Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

View Stats:
Plok! Jul 31, 2017 @ 3:24am
Need help - Barbarian (celtic) building chains and sinergy
I have no idea how to optimize settlements, and what is worse starting positions are terrible, Provinces have very few settlements.

Anyway I'm having hard time understanding how to sinergize buildings in the province for maximum income, or how to build proper military province.

Almost every military building gives small amount of industrial income, but yellow chains are somewhat bad if not confusing.

I'd appreciate any advice. Thanks
< >
Showing 1-2 of 2 comments
bbolto Jul 31, 2017 @ 12:00pm 
Okay -

Your best public order building is the horn maker chain, along the main red barracks chain with the smithy. That and I think the Rosmerta temples. Your best income building is usually the coin maker (commerce) chain which is along the secondary red craftsman barracks chain (the one that gives you the missile units). Well, that and mining when that makes sense. The jeweller building, a capital-only military support settlement, synergizes with mining so put those in your gold mining provinces.

The yellow chains are better for research and public order but yeah they're generally less important than they are for the civilized factions. I find the yellow food pit chain mostly unnecessary though.

A good barbarian military province (I'm assuming Gallic/ Iceni here) should have a bronze forge/ etc. and a horse pasture in the secondary settlement, a temple of Epona, and two or three military support buildings (the feasting hall/ jeweller). It is similar for Spanish barbarians. The building bonuses don't really apply to missile units though (charge bonus??) so you can recruit those in a neighboring province for very little downside. Suebi are more complicated because they have at least three different military temples.
bansheeonfife Jul 31, 2017 @ 12:46pm 
farms and temples in the villages, nothing but the yellow in the city. in cities i tend to use a similar template depending on my needs, i include the following 5 at the least: research boost (mid-campaign to late campaign goal) agri booster (early to mid campaign goal) trade boost (all througout the campaign) food producer + agri booster (mid to late campaign) and the last one depends on how you play. slave quarters if you take them alot. or any of the other 2 i barely ever use...

a military province is nice and all in the mid to late campaign. but only make one if you can convert it from a new conquest. and i personally think they are somewhat overrated. experienced units + skills + a decent commanders are going to deal with just about everything anyway. and as you say the income is minimal. you might want to consider ranged siege engines when you can build them. the work wonders on walls. and only 4 (in 40) can be enough for just about anything.
Last edited by bansheeonfife; Jul 31, 2017 @ 12:49pm
< >
Showing 1-2 of 2 comments
Per page: 1530 50

Date Posted: Jul 31, 2017 @ 3:24am
Posts: 2