Disclaimer
This thread is not about if Romans should be added to Chronicles, what other civilisations should be added first and whether Diadochi civs should be added or not!
It’s about ideas in the case they add Romans to Chronicles at some point in the future.
Rome is split into Republic and Empire because the mod Rome at War does that too.
Roman Republic
Infantry and Skirmisher civilisation
Bonuses
- Infantry +1 attack per Age Starting in Civic Age (Feudal Age)
- Skirmishers, Spearman and Scout Cavalry train 10/20/30% faster in Civic/Classical/Imperial Age
- Goose +3 LOS
- Town Centres (excluding the first one) are build 50% faster and cost 20% less Wood and Stone (220 Wood 80 Stone)
Team Bonus
- One free Goose on first TC
Unique Units
- Triarius (Castle): Heavy Infantry
- Hestatus (Barracks): Unique Levy (Milita) Line upgrade
- Veles (Archery Range): Unique Skirmisher Line upgrade
Triarius
- 2/2 base armour
- 1 Range like Kamayuk
- +1 HP for every allied Infantry that dies nearby (up to 20 (30 Elite))
Heavy soldiers at the rear of the Roman army. They are the most experienced (their experience is symbolised by gaining HP) that come into action when the Hastati fail.
You are actually incentivise to keep them out of the action so they can grow in strength while your other units do the fighting.
Hestatus
- Same as AoE2 Legionary
They are the main force of the Roman Army but they are only available in Imperial Age.
Veles
- Same as AoE2 Imperial Skirmisher
The Roman Republic doesn’t have good cavalry or siege so they rely on Skirmishers to counter Archers.
Unique Technologies
- Classical Age: Infantry, Skirmishers and Foot Archers gain +1/+1 armour
- Classical Age: Barracks and Archery range are build 50% and work 50% faster
- Imperial Age: Hastati gain ranged charged attack (Pilum) similar to Fire Lancer
- Imperial Age: Skirmishers gain charged attack that throws 3 spears with low accuracy that do full damage, even if they miss.
Available Technologies
- Hoplite and Elite Hoplite
- All Blacksmith upgrades
- All Ship line upgrades
Missing Technologies
- Husbandry and Bloodlines
- Thumb Ring and Parthian Tactics
- Imperial Cavalry (Paladin)
- Laminated Bowman (Crossbow)
- Siege Onager
- Siege Engineers
- Shipwright
Concept
They can use their starting goose for scouting (be careful of the Celts) and use it for a small eco boost.
Their army is build up of main units Velites (Skrimisher), Hastati (Swordsman), Principes (Hoplites) and Triarii. In the Roman Empire those units are all combined into the Legionary. While this exact combination of swords and spears was likely never deployed like this it still captures the general army composition of Republican Rome relatively well.
Their Cavalry and Archers are already bad in Classical Age.
Roman Empire
Infantry and Siege civilisation
Bonuses
- Towers cost 100 Wood 75 Stone
- Towers train Spearman
- Can train Villagers for 50 Gold at the Market in Classical (Castle) Age
- Free Spearman, Skirmisher and Scout Cavalry for every Barracks, Archery Range and Stable build
- All buildings work 1% faster for each University technology researched (that even includes Age up)
Team bonus
- Barracks provide 5 population
Unique Units
- Legionary (Barracks): Allround Infantry that can built military buildings
- Centurion (Castle): Infantry that buffs nearby Infantry
Legionary
- Has charged range attack (Pilum)
- Can built any Military Building
- Can repair any Building, Ship and Siege Unit
- Grant up to +3 pierce armour to nearby Legionaries (reverse Hoplite bonus)
- Elite versions grants up to +1 melee armour to nearby Legionaries (reverse Hoplite bonus)
- Exists next to the Levy (Milita) Line
Solid Infantry unit that can built forward bases. In formation they are very resistent against arrows but weak on their own.
Their ability to repair Siege Units can be very powerful.
Centurion
- Is an actual Infantry this time
- Expensive to train
- Nearby Infantry attack 20% (30% Elite) faster
Unique Technologies
- Castle Age: All Centurion auras affect Scorpions. Aura range increased.
- Castle Age: All buildings slowly regenerate HP
- Imperial Age: Centurion provide +1/+1 armour to nearby Legionaries (and Scorpions if other UT is researches)
- Imperial Age: Siege Units and Skirmishers +1 range
Available Technologies
- All Blacksmith upgrades
- Gastraphetoros (Hand Cannon)
- Husbandry
- Imperial Cavalry
- All Siege Workshop units (besides Siege Ballista)
- Siege Engineers
Missing Technologies
- Bastion (Keep)
- Thumb Ring and Parthian Tactics
- Bloodlines
- Elite Lembos
- Hoplite Line
Concept
They have strong Infantry supported by Siege units instead of Skirmishers. They still get good Skirmishers though. Their main Siege bonus is Legionaries being able to repair Siege Units.
Their mid game Cavalry and Archers are bad but they get Imperial Cavalry and Gastraphetoros in Imperial Age
In the late game all their buildings work faster which helps out with pretty much everything.
Combined Romans
Alternative to splitting the Romans into 2 (not 3 since the Kingdom is certainly not important enough to be it’s own civ).
Bonuses
- Can switch from Kingdom to Republic and then to Empire but can’t switch back
- Infantry +1 attack per Age Starting in Civic Age (Feudal Age)
- Free Spearman, Skirmisher and Scout Cavalry for every Barracks, Archery Range and Stable build
- All buildings work 1% faster for each University technology researched (that even includes Age up)
Kingdom:
- Villagers carry +5 resources
- Hoplites cost -15 Food
- Republic is available
Republic:
- Cost 150 Gold
- Lose all Kingdom bonuses
- Town Centres (excluding the first one) are build 50% faster and cost 20% less Wood and Stone (220 Wood 80 Stone)
- Legionary and Skirmisher cost -10 Food
- Empire becomes available
Empire:
- Cost 300 Gold
- Lose all Republic and Kingdom bonuses
- Villagers and Legionaries gather, build and repair 5% faster
- Cavalry moves 10% faster (replaces Husbandry)
Switching is irreversible (unlike Athenian Policies) and you lose previous bonuses. The bonuses are designed to be helpful in Early, Mid and Late Game respectively so you should change sooner or later.
Team bonus
- One free Goose on first TC
Unique Units
- Legionary (Barracks): Allround Infantry that can built military buildings
- Centurion (Castle): Infantry that buffs nearby Infantry
Legionary
Same as above
Centurion
- Nearby Infantry +1/+1 armour
Base bonus and UT reversed compared to Empire version
Unique Technologies
- Classical Age: Barracks and Archery range are build 50% and work 50% faster
- Castle Age: All buildings slowly regenerate HP
- Imperial Age: Centurion make nearby Legionaries, Skirmishers and Scorpions attack 33% faster
- Imperial Age: Siege Units and Skirmishers +1 range
Available Technologies
- Hoplite but no Elite Hoplite
- All Blacksmith Upgrades
- All Siege Workshop technologies
- Imperial Cavalry (Paladin)
- Gastraphetoros (Hand Cannon)
Missing Technologies
- Husbandry (replaced by Empire bonus) and Bloodlines
- Thumb Ring and Parthian Tactics
- Laminated Bowman (Crossbow)
- Siege Engineers
Concept
The Roman army started with Hoplites before they switched over to Legionaries. In the end Cavalry become increasingly important. This transition is symbolised by the 3 stages Kingdom, Republic, Empire.
The economy also reflects the change. At first your villagers are good at collecting natural resources (they carry more), then during the Republic you can quickly build new TC to expand your economy and at the end in the Empire you have efficient Villagers that leave you a little more pop space for Military units.
This would also prevent there being 4 Roman civs in AoE2 (Republic and Empire in Chronicles, Late Empire and Byzantine Empire in AoE2).