Troops · castra

Drill them one at a time. March them under a consul.

Troops are trained in a town’s Castra and belong to the town that drilled them. Six kinds of men and machines, four of them unlocked by research, and none of them march on another town without a consul at their head.

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The Castra window, with the garrison of a town and the troops it can train

The roster

Costs per recruit

Legionary

Heavy infantry

10 pwr · 6s each · 10 pwr per person

20 tmb · 0 stn · 40 irn · 1 pop / unit

The backbone of a real army: twice the power of a veles for the same one recruit.

Requires Discipline

Velites

Skirmisher

5 pwr · 4s each · 5 pwr per person

30 tmb · 0 stn · 10 irn · 1 pop / unit

Cheap, quick and light on iron. The first men most towns put under arms.

After Conscription

Equites

Cavalry

22 pwr · 11s each · 11 pwr per person

30 tmb · 0 stn · 50 irn · 2 pop / unit

The heaviest blow a town can strike before its collegium has studied anything.

After Conscription

Ballista

Siege engine

60 pwr · 22s each · 20 pwr per person

70 tmb · 30 stn · 45 irn · 3 pop / unit

Slow to build and the only troop that costs stone, but worth a dozen velites in a fight.

Requires Siegecraft

Exploratores

Mounted scout

3 pwr · 8s each · 3 pwr per person

25 tmb · 0 stn · 15 irn · 1 pop / unit

Riders who know every road and ford. Kept at home, they help screen the town from prying eyes.

Requires Cartography

Speculatores

Covert agent

1 pwr · 18s each · 1 pwr per person

10 tmb · 0 stn · 30 irn · 1 pop / unit

Spies who read the garrison behind a wall. Sent on their own, they need no consul.

Requires Espionage

Every troop needs Conscription first. The bar under each one is its power next to the ballista, the strongest thing a town can field.

Consuls

No army marches on a town without one.

Consuls are trained in the Curia. A consul serves the town that trained them and leads only that town’s army, so an empire picks where its two consuls sit with care. Spies marching on their own are the one exception.

Cost
2,500 tmb · 2,500 stn · 2,500 irn · 1 pop
Training
2m in the Curia
In office
2 at a time, across your empire
Between
2m before the next can begin

The rolls of office

  • Quintus Fabius
  • Marcus Furius
  • Appius Claudius
  • Titus Manlius
  • Publius Decius
  • Lucius Aemilius
  • Gaius Duilius
  • Gnaeus Scipio
  • Marcus Claudius
  • Quintus Fulvius
  • Gaius Terentius
  • Lucius Papirius

Each new consul takes the next free name from the old families.

Drill and the Castra

  1. Raise the Castra

    A town recruits only once its own collegium has studied Conscription. The same advance lets it build and upgrade the Castra.

  2. Order a batch

    The whole batch is paid for up front, and the people it needs are set aside from the living quarters at once.

  3. Drill one at a time

    Recruits finish one by one, and the next order starts the moment the last man is done. Up to 3 orders can wait behind the one under way, and a waiting order can be cancelled for a full refund.

  4. Keep them, or move them

    Troops belong to the town that drilled them. Send a column down the road to another of your towns to gather an army where you need it; it needs no consul.

On the march

Roads and leagues

6 seconds a league

That is the pace at 1× world speed: Roma to Ostia on the public map is 7 leagues, about 42 seconds on the road. Private worlds can run at 0.5×, 1×, 2×, 4×.

A launched army cannot be recalled. The defender sees who is coming, to which town and when, but never how many.

Odds

Your power against their defence

How the Campaign window labels the odds of a battle
LabelYour power is
Hopelessunder 0.5× theirs
Grim0.5× to 1× theirs
Even1× to 1.5× theirs
Favorable1.5× to 2.5× theirs
Overwhelming2.5× and up theirs

Walls

Defence behind stone

Each level of a town’s wall adds 5% to the strength of the garrison standing behind it, up to +100% at level 20. Neutral towns have walls too.

Speculatores

Look before you strike

Until someone has looked inside, a garrison is a guess. A march of speculatores alone needs no consul, and reads what stands behind the walls as it was on the day they looked.

Annexation

One won battle takes the town

Win and the town is yours, with its walls and buildings, and it starts working for your empire straight away.

War reports

The odds are a guide, not a promise

Every battle carries a roll of the dice. The losses on both sides, and anything carried off, are filed in a war report in the Tabularium.