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Our aim is to bring the Hellenistic period to life.
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We can also use the help of any experienced modders who are willing to make a contribution. We need modellers and scripters especially. Send a PM here if you are interested.
10 comments by Super7700 on May 3rd, 2013
Make sure that you also check out Part 1 and Part 2 of the Roman Faction Preview.

Today, we present the third and final part of the Roman faction preview. In this preview, we will be showing you The Hellenistic Era's new government system and the Roman units and buildings relating to this feature.
The government system has been completely reworked in The Hellenistic Era. Rather than having three levels of government, there are instead three tiers of policy decisions focusing on different aspects of a nation: government, military and civic. For each of these policy decisions, the player will choose between two different technologies. You will notice that these technologies have more bonuses than in the original game, unlocking additional units and buildings. Also, another new feature is that the second- and third-tier technologies spawn new patriots rather than replacing previous ones. This means that you will end up with three different patriots upon researching policy techs in all three tiers.

The meeting house is where you research your policy decisions. Like the senate in the original game, it marks your capital. It also here that you can research the reform techs and train elite units.
By researching Despotism, you are giving one man absolute power in your nation. This allows you to research technology faster, so this is a good policy for those who like to get things done quickly.
Bonuses

The Tyrant acts like a Supply Wagon and has a greater Line-of-Sight. He doubles plunder from enemy buildings destroyed in his radius, and gives plunder from enemy units. The Roman Tyrant wears the solid purple toga picta and is accompanied by two lictors, who served as bodyguards for magistrates.

The Palace is an upgrade of the Meeting House. It has extra health, it can attack enemies and it can also detect cloaked units. Additionally, it provides a small wonder point bonus.
Researching this policy technology puts elected officials in charge of your nation. This allows ideas and innovation to flow more freely, which can be very useful given the high costs of researching the reform techs and the rest of the policy technologies.
Bonuses

The Consul heals buildings and troops in his radius, as long as they are not taking attrition damage. Friendly units in his radius are immune to bribery, and have an increased range and Line-of-Sight. The Roman Consul wears a toga praetexta and a tunica laticlavia, the broad stripes on these garments showing that he is a magistrate. He is accompanied by two lictors.
This policy technology is ideal for offensive players as it provides a number of bonuses that make it easier to follow an aggressive strategy. Buildings such as the Stockade and Fortified Barracks will allow you to create solid forward bases, and with cheaper barracks units and military technology you can field a larger army earlier.
Bonuses

The Commander acts like a Supply Wagon, and is also capable of combat. All units in his radius have extra armour and attack, and enemy cities in his radius assimilate much more quickly. The Roman Commander is well protected by his crested helmet and breastplate. He is accompanied by an aquilifer (eagle bearer) and a vexillarius (flag bearer).

The Stockade is an upgrade of the Outpost. It is more expensive, but it is stronger and is capable of attacking nearby enemies.

The Fortified Barracks is an upgrade of the Barracks. It is more expensive, but it is stronger and is capable of attacking nearby enemies.


The Military Tyrant and Consul are upgrades of the Tyrant and Consul. While they lose their special patriot bonuses mentioned earlier, they are capable of combat. Their top-quality armour and fearsome skill on the battlefield make them some of the most powerful units available in The Hellenistic Era. The Roman Military Tyrants and Consuls wear ornate helmets and armour and are accompanied by military tribunes who are also well-equipped.
This policy technology is ideal for defensive players as it provides a number of bonuses that make it more difficult for enemies to take your cities. Buildings such as the Guard Tower and Citadel will force your enemies to commit to lengthy sieges, while faster training and building times allow you to quickly build up a defence in times of crisis.
Bonuses

The Governor is capable of combat and can bribe enemy units as if he were a spy. Buildings in his radius get extra armour, and buildings and troops in his radius heal while in friendly territory. The Roman Governor is well protected by his crested helmet and breastplate, and is accompanied by an aquilifer (eagle bearer) and a vexillarius (flag bearer).

The Guard Tower is an upgrade of the Watchtower. It is more expensive, takes longer to build and can only be built in cities, but it has greater armour and offensive strength.

The Citadel is a fortress type building, though the normal fort remains available. It is costlier, takes a lot longer to build and can only be built within city limits, but it can withstand a lot of punishment and it also has a powerful attack.
This policy technology provides military and economic bonuses that support the wealthy patricians of your nation's society. If you have you also researched Offensive Doctrine, you can turn to slavery and access a cheaper work force that is still just as effective. Furthermore it enhances cavalry in multiple ways, as they were often part of the upper classes.
Bonuses

The Optimas acts like a supply wagon, and produces a wealth trickle. Siege units in his radius move and deploy faster. Mounted units in his radius have extra attack and armour. As a magistrate, the Roman Optimas wears a toga praetexta and a tunica laticlavia. He is accompanied by a lictor and a fellow senator.

The Theatre is a special civic building that produces a knowledge trickle and heals nearby units. Additionally, it provides a small wonder point bonus.

Slaves are an upgrade of Citizens. They have no ramp cost and train be trained much faster, but they have much less health and a smaller attack than ordinary Citizens.
This policy technology provides bonuses to support the ordinary citizens of your nation. An increased Commerce Limit and access to Amphitheatres will allow you to build up a stronger economy. If you have also researched Defensive Strategy, you will be able to protect your economy with armed merchants and caravans.
Bonuses

The Popularis produces a food trickle. Unit-producing buildings in his radius produce at a faster rate, and buildings under construction in his radius build more quickly. Buildings and troops in his radius heal while in friendly or neutral territory. As tribunus plebis (tribune of the people), the Roman Popularis is not considered a magistrate so he does not wear the toga praetexta or the tunica laticlavia, instead wearing a narrow stripes on his tunic to show that he is a senator. He is accompanied by plebians rather than lictors because tribunes were sacrosanct, meaning that assaulting them was prohibited, so they did not need bodyguards.

The Amphitheatre is a special civic building that produces a wealth trickle. Additionally, it provides a small wonder point bonus.
We hope you have enjoyed this preview. As usual, feel free to post your questions and comments here. The features mentioned in this preview have not all been implemented yet, so we are open to suggestions about bonuses that could be added or changed.
Special Note: We used the "ENB MOD for Rise of Nations and its expansion" by GustavoUlate25 for the screenshots. You can download it here: Moddb.com.
An update on the competition: thanks to Ca_Putt and BogdanM, who correctly identified two items each, I will be revealing some more Republican Roman units and only one more unit needs to be named before I reveal Uthum's Egyptian buildings.
All you need to do now is name the lightly armoured skirmishers in this image: Moddb.com Hint: it isn't an auxiliary, levy or town watch unit.
Pictures revealing the additional Republican Roman units are up:
- Moddb.com
- Moddb.com
One question:
In the early ages do all nations have the same units? or only the Roman Empire? or you plan to add unique units to other nations?
I will try to keep unit sharing to a minimum, so factions can be as unique as possible. In some cases nations will receive the same units for historical reasons but I will try to keep their graphics unique. In the first age of this mod though, most units are quite generic so more units will be shared in this age.
Also, if there aren't enough unit slots for nations to have unique graphics for all of their military units, more graphics may have to be shared between factions.
If you haven't noticed, I am holding a competition with rewards for the community. All you need to do is find and name the 4 new units and 1 new building that are in the 2 images below:
Moddb.com
Moddb.com
So far 1 unit and 1 building have been identified. Good luck on finding the rest!
I'm tired with endless Mediteranian background games. I mean, 0AD, and AOEO, and many other games are all focus on Rome, Greek and some thing like these. When there would be a game describe a brand new world?
Are you suggesting that I should focus on other parts of the world such as Asia? I would like to, but I don't have the space or time that is required. It will already be a real struggle just to fit in the twelve factions that I have originally planned to include.
You are right. A mod cannot be changed greatly during the middle of its process.
Will be there a Phoenicians faction? There Naval units are the strongest in the Phoenician sea (The Mediterranean).
Yes there will be, as a sub-faction of the Maghrebis in the Iron Age. That way they can become the Carthaginians in the Hellenistic Age.