UNITS
INFANTRY
Early units:
- Roman Skirmisher (can hide during the night, maintained after the reforms)
- Roman Hastatus (light swordsman)
- Roman Princeps (heavy swordsman)
- Roman Triarius (bonused versus cavalry)
Marian Reform Units
- Roman Legionaire (heavy swordsman - champion unit)
- Roman Centurion (heavy swordsman, has command aura - champion unit)
- Roman Spear Auxilia (bonused versus cavalry)
- Roman Archer Auxilia
CAVALRY
- Roman Allied Cavalry (cavalry skirmisher)
- Roman Equite (heavy cavalry)
SUPPORT UNITS
- Roman Villager
- Roman Priest
SIEGE
- Roman Battering Ram
- Roman Ballista
STRUCTURES
- Civ Center
- Trains: Roman Villager
- Techs: Town Phase (2 tiers, phase up), Loom
(Villager, hit points), Logistics (Barracks Infantry, half pop cost, Romans Only)
- Other: New ones can only be upgraded from colonies, which are only buildable on capturable settlements. Garrison Workers.
- Farm
- Trains: Sheep, Chicken
- Watch Tower
- Techs: Guard Tower (Watch Tower, enables attack/hit
points), Carrier Pigeons (tower, line of sight), Town Watch (2 tiers,
structure, line of sight)
- Other: Detects hidden units, Upgrades to Ballista Tower with a stronger siege attack.
- Techs: Guard Tower (Watch Tower, enables attack/hit
- Storehouse
- Techs: Improved Mining (3 tiers), Improved Lumber
Harvesting (3 tiers), Improved Construction (3 tiers), Handcart (2
tiers, Villager speed)
- Other: Lumber dropsite
- Techs: Improved Mining (3 tiers), Improved Lumber
- Legion Barracks
- Trains: Roman Skirmisher, Roman Hastatus, Roman Princeps, Roman Triarius, Roman Legionaire, Roman Spear Auxilia, Roman Centurion
- Techs: Gladius (Swordmen, attack rate, Romans
only), Testudo Formation (Legionaire, allows testudo, Romans only), Defensive/Guerrilla/Offensive Core Infantry (choice tech)
- Archery Range
- Trains: Roman Archer Auxilia, Roman Ballista
- Techs: Marksmanship (Archer damage), Fire Arrows
(Archer/Structure/Ship extra damage vs Structures/Ships/Siege),
Composite Bow (Archer, range)
- Forge
- Techs: Weapon Forging (3 tiers, melee damage),
Missile Forging (3 tiers, ranged damage), Armorcrafting (3 tiers, heavy
armor), Leatherworking (3 tiers, light armor), Footwear (infantry
speed)
- Techs: Weapon Forging (3 tiers, melee damage),
- Temple
- Trains: Priest
- Techs: Faith (Priest, hit points), Brainwash (Priest, conversion) Afterlife (Organic unit, attack rate)
- Market
- Trains: Horse (needed to build Stables)
- Techs: Coinage (periodic income per ally)
- Other: Exchange Resources
- Stables
- Trains: Roman Equite, Roman Allied Cavalry
- Techs: Heavy/Swift Horses (choice tech, hit points or speed)
- Fortress
- Trains: Roman Battering Ram, Roman Legionaire, Roman Spear Auxilia, Roman Centurion
- Techs: Draft Horses (Siege, speed), Reinforced
Ramheads (Ram, damage), Lorica Segmentata (Legionaire, increases missile ressistance, Romans only)
- Monument
- Other: has command aura
- Academy
- Techs:
Engineering (Ballista and Ballista Tower, range/hit points), Ballistics
(Ballista and Ballista Tower, less random damage), Medicine (Organic
Units, regeneration), Imported Construction Technology (Structures/Ships/Siege, attack rate and hit points, Romans only), Marian Reforms (Replaces Melee Infantry with new units, Romans only)
- Techs:
CIV SPECIALS
- Champion Infantry available at Barracks as well
- Infantry train 20% faster. Melee Infantry have +1 damage per second.
- Early foot soldiers promote to stronger ones through combat (Hastatus -> Princeps -> Triarius).
- Auxiliary Archers and Spearmen can repair structures.
- Marian Reforms replace Melee Infantry with a set of new units, improving Swordsmen, adding Archers but weakening Spearmen.
OVERVIEW
- Infantry: Excellent (besides late game spears). Many techs and bonuses.
- Missile units: Weak early/mid game. Above average late game.
- Cavalry: Weak. Very few techs.
- Siege: Very Strong. All techs.
- Economy: Average.
- Structures: Strong.
- Navy: Some special techs for hired ships.
Format shamelessly stolen from the design document of the free indie RTS 0 A.D. Both for it's usefulness and as a chance to promote it.
I think Romans could use Siege Towers and train Attack Dogs from Farms.
Ancient Roman Battle tatic: Roman Archer formations used attack dogs to keep enemy shields down while shoting their heads, enemys would be wound be either ways protecting from missiles but being attacked by a dog, or shields down to protect against the dogs and being shot at the heads!
There's no point for Siege Towers for two reasons:
1) No walls. Wacraft has no wall system and I don't wanna mess with extremely complex triggers. So probably no walls either.
2) No suitable model. Unless someone is willing to add team colour to one I have in mind. But still, Siege Towers with no walls isn't that interesting to me.
First time I learn about this tactic. I might research on it a bit, but probably War Dogs will remain a Celtic-only unit. Romans have a good troop variety anyway while Celts are a little on the downside here. Plus I want factions to play a bit differently. Not on Warcraft levels, but not as similarly as in Age Of Empires either.
What if you add the ability for infantry to "assemble" into a catapult/siege weapon? (drew this idea from an old game called Nemesis of the Roman Empire)
You mean them pulling the weapon? Or garrison in it? If you mean the second, up to four infantry can garrison in Siege Rams.