roman Leadership Mod for RTR. Marcus' Roman Leadership Mod enhances the RTR Gold and RTR Platinum gaming experience by adding a roleplaying element that is seemlessly integrated into the game with a comprehensive and historically accurate cursus honorum, the Roman Republican artistocratic (and military) heirarchy. It is also suggested that you download and install my Extended Realism Mod for RTRPE, as it more accurately represents the Republican army's recruitment model and unit evolution.

Index

Chapter One Quintus' to Conduct Becoming a True Roman Page IIICandelarius' Continuation of Quintus' Guide Page V

Chapter TwoCandelarius' Roman Legions: A Visual Companion To Page XIVQuintus' Roman Gameplay Guide

Chapter Three Guide to Marcus Camillus Roman Leadership Mod for RTR Page XX

AddendumCorrecting export_descr_unit File Page XXV

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Quintus' Guide to Conduct Becoming of a True RomanRoman Historical House Rules and Strategy

Ave, Quirites!

By popular request, I'm going to attempt to explain my ethos to playing the Romans historically, not simply how I expand, but in as many aspects as I can.

Expansion

Historical expansion only. That means no haring off to grab Gaul just because the Celts are weak and easily beaten. More to the point, if you grab up Gaul too quickly, you end up with a load of half-developed provinces, and lose your buffer zone between yourself and the Germans and Iberians (both of whom are a lot tougher than the Gauls). Slower expansion not only makes it more likely the AI will be a challenge, it also prevents over-extension.

On starting a game, focus south. Gather your forces to form a legion (see below for a "correct" legion), and take Pyrrhus head on. If you're not feeling up to it, let him take Tarentum, then deal with his fragmented armies piecemeal.

Try to grab Arretium and Ariminium before the Gauls roll in, but once you have them, your northward expansion stops for a while. They're both Italian provinces, so only occupy them. No enslaving or exterminating in Italy, you want to win these people over to your confederation, not repress them.

Dealing with the south of Italy is your goal from 280BC until 270BC. Get Paestum early, and those funds should help you get another legion. Then you can use one to deal with those pesky Greeks, and the other for the rebels.

265BC is the signal for the great wars with Carthage to begin. Be sure you've secured central and southern Italy, and have peace with the Greeks (once you've beaten them in Italy, they should give up, especially if Macedon and Illyria are pressing them).

March a legion across the landbridge and attack Messana. You've got until 240BC to take all of Sicily. At some point you'll have to turn on Syracuse, besiege it and wait it out (the actual siege took 7 years). Take Sardinia and Corsica towards the end (it actually happened as a result of a mercenary mutiny in 238BC). Try to force a peace on Carthage, things will get quiet for a while.

There's pretty much nothing going on for the next ten years, focus on building up your infrastructure, playing power-broker in the region (see Diplomacy), and having at least two legions ready for whatever might come along.

229BC is the trigger for turning on Illyria. There were two wars, get most of the coastal settlements first. Two legions should do the job (make sure you don't leave Italy undefended, it should have at least one self-defense legion). Illyria ceased to exist in 219BC.

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Meanwhile Cisalpine ("This" side of the Alps) Gaul was conquered between 225 and 222BC, that gives you license to take Bononia and Jenuensis and secure everything south of the Padus, and also launch raids on Patavium and Mediolanum. The river forms a useful barrier to keep the Gauls out. Have a legion stationed somewhere up here for Gaul-defense and occasional punitive raids. Cisalpine Gaul was lost during the war with Hannibal, and was retaken later.

218BC is when Hannibal invaded Italy. Of course the AI won't do this (though scripting in 7.0 might make it possible). Either way, 218BC to 200BC is game on with Carthage again. Attack Spain, get their holdings there. Once Carthage has no presence in Iberia, you can turn your attention to an African punitive expedition. Note you're not going to hold any African territory, focus instead on destroying as many armies as you can, and have a go at taking Carthage itself to force a peace.

Note by Candelarius: It is at this time you should construct a Provincial Barracks in all of your Italian cities if you are playing with my Extended Realism Mod for RTRPE. This will replace your Italian native conscripts with Romanized Italian legionnaries. You should still avoid building the Citizenship Barracks in Italy, however. Only Roma and Capua should be recruiting Roman troops until the Marius Reforms in 107.

200BC marks the time punishment of Carthage's allies begins. Romp a legion or three through Greece and Macedon, destroy armies and besiege to provoke a response, but don't take any land. Your aim here is to make Greece and Macedon your protectorates.

Also launch an expedition into Asia Minor round 198BC, and provoke a conflict with the Seleucids. Again this is a punitive expedition, not conquest. Those shifty Asiatic Greeks need to learn proper respect for Rome. Given it's size, Seleucia isn't usually capable of putting together more than three or four stacks, once beaten you'll get them back a long way.

You'll have a lot of overseas acquisitions to deal with now (Iberia, Illyria), settle down assimilating for a while. There's also several wars with Macedon before you make them your protectorate for a while. You may even get drawn into a war with Iberia, fight, but don't conquer too many territories. You're killing time until the final eradiaction of Carthage, in 149BC. Only take the coastal Carthaginian territories, give the desert ones to Numidia. Not only are they less profitable, it gives Numidia a basis of strength for later conflicts.

Carthage dealt with, conquer Greece and Macedon. Some more wars in Spain to keep your legions there busy are good. You'll need at least four legions to cover Greece and Macedonia when it's yours.

In 133BC the kingdom of Pergamum was left to Rome in the dead king's will. First try bribing Pergamon off whoever has it. If that fails, take it by force, using a Macedonian legion. You may need to humble someone again to keep hold of it, and be ready for the war of assassins (Asia Minor seems to be full of spies, diplomats and assassins). Most of Asia Minor was converted into Asia Province, and brought a lot of wealth to Rome.

That's probably enough expansion, most people don't play much further. If you're thinking further on, there's more wars in Spain, Servile Wars in Sicily, punitive raids against the Gauls and Thracians, carving out Transalpine Gaul (Massilia and Narbo to link up with Spain). Round 110BC there's war with Numidia.

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Candelarius' Continuation of Quintus' Guide

Quintus Sertorius did not continue his section on historical expansion in Guide to Conduct Becoming a True Roman beyond the year 133 BC. Since I always play until the end of the time period covered by Rome Total Realism, 1 AD, I have continued where Quintus left off.

By 133 BC you should now control all of Italy, the former Carthagian islands of the Mediterranean, Transalpine Gaul, Illyria, coastal Iberia and north Africa, Greece, Macedon, and western Asia Minor.

The year 124 BC begins a series of conflicts with the Gauls, with the Arveni and Allobroges both defeated by 122 BC. Take the provinces of Lugdinensis, then Arveni, and then finally Narbonensis. Not much else happens for the next ten years, however. An invasion of Italy by the Cimbri and Teutones occurs between 113 and 101 BC, with a crushing defeat handed to the Romans at the battle of Arausio and Noreia. It is during this time that Gaius Marius and Sulla begin their rise to fame. However, much of this decade is marked by political and social disorder at home and Italy. Spend these years solidifying your holdings in Iberia, Gaul, Greece, and Asia Minor.

Finally! The year 107 BC dawns, and you can construct an Imperial Palace in Italy. You will need to built to palaces in Italy, this will trigger the Marius Reforms. You will now lose your Italian allied infantry units, as well as your hastati, principes, and triarii units. Instead, a new uniformed army supported by the state is implemented, the now famous Roman legionnarie cohorts.

The next century is going to be a very busy one. In 101 BC the province of Cilicia (southeast Asia Minor) was annexed, and the island of Crete in 97 BC (although it wasn't organised as a province until 69 BC). The province of Cyrenaica, in northern Africa, was willed to Rome by the Ptolemaic King Apion the following year. Rather than taking this province by force, try to bribe the city instead. This would be a closer representation of how it came to Rome than by brute military force.

The years 91 to 88 BC saw a series of bloody wars fought in Italy known as the Social Wars. Since this will not likely happen with the game engine we have, you can simulate these uprisings by removing your garrisons from Ancona (to represent the revolt of Asculum) and Corfinium (to represent the revolt of Bovianum Vetus), and then reconquer them.

By 81 BC you should now control all of Gaul south of the Loire. Do not advance into the provinces of Bituriges and Central Gaul until Caesar's Gallic wars starting in 58 BC.

Between the years 88 BC and 80 BC a series of bloody battles were fought between the forces of Gaius Marius and L. Cornelius Sulla. If you want to simulate the war between Marius and Sulla, you can do so by abandoning Rome in 86 BC, the year Marius occupied it with his loyal forces. Marius dies that same year, but, his loyal forces still control the city. Make a city in Iberia your faction capital in the year 83 BC. This will simulate that the governor of the Iberian province, M. Licinius Crassus, has sided with Sulla, and will cause Rome to rebel since you removed the garrison units from there three years ago. The following year, in 82 BC, march your consular army, which should have been camped out in Apulia (historically in Brundisium), to Rome and retake the city. Make it your faction capital again. This concludes the Marius and Sullan war.

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At the same time, what prompted the Marius and Sullan war was really a disagreement between the two generals over who would command the Roman expedition to stop Mithridates VI of Pontus, who invaded Asia Minor in 88 BC. He then invades Greece, too, killing every Roman man, woman, and child in the province, some 80,000 people. So, while your battling with the Marius forces in Italy, you'll need to send five Roman legions to Greece, and then on to Asia Minor. Move them across the map, and wipe out any rebels, Greeks, and anyone else until you firmly control all of Greece and Asia Minor, including everything west of Ascania, Astiacus, Pisidia, and Cilicia (which you annexed in 101 BC). These should all be in firm Roman control by 85 BC, so, be quick about it, because you need to move your senior Consul (who represents Sulla) back to Italy again by 82 BC to retake Rome (from Marius).

Next, in the year 80 BC the most famous Marian general, Quintus Sertorius, still miffed that his faction lost the war, rebels. This will also not happen by the game engine, so, once again, we need to simulate it. Move all your garrisons outside their cities, and let them rebel (possibly pumping up their taxes to max). It took Pompey until 72 BC to end the war in Spain, and even then it only ended because Sertorius' loyal generals turned on him. You have, then, until that time to regain control of Iberia except the provinces of Gallaecia and Cantabria. Also, don't use a consul to fight the war. You will probably not have a character named Pompey at the right time, but, use your most highly skilled legate/general that is not currently a consul, give him a consular army, and let him do all the fighting in Spain.

Note: The Spartacus slave revolt occurred between 73 and 71 BC. There isn't really a good way to simulate this, but, if you get a large rebel army in Italy, so much the better.

The province of Bithynia was ceded to Rome in 74 BC when it's king dies. Rather than taking it by force, try bribing the province over to you. This kicks off the last Mythridatic War. Move your uber-general that was simulating Pompey from Spain to Bythina in 66 BC. You're going to need a lot of men, so, give him at least five legions. You should control all of Pontus' lands, including their capital city, and Cappadocia by 62 BC (don't take Galatia). Armenia became a protectorate by the end of the war. If you can convince them, great. If not, try bribing them to your side. Resort to attacking if need be. By the end, every single province in Asia Minor should be yours, which would be everything west of Media and Babylonia (except Galatia).

59 BC is a critical year: The First Triumvirate is formed between Pompey, Crassus, and Caesar.

Take your faction leader, and pretend he is Gauis Julius Caesar. Move him to Gaul in 58 BC with four legions (two full stacks). By 55 BC you should control all of Gual, including Belgica, and Germania Superior and Lugdinensis. Don't take Noricum yet. Send your simulated Caesar to Briton in 55 with two legions, but don't capture anything cities. Caesar's first invasion of Briton was a disaster. Send him back to Gaul at the end of the year, and then back again in 54 BC. You should have a total of five legions now for Caesar, three in Gaul and two in Briton. In 53 BC abandon Briton, and move all your legions back into Gaul. If you are able to secure a protectorate our of Briton, great. If not, let it go.

At the same time your mucking about in Briton, send seven legions (three and a half “stacks”) to Armenia in 54 BC. Crassus lead 30,000 Romans and 1,000 Gallic cavalry to conquer Parthia. Invade, and wage war against Parthia for a single year. The Romans were utterly annihalated, only 5,000 men (about a half “stack”) escaped with their lives. You can fight as many battles as you can, and then, what men you have left by 52 BC, disband them. Don't take any provinces. Ugh.

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Caesar crossed the Rubicon in 49 BC. There is no good way to simulate the little war between Caesar and Pompey. Caesar invades Italy, and Pompey flees to Greece. Caesar defeats Pompey at the Battle of Pharsalus, and Pompey flees again to Egypt, where he is killed. Caesar fights a short campaign against the son of Mythridates, Pharnaces, at the Battle of Zela in 47 BC. Caesar then tromps off to Africa, and, at the Battle of Thapsus he cleans up the last of the Pompeian resistance. Finally, Caesar is murdered in 44 BC. There is no good way to represent any of this, but, I thought I would include this as an interesting side note.

Invade and take all of Eypt in 30 BC. By 27 BC your should be firmly in control of all of Gaul, Italy, Illyria, Greece, Asia Minor, and Syria (modern day Iran). You should control all of the islands of the Mediterranean, and all the off Numidia and Carthage (except inland provinces, make them rebels). In 25 BC take the last Iberian holdout provinces of Gallaecia and Cantabria, and then take Galatia in Asia Minor, too. Don't take modern day Israel, and don't take Germania or anything north of Thrace. Also, never take Parthia or Briton.

The last provinces you will need to take is Noricum Superior and Noricum in 16 BC, Pannonia in 13 BC, and then finally Germania in 9 BC (although Rome doesn't hold it for long). The game concludes in the year 1 AD. Your map should look like this at the conclusion of the game:

[Image from roman-empire.net]

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Family Members

Family Members need careful husbandry. Particularly once those pesky children become adults. Age is key here, no man can be a member of the Senate until the age of 30, which means he cannot hold any position of responsibility until he is old enough. No child governors, no child generals. Scipio Africanus was the exception, not the rule. Even he was 25 (and was excluded from public life once peace was attained).

16 year old family members should be sent to Rome to get their education. Presumably you'll have a Scriptorium or better, so they'll pick up helpful ancillaries. As long as Rome is being taxed properly (see Governorship), they won't pick up negative traits.

At 20, a young man may be a tribune. Every legion should have one (and only one!) young family member accompanying the general. He leads the cavalry (adding a bit of bite to a unit of Equites), and generally gets himself into danger to prove his worthiness to serve the Republic. Traditionally, a man had to serve in 10 campaigns to be eligible for quaestor. Fighting will tend to prevent them getting negative traits related to being idle, though some pick up bad language and such (really!).

No man under the age of 35 should be leading armies in his own right. At 35 he might be a praetor, and therefore with sufficient imperium to be a general. 40 is the ideal age for a general. But note he's a general and should not be used as cavalry. His job is to oversee things, and steady his men. He's an observer, not a participant in battles (no matter how big his bodyguard gets). When your generals get to the age of 60, it's about time to retire them to governorship.

Not all your Family Members have to be generals. Those who show an aptitude for management early on, and no particularly useful soldierly traits can be governors. But no one younger than 30 should be in charge of a settlement, and definitely not in the provinces. If you're roleplaying having consuls by election, assign jobs in order of who has the highest Influence (and apart from giving Chirurgeons to generals, no shuffling retainers!). Influence represents political skill and elect-ability, so the best-connected man would get the plum jobs.

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Armies

Historically accurate composition and deployment are the order of the day.

Pre-Marius Field ArmiesNo scraped together jumbles of whatever units you could find. No entirely mercenary forces. You should use a legion in any action aside from putting down small rebellions. A consular army is composed as follows:

Roman core: 1 General, 2 Velites*, 2 Hastati, 2 Principes, 1 Triarii#, 1 Equites and/or another General (youth)

Allied ala: 2 Italian Skirmishers, 2 Italian Swordsmen, 2 Italian Spearmen**, 1 Italian Cavalry, an additional unit of Gallic cavalry optional.

*or 1 Velites, 1 Funditores** or Samnite Warriors

They should be deployed thus:

Note: If you prefer to have two units of triarii, go into the export_descr_unit.txt and halve the size and cost of the units, and then use two.

Post-Marius legion looks like this:

Roman core: 1 General, 1 Aquilia Cohort, 9 Legionary Cohorts, 1 Equites and/or 1 General (youth)

Deployed thus:

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You lose all the Italian troops, I believe, with the Marian reform event (though Italian troops didn't actually disappear until some time after the law giving citizenship to all Italians who didn't fight Rome in the Social Wars, in 88BC). This means you have to rely on AoR troops and mercenaries for your auxilia.

Again a fairly equal number of them to your Romans (though sometimes there were many more). Get a couple of units of local cavalry, 2-4 units of skirmishers and make up the rest with line troops to cover your flanks.

For generals with less imperium, give them a praetorian army, which is half the above (ie a file each of Romans and Italians). Perhaps add three or four units of local troops to cover the flanks.

Make sure each unit has enough space to advance through the gaps between the lines. Their footprint is a good guide to the staggering of them. The first battle line tends to be on both guard mode and fire at will. I've found it's pretty rare the Triarii have anything to do.

When you start getting legions based in distant locations (Iberia, Illyria mostly), start mixing local troops in place of Italians. But always resupply your Romans to keep them up to strength. You can get some tense skirmishes when leading resupply columns through hostile territory.

Legions should always be led by a proper general with imperium. When pacifying a new province, it's acceptable to detach the young tribune with the auxilia forces to take out rebels and small detachments of the enemy. But this kind of independent operation should be minimal (unless leading a praetorian-sized army). If the general gets killed, they remain in charge only until someone more senior can be dispatched to take command. Cease any further expansion until the general arrives, try to avoid pitched battles.

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Garrisons

Don't use your legions as garrisons (it's bad for discipline). Indeed station them in a fort in the region they're based. Since you can't demobilise and re-mobilise veterans, you have to keep them as though they were a standing army.

In Italy, garrisons should be composed of a mix of Roman and Italian troops. My standard Roman garrison is a unit each of Velites, Hastati and Principes, representing veterans who can be recalled. Only Roma and Capua need fully Roman garrisons. Elsewhere in Italy, substitute some or all the Romans for Italians. No more than two or three units for a garrison. When you take foreign provinces, ship over a unit of Principes and Hastati to take over garrison duties so the field armies can be stationed outside settlements.

Navies

Never blockade enemy ports. The AI is too dumb to do it to you very often, and they really suffer from lack of funds. Use your navies to break blockades on your ports, and sink any enemy fleets passing through.

Retraining and resupplying. No Retraining troops in settlements. Only retrain ships, if you must. Replenish lost troops by raising new units, and merging them. The AI never retrains anyway, so it's an exploit in favour of the human player.

Governorship

Every settlement should have it's taxes set at High. More and you encourage needless unrest and corruption. Lower and your governors become administrative incompetents. It's especially important Roma has High tax, so that the studying youngsters don't all become blithering idiots when it comes to numbers. If you can't put a governor in place with High taxes without revolt, don't put a governor there.

Roman citizenship is for Romans. It is the most precious thing Romans own, and is not to be given up for any reason. Nowhere (yes, no other settlement than Roma) should have the final tier of assimilation until 90BC. And then you can extend it to all the settlements in Italy (the earlier Latin Rights colonies don't count) and no further.

Leave foreign buildings in place, apart from foreign Auxilia stages. You can't use them anyway. Sometimes it saves hassle later to demolish their temples and replace with Roman ones. Don't do this til you've got Provincial Barracks, or it'll make assimilation all the more painful.

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Diplomacy

Don't ever sell map information or trade rights. Trade rights are always given for free, because it's mutually beneficial. Trade map info for map info, never ask for money.

Never accept (or offer) a ceasefire unless it also comes with some kind of reward to Rome. That means tribute.

Get alliances with Iberia and Numidia as soon as you can. They're key to the lengthy conflict with Carthage.

The prime goal in your diplomacy game is to maintain Rome's pre-eminence in it's sphere of influence. This means keeping all the factions close to you weak, and letting none of them become stronger than all the others. Gaul by sporadically sending armies to defeat their field armies, and occasionally capturing and burning a settlement (before giving it back, or if you prefer abandon and wait until it revolts, which will give them some troops again). Gaul is a useful buffer state to keep between yourself and the tougher barbarians (Germanians, Iberians, Thracians).

With the "civilised" factions, feel free to use diplomats later in the game to bribe away neutral armies. This works well preserving Numidia early on, but then also to stop them growing powerful enough to take on Carthage themselves. Illyricum and Greece require a fairly constant presence, giving money to the Illyrians (until you destroy them later) to stop them being steamrollered by Greece or Macedon, and bribing away the latter's small forces.

This is actually a really fun mini-game in and of itself, maintaining the balance of power without the sword. If Illyria does start losing a lot of territory, send a legion there to smash the interloper, and give their settlements back (for free). Neither Greece nor Macedon will tend to refuse a peace after you've humbled them, and it gives a general something to do in the slack periods.

Rome never "started" foreign wars. The Senate was deeply suspicious of foreign adventures, or the cost and effort of maintaining overseas territories. Maintaining status quo is defending Rome's interests, so attacking a nation aggressing against it's neighbour in your region is not aggressive, but defensive on your part.

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Treatment of the Conquered

While the game doesn't really properly represent the reality of siege warfare - ie that if a settlement surrenders it is well treated, if it resists and is assaulted it will be sacked - there are some simple rules.

Extermination is rare. Only two settlements were razed to the ground (and in the same year - 146BC), Carthage and Corinth.

Enslavement is common with barbarians, Caesar made a vast fortune enslaving Gauls (though more often the prisoners from battle, rather than people taken from settlements - only the most intransigent tribes were enslaved en masse), because the general gets the proceeds of prisoner sales.

With more civilised peoples, I think occupation is more common, though in the campaigns that finally brought Greece under Roman rule after the Third Punic War, many slaves were taken. Many more Greeks willingly sold themselves for a more interesting life in Rome as tutors, stewards, body slaves and the like. It was through this process that Rome was Hellenised, and most of it's people became Hellenophones.

The wars in Iberia were (as seems to be the case throughout Spains history) notable for their brutality and ferocity on both sides. The tribal peoples would not submit meekly to Roman rule, there were lots of cases of tribes being wiped out.

Sicily is actually easier to occupy, the populations are huge and will really upset your other cities if you start transporting people in large numbers (rising squalor, etc). Carthaginian cities I tended to occupy too. Gallic ones are enslaved.

"Cheats"

I call these "cheats", but they're not really. It's just little exploits I use to prevent annoyance. There are only two.

1) If you've got it, spend it. Don't leave money accruing interest in the bank - if you pass 50,000 denarii, all your family members take on negative traits. Keep spending it, an easy way is simply to queue up buildings. Added bonus of this is that governors in settlements with a queue often gain the trait "Builder", which adds to management.

2) Always use 5-unit fleets. Early on I have three triremes to a fleet, but the ideal size is one corvus quinquireme and four triremes. I usually station one in Tarentum, one in Sicily and one in Sardinia, to keep your enemies at bay.EDIT: Actually once the Romans got into naval warfare, the only kind of ship they used (based on a captured Carthaginian vessel) was the quinquireme, adding the corvus ramp to it later on. So fleets should be composed all of quinquiremes.

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Candelarius' Roman LegionsA Visual Companion To Quintus' Roman Gameplay Guide

As Quintus so elegantly described (and as supported by The Complete Roman Army, by Adrian Goldsworthy ), your typical Roman Consular Legion (each lead by a Consul, of which there would have been two) was historically composed of two Roman legions and two ala, or allied, legions. In game terms, when playing by Quintus' guide, this is represented by one "full stack", as I have illustrated below. This means that, strictly speaking, the Roman player has at any one time two full stack (re: consular) armies. In additional, generals (or legates), with less than proconsular imperium, when playing by Quintus' rules, may lead one "half stack", as illustrated below. The result is a 1/10 scale representation of the Roman army. I have included visual references for both a strict adherance to Quintus' legion composition and unit type ratio (2x2x1) and, in addition, visual references for "outsized", larger legions, for both the consul-general and the praetor-general (legate). The existence of larger than normal legions is also historical, and supported by The Complete Roman Army, and were used for major operations and emergency situations. Please note that in order to achieve the proper unit type ratio (equal number of velites, hastati, and principes, and half as many triari, or "2x2x1"), you'll need to edit your export_descr_unit.txt file. See addendum at the end of this guide.

I also highly recommend that you play with my Italian Infantry and Recruitment Mod, a plugin mini-mod for RTRPE that more accurately reflects the historical composition and recruitment methods used by the Romans in the Mid-Republic. Currently in RTRPE, as the Roman player you can recruit Roman Infantry (hastati, principes, and triarii) from any province that has a Provincial Barracks, in or out of Italy. However, historically, during the time of the Middle Republic (prior to 95 BC), only Romans (re: citizens of Rome) were eligible for service in the legions. The Romans would conscript soldiers into their armies from their Latin allies, but these military contributions initially waged war in their native fashion (Italian Swordsment and Spearment). Later, as the Latin allies became more integrated into the Roman methodologies and gained greater access to Roman arms and armor, the Latin allies began to closer and closer resemble their Roman counterparts. However, there was a very distinct difference between Romans and Italian allies. The Italian Infantry Mod for RTRPE simulates that difference and more historically represents the composition of a Republican Army.

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Section 1: The Praetorian Army (Lead by a praetor-general)

Standard Legion lead by a praetor ranked general, accompanied by a military tribune.

As you can see by the illustration, this is your typical legion, with the classic 2x2x1 unit composition, with a single Roman legion and a single allied Latin legion. In this example, the legate has elected to forgo the typical Latin cavalry. Perhaps the calavry is scouting ahead currently? Note that this representative of a ~6,000 man Roman army and ~6,000 allies, for a total of ~12,000. (This is slightly larger than the normal (8400), but, I figure the extras are reserves and noncombatants)

Standard Legion lead by a praetor ranked general.

In this example, the legate has left his young tribune behind, perhaps to lead wounded troops back to camp, and has replaced the tribunes horse contingent with a section of Latin cavalry. This would be a very typical army for a lower ranked legate. Unit strenght= 12,000 infantry and 800 horse.

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Standard Legion lead by a praetor ranked general, with an attached artillery unit.

As you can see, the praetor has now exchanged his horse contingent for an artillery piece. Perhaps he is tasked with a defensive role this campaigning season? Note both a ballista and scorpion are optional.

Outsized Legion lead by a praetor ranked general.

This is an example of larger low imperium legion, still lead by a praetor ranked legate, with the additional of a Latin horse unit. Our erstwhile tribune is still away on detached duty, apparently. The legion has picked up four additional units, a hastati, Italian swordsmen, a velites, and an Italian skirmisher. (I often use this as my non-consular army, as it gives me more "umph")

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Section 2: The Consular Army (Lead by a consul-general)

Standard Consular Army, lead by a consul-general.

This is your typical consular army when playing by Quintus' Guide. We have two classic Roman legions and two allied Latin legions, with an optional unit of Gallic cavalry attached.

Standard Consular Army, lead by a consul-general, accompanied by a military tribune.

This time our consul has in tow a military tribune, learning the arts of war for the day he becomes praetor. This would be what your average consular army would look like, without the optional additional allied cavalry unit.

Standard Consular Army, lead by a consul-general, with tribune and an artillery contingent.

Our champion of Roman virtue consul now has added a unit of artillery to his army. Note that a ballista or scorpion can be used. (I don't use artillery very often, it slows me down. But, when I do, I often send my consul ahead with the legion, and have my tribune and the Latin cavalry bring up the artillery)

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Outsized Consular Army, lead by a consul-general, with the happy-go-lucky tribune in tow.

Occasionally a larger army is necessary, and, in this case, the standard army has added one more hastati, one more Roman skirmisher (slinger), and another Italian skirmisher. Note that this would be the equivalent using our 1/10 scale of 25,000 infantry and 800 cavalry (not counting the generals), a pretty accurate extra large consular legion like the ones used during the war with Hannibal.

Outsized Consular Army, lead by a consul-general.

This is the same setup as above, just this time we have replaced the tribune with a Gallic cavalry unit. This would be approximately 25,000 infantry (four 5,000 man legions) and 1600 horse.

Outsized Consular Army, lead by a consul-general, with tribune.

This is the same setup as above, just this time we have replaced the tribune with an artillery contingent.

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Section 3: The Mid-Republican Praetorian and Consular Armies

Standard legion lead by a praetor-ranked general or legate.

This is a Middle Republican Polybian manipular legion lead by a praetor-general or legate accompanied by a military tribune. You'll notice that Italian manipular legionnaries, copied from their Roman counterparts, have replaced the earlier Italian native conscripts.

Standard Consular Army lead by a consul-general.

This is a Middle Republican Polybian consular army lead by a consul-general, accompanied by a military tribune. You'll notice that Italian manipular legionnaries, copied from their Roman counterparts, have replaced the earlier Italian native conscripts.

Section 4: The Late-Republican Praetorian and Consular Armies.

Standard Post-Marius Roman legion lead by a consul, praetor-ranked general, or legate.This is a Late Republican legion, consisting of ten cohorts of legionnaries recuited from all across the Roman World. By the time of Gaius Marius, the Polybian manipular legion had disappeared. This legion has an attached unit of mounted scouts and is lead by a legate.

Summary: Of course, you may play the game in any fashion you please. Using Quintus' Guide to playing as a true Roman, in conjunction with Marcus Camillus' Roman Leadership Mod, and my Italian Infantry Mod, you'll find yourself having a fun time roleplaying, in additional to just conquering. This adds an additional challenge to the game and a very rewarding experience.

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Guide to Marcus Camillus Roman Leadership Mod for RTR

Marcus Camillus developed the Roman Leadership Mod, an addon to his Four Turns Per Year Mod (4tpyr), a comprehensive and historically accurate model of the Roman cursus honorum (re: succession of magistracies) for use with Rome Total Realism. What follows is a copy of Marcus' description of the ranks, requirements, traits, and ancillaries found in his excellent mod.

Roman Leadership

Faction Leader (Princeps Senatus)- Leader of the Roman Senate.

Faction Heir (Future Princeps Senatus)- Future Leader of the Roman Senate.

Consul (Consul)- During the times of the Republic of Rome, 2 Consuls were elected as the chief magistrates, the highest elected public office. Each was a magistrate in their own right, but had veto power over the official actions of the other.- During times of war, Consuls served as the Roman commnaders-in-chief of all Roman military forces.- Upon advancement to Consul, a Roman character will receive an increase of +3 to Command due to his command staff assisting him with his military duties. He will also receive an increase of +3 to Personal Security and a +60 to Siege Engineering. He will continue to receive these bonuses while holding the military rank of General. Upon retiring from active service, he will lose the bonuses from active service and receive an increase of +4 to Influence. At a later date, he will be available for return to military service as a Consul.- An individual most serve a minimum of 5 years as a General to be eligible for the position of Consul- As was the historical situation, only two Consul positions will be available. One advantage the player will have over what often was the historical reality, is that both Consuls will be in complete agreement at all times, never veto'ing the official actions of the other.- One Consul position is available immediately. I have currently made the second Consul position available after the Republic of Rome controls more than 20 provinces. I did this for play balance, but may remove this restriction.

Governor of Latium (Praetor Urbanus)- Governor of Latium, resides in Roma.- The Governor of Latium must have served a minimum of 5 years as a General (Praetor).- An individual serving as the Governor of Latium will receive an increase of +1 to Management and +1 to Law. Upon retiring from active service, he will lose the bonuses from his service as the Governor of Latium and will receive an increase of +2 to Influence.- The Governor of Latium will be assigned a Quaestor (a character ancillary), who represents the governor's second-in-command, assisting with the financial details of governing the province of Latium. This character ancillary will confer a +5% to Tax Collection and +1 to Management.

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Provincial Governor (Rector Provinciae)- Governor of one of the Roman provinces outside of Latium.- A Legate may serve as a temporary Provincial Governor (Legatus Propraetor). A Legate must have served 6 years as a Legate. A Legate will serve a term of one year as a temporary Provincial Governor (Legatus Propraetor).- A General may serve as a temporary Provincial Governor (Propraetor). A General will serve a term of one year as a temporary Provincial Governor (Propraetor).- A Provincial Governor must have served a term of 1 year as a General (Praetor).- An individual serving as a Provincial Governor, whether permanent or temporary, will receive an increase of +1 to Management and +1 to Law. Upon retiring from active service, he will lose the bonuses from his service as Provincial Governor and will receive an increase of +1 to Influence.- The number of Provincial Governors will be determined by the number of provinces control by the Republic of Rome. For every 10 provinces, there will be one Provincial Governor.- A Provincial Governor will be assigned a Quaestor (a character ancillary), who represents the governor's second-in-command, assisting with the financial details of governing the province. This character ancillary will confer a +5% to Tax Collection and +1 to Management.

General (Praetor)- Served as the senior Roman officer in command of Roman military forces on campaign in a region.- Upon advancement to General, a Roman character will receive an increase of +3 to Command due to his general's staff assisting him with his military duties. He will also receive an increase of +2 to Personal Security and a +40 to Siege Engineering. He will continue to receive these bonuses while holding the military rank of General. Upon retiring from active service, he will lose the bonuses from active military service and receive an increase of +3 to Influence. At a later date, he will be available for return to military service as a Praetor.- An individual most serve a minimum of 5 years as a General to be eligible for the position of Provincial Governor.- The number of Generals will be determined by the number of provinces controlled by the Republic of Rome. For every 10 provinces, there will be one General.

Legate (Legatus Legionis)- Served as commanding officer of a Roman Legion.- Upon advancement to Legate, a Roman character will receive an increase of +3 to Command due to the legion's staff and experienced centurions assisting him with his military duties. He will also receive an increase of +1 to Personal Security and a +20 to Siege Engineering. He will continue to receive these bonuses while holding the military rank of Legate. Upon retiring from active service, he will lose the bonuses from active military service and receive an increase of +2 to Influence. At a later date, he will be available for return to military service as a Legate.- A Legate can be appointed by the Roman Senate to serve as a temporary Provincial Governor (Legatus Propraetor) in the absence of a Praetor.- An individual most serve a minimum of 10 years as a Legate to be eligible for the military rank of Praetor.

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Tribune (Tribunus Militum)- Upon advancement to Tribune, a Roman character will receive an increase of +1 to Command due to the experienced centurions assisting him with the accomplishment of his military duties. He will continue to receive these bonuses while holding the military rank of Tribune. Upon retiring from active service, he will lose the bonuses from active military service and receive an increase of +1 to Influence. After retiring from active service, he may return to military service as a Tribune by simply fulfilling the requirements for entering service in the Roman Army.- An individual most serve a minimum of 10 years as a Tribune to be eligible for the military rank of Legate.

Student (Discipulus)- A character who is acquired via the "Coming of Age" event, being only 16 years old, will begin his formal education and personal combat training as a Student. After spending 4 years as a student, he will be eligible to enter military service as a Tribune.- During his 4 years of formal education and personal combat training, to make the best use of this time, a character should travel to Roma, or the nearest city, and take up residence until he is 20 years old. A city with a Scriptorium, or higher level of eductional building, would be an ideal residence for a Student, so he can take advantage of the increased chances of acquiring useful character traits and ancillaries.- An alternative, would be to accompany an older relative who is currently serving in the Roman Army. He will not benefit from any increased command bonuses, but may gain military skills, though he will have a higher chance of acquiring the less savory traits of military life. His best choice would be formal schooling in the nearest city.- In extreme circumstances, he can still lead military forces, but due to his lack of experience, he will not gain any command bonuses.

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Additional Notes by Marcus Camillus

* All new characters acquired via through adoption, captains joining your faction, and marrying into your family via your daughters, will start with 4 years of military service in the rank of Tribune.

* All new characters acquired via the "Coming of Age" event will spend a period of 4 years receiving an education and basic hand-to-hand combat training. Once they have finished training and reached the age of 20, they will be eligible for their first military assignment as Tribune. They will still be available to lead troops, but will not receive the benefit of holding the military rank of Tribune.

* I have an idea for including a new character ancilliary for my Roman rank of Legate, several unique character ancilliaries named "Roman I Legion", "Roman II Legion", etc., to give an in-game way of tracking/simulating the Roman legions. Each would be unique and would not duplicate each other. When they are given to a legion's commander, the trait/ancilliary system will check that a particular "legion" ancilliary is not already in use. If it is, the next one available will be used. I have not worked everything out yet, but the concept is working in my current beta version. Neat thing too, is since ancilliaries can be transferred between characters, if you wish to appoint a new legion commander for an existing legion, you can transfer the "legion" ancilliary to the new commander and have the old commander depart for his new duties. The new legion commander will be given his rank, the level being dependent on his previous experience. I may also be able to include unique names, that would honor their past victories over conquered factions, etc. I have decided that whether these "legio" ancilliaries will confer a +1 to troop morale, or just provide a means to track your legions via the Roman numbering system for legions. I am currently using a +1 troop morale bonus in my current beta version. I have currently settled on 3 Legions always being available, 4 Legions available with more than 2 cities controlled, then one additional Legion per every 3 additinal cities controlled by the Romans, with a maximum of 40 Legions being available total. I created these limits to restrict the number of legions that could be formed. Originally I wanted the Legion banner and accompanying Legate rank to be available only for a full strength legion, thereby preventing the formation of tons of small one unit legions. With the number of legions available restricted, I figured they would be used more historically.

* To help track the number of General (Praetor) ranks available, I have created another unique character ancilliary that I am naming as follows, "Roman I Field Army", "Roman II Field Army", etc. As with the Legion Banners, I have restricted the Field Army Banners. One is available immediately, a second is available after more than 10 cities are controlled, with an additional one available after this for every 10 additional cities are controlled by the Romans.

* To help track the number of Consul ranks available, I will have created another unique character ancilliary that I am naming as follows, "Roman I Consular Army", "Roman II Consular Army".

To understand how the military and political advancement system works, read the tooltips notes for each of the Roman Leadership traits. Each of these traits has multiple levels with different tooltip notes for each to help you track just about everything you need to know for your characters. Things like time-in-rank, time until they loose their current rank, how to get rid of a rank, the requirements to gain a new rank. With my traits, it will be important for you to read the tooltip notes. The first paragraph in particular.

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There are also new character ancillaries with their own graphics. These are the 40 "Legion Banners", 10 "Field Army Banners", and 2 "Consular Army Banners", along with the 19 Provincial Governor's "Quaestors" and 1 Governor of Latium "Quaestor". These ancillaries can be transferred between characters and is one way how I have set up the Legate, General (Praetor), and Consul ranks to be acquired.

For example, if you currently have 10 provinces under Roman control, you will be limited to your 3 initial legions, 1 additional for having more than two cities, 1 more for having more than five cities, and 1 more for having more than eight cities. That would be a total of 6 "Legion Banners" if you controlled 10 provinces. The second to last paragraph of my "Roman Leadership Notes" explains how this works.

The provincial governors basically work the same, but you get 1 Quaestor initial for the governor of Roma, he's the special one called the "Quaestor of the Governor of Latium". The other provincial governors will become available once the romans control more provinces. After more than ten provinces are controlled (i.e. eleven provinces), your first Provincial Governor and his "Quaestor of Provincial Governor" ancillary will be available to any character who has risen through the roman Army to the rank levels given in my "Roman Leadership Notes". You will also find this info in my tooltip notes for each trait. As I mentioned, I tried to include as much info in-game as possible without cluttering the tooltip notes too much. Using the tooltip notes for each character and their traits will help greatly in tracking their military and political careers.

I know this is alot of info to get used to, its a bit of a departure from the trait system you are used to from Vanilla RTW and a few of the many excellent mods.

I have also created a limit to how many ancillaries, other than my new ancillaries, that a character can gain. Previously each character could acquire 8 ancillaries maximum. Now that limit is 6 normal ancillaries, leaving room for 2 additional ancillaries for my new ancillaries. You can still manually transfer up to 8 ancillaries to a character, but your family characters should only gain 6 ancillaries on their own. This is to be sure that a character can gain a "Legion Banner" or "Quaestor of Provincial Governor" ancillary, or any of my other new ancillaries. Without gaining these ancillaries, a character would be shut out from be promoted to Legate and the higher military and political ranks. The ancillaries need to be gain so that the ranks can be gained.

Also, if you should have a character die while holding any of my new ancillaries, do not despair. Once any of my new ancillaries is eliminated, it will be available to any new character that meets the requirements for the rank it is for. Perhaps in a future update, I'll see about with-holding a Legion Banner if it is lost in a particular manner. I'm not sure its possible, but might be fun to try for.

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Addendum – Correcting export_descr_unit FileIn order to achieve the proper unit type ratio (equal number of velites, hastati, and principes, and half as many triari, or "2x2x1"), you'll need to edit your export_descr_unit.txt file. For your convenience, I have copy pasted my triarii unit entry from export_descr_unit.txt. Simply open the file, locate triarii (use the find command), and make your triarii unit section look like this:

type roman triariidictionary rtr_roman_triariicategory infantryclass spearmenvoice_type Medium_1soldier roman_triarii, 20, 0, 1officer roman_early_centurionofficer roman_early_standardattributes sea_faring,hide_forest,can_sap,hardyformation 1, 1, 2, 2, 6,squarestat_health 1, 0stat_pri 9, 5, no, 0, 0, melee, simple, piercing, spear, 0 , 0.4stat_pri_attr light_spear,short_pikestat_sec 0, 18, no, 0, 0, no, no, no, none, 25 , 1stat_sec_attr nostat_pri_armour 9, 17, 8, metalstat_sec_armour 0, 1, fleshstat_heat 1stat_ground 2, -1, -1, 0stat_mental 19, disciplined, highly_trainedstat_charge_dist 30stat_fire_delay 0stat_food 60, 300stat_cost 1, 345, 190, 39, 42, 450ownership romans_julii, romans_brutii, romans_senate

All you're doing is reducing the unit size by 1/2, and then halving the unit cost values. Simple. Now you can have a true and proper class ratio in your Republican army.

NOTE: The changes on this page are already included when you install my Extended Realism Mod.

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