Faction Overview#

Faction Overview

Faction Categories#

Category Factions Core gameplay
Agricultural settled factions Western Rome, Eastern Rome, Sassanid Persia, Aksum Settlement building, territorial defence, steady development
Barbarian settled factions Ostrogoths, Visigoths, Franks, Anglo-Saxons Building and raiding side by side, gradually urbanising
Nomadic factions Huns, Alans, Sarmatians, Gepids Wandering migration, surviving by raiding, searching for a place to settle
African/Eastern factions Aksum, Sassanid Persia, Yemen Distinctive administration and religious management

Major Factions in Detail#

Western Roman Empire#

Attribute Value
Start date 395 AD
Starting territory Italy, Gaul, Spain, North Africa
Faction trait “Twilight of the Empire” — loyalty falls in every province each turn
Starting legions 6-8
Starting economy ★★★★★ Extremely high
Starting military ★★★★☆ High
Research direction Military and civil in equal measure

Strategy notes

Eastern Roman Empire#

Attribute Value
Start date 395 AD
Starting territory Greece, Asia Minor, Syria, Egypt
Faction trait “Light of the East” — research speed +10%, trade income +15%
Starting legions 4-5
Starting economy ★★★★★ Extremely high
Starting military ★★★☆☆ Medium
Research direction Weighted towards civil technology

Strategy notes

In the early phase it is advisable to consolidate the eastern defences and keep the peace with Sassanid Persia (for at least the first 30 turns). Use your economic advantage to train elite units step by step and prepare for later expansion. The defence of Constantinople is crucial — if it falls, the entire economic system collapses.

The Huns#

Attribute Value
Start date 395 AD
Starting territory Black Sea steppe (no fixed cities) / Pontic Steppe (no fixed cities)
Faction trait “Storm of the Steppe” — cavalry movement range +20%, raiding income +25%
Starting legions 2-3
Starting economy ★☆☆☆☆ Extremely low
Starting military ★★★★★ Extremely high
Research direction Raiding replaces research

Strategy notes

Sassanid Persia#

Attribute Value
Start date 395 AD
Starting territory Iranian plateau, Mesopotamia
Faction trait “King of Kings” — vassal state taxation +30%, tribute system
Starting legions 5-6
Starting economy ★★★★☆ High
Starting military ★★★★☆ High
Research direction Military technology first

Strategy notes

The Visigoths#

Attribute Value
Start date 395 AD
Starting territory Lower Danube region
Faction trait “Barbarian Alliance” — diplomatic relations with barbarian factions +20, raiding income +15%
Starting legions 2
Starting economy ★★☆☆☆ Low
Starting military ★★★☆☆ Medium
Research direction Raiding and settlement in equal measure

Strategy notes

Minor Factions at a Glance#

Faction Type Special ability
Ostrogoths Barbarian settled Iron output +15%
Franks Barbarian settled Infantry training cost -15%
Anglo-Saxons Barbarian settled Naval movement range +20%
Alans Nomadic Cavalry armour +10%
Sarmatians Nomadic Shock cavalry attack +15%
Gepids Barbarian settled Stake construction speed +20%
Aksum African Maritime trade income +20%
Saxons Barbarian settled Combat in forests +10%
Yemen African Slave trade income +25%
Aurelian Barbarian settled Iron output +15%

Faction Selection Decision Tree#

Your preference Recommended faction
You like defending and counterattacking Western Roman Empire
You like economic development Eastern Roman Empire
You like aggression and expansion The Huns
You like medium difficulty Sassanid Persia
You like a challenge The Visigoths
You like naval power Eastern Roman Empire
You like fighting with cavalry The Huns
You like the barbarian style The Franks

Comparison of Starting Economies#

Faction Starting income Army upkeep Net income
Western Roman Empire ~8000 ~6000 ~2000
Eastern Roman Empire ~7000 ~4000 ~3000
Sassanid Persia ~5500 ~3500 ~2000
The Huns ~500
The Visigoths ~1500 ~1200 ~300

Faction Unique Buildings#

Faction Unique building Effect
Roman Empire Imperial province building Increases tax revenue and public order
Barbarians Tribal hall Increases raiding income and tribal loyalty
The Huns Nomadic camp Provides mobile supplies and training
Sassanids Tribute palace Manages vassals and tribute
Africans Trade port Increases maritime trade income

Difficulty Rating by Faction#

Faction Difficulty Starting advantage Starting disadvantage
Western Roman Empire ★★★★★ Vast territory, many armies Collapsing economy, heavy border pressure
Eastern Roman Empire ★★★★☆ Stable economy, advanced technology Threatened on all sides, weak military
The Huns ★★★☆☆ Powerful cavalry, high mobility Cannot construct buildings
Sassanid Persia ★★★☆☆ Good economy, strong armies Far from the main theatres of war
The Visigoths ★★☆☆☆ Central position, great potential Weak starting strength
The Ostrogoths ★★☆☆☆ Flexible movement No fixed territory

Faction Diplomatic Relationship Networks#

Faction Natural allies Natural enemies Neutral parties
Western Roman Empire Eastern Rome, Carthage All barbarians Sassanids
The Huns Avars All settled factions Sassanids
Sassanid Persia Armenia Eastern Rome, Aksum Most barbarians
The Visigoths Ostrogoths Western Rome The Huns
The Vandals None Eastern Rome Most factions

Notes on Faction Unique Mechanics#

Faction Unique mechanic Explanation Advantage
The Huns Nomadic migration The capital can be migrated at any time Flexible and mobile
Western Roman Empire Senate system Senate resolutions influence policy Stable internal politics
Sassanid Persia Vassal system Manages multiple vassal states Resource supply
Aksum Trade network Gains bonuses from long-distance trade Economic advantage

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内容最后验证于 2026-07