Strategy and Tactics#
Grand Strategic Principles#
Principle One: Attack by Defending#
- Public order falls
- Supply lines stretch out
- New border threats appear
Therefore, building a solid defensive line matters more than blind expansion. Use natural terrain such as rivers and mountains to construct your defensive line and let the enemy wear itself down attacking into it.
Principle Two: Economy First#
- At least 3 provinces reach full economic development
- Trade agreements cover the surrounding friendly factions
- Food surplus is kept above 20%
Principle Three: Know Yourself and Know the Enemy#
Check the diplomacy panel regularly to learn the attitude and strength of the factions around you. Use spies to obtain military intelligence on the enemy and avoid fighting under unfavourable conditions.
Faction-Specific Strategies#
Roman Empire Strategy#
| Phase |
Time |
Objective |
| Consolidation |
Turns 1-20 |
Stabilise internal order and build a defensive line |
| Choosing a direction |
Turns 21-40 |
Pick one direction and break through with concentrated force |
| Expansion |
Turns 41-80 |
Conquer the target provinces systematically |
| Consolidation |
Turns 81-100 |
Stabilise the new territory and restore the economy |
Key defensive lines
- The Rhine line
- The Danube line
- The eastern Mediterranean coast
- The North African coast
Nomadic Faction Strategy#
| Strategy |
When to use it |
Effect |
| Lightning raid |
When the enemy main force is far from the border |
Raid 1-2 settlements quickly, then withdraw |
| Relentless pursuit |
After defeating one enemy army |
Chase down routers and expand the result |
| Guerrilla harassment |
When the enemy has a clear numerical advantage |
Harass on several axes and split the enemy’s attention |
| Outflanking manoeuvre |
Before a decisive battle |
Bypass the main force and strike the rear settlements/supplies |
Battlefield Tactics#
| Formation |
Suitable unit types |
Advantage |
Disadvantage |
| Line formation |
Regular infantry |
Maximises firepower output, flexible to adjust |
|
| Square formation |
Elite infantry |
Defends on all four sides, hard to surround |
|
| Wedge formation |
Cavalry charge |
Strong breakthrough, concentrates attack on one point |
|
| Crescent formation |
Mixed infantry and archers |
Archers protected by infantry, can form an encircling arc of fire |
|
| Echelon formation |
Multi-pronged attack |
Commits forces gradually, keeps a reserve |
|
| Skirmish line |
Light infantry, archers |
Maximises range and field of view |
|
Classic Tactical Combinations#
1. Hammer and Anvil#
| Step |
Action |
| 1 |
Infantry pins the enemy infantry from the front |
| 2 |
Cavalry moves around to the enemy flank or rear |
| 3 |
Cavalry launches its charge and forms a pincer with the infantry |
| 4 |
Enemy morale collapses; chase down the routers |
2. Luring the Enemy Deep#
| Step |
Action |
| 1 |
Send out a weak unit and pretend to retreat |
| 2 |
The enemy pursuit force separates from its main army |
| 3 |
The main force outflanks the enemy pursuit force from both sides |
| 4 |
After annihilating the pursuit force, turn against the enemy main army |
3. Archery Volley Tactic#
| Step |
Action |
| 1 |
Deploy archers on high ground or favourable terrain |
| 2 |
Infantry forms a protective line in front |
| 3 |
Wait for the enemy to enter range, then concentrate fire in a volley |
| 4 |
When the enemy falls into disorder, the infantry launches its charge |
Commander Abilities#
| Skill tree |
Core abilities |
Suitable tactics |
| Attack |
Increases charge damage, morale shock, pursuit efficiency |
Offensive warfare, wars of annihilation |
| Defence |
Increases defence, positional warfare, counterattack ability |
Defensive warfare, settlement defence |
| Command |
Increases unit morale, movement speed, fatigue recovery |
Mobile operations, long-distance raids |
| Strategy |
Increases supply efficiency, ambush success rate, vision range |
Guerrilla warfare, ambush warfare |
Supply System#
Supply States#
| State |
Effect |
| Supplies sufficient |
No negative effects; units keep morale and combat effectiveness |
| Supplies insufficient |
Morale -5, loses a small number of troops each day |
| Severe food shortage |
Morale -15, loses large numbers of troops each day, plague risk increases |
| Desperate straits |
Morale -25, large-scale routs, high plague risk |
Ways to Obtain Supplies#
| Method |
Effect |
| Garrisoned in a settlement |
Supplies recover automatically |
| Near your own territory |
Supplies recover slowly |
| Raiding enemy territory |
Temporary supplies obtained through raiding |
| Building a supply camp |
Establishes a supply point far from settlements |
| Transport by river |
Rivers can serve as supply routes |
Tactical Summary#
Battlefield Decision Tree#
| Situation |
Best action |
| The enemy greatly outnumbers you |
Choose favourable terrain to defend, wear them down with archers, then withdraw |
| The enemy slightly outnumbers you |
Use terrain and formation advantages and look for a flank opportunity |
| The two sides are evenly matched |
Concentrate force on one point and try to break through |
| You have the numerical advantage |
Encircle on several axes and annihilate quickly |
| The enemy has a cavalry advantage |
Infantry forms up tightly, archers suppress the cavalry |
| The enemy has an archer advantage |
Close the distance quickly and avoid long exposure to arrow fire |
General Tactical Principles#
| Principle |
Explanation |
| Strike first |
Attacking on your own initiative is usually better than defending passively |
| Concentrate your forces |
Commit overwhelming strength at the decisive point |
| Stay flexible and mobile |
Keep a reserve to deal with the unexpected |
| Maintain constant pressure |
Give the enemy no chance to catch its breath; keep up the offensive |
| Preserve your strength |
Avoid pointless casualties and keep your elite units intact |
Siege Tactics in Detail#
| Step |
Action |
Explanation |
| 1 |
Scout the walls |
Find the weak points in the defence |
| 2 |
Build siege equipment |
Catapults, siege towers, battering rams |
| 3 |
Suppress with archers |
Destroy the archers on the walls |
| 4 |
Breach the wall or scale it |
Choose the best way in |
| 5 |
Fight for the gate |
Control the gate and open the inner city |
| 6 |
Clear the streets house by house |
Clean up street by street and building by building |
| 7 |
Capture the objective |
Take the town centre to win |
Battlefield Commander Abilities#
| Ability type |
Effect |
Cooldown |
Strategic use |
| Rally morale |
Restores the morale of nearby units |
60 seconds |
Preventing a rout |
| Swift march |
Temporarily increases movement speed +30% |
90 seconds |
Quick pursuit or withdrawal |
| Regroup |
Rallies scattered units to reform |
120 seconds |
Reorganising the formation |
| Inspire |
Increases nearby units’ attack and defence +15% |
90 seconds |
Pushing hard at the critical moment |
Recovery After a Defeat#
| Situation |
Recovery method |
Time required |
Resource needed |
| Army badly mauled |
Replenish troops |
3-5 turns |
Money |
| General killed |
Appoint a new general |
Immediate |
None |
| Settlement lost |
Counterattack to retake it |
5-10 turns |
A full army |
| Morale collapsed |
Training and rest |
3-8 turns |
Food |
Strategic Points on the Map#
| Point type |
Strategic value |
Meaning of control |
| Port settlement |
Trade income + naval deployment |
Maritime supply lines |
| River confluence |
Controls waterborne transport |
Supply advantage |
| Mountain pass |
Defensive bottleneck |
Blocks invasion |
| Plains fortress |
Strategic depth |
Rapid reinforcement |
| Capital city |
Economic and cultural centre |
Must not be given up lightly |
Settlement Defence Tactics in Detail#
Defending settlements is a compulsory subject for Western Roman Empire players; facing barbarian hordes that outnumber you, making sensible use of the walls and the terrain inside the settlement lets a small force beat a large one. Holding the walls by sectors and keeping a unit in reserve is the basic skill of settlement defence, and once the walls are lost it is the street fighting and the defence of the plaza that decide the outcome.
| Point |
Explanation |
| Keep a unit in reserve |
Hold one elite unit on the walls to deal with a breach by the enemy |
| Hold the walls by sectors |
Divide the walls into several sectors and assign suitable forces to each |
| Ambush at the gate |
Place archers and heavy infantry inside the gate to create crossfire |
| Use the streets |
After the walls are lost, shift to street fighting; narrow streets blunt the enemy’s numerical advantage |
| Defend the plaza |
The town centre plaza is the last strongpoint; always keep your freshest troops for it |
Common Mistakes in Settlement Defence#
| Mistake |
Consequence |
How to improve |
| Spreading forces evenly |
Weak everywhere and lost everywhere |
Concentrate force on the critical sectors |
| Abandoning the walls too early |
The enemy quickly takes the high ground |
Hold at least one stretch of wall until reinforcements arrive |
| Charging cavalry down off the walls |
Cavalry is useless in street fighting |
Keep cavalry as a counterattack force outside the settlement |
| Neglecting the gate |
Once the gate is broken you are attacked from front and rear |
Place heavy troops and archers behind the gate |
Ambush and Night Attacks#
Ambush is an important way for the weaker side to win big with small means, and suits nomadic and barbarian factions especially well. Forests, river valleys and bends in mountain roads are all ideal ambush sites; hiding your units in the terrain and striking from the flank once the enemy has passed can often turn a battle around.
| Ambush site |
Tactical value |
Suitable factions |
| Forest edge |
Hide units and strike from the flank once the enemy has passed |
Barbarians, Huns |
| River valley pass |
Use terrain to seal off the enemy’s retreat |
All factions |
| Bend in a mountain road |
A blind spot for vision, ideal for ambushing a marching column |
Nomadic factions |
The night attack tactic requires a general with the “Night Battles” trait; attacking at night denies the enemy reinforcements and disrupts their deployment. The morale bonus of night-battle units effectively suppresses the enemy, and it is a common tool of advanced players.
General Skill Point Recommendations#
| General type |
Priority skills |
Approach to spending points |
| Field battle general |
Charge enhancement, morale shock |
Focus on attack and movement to rout the enemy quickly |
| Settlement defence general |
Wall attack and defence, defence endurance |
Focus on defence and inspiration to hold out until reinforcements arrive |
| Siege general |
Siege equipment, siege efficiency |
Focus on sieging ability to shorten siege times |
| Garrison general |
Public order, corruption reduction |
Used to manage newly conquered provinces and stabilise the rear |
Unit Counter Relationships#
| Attacker |
Countered by |
Explanation of the counter effect |
| Heavy cavalry |
Archers, light infantry |
Charges can punch through light-armoured unit lines |
| Spearmen |
Cavalry |
Can effectively stop a cavalry charge when engaged head-on |
| Heavy infantry |
Spearmen |
Relies on equipment and formation advantage to overpower them from the front |
| Archers |
Heavy infantry |
Uses ranged firepower to grind down slow-moving armoured units |
| Light cavalry |
Heavy infantry |
Fast outflanking, strikes the weak points at the rear and flanks |
Common Tactical Misconceptions#
| Misconception |
Correct approach |
| Charging cavalry blindly right from the start |
Wear them down with ranged fire first, then look for a flank opportunity |
| Ignoring elevation differences |
Units on high ground have a clear advantage in both range and accuracy |
| Committing the whole reserve to the front line |
Always keep one mobile unit that can turn the battle around |
| Pursuing too deep and scattering the formation |
Reform promptly after the pursuit to avoid being encircled in turn |
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