It's a mod on HD version where Romans replace Italians in AOFE. Learned about this from Zeroempires (don't call me a fanboy) and they have a really weird tech tree. I have played a few games with them and I can't tell if they are a terrible civ or if they are an awesome one. Here is my take on how their bonuses can be used:
1. Vilagers +1 attack, move 10% faster. This to me suggests a forward for sure, and specifically a Trush. In a vil war during a trush, that extra attack is going to do well, and you can outrun the enemies vils, too. Additionally, that less walking time is great for farm and other eco in addition to a quick forward, and for evading being flushed with archers, getting back to the TC faster.
2. Houses +3 pop (8 total). Don't call this "Huns light" so quickly... remember Romans civ is not intended to play anything like the Huns. The build order at the start will change because of this. Build one house instead of two, and have that third vil scout or chop a little wood. Find those sheep earlier, and obviously, throughout the game you will not find yourself getting housed as often.
3. Farmers work 20% faster. This is self explanatory. Of note is that all of Romans good units cost a lot of food (discussed later). It also helps considerably with a fast castle, or to keep your eco rolling during a feudal war. (You should probably fast castle).
4. Infantry armour upgrades free. A convenient thing if ever there was one. But you will find this civ devours food and gold with gusto, arguably being even more gold dependent than the Turks. Seriously, this civ goes at those resources like it was some *****! It is great to save that little bit of food and gold, and one of the UUs is infantry as well.
Unique units: Both are expensive, slow (really slow), have decent melee and pierce armour, and are powerful.
1: Legionare - Infantry with trample damage and attack bonus v. infantry.
2. Centurion - Cavalry with attack bonus v. siege and gunpowder units. Too bad they are so slow they will never reach HC. Still, they play like a mounted Teutonic Knight, but with more pierce resistance. The FU version will (barely) win vs. FU Frankish paladin 1v1.
Unique Techs:
1. Ballistae - Skirmishers & Galleys +2 range, scorpions +2 attack. This is historically accurate that Romans used these units heavily. The skirmisher unit in Latin is the "Pillum" and the Scorpion, the "Ballista." This makes the Romans have the best skirmishers in the game, even with the AOFE Aztec UT. Skirmishers are a go to unit, and even handle knights reasonably well due to the extra range, especially with a few archers mixed in.
2. Pax Romana - Walls and towers cost -50%, +50% HP. Convenient given the civ's slow speed. You thought Teutons were slow? Holy shiiiiiit!
Team bonus: Trade carts move 20% faster. Spoiler alert: No gold shaft mining for you ****heads. You will have to trade for your life! And that is why I say this civ is a close second to Turks for most gold dependent civ. The only thing that saves this Roman civ is superior skirmisher trash. No hussar, no husbandry, no halberdiers. No chemistry = no gunpowder. No imperial range units; no imperial stable units. Though you do get FU champions. You will need gold to win, and you will have a hard time massing the units you need, as the bread and butter of Legionaires and Centurions are only created from castles, and with a VERY SLOW creation time. Picture a turtle with 15 bowling balls shoved up its ass... And lastly, you DO get siege onnies, so that is nice.
This can be a powerful civ in the right hands, and can be hard to push, but they lack so many other things. Play a few games with them and let me know what you think. I apreciate Freakish Hero, who made this mod, and I would love to see someone make a Polynesian civ or African civ!
1. Vilagers +1 attack, move 10% faster. This to me suggests a forward for sure, and specifically a Trush. In a vil war during a trush, that extra attack is going to do well, and you can outrun the enemies vils, too. Additionally, that less walking time is great for farm and other eco in addition to a quick forward, and for evading being flushed with archers, getting back to the TC faster.
2. Houses +3 pop (8 total). Don't call this "Huns light" so quickly... remember Romans civ is not intended to play anything like the Huns. The build order at the start will change because of this. Build one house instead of two, and have that third vil scout or chop a little wood. Find those sheep earlier, and obviously, throughout the game you will not find yourself getting housed as often.
3. Farmers work 20% faster. This is self explanatory. Of note is that all of Romans good units cost a lot of food (discussed later). It also helps considerably with a fast castle, or to keep your eco rolling during a feudal war. (You should probably fast castle).
4. Infantry armour upgrades free. A convenient thing if ever there was one. But you will find this civ devours food and gold with gusto, arguably being even more gold dependent than the Turks. Seriously, this civ goes at those resources like it was some *****! It is great to save that little bit of food and gold, and one of the UUs is infantry as well.
Unique units: Both are expensive, slow (really slow), have decent melee and pierce armour, and are powerful.
1: Legionare - Infantry with trample damage and attack bonus v. infantry.
2. Centurion - Cavalry with attack bonus v. siege and gunpowder units. Too bad they are so slow they will never reach HC. Still, they play like a mounted Teutonic Knight, but with more pierce resistance. The FU version will (barely) win vs. FU Frankish paladin 1v1.
Unique Techs:
1. Ballistae - Skirmishers & Galleys +2 range, scorpions +2 attack. This is historically accurate that Romans used these units heavily. The skirmisher unit in Latin is the "Pillum" and the Scorpion, the "Ballista." This makes the Romans have the best skirmishers in the game, even with the AOFE Aztec UT. Skirmishers are a go to unit, and even handle knights reasonably well due to the extra range, especially with a few archers mixed in.
2. Pax Romana - Walls and towers cost -50%, +50% HP. Convenient given the civ's slow speed. You thought Teutons were slow? Holy shiiiiiit!
Team bonus: Trade carts move 20% faster. Spoiler alert: No gold shaft mining for you ****heads. You will have to trade for your life! And that is why I say this civ is a close second to Turks for most gold dependent civ. The only thing that saves this Roman civ is superior skirmisher trash. No hussar, no husbandry, no halberdiers. No chemistry = no gunpowder. No imperial range units; no imperial stable units. Though you do get FU champions. You will need gold to win, and you will have a hard time massing the units you need, as the bread and butter of Legionaires and Centurions are only created from castles, and with a VERY SLOW creation time. Picture a turtle with 15 bowling balls shoved up its ass... And lastly, you DO get siege onnies, so that is nice.
This can be a powerful civ in the right hands, and can be hard to push, but they lack so many other things. Play a few games with them and let me know what you think. I apreciate Freakish Hero, who made this mod, and I would love to see someone make a Polynesian civ or African civ!