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  • Rome Total War Seleucid Units
    카테고리 없음 2020. 1. 31. 02:24
    Rome Total War Seleucid Units

    Total War Wiki is a FANDOM Games Community. View Mobile Site WatchGOT MCU Future GOT Quiz MCU Future GOT Quiz. Steam Workshop: Total War: ROME II - Emperor Edition. And now I present the easiest unit I have made thus far. And it still took 2-4 hours! Silver shield legionaries, as seen in Rome 1! Complete and utter copy paste of a unit over to Seleucid, however.

    . WW: 3 September 2014LinuxTBA,Mode(s),Total War: Rome II is a developed by and published. It was released on 3 September 2013 for and is the eighth standalone game in the of video games. Rome II is a successor to the 2004 game. The game released to mostly positive reviews from critics, but suffered from significant technical problems upon release. However, it proved a commercial success, surpassing all other games in the Total War series in both sales and number of concurrent players on its release day.

    In September 2014, the Emperor Edition was released, which added Mac support, addressed many of the technical problems in the game, as well as overhauling AI battles and upgrading the visuals. It was offered as a standalone edition and a free upgrade to all current players. Contents.Gameplay Total War: Rome II is set in the period, and provides a more sophisticated portrayal of each culture, which in the original game had been portrayed anachronistically. The grand campaign begins in 272 BC and lasts for 300 years. However, the player also has the option to play further, as there are no timed victory conditions.The Warscape engine powers the visuals of the game and new unit cameras allow players to focus on individual soldiers on the battlefield, which may contain thousands of combatants.

    Creative Assembly has stated that it wishes to bring out the more human side of war, with soldiers reacting as their comrades get killed around them, and officers inspiring men with heroic speeches.Armies and navies have changeable stances on the campaign map. Stances determine factors such as total movement points per turn or the ability to deploy traps for an ambush.

    The 'Forced March' stance allows an army to march further, but will tire out its men, reduce their fighting ability and leave them vulnerable to ambush; the 'Defensive Stance' enables fortifications such as stakes or redoubts, and the 'Ambush Stance' enables traps such as fireballs and sulphur pits. Armies and fleets can be a maximum of 20 units and must have a general or admiral to lead them. A faction's power, or 'imperium', determines the number of armies it can raise.

    A faction can gain more imperium by conquering more regions or acquiring more gold. Players can also name units in an army and change their emblems.When an army is formed, the player must pick a general to lead it from a list of available faction members. When it recruits new units, the army enters muster mode and cannot move until they have been added to the army.

    Both armies and generals can gain skills and traits from experience in battle. Each skill can be upgraded up to three times. If an army loses its general, a new one will be appointed by the player. These rules also apply to fleets and admirals.As with, the player is prompted with decisions throughout the game. The Creative Assembly has expanded on this mechanic, with each decision leading the player down a particular 'decision path' based on previous decisions. These will then affect the way the campaign plays out; for example, the Roman Republic may become the Roman Empire through civil war.

    Additionally, rather than solely assigning traits to generals and family members as with previous Total War games, the player can assign traits to legions as they gain combat experience. Players can customise legions by choosing their weapons. Players can still determine the composition of individual cohorts, even though they will be building entire legions at a time, unlike in previous Total War titles where all units had to be created separately.Navies play an important role in Total War: Rome II. The Creative Assembly introduced mixed naval and land combat for land battles and city sieges, to reflect the naval strategies of the classical era. Legions can attack the enemy's ground forces and cities, while naval units provide supporting fire or engage in naval warfare on the seas.

    Navies can conquer poorly guarded coastal cities by themselves. In addition, naval combat has been modified.

    Total

    Navies are now composed largely of troop carriers, designed to ram and board opposing ships, and land units can now commandeer merchant vessels as naval transport units. Naval units are bigger in size and a player may recruit several at a time. Naval regions, which were introduced in Medieval: Total War, have returned. Their purpose is to prevent players or the AI from slipping an invasion force right past a huge enemy fleet.

    Entering a naval region where an enemy fleet is present will trigger naval combat.There are three core types of agents in Rome II: the dignitary, the champion and the spy, and each culture has its own variants. When spawned, each agent has a 'profession' that is determined by its supposed background or ethnicity. A player can invest in an agent's profession as well as its skill tree. Each agent can try to assassinate other characters or convert them to their faction. When an agent is asked to perform a certain task, there is a deeper set of choices on how to complete the task.

    For example, when getting rid of an enemy agent, one can bribe him, convert him or murder him.The Creative Assembly has tried to ensure the uniqueness of different cultures and fighting forces. Lead unit designer Jack Lusted stated that instead of the 'rebel nation' of the original Rome: Total War representing minor states, there are a large number of smaller, individual nations and city-states represented by their own faction. Each ethnic group has a unique play-style. A tribe of British barbarians looks and feels different from a disciplined Roman legion. Different agents and technologies are implemented for different factions.

    There are over 500 different land units in the game, including mercenaries. Over 30 different city variants avoid siege battles feeling and playing out the same every time.In addition to traditional sieges and field battles, a myriad of battle types is available in Rome II.

    These include:. Combined naval/land battles: These occur when assaulting a coastal city, or when two armies are near the coastline.

    Settlement outskirts battles: These are fought near regional capitals that are too small to have walls. The primary objective is to capture the city rather than destroy or rout the enemy army, although victory can still be achieved by routing your opponent. Siege battles: These occur when an army assaults a provincial capital or a fortified settlement. In these battles, the cities include multiple capture points which the defender has to defend in order to win the fight. Encampment battles: These are triggered when an army attacks another that is in defensive stance. The defending army has time to build fortifications around its perimeter, including wooden palisades or small forts.

    River battles: These are fought when an army tries to cross a major, navigable river and another tries to stop it. Navies can aid in this fight, although armies will be able to build transport ships of their own to cross rivers. Ambushes: These have been revamped in Rome II.

    The ambushing army can place traps, such as flaming boulders, spikes. The defending army must find a way to escape the area, although it can also attempt to defeat the ambushing army.

    An ambush battle is also triggered when an army attacks an enemy that was sabotaged. Port sieges: These are triggered when a navy sails into an enemy coastal city with a port. The navy will attempt to land its army in the city, while heavier ships intercept any enemy vessels and provide supporting fire using catapults and other projectiles.The diplomacy system has been revamped with a new artificial intelligence.

    The Creative Assembly has acknowledged anomalies in previous games, where the AI could perform strange or even suicidal actions, such as small factions declaring war on the Roman Empire, and the AI is said to be more 'intelligent' and cunning. The player's own actions will determine whether or not the enemy AI will be a trustworthy ally or a suspicious traitor.The political system of Rome II has been completely redone.

    The factions of Rome and Carthage each have three political entities that vie for power. Players will choose to be part of one of the entities once they select the faction they want to play.

    Other factions have internal politics between a single ruling family and a class of nobles. The political standing of different entities is based on a resource system, which is, in turn, based on the deeds and actions of its generals and characters. If one's standing drops too low, they may find themselves powerless to affect their nation's affairs, or if they become too powerful, rivals might unite against them. In certain cases, a player can attempt to take all power for himself to become emperor or king, which requires a civil war—another part of the game completely redesigned.Generals can now be both military leaders and skilled politicians, depending on their traits and skill trees.Campaign The campaign map extends from Bactria to Lusitania and from Caledonia to Garamantia (in the ), and is divided into 173 regions. The 57 provinces are groupings of up to four regions, and each region can be conquered separately. However, control of an entire province allows a player to pass edicts at a provincial level, which provide bonuses such as increased public happiness or military production. Construction options for regions within a province are displayed on a single menu, while public happiness is also province based.

    This means that if public happiness drops too low, the most unhappy region will rebel instead of the entire province.Individual villages and resource buildings are absent from the campaign map and are confined to the regional capital. Each regional capital generates an automatic garrison, the size defined by its population, which can be increased by constructing various buildings. Armies now have a raid stance, which automatically generates loot and reduces their upkeep cost. A player can raid in both friendly and hostile territory, although raiding one's own regions is detrimental to public happiness.Each province has a provincial capital with walls. Siege battles will only occur when fighting in a provincial capital. Because of their larger size, provincial capitals also have more building slots than regional capitals.Factions The game features 117 different factions, each with its own unit roster and agenda, and overall bonuses and penalties.

    Eight of these are playable on the initial release, with more included either free or as paid downloadable content. The playable factions are divided into ten cultural groups: Hellenic, Latin, Punic, Celtic, Germanic, Desert Nomadic, Iberian, Tribal Nomadic, Balkan and Eastern. Each has unique traits. Some factions focus on military conquest (such as the barbarians), while others (like the Hellenic or Eastern) focus more on diplomacy and trade. Playable factions from the include, andThe Caesar in Gaul pack added numerous Gallic tribes not present in the main game while Hannibal at the Gates added two new Iberian factions as well as.

    Imperator Augustus added ', 's, and 's Roman Factions, as well as several other factions such as. Downloadable content Much like in Shogun 2, Total War: Rome II has several packs of (DLC) adding Factions, Units and new standalone campaigns which play off the base game.Campaign packs Campaign packsNameRelease dateNotesCaesar in Gaul17 December 2013Caesar in Gaul is the first standalone campaign pack for Total War: Rome II, which covers. Three new playable factions, the, and are also included in this campaign pack.Hannibal at the Gates27 March 2014Hannibal at the Gates is the second standalone campaign pack for Total War: Rome II, which focuses on the Mediterranean during the outbreak of the. Three new playable factions, the, and are also included in this campaign pack. Carthage also received some free units.Imperator Augustus16 September 2014The third standalone campaign pack for Total War: Rome II was announced and released simultaneously with the Total War: Rome II: Emperor Edition. It focused on the between Sextus Pompey, Mark Antony, Octavian, and Lepidus in the closing years of the.

    A new playable faction, Armenia is also included in this campaign pack. Emperor Edition was available free of charge to owners of Total War: Rome II.Wrath of Sparta16 December 2014The fourth standalone campaign pack for Total War: Rome II. It focused on the between and and features two factions exclusive only to its campaign: and the.Empire Divided30 November 2017The fifth standalone campaign pack for Total War: Rome II was announced on 8 November 2017. It focuses on the and will include event chains for certain factions. This campaign was released alongside a major update that again redid the political system.Rise of the Republic9 August 2018The sixth standalone campaign pack for Total War: Rome II was announced on 19 July 2018. A prequel campaign set 127 years before Rome 2's campaign, during. This campaign is released alongside the Ancestral Update which introduces the Family Tree and graphical updates.Culture packs Culture packsNameRelease dateNotesGreek States3 September 2013This pack included three new playable factions,.

    This DLC was free for Pre-purchase customers of Rome II, but was made available for purchase upon release date.Nomadic Tribes22 October 2013This pack included three new playable factions,. Retrieved 18 February 2013. 9 October 2012. Retrieved 9 April 2013. 12 July 2012. Retrieved 9 April 2013.

    Retrieved 14 August 2014. Retrieved 9 May 2013. ^. 3 September 2013.

    Retrieved 3 November 2015. ^.

    Retrieved 3 November 2015. ^. Retrieved 3 November 2015. Retrieved 26 August 2012.

    ^. Retrieved 15 April 2013. ^ Thursten, Chris (2 July 2012). Retrieved 7 July 2012.

    ^ Onyett, Charles (12 July 2012). Retrieved 26 August 2012. ^ Robinson, Joe (6 June 2013). Archived from on 9 June 2013. Retrieved 7 June 2013.

    Retrieved 5 November 2015. 1 September 2014. Retrieved 5 November 2015. 29 August 2014. Retrieved 5 November 2015. Nunneley, Stephany (9 October 2012).

    Retrieved 13 February 2013. ^. Retrieved 3 September 2013. ^. 3 September 2013.

    Retrieved 4 September 2013. ^ Dean, Paul (2 September 2013). Retrieved 7 September 2013. ^ Biessener, Adam (4 September 2013). Game Informer. Retrieved 7 September 2013.

    ^ Starkey, Daniel (5 September 2013). Archived from on 7 September 2013.

    Retrieved 7 September 2013. ^ Suskle, Mike. Future Publishing. Retrieved 4 September 2013. Game Trailers.

    9 September 2013. Retrieved 12 September 2013. ^ Butts, Steve (6 September 2013). Retrieved 7 September 2013.

    ^ Stanton, Rich (6 September 2013). The Guardian. Retrieved 7 September 2013. ^ Senior, Tom (2 September 2013). Future Publishing. Retrieved 4 September 2013. Clouse, Justin (5 September 2013).

    The Escapist magazine. Retrieved 7 September 2013. Gil Almogi (2 September 2013). Retrieved 4 September 2013. Karmali, Luke (4 September 2014).

    Karmali, Luke (29 August 2014). Softpedia. Sharkey, Mike (6 September 2013). Retrieved 7 September 2013. Vargas, Joe (9 September 2013). The Angry Joe Show. Retrieved 11 September 2013.

    Usher, William (11 September 2013). Cinema Blend. Retrieved 12 September 2013. Savage, Phil (4 September 2013).

    Fall Of Seleucid Empire

    Future Publishing. Retrieved 4 September 2013. Creative Assembly.

    6 September 2013. Retrieved 7 September 2013. Creative Assembly.

    11 September 2013. Retrieved 12 September 2013. Retrieved 23 August 2013. Yin-Poole, Wesley (9 May 2014).

    Gamer Network. Retrieved 9 May 2014.External links.

    Faction strategy: The Seleucid EmpireByWhen playing as the Seleucid Empire you'll face a number of problems. First, you are surrounded by enemies on all sides. The Egyptians to the south, the Pontics to the north-west, the Armenians to the north, Parthians to your nort-east and the Greeks to your west all threaten your empire. While the Greeks usually remain relatively calm, it is almost a certainty that the other factions will attack you. The second problem is that your towns are far away from each other so transporting troops around your empire will take a long time. And a long time is too long for you.You also have two advantages however. First your economy is strong from the word 'go'.

    You won't have to worry about improving your economy too much for the first handful of years. Second, you are in an ideal position to capture the Seven Wonders of the World. You already possess two of them at the start of the game; four more arewithin striking range, with only the statue of Zeus at Olympia being out of reach for now.The basis of the early-game strategy that I will explain is quite simple. Eliminate one enemy at a time while only defending against your other foes.

    This doesn't necessarily mean expanding in only one direction, it just means you're concentrating on taking out one opponent. There are a few towns around you that can be very helpful if you capture them early on.Preparing the defenceAt first it might seem impossible to build a strong defence against your neighbours. Your infantry is limited to Militia and Levy Hoplites for the first two tiers of city development. Peltasts are nothing special, and Militia Cavalry can be very powerful if used correctly but you won't be able to train them in all your cities.The best unit to use early on is, surprisingly, one of the worst units in the game: Militia Hoplites. They may not be powerful troops in their own right, but you can train them in all your towns and they have a low upkeep.

    Build enough of them and they will be strong enough to defend your cities. On top of that sheer numbers are often enough to keep the AI from attacking you, so an all-front war is less likely to occur.If you can't train militias in a town yet build barracks there on turn 1 and start training militias as soon as it's finished. For now don't worry about the negative effect this has on your cities population. Your towns will take longer to grow a tier, but it's a much better alternative than loosing them completely.An effective tactic to use for your Hoplites in the open is. I won't explain it in detail here, but the basic idea behind it is this: deploy about half your hoplites in a straight line that is as long as you can make it. Now take the remaining half of your hoplites and put them in a long line just behind the first line.

    This results in a very strong battleline, especially if you deploy your units in a housebrick formation where the centre of each unit in the second line is at the join of the units in the first line. This way your line will remain intact even if your troops are thinned out.Going on the offensiveYou can't hold out against four or five enemies forever, so you have to attack and eliminate them. You should do this as soon as possible, because by waiting longer you're only allowing your enemies to build up while the quality of your troops doesn't improve much for the first few years.The first military move you should make is in Asia Minor: take the garrison from Sardis, reinforce it with mercenaries and then capture Pergamum.

    Before you capture it make sure Tarsus is the only town with a governor in it. When you enslave Pergamum the slaves sent to Tarsus will boost the city to the next tier. Capturing Pergamum will also give you access to the Aegean.As soon as you've captured Pergamum you can use the general you put in Tarsus to start attacking Egypt. Get your troops from Antioch and Damascus, together with your faction leader and the general from Damascus and use this army to besiege Sidon. Egypt is your most dangerous foe, so the earlier you can take them out the better. You should be able to capture Sidon and Jerusalem within the first 8 turns of the campaign.While you are securing the Levant it is a good idea to take Susa from the Parthians.

    The Parthians will usually send an army into the desert to take Dumatha. Wait until they have set of and then besiege Susa. If you get the timing right the Parthians won't be able to get re-inforcements from Arsakia (their capital) and the army headed for Dumatha will be too far away to get back in time. If you enslave the town you can boost a city to the next tier using the same tactic as for Tarsus.Once the Levant is under your control it is best to defeat Egypt straight away. You can't get the army from Jerusalem to another front in a reasonable timeframe, so it's best to capture the Nile regions with it. They're an economic powerhouse: a very useful addition to your empire. One tactic that can be of huge help in capturing the Nile regions is the following.Place your army on a bridge.

    Now let the Egyptians attack you. In the deployment phase of the battle place your phalanxes as close to the bridge as possible and turn phalanx off.

    Keep any other units behind them. Once the battle starts rush your phalanxes to your end of the bridge.

    Put them in a V-shaped formation at the end of the bridge, like this:Don't forget to turn on phalanx mode again. Now let the Egyptians cross the bridge. The V-phalanx is extremely effective at killing anything that gets into it: infantry, cavalry or chariots will die easily. Once the enemy army is routing you can use your cavalry to pursue them.Using this strategy conquering the Nile provinces shouldn't be too hard. Don't forget to capture Cyprus after that. Once you've defeated Egypt it is time to turn your attention somewhere else.Continuing the conquestWhile you've been busy dealing with Egypt your other neighbours haven't been idle. Chances are you've been attacked by the Parthians, Armenians, Greeks and/or Pontus.

    By now I usually prefer to attack whichever nation is attacking me. There's no need to make war yourself when someone else has already made it for you.If you haven't been attacked at all, or if you've been attacked from all directions my preferred order of taking out neighbouring factions is this: Parthia, Armenia, Pontus, followed by what's left of Asia Minor. By using this order you will be able to keep using the same army all the time, marching from the east to the west.

    On top of that Parthia will already be weakened a lot if you've captured Susa earlier. Asia Minor is a better area to conquer for your economy, but with your starting provinces and Egypt your economy shouldn't be a problem at all.After you've defeated Egypt, Parthia, Armenia and Pontus you should capture what's left of of Asia Minor, including Rhodes. You will then have a large power base for your empire, and six of the seven wonders of the world under your control.Once the bottom-right corner of the map is yours you can choose what you want to do. One option is to expand into Greece, where you'll be able to strengthen your economy even further. You can also expand into Africa, which isn't as much of an economic powerhouse, but it is easier to capture. You can also attack both areas at once if you want to. One idea that isn't very good is to expand northwards into Scythia: there's little to gain on the steppes and it will take a long time to conquer them simply because the distances you have to travel are huge.A word about buildingsThe first buildings you should construct in all your towns are basic barracks.

    Next up are walls if none are present yet. After that your priorities are different for each town.

    Build stables in frontier towns that can support them. Go for economic structures like farms and traders in your other towns. In Antioch you should upgrade your barracks to the highest level available immediately. Don't waste time on economic buildings there: the sooner you can train higher quality infantry the better.That's pretty much all you have to know to be able to survive the early and mid campaign as the Seleucid Empire and build a powerbase in Asia.

    Once this is achieved you can turn your attention towards the west. Greece and Macedon should be captured to recreate Alexander's empire. And after that, the rest of the Mediterranean lies open to you. Perhaps you can achieve what Alexander never did: control of Mediterranean world. Perhaps the Greeks will one day rule the world again.Other articles about the Seleucid Empire. by ScipioMaximus.

    Copyright © 1997–2019 HeavenGames LLC. All Rights Reserved.The graphical images and content enclosed with this document are viewable for private use only. All other rights - including, but not limited to, distribution, duplication, and publish by any means - are retained by HeavenGames LLC. Federal law provides criminal and civil penalties for those found to be in violation. Rome: Total War is a game by and published by (originally ). This site is not endorsed by the Creative Assembly or Sega.

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