Legionary
Heavy infantry20 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.
Troops · castra
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.

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.
30 tmb · 0 stn · 10 irn · 1 pop / unit
Cheap, quick and light on iron. The first men most towns put under arms.
30 tmb · 0 stn · 50 irn · 2 pop / unit
The heaviest blow a town can strike before its collegium has studied anything.
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.
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.
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.
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 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.
The rolls of office
Each new consul takes the next free name from the old families.
A town recruits only once its own collegium has studied Conscription. The same advance lets it build and upgrade the Castra.
The whole batch is paid for up front, and the people it needs are set aside from the living quarters at once.
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.
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.
Roads and leagues
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
| Label | Your power is |
|---|---|
| Hopeless | under 0.5× theirs |
| Grim | 0.5× to 1× theirs |
| Even | 1× to 1.5× theirs |
| Favorable | 1.5× to 2.5× theirs |
| Overwhelming | 2.5× and up theirs |
Walls
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
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
Win and the town is yours, with its walls and buildings, and it starts working for your empire straight away.
War reports
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.