Hegemony Rome: The Rise of Caesar

Hegemony Rome: The Rise of Caesar

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Tips and Strategies
By Deadlylag
Tips and Strategies
   
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Forward
Forward:

“The battle is fought and decided by the quartermasters before the shooting begins.” Field Marshall Erwin Rommel.

In a nutshell both Hegemony are logistic games. It can be really really hard if you don’t know how the game mechanics plays out. However it really easy if you know the basic. This guild will help you understand the game mechanics. This guild reflect campaign mode but can be use in sandbox.
Logistic
Logistic:

-Hegemony Rome: The Rise of Caesar is 90% logistic and 10% tactics. If you master and protect your logistic line the game will become super easy.

-All structure including BRIDGES can be connected. I did not know bridges can be part of the logistic path. It made the first chapter a lot harder without knowing this. Really bad tutorial.

-Redundancy logistic paths should be limited.

-Redundancy paths will naturally formed in the process of the game. So don’t be alarm.

-Sometime redundancy paths are desirable. In a growing empire, enemies raiders will constantly harass your logistic chain. Cutting the path will divide your empire in two logistic wise. Having redundancy prevent this.

-The longer the logistic line between the two structures the more waste will occur.

-To lessen waste build camps (without walls because walls cost money). The camps will act as a intermediate supply depot in your growing supply chain.

-Buy as much farms from your allies as possible. The more farms the more food.

Early, Mid, End Game Logistic Important:

-In general in order of importance: Food, Manpower, Gold, Wood.

-In early game in order of importance: Wood, Food, Gold, Manpower.

-In mid game in order of importance: Food, Manpower, Wood, Gold.

-In end game in order of importance: Food, Madpower, Gold, Wood.

-Wood is very important in the early game because you need to upgrade your buildings. Wood become a non-issue at the start of the end game. I never have enough wood in the early game to upgrade my buildings or build camps in the early game, so use your wood wisely. Prioritize which upgrades are needed.

-Food the most important resource in the game. Without food your units will do badly. Without food your cities will riot. Negative food income is not desirable. It plays an important part throughout the game.

-Early game you have a lot of manpower but starting mid game attrition will take a hard toll on your manpower. Manpower is base on cities where your unit was created. So if you have 4 to 6 Legions base on one city, well the city cannot keep up with the attrition rate of your Legions. City will constantly have 0 recruits.

-Gold is important throughout the game. However I rarely ran out of gold. Managing gold is much easier than managing Food or Manpower. In mid game there might be some gold shortage. There might be time where your gold go negative because of raiders. Overall it not a resource to monitor.
Cities, Cities Management, and Cities Upgrades
Cities, Cities Management, and Cities Upgrades:

-Fishy is the most important non-wall upgrade for your city.

-Almost every cities should have a marketplace and/or warehouse.

-Walls cost money. If a city is in a safe location you can get rid of the wall to save money.

-Wood Walls should be enough in most cases. However if you want to stop incursions Stone Walls will send a strong messages to enemies AI in border areas.

-Cities where large numbers of troops are HQ should have Level 3 Training Ground. It will help with the recruiting manpower.

-Do not build all your troops in one city. If you do you will have manpower problems throughout the game. Home cities that contain Legions should only have Legions. Build your archers and other units in some other cities.

-One city should have level 2 Target range. Producing archers is very important.

-One city should have a workshop. Getting siege towers will help with the manpower attrition.

-Stable is optional. However I find having one cavalry in your army to scout and capture is very helpful.

-Warehouse is very helpful in maintain your food supply. Most of your city should have one.

-If you are having manpower trouble in your city. Switch it to producing troops. It will cost more resource but it will help with the attrition.
Units and Upgrades
Units and Upgrades:

-Legions is the most powerful unit in the game. In RPG it is a tank class. It can take a lot of damage and deal a decent amount back.

-Caesar’s Legion is your most powerful unit in the game.

-Archers is your main DPS units. It deal large amount of burst damage.

-Skirmishers are fast melee units. I use them as counter insurgency and garrison units.

-Slingers are decent range unit. I rarely build them.

-I only have one Cavalry in my Army. It there to scout and captures troops or structures.

-I built 4 to 6 Siege Towers. It help with troops attrition.

-There no other units I use other than those listed.

-General Legion Upgrade Path in this order: Engineer, Medic, Increase Troop size. The next three upgrade depending on your situation. Reduce recruitment cost, Increase Troop size, and Engineer.

-Caesar Legion Upgrade Path in this order: Engineer, Engineer, Increase Troop size, Medic, Engineer, Increase Troop Size, Reduce recruitment, Increase, Troop Size, Engineer.

-You must get Caesar Legion with at least 3 Engineer because his Legion is the one going to do most of sieging.

-Archer Upgrade Path in this order: Increase Troop Size, Increase Troop Size, Increase Troop Size, Increase Troop Size.

-Slinger Upgrade Path is the same as Archer.

-Skirmishers Upgrade Path in this order: Medic, Increase Melee Damage, Medic, Medic. Remember they are not part of your army. They are use to counter raiders and station in camps or cities.

-Cavalry Upgrade in whatever order you like: Raider and Scout.
Camps and Upgrades
Camps and Upgrades:

-Camps are similar to cities but without most of the upgrades of cities and no population.

-Camps can only be built at certain locations.

-Camps can be use in many ways.

-Camps can be use as a connection between resources structures and cities to cut waste down.

-Camps design as a logistic connection probably don’t need walls.

-Camps can upgrade to fishery if they are built near waters.

-If fishery can’t be build the next best upgrade is warehouse.

-Camps can be use to block raiders coming into your territories.

-Place 2 to 3 Skirmishers in camps design to block raiders. This will cut down or eliminate raides into your territories.

-Camps can be use as siege outpost. Build a camp near an enemy city that’s hard to siege (one siege point or stone walls or both). Make sure your camp is connected so you can have resources coming in. Cycle your sieging troops until the city is captured.

-Camps design to block raiders or siege cities should have stone walls.

-You have the ability to destroy your own camp to save gold.
Slaves vs Workers
Slaves vs Workers:

-10 out of 10 times its better to use slaves.

-Sometime it is impossible to capture slaves (enemy units or city is near). In these cases it better to execute them so they don’t go back into the enemy city.

-There are time where you don’t have enough slaves to work on your resource structure. So workers have to be build but can later be replace by slaves when available.

-Disband workers into city to get back your population.

-Disband slaves into your city to get population.
Army Tactical Strategies
Army Tactical Strategies:

-There really not much tactical strategies in Hememony games. It more of a logistic strategy game.

-Unlike Hegemony Greece I rarely have to split up my army.

-In Hegemony Greece I had 6 Armies conquering the entire map.

-In Rome I only use one Army most of the time. Only in the last chapter did I build three armies and that’s because of a scripted event.

-Have your siege towers move in first. Follow by Legions to start your siege.

-Range units should be out of range of enemy city.

-Move range units in when the enemy siege city decide to counter attack.

-Caeser Legion is your main siege unit.

-Do not get flank. Any units flanked will lose moral really fast, ie run away even if at or near full strength.

-Always have ranges units behind Legions or melee units.

-Use your cavalry to take structures, capture units, and scout.

-If an enemy city have a lot of units. You can draw them out by capturing nearby resource.

-Legions don’t need to be at full strength all the time.

-Legions can take a lot of damage.

-It best to have at least 4 archers in your army.

-Archers make short works out of any enemy unit. They have the highest DPS.
5 Comments
Pantocratoras Jan 7, 2017 @ 3:00am 
For forward army camps, two tweaks are to build a Supply Depot (to increase the resupply range), and to click the 3rd tab, and set the Food level to Maximum.

With respect to losses, it is sometimes more efficient to ship goods by river, vs by high loss land routes. Some long land connections may cause 25% wood loss, while by river, it's only 0-5%. Try connecting village to village, village to camp, or camp to camp.

If you have multiple Legions, and don't have access to ranged units yet, you can set one Legion to Battleline stance, with another Legion set to Skirmish mode (? .. there are 3 modes ... pick the one where they throw their pilums) behind them. Also, to get greater forced marching speed across the map, put the Legion in Skirmish mode vs Battleline mode (they march 25% faster).
Pantocratoras Jan 7, 2017 @ 3:00am 
Very nice summary! Very well organized and thought out.

I will have to try your unit upgrade paths. For Legions, I typically upgrade: Centurion, Medic, Morale Boost, and then start increasing unit size. For Archers, I upgrade Marksman to Level 4, and then increase unit size. 6 units of Archers, coming out of a city with a Level 3 Training Grounds (1,000 XP initially = Marksman Level 1), can wipe out most adversaries.


To make sure Gold isn't a limiting factor, make sure all cities have Level 2 Markets, and raze unrequired buildings.

I do try to use one City as my Army "base" ... usually the one with the most building slots. Market 2, Fishery, Training Grounds 3, Archery 2, Armory, Stable, etc. If I run out of recruits at this city, I'll recruit a bunch of workers from other cities of the same faction, march them to my Army base, home them to that city, and then disband. Recruit problem solved. Workshops and Shipyards can be built elsewhere.
ChefEPL Oct 10, 2015 @ 5:58am 
Sorry if this is obvious but I was having heaps of trouble with my gold supply (like Seagul), but I have found when you take a city you get all the buildings in it with all the costs of the building (for example, mercinary posts cost -100 gold).
As soon as you capture a city demolish all those buldings you don't want, and if it isn't a frontline city or bridge pull down the walls. You will be swimming in gold before you know it.
DialUpHiveMind Aug 18, 2015 @ 3:04pm 
You say gold is not often an issue, but I keep running out of it. Can't upgrade my cities unless I have gold. Can't get wood if I don't have enough workers or slaves to man the logging camps, so I rarely can build markets. Can't break the A.I. if I don't have enough combat units.

Food I have tons of. I've found that gold is my limiting factor. :-\
Kazik Jul 19, 2015 @ 8:49am 
Good guide I don't know how i missed it so long ago. I'll have to start using fmore archers. To help with manpower shortages I build workers when manpower is full and disband them if i need quick recruitment