Faction Guides



Faction Guides: Greek City States, Kingdom of Macedon, Seleucid Empire, Kingdom of Baktria, Ptolemaic Empire, Kingdom of Thrace Republic of Rome, Republic of Carthage, Kingdom of Pontus, Kingdom of Armenia, Kingdom of Saba, The Gauls, The Germans, The Iberians.






Greek City States



Since the defeat of Athens and Thebes in 338 BC, at the Battle of Chaeronea, the City States of mainland Greece have been under the domination of the Kingdom of Macedon. In 268 BC an alliance formed, led by Sparta and Athens, to throw off the Macedonian yoke. After enjoying some early military successes the alliance fell apart when the Spartans were defeated in 265 BC. Athens finally succumbed after a long siege in 261 BC. If things had gone differently the Greeks would have been free, and perhaps united.

Spartan Royal Guard:
Traditionally the Spartan Royal Guard numbered just 300 men. The Greek cities start with one unit which can be retrained in Sparta at great expense. Although the Greek Cities start out at a distinct military disadvantage, these men can turn the tide of battle. Put to good use they may, once again, secure freedom for the Greeks.

The recruitment time for additional units is 30 turns. This is set deliberately high to discourage the player from maintaining more than one unit at a time. The Royal Guard is supposed to be unique, so I advise against recruiting new units, unless the first one is entirely wiped out. If you want more Spartans, wait until you can recruit Spartan Perioici (requires an Army Barracks in Sparta).


Sub-Factions:
The Greek city states, although often allied with each other, were more like a loose federation, rather than an empire. To reflect this each of the city states now starts out with its own sub-faction leader. Players can now play each sub-faction as a semi-independent power if they wish.

Independent Cities and Loyalty: Greek colonies were spread from one end of the Mediterranean to the other, and around the shores of the Black Sea. Some of these cities, were significant powers in their own right. These independent cities, and the Kingdom of Epirus, are represented by the unplayable Greek City States (independent) faction. Successfully building a Greek empire will require you to unite all of these far flung-settlements. The independent Greek City States also serve as a rebel faction for the Greek City States. When cities and family members rebel from one of these factions, they will go over to the other.

Military: In vanilla RTW the Greek city states had a very limited unit roster, focusing on historically inaccurate hoplite units. The result was that the GCS were limited to a very static style of combat where the dominant strategy was to defend, and the dominant tactic was to form a box of Armoured Hoplites and wait for the enemy to finish dying. In XGM the GCS have the most diverse unit roster. The hoplite style of fighting has been limited to elite heavy infantry units, and the basic phalanx units are now more historically accurate Macedonian style phalangites. The new units, and other changes to game-play, make it both possible and necessary to employ much more aggressive tactics with GCS armies.

The new unit roster includes: (Phalangites) Levy phalangites, Phalangites, Armoured Phalangites, Spartan Perioici Phalangites (post-Marius); (Hoplites) Hoplites, Spartan Perioici Hoplites (pre-Marius), Sacred band, Spartan Royal Guard; (Spearmen) Doryphoroi, Thureophoroi, Thorakitai, Marines; (Swordsmen) Hypaspists; (Peltasts) Peltasts; (Slingers) Slingers; (Archers) Archers; (Cavalry) Militia Cavalry, Light Cavalry, Heavy Cavalry, Noble Cavalry; (Elephants) Forest Elephants, War Elephants, Armoured Elephants; (Siege) Ballistas, Repeating Ballistas, Catapults, Heavy Catapults; (Naval) Biremes, Triremes, Quinquiremes, Syracusan Quinquiremes, Hepteres, Deceres. The GCS can also recruit Gastraphetes in Suracuse, and Cappodocian Cavalry in Cappodocia.

Strategy: The first challenge for the Greek City States is to throw off the Macedonian yoke. The armies of Macedon are powerful, and sooner or later (probably sooner) the King of Macedon will decide to secure his hold on Greece. Raise an army as quickly as you can, liberate Corinth, and take back control of mainland Greece. Then press on towards Macedonia. Try not to get entangled in other wars, especially in Asia minor, before you have finished with Macedon.







Kingdom of Macedon



Since the death of Alexander, the Kingdom of Macedon has been in a state of turmoil. While the Kingdom still dominates Greece and the Aegean, it has lost control of Thrace and its more possessions in Asia Minor and beyond. Threatened by Barbarians in the north, and rebellious Greeks in the south, the task of restoring Alexander's Empire will not be easy.

Military:
In vanilla RTW the Kingdom of Macedon was not playable and, although it had a better range of cavalry units, it suffered from a lack of units to support its phalanx. In XGM Macedon is a playable faction and its unit roster has been filled out in a similar fashion to the Greek City States, with a good range of light infantry, heavy infantry, and missile units, and an elite phalangite unit.

The new unit roster includes: (Phalangites) Levy phalangites, Phalangites, Foot Companions; (Spearmen) Doryphoroi, Thureophoroi, Thorakitai; (Swordsmen) Hypaspists, Agema Hypaspists; (Peltasts) Peltasts, (Slingers) Slingers, Kestros Slingers; (Archers) Archers, Picked Cretan Archers; (Cavalry) Thessalian Cavalry, Light Cavalry, Heavy Cavalry, Companion Cavalry; (Elephants) Forest Elephants, War Elephants, Armoured Elephants; (Siege) Ballistas, Repeating Ballistas, Catapults, Heavy Catapults; (Naval) Biremes, Triremes, Quinquiremes, Hepteres, Deceres. Macedon can also recruit Gastraphetes in Syracuse, and Cappodocian Cavalry in Cappodocia.

Strategy: The Kingdom of Macedon starts out in a potentially powerful position. If you can assert control over the Greeks to the south then you will have what is perhaps the wealthiest and most easily defended position of any faction. However, first you will have to deal with the recently arrived horde of barbarians on your northern border, and then you will have to deal with the Greeks.







Seleucid Empire



The Seleucid Empire is vast, easily the greatest power in the Mediterranean world, and potentially very wealthy. However, it is also surrounded by enemies and potential enemies, with vast borders to defend, and military forces that are stretched thin.

Military:
The Seleucids had one of the most balanced unit rosters in vanilla RTW so they have had fewer new units added than the other Greek factions. Still they have benefited from the addition of non-phalanx spear units like
Thureophoroi and Thorakitai, and from elite archer units like Cretan Archers and Gastraphetes. If the Seleucids are an AI faction they also get a significant boost so that they often come to dominate the East instead of being over-run early by a horde of enemies.

The new unit roster includes: (Phalangites) Levy phalangites, Phalangites, Agyraspid Phalangites ; (Spearmen) Doryphoroi, Thureophoroi, Thorakitai; (Hoplites) Hoplites ; (Swordsmen) Legionaries, Agyraspid Legionaries; (Peltasts) Peltasts; (Slingers) Slingers; (Archers) Archers, Cretan Archers, Gastraphetes; (Cavalry) Militia Cavalry, Light cavalry, Cataphracts, Companion Cavalry; (Chariots) Scythed Chariots; (Camels) Cataphract Camels; (Elephants) Forest Elephants, War Elephants, Armoured Elephants; (Siege) Ballistas, Repeating Ballistas, Catapults, Heavy Catapults; (Naval) Biremes, Triremes, Quinquiremes, Hepteres, Deceres.

Strategy: You face several immediate threats, of which the Ptolemaic Empire is the most serious. They are powerful, and positioned to strike at the most valuable regions of the your own empire. You should try to break their power in Asia, and drive them back into Africa, as soon as possible. The eastern fringe of your empire is the least valuable of your possessions, and the hardest to defend. If you can, try to capture Baktria and use that as a power base to hold your eastern border, but don't try to expand much further east. You should also consider a temporary retreat from the east, so that you can focus your power in the west. Asia Minor contains your greatest opporunities for expansion in the early game. There is considerable wealth to be had there, and although your enemies will be numerous, they are relatively weak. Just try not to pick too many fights at once.







Kingdom of Thrace


Thrace has long been under the domination of the Kingdom of Macedon. After the death of Alexander the Kingdom of Thrace fell into the hands of Lysimachus, one of Alexander's successors, and at one time his power extended over Macedon, Thrace, and much of Asia Minor. Lysimachus was recently killed in battle against the Seleucids, however, and his Kingdom has collapsed. For the first time in a hundred years the tribes of Thrace are free from Macedonian control.

Military: With a mixture of Greek and Barbarian units Thrace had a short but interesting unit roster in vanilla RTW. In XGM Thrace is a barbarian faction, with a number of new barbarian units availble. Historically the native Thracians and Dacians were very closely allied with Greek colonists in the region, so Thrace also has access to a wide range of Greek auxiliary units, in regions that have a significant Greek population.

The new unit roster includes: (Spearmen) Spear Warband; (Infantry) Falxmen, Thorakitai; (Peltasts) Peltasts; (Archers) Archers; (Cavalry) Light Cavalry, Heavy Cavalry, Noble Cavalry; (Siege) Onagers ; (Naval) Biremes, Triremes. In addition they can recruit the following Greek units in Greek regions: Greek Peltasts, Greek Slingers, Greek Archers, Greek Hoplites, Greek Levy Phalangites, Greek Phalangites, Greek Militia Cavalry, Greek Light Cavalry.

Thracian Peltasts, and Thracian Light Cavalry, both armed with javelins and romphia, are perhaps the best of their types in the world. Thracian falxmen and Thorakitai are also very dangerous in close combat. Combined with good heavy cavalry, and civilised forces from the Greek colonies, Thrace is able to field highly effective armies.

Strategy: Your first task will be to break the power of the barbarian horde which has recently migrated from central Europe, through the balkans, to threaten northern Greece. After you have secured Thrace from this threat you can consider where to expand. Great wealtrh lies to the south in Macedon, Greece, and even Asia Minor, but the Greeks and macedonians may not take easily to being ruled by barbarians. The barbarian lands to the north and west may be easier to capture, but they may also be more difficult to hold.






Kingdom of Baktria


In 250 BC the eastern edge of the Seleucid Empire split off to form the Kingdom of Baktria. The Kingdom became a major regional power and, at its greatest extent, included a wide swathe of of Northern India. These regions in turn split off to form the Indo-Greek Kingdom.

Military: Baktria's roster includes a mix of Greek, Baktrian, and Indian units:
(Phalangites) Levy Phalangites, Phalangites ; (Spearmen) Doryphoroi, Thureophoroi, (Hoplites) Indo-Hellenic Hoplites, Agema Hoplites; (Peltasts) Peltasts; (Slingers) Slingers; (Archers) Archers; (Cavalry) Baktrian Horse Archers, Backtrian Lancers, Cataphracts, Companion Cavalry; (Camels) Cataphract Camels; (Elephants) Indian War Elephants; (Siege) Ballistas, Repeating Ballistas, Catapults, Heavy Catapults; (Naval) Biremes, Triremes, Quinquiremes, Hepteres, Deceres.

Strategy: Baktria starts out as a very small Kingdom on the edge of a large and potentially hostile Empire. The Seleucids have many enemies to deal with, and it might be tempting to take advantage of this immediately by capturing more of the eastern edge of their empire. However, the empire is vast, and wealthy. They have the resources to wage a protracted war of attrition, while you do not. A wiser course would be to keep the peace with them, as long as possible, while expanding along the silk road to the east. The wealth and military resources of India will make a war with the Seleucids considerably easier.





Ptolemaic Empire


Military: In vanilla RTW Egypt had an over-powered line-up of fantasy units. In XGM their unit roster has been brought into line with historical fact and with the other Hellenistic states.

Ptolemaic units divide into four classes: (1) Auxiliaries recruited from non-Egyptian native populations; (2) Levy units recruited from the lower classes of Egyptian natives; (3) Machimoi units recruited from the native Egyptian warrior class; (4) Cleruch units recruited from Greek and Macedonian military settlers.

Auxiliaries available in to the Ptolemies in Africa include Nubian Spearmen (similar to heavy peltasts), Nubian Cavalry (similar to Greek Militia Cavalry), Nubian Archers, Ethiopian Axemen, Armoured Ethiopian Axemen (post-Marius).
The Ptolemies can also recruit Gastraphetes in Syracuse, Cappodocian Cavalry in Cappodocia, and Bedouin Camel Archers in Africa and Arabia.

Levy units include Levy Spearmen (a poor quality garrison unit), and Levy Phalangites (a poor quality, but cheap phalanx unit). Machimoi units include Machimoi Peltasts, Machimoi Slingers, Machimoi Phalangites (similar in equipment and quality to Greek Phalangites), and Machimoi Cavalry (similar in equipment and quality to Greek Light Cavalry). Cleruch units include Cleruch Phalangites (a superior Greek phalanx unit), Cleruch Cavalry (similar to Greek Heavy Cavalry), Basilikon Guard (a superior hoplite unit), and Basilikon Guard Cavalry (an elite cavalry unit similar to Companion Cavalry). In addition the Ptolemies get the usual range of Greek naval, siege, and elephant units.


Strategy: War with the Seleucids is inevitable, but if you can hold the Seleucids at bay long enough to secure your control of east Africa then you will be in a very strong position.





Republic of Rome


In 280 BC Rome is already a significant power, having unified central Italy, but it is surrounded by powerful enemies. A mere 30 years ago Rome was sacked by the Gauls, and they are an ever present threat in the north. In the south relations with the Greek City State of Tarentum have deteriorated to the point of war, and the King of Epirus has come to its aid with a powerful army that even now stands on the border of Rome's territory, ready to invade.

Unified Rome:
In XGM the Senate has been eliminated, and Rome has been unified into one faction.

Roman Rebels and Loyalty: The bloodiest wars in Roman history were fought first against other Italic peoples, and then against other Romans. At the start of the campaign the Roman rebels represent the Italic peoples in sothern Italy and Sicily who remain free from Roman domination. This faction is re-emergent and later in the campaign it represents groups that break away from the empire to wage civil war. Disloyal family members, and settlements in rebellion may switch sides and join the rebels.

Cognomen: The Romans had a practice of awarding cognomen, or nicknames, to men who had accomplished something of significance. Roman commanders can now earn various cognomen for winning heroic victories against certain factions, or for carrying out successful campaigns. These cognomen include: Africanis, Britanicus, Gallicus, Germanicus, Parthicus, Graecus, Aegyptiacus. For Africanis, Gallicus, Germanicus, Parthicus, you just need to win a heroic victory against the right faction. For Graecus you need to win two heroic victories against Greek factions. For Britanicus you need to capture Camulodunum. For Aegyptiacus you need to capture Alexandria, Thebes, and Memphis.

Military: The Roman roster has not changed a lot. Rome is now able to recruit slingers. Triarii are recruitable with a city barracks, and their armour rating is increased. Praetorian units are only recruitable in Italy. Arcani, Early Legionaries, and Early First Cohort have been removed. Late Legionaries are recruitable with a city barracks. Urban Cohorts are now a superior garrison unit rather than elite infantry. First Cohorts are now named and recruitable anywhere with an army barracks, but their size has been reduced.

Strategy: Although you start out at war with the Gauls you should try to avoid conflict at the start of the campaign. The Gauls have their own problems so they should leave you alone for a while. Your first priority should be to break the army that Pyrrhus of Epirus has brough with him from Greece. Gather your available forces, meet him on the field of battle, and destroy him. If that doesn't work out the first time around, keep trying.

Once the army of Epirus has been broken, subdue southern Italy and then press on into Sicily. When you have conquered Sicily, the you can turn your attention north, and deal with the Gauls in Northern Italy. At some point, if you have then men to spare, it will be well worth while to capture the islands in the western Medeteranean. They bring considerable income and require relatively little defense. You might even want to consider an expedition to Crete.

Once you have all of Italy, Sicily, and the islands of the western mediteranean under your control you have a few choice about where to go next: north and west into Gaul, east into Greece, or south and west to Carthage. Gaul is poor and full of trouser wearing barbarians, so try to avoid the temptation to press on beyond the alps. Instead you should go where the money is - either to North Africa, or Greece.







Republic of Carthage


In 280 BC the Republic of Carthage is master of the Western Medeteranean sea trade, and a rising power in Iberia and Sicily. Their wealth and power are certain to bring them into conflict with the other rising power of the region - the Republic of Rome.

Military: In vanilla RTW Carthage had a weak unit roster and a weak starting position so they typically collapsed quickly in the face of Roman aggression. In XGM their roster has been significantly revised to make the armies they field more historically accurate. Carthage now gets a limited range of citizen units. These include poor quality Militia units, Civic units that start out with rather poor quality, but which improve considerably after the reforms, and very high quality Sacred Band units. In addition Carthage now has a very wide range of Auxiliary units available in Africa, Iberia, and other regions, that will form the bulk of their military forces.

As a result Carthage has one of the most varied unit rosters in the game. It sports a mix of Hellenistic, Roman and Barbarian tactics, depending on the theatre of battle, as the units available for recruitment are different in each region. Civic units can be recruited anywhere, with the right barracks and colony buildings, but they start out weaker than the equivalent AOR units, this represents the fact that carthaginian citizens were not really trained for war but fought only when the situation was dire.

Carthage has a better selection of AOR units than most factions, meaning more tactical flexibility when recruiting outside their homelands. Three recruitment zones are important early in the campaign: Africa, where you can recruit excellent skirmishing cavalry, heavy peltasts, hoplite style infantry, and elephants; Iberia, where you can recruit excellent skirmishers, medium cavalry and infantry that fight in a simailr style to the Romans; and Sicily, where you can recruit a variety of greek units.

The roster of faction units includes: Milita (basic garrison unit), Militia Phalangites (a very poor quality phalanx unit), Civic Light Infantry (heavy peltasts), Civic Heavy Infantry (hoplites), Civic Cavalry (medium cavalry), Sacred Band Cavalry (superb heavy cavalry), Sacred Band Infantry (superb hoplites), and a range of Elephant units.

The roster of AOR units includes: Africa - Numidian Peltasts (good skirmishers), Lybian light infantry (heavy peltasts), Numidian Cavalry (excellent skirmishing cavalry), Lybian Spearmen (good hoplite style infantry), Numidian Archers (average bowmen); Iberia - Caetrati (excellent skimishing infantry), Scutarii (similar to Hastati), Heavy Scutarii (similar to Principes), Iberian Cavalry (good medium/heavy cavalry). In addition Carthage has easy access to Balearic Slingers, and can recruit Gaesatae (high quality Barbarian Swordsmen) in Gaul.

Zarax's typical Army

1 General
5 Militia Phalanx (decent anvil, just don't try to use them for anything else)
4 Light Infantry (to shower whatever comes close to your phalanx, can be more early in game)
4 Heavy Infantry (to protect those vulnerable flanks)
2 Numidian Cavalry (4 early in game, to tire and lure out enemy heavy units)
2 Heavy Cavalry (your anvil)
1 Elephant (good both to mop up those legionaries or scare off cavalry)
1 Balearic Slingers (to keep bombarding enemy infantry, as they gain experience they will become lethal).

Strategy: At the start of the campaign Carthage faces threats on three fronts - in from the rebels in Africa, the Iberians in Iberia, and the Greeks and Romans in Sicily. You will not have enough troops to cover all three fronts, so you must choose wisely in deciding which threats to tackle first. A wise course of action would be to pull your forces back to Africa to secure that region as a base before taking on tougher opponents.







Kingdom of Pontus


Founded by Mithradates Ktistes a bare 20 years ago, the Kingdom of Pontus is a Persian Dynasty surrounded by Macedonian and Greek powers.

Military:
The Kings of Pontus style themselves as successors to Alexander, and order their military forces on the Macedonian model that Alexander used so successfully. Unlike the other successor states, however, they have far less ability to attract Greek and Macedonian settlers, so their military must depend more on native units.

The new roster includes: (Missile) Skirmishers, Slingers, Archers. Pontus recruits highly skilled skirmishers from the hill tribes of Anatolia. (Non-phalanx Infantry) Axemen, Kadakes Spearmen, Kardakes Swordsmen. Pontus also recruits axemen from the hill tribes. Although lightly protected and unreliable at times, they are aggressive and dangerous opponenets. The Kardakes, in contrast are a professional military force, recruited from the native populations of the east, but equiped and trained at the Kings expense. They are both tough and reliable. (Phalanx Infantry) Phalangites, Bronze Shield Phalangites. Mostly recruited from Greek and Macedonian settlers, these men are highly disciplined and capable. The Bronze Shields are an elite unit modeled on the Alexander's Silver Shields, and easily a match for the elite phalangite units of the successor states. (Missile Cavalry) Light Cavalry, Heavy Cavalry. Armed with javelins these units fight in the traditional style of Anatolian cavalry, wearing down the enemy and then striking when opportunity presents. (Cavalry) Cappodocian Cavalry. Famed for their skill, these Cataphracts are nearly unstoppable. (Other) Scythed Chariots, Elephants.

In addition Pontus has ready access to several notable auxiliary units. Hoplites can be recruited from the Greek settlements in Asia Minor. Galatian Swordsmen can be recruited from Galatia in central Anatolia. Cilician Pirates, who make excellent light infantry, can be recruited from Cilicia on the southern shores of Asia Minor.

Strategy: Asia Minor is a region of great wealth, but control of that wealth is contested by a number of Greek City States (including the powerful City of Pergamon), the Seleucid Empire, the Ptolemaic Empire, and the Galatians (a gallic people recently arrived from Europe at the invitation of the King of Bythnia). Try to avoid conflict with the other factions at first, and expand to the west towards Nicomedia. When war does break out with the other factions, try to pick just one fight at a time. Sooner or later you will have to contest control of the region with the Seleucid Empire. In this case, later is better.







Kingdom of Armenia


Armenia has enjoyed brief periods of independence, but for much of its history it has been under the domination of the great empires of the region. In 280 BC it is nominally under the authority of the Seleucid empire, but enjoys a great degree of autonomy. As the power and wealth of Armenia grow the Seleucids will be less likely to tolerate that autonomy. War is enevitable.

Military: The Armenian military consists of a highly effective mix of Infantry and Cavalry units. The new roster includes: (Missile) Skirmishers, Slingers, Archers. Armenia recruits highly skilled skirmishers from the hill tribes of Armenia and the Caucasus. (Infantry) Axemen, Kadakes Spearmen, Kardakes Swordsmen. Armenia also recruits axemen from the hill tribes. Although lightly protected and unreliable at times, they are aggressive and dangerous opponenets. The Kardakes, in contrast are a professional military force, recruited from the native populations of the east, but equiped and trained at the Kings expense. They are both tough and reliable. (Missile Cavalry) Horse Archers, Heavy Cavalry, Cataphract Archers. (Cavalry) Cataphracts, Kinsmen. (Other) Elephants.

In addition Armenia has ready access to Georgian Swordsmen. They can be recruited through the normal Armenian city barracks in Kotais and Mtskheta.

Strategy: Caught between the Scythians and the Seleucids, survival can be difficult. Expand as quickly as you can to capture the rebel regions around Armenia. Colchis, in particular, is valuable as a source of trade income. Attempting to capture Trapezus from the Greeks may turn out to be an expensive mistake at this early stage. Trade with the other Greek cities on the Black Sea can be lucrative. Fortify the passes through the Caucasus mountains to your north to prevent Scythian incursions, and prepare as best you can for war with the Seleucids. When war comes, you should make every effort to capture and hold Seleucia in Mesopotamia. The loss of this administrative center will cripple the Seleucid Empire and greatly improve your chances of survival.







Kingdom of Saba


The Sabaeans are an ancient Semitic people whose Kingdom lies near the southern tip of Arabia. Trade in frankincense and myrrh, and their location on the lucrative trade route bringing spices from India have made them wealthy. Sophisticated irrigation systems have made their land fertile, while the desert itself has protected them from the turmoil that swept away the Persian Empire. Having recently conquered Qataban, their power and wealth are growing. Perhaps the deserts of Arabia will soon produce a new force for the world to reckon with.

Military: The Sabaean military resembles the military of the Persian Empire before Alexander swept it away. Although somewhat old-fashioned it is still effective if used well, and it includes some unusual unit types like the Sabaean Temple Guards, armed with bows and great double bladed axes.

The roster includes (Skirmishers) Peltasts; (Spearmen) Spearmen, Heavy Spearmen; (Axemen) Red Sea Axemen; (Ranged) Slingers, Sabaean Archers, Sabaean Temple Guards; (Cavalry) Sabaean Heavy cavalry, Sabaean Camel Archers, Sabaean Chariot Archers, Sabaean Elephants; (Siege) Onagers.

Strategy: Dependent on sea trade, and caught between two Hellenistic giants - the Seleucid and Ptolemaic Empires - the Sabaeans can easily find themselves fighting a losing war on two fronts against vastly superior enemies. Keep the peace as long as you can, and pick one fight at a time. After you unite Arabia, expanding into the rich and fertile lands of Egypt is the surest path to victory.







The Gauls


In 280 BC the Gauls are a people divided against themselves. Two great tribal federations, one led by the Aedui, the other led by the Averni, contest control of Gaul.

Hording: If you have the Barbarian Invasion expansion installed then the Parthians, Scythians, Gauls, and Germans, will have the ability to form hordes, by abandoning their last settlement. The entire faction can then migrate, sacking enemy settlements on the way, without holding any settlements themselves.

Large Cities: Barbarian factions can now build large cities. Each faction gets a range of new buildings and some new units for this city level.

Military: The unit roster includes (Skirmishers) Peltasts; (Spearmen) Spear Warband; (Swordsmen) Swordsmen, Gaesatae, Chosen Swordsmen; (Ranged) Archers, Foresters; (Cavalry) Cavalry, Heavy cavalry, Noble Cavalry, Javelin Chariots; (Special) Druids.

Strategy:
Begin by unifying Gaul. Try to make peave with the Germans or, failing that, sack and hold their capital in order to weaken them. You will not be able to afford a protracted war of attrition with them. In dealing with Rome you can try to strike early while they are still threatened by the Greeks in the south of Italy, but it may be wiser to avoid direct conflict. When you do strike, try to capture and hold Rome as early as you can.






The Germans



Military: The roster includes (Skirmishers) Peltasts; (Spearmen) Spear Warband; (Axemen) Axemen, Double Handed Axemen, Chosen Axemen, Night raiders, Berserkers; (Ranged) Archers, Chosen Archers; (Cavalry) Cavalry, Heavy cavalry, Noble Cavalry.

Hording: If you have the Barbarian Invasion expansion installed then the Parthians, Scythians, Gauls, and Germans, will have the ability to form hordes, by abandoning their last settlement. The entire faction can then migrate, sacking enemy settlements on the way, without holding any settlements themselves.

Large Cities: Barbarian factions can now build large cities. Each faction gets a range of new buildings and some new units for this city level.







The Iberians


Military: The roster includes (Skirmishers) Caetrati; (Spearmen) Spearmen, Heavy Spearmen; (Swordsmen) Scutarii, Heavy Scutarii, Ambakaro; (Ranged) Archers; (Cavalry) Roundshield, Longshield, Lancers; (Siege) Onagers.

Large Cities:
Barbarian factions can now build large cities. Each faction gets a range of new buildings and some new units for this city level.