
Rome can create a strong empire early in the game, both peacefully and through warfare. Here, I detail Roman strategies and counter-strategies. Legacy Guide If you have the Rise and Fall expansion, click here for the updated guide. This guide is no longer updated, but will remain for the sake of those without the Rise and Fall expansion. Introduction Note: This guide only covers content released prior to the Rise and Fall expansion. Content from any DLC pack released between the base game and Rise and Fall is marked as such. Once we realised no city could best the glory of Rome, we instead looked to standardise the empire around it. We ensured all roads led to our great capital, and all cities, no matter how small, commemorated the glory of the Roman Empire through our great monuments. We brought the people recreation in the form of baths. But most importantly, standardisation brought us the Legion - our greatest fighting force. The Roman Empire now is one defined by consistency and discipline, but we must be careful - what if Rome's authority was to be undermined by the spread of a heathen faith? How to use this guide This guide is divided into multiple sections explaining how best to use and play against this specific civ. The Outline details the mechanics of how the civilization's unique features work and what their start bias is (assuming they have one at all). The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes. Multiple sections for Uniques explain in detail how to use each special bonus of the civilization. Administration describes some of the most synergistic governments, civic cards, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ's uniques are mentioned - these should be given more consideration than they would be for other civs but are not necessarily the "best" choices when playing as the civ for a given victory route. Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer. Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds: Online: Divide by 2 Quick: Divide by 1.5 Epic: Multiply by 1.5 Marathon: Multiply by 3 Glossary Terminology used in this guide and not in-game is explained here. AoE (Area of Effect) - Describes bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius. Beelining - The strategy of obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that deviation (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost. CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders. Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built. Civic cards - Another name for policy cards; you fill up your government with these for additional bonuses and can switch them for free every time you unlock a civic. Compact empires - Civs with cities close together. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game. Dispersed empires - Civs with cities that are spread out. This is useful if you want to ensure cities have plenty of room for both districts and tile improvements. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction. GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory. LA (Leader Ability) - The unique ability of a specific leader, which like civ abilities do not have to be built. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit on top of the standard one every civ has. Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location. Complete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam's program files, then go through the Base, Assets, Gameplay and Data folders to find the file). If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ. Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities. Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements. UA (Unique Ability) - A collective name for leader abilities and civ abilities. UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top. UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district and offers some unique advantages on top. In some cases, there may be minor disadvantages as well, but these are always outweighed by the positive features. All unique districts cost half as much to construct relative to the regular districts they replace. UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. Unlike unique buildings or districts, these do not replace a regular improvement. Some require a technology to unlock, and many have their yields improved with later technologies. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure". UU (Unique Unit) - A special unit that may only be built by a single civilization, and in some cases only when that civilization is led by a specific leader. These usually replace an existing unit and offer extra advantages (and occasionally minor disadvantages as well in exchange for bigger advantages). Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities. Outline Start Bias Rome has no start bias. Civilization Ability: All Roads Lead to Rome All owned cities start with a Trading Post, removing the usual requirement to complete a trade route to the city first. Founding or capturing cities within trading range of your capital automatically generates a road to it. Trajan's Leader Ability: Trajan's Column

所有新建立的城市在创建时会获得一座免费建筑。 远古或古典时代开局时,免费建筑为纪念碑。 中世纪时代开局时,免费建筑为谷仓。 文艺复兴或工业时代开局时,若城市毗邻河流,免费建筑为水磨坊;否则为中世纪城墙。 现代或原子时代开局时,若城市毗邻河流,免费建筑为水磨坊;否则为下水道。 信息时代开局时,若城市毗邻河流,免费建筑为水磨坊;否则不会获得比其他文明更多的免费建筑。 特色单位:罗马军团

一个古典时代的近战步兵单位,可替代剑士 研究 淘汰 升级自 升级至 成本 维护费用 所需资源

铁器加工 科技 古典时代

火药 科技 文艺复兴时代

战士(110
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火枪手(200
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使用信仰购买单位需要神权政体,而神权政体又需要文艺复兴时代的宗教改革市政。此数值未计入神权政体提供的15%信仰购买折扣。 即使研究了火药科技,若缺乏硝石,仍可继续训练罗马军团。 战斗力:40 远程战斗力: 移动力: 射程: 视野: 负面属性: 正面属性:
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对抗反骑兵单位 拥有1次建造罗马要塞、道路或清除森林/雨林的充能次数 可移除地格改良设施 可修复地格改良设施 负面改动 产能消耗110,金币消耗440或信仰值消耗220,较之前的90、360和180分别提升22% 由战士升级而来的金币消耗从80提升至110,增加38% 正面改动 无资源需求 战斗力40,较之前的36有所提升 升级为火枪手的成本降低 单位升级后保留以下加成: 拥有1次建造罗马要塞或清除森林/雨林的充能次数与军事工程师不同,消耗此充能不会使单位消失,但会禁用其移除或修复地格改良设施的能力。可在己方领土内移除地格改良设施。可在己方或中立领土内修复地格改良设施。这会耗尽单位本回合的移动力,但如果该回合未执行其他任何行动,仍可进行治疗。特殊改良设施:罗马要塞

研究 地形要求 建造者 掠夺产出

冶铁术 科技 古典时代 位于己方或中立领土内,无森林、雨林或泛滥平原的任何平地或丘陵地块。

军团* 无 *拥有剩余建造次数的军团升级而来的单位也可建造此建筑。 防御加成 直接产出 相邻产出 其他加成 最大可能产出 4
占领单位自动获得2回合的【防御工事】效果 独特区域:浴场

一个古典时代的非特色区域,替代水渠 研究:工程学(科技) 时代:古典时代 地形要求:必须与市中心相邻,且靠近河流、湖泊、绿洲或山脉 建造要求:无 基础生产力消耗:18 维护费用: 掠夺产出:
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游戏过程中所有区域的建造费用会逐渐增加。 相邻加成 其他产出 伟人点数 其他效果 无 4
对于有淡水供应的城市
对于沿海且无法直接获取淡水的城市
对于既不在海岸边也无法获取淡水的城市
无 不占用城市区域限制 正面效果 -50%建造费用 +2住房 +1宜居度 胜利倾向 本节根据文明对特定胜利类型的倾向程度进行评分,而非其强度。任何3分及以上的分数表示该文明或领袖在该胜利路线上比无独特特性的假设文明具有一定优势。低于2分的分数表示该文明的某些方面会对特定胜利路线产生阻碍。所有评分均为主观判断,未来可能会进行调整。 领袖

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科技 图拉真 5/10 (尚可)9/10 (理想)5/10 (尚可)4/10 (可接受) 尽管我给图拉真的非统治胜利评分相对较低,但这更多是因为罗马的独特能力并未明确偏向这些方向,而非它们不够强大。初始获得免费纪念碑有助于快速解锁早期市政,这对文化、宗教和统治胜利都很有用。军团征服可以为任何胜利路径提供帮助;如果征服范围足够广,你几乎可以选择任何你喜欢的路线。 罗马的最佳选择是统治胜利。早期的纪念碑文化能让你比大多数文明更快进入寡头政治,获得+4战力加成,这与你40战力的罗马军团相得益彰,可组建一支强大的早期战斗部队。通过国内贸易更快获得金币,有助于你支援或升级庞大的军队。 文明能力:条条大路通罗马

我建立这座城市的那一刻,一条道路就出现并将其连接起来。 罗马是一个发展迅速的文明——其文明能力、图拉真的领袖能力、早期就能建造的罗马要塞以及浴场特色建筑,都能帮助罗马完成大多数文明需要更长时间才能达成的目标。这种快速发展的特性有助于你的帝国支持军团进行征服,并有望借此成为世界的主导力量。 免费道路

我从西班牙那里俘获了一名移民并建立了一座城市。突然之间,那片令人头疼的雨林似乎也没那么难穿越了! 在建立或占领城市时立即获得免费道路,这在游戏初期是个非常实用的特性。远古道路能让所有地格(除了河流渡口)的进入仅消耗1点移动力,这对于有大量森林、雨林和/或丘陵的区域效果最为显著。古典道路(在进入古典时代时即可解锁,例如通过铁working科技)还允许单位跨越河流时不额外消耗移动力。这对于帮助你防御蛮族对城市的进攻,或者将建造者从生产力更高的城市派往新建立(或征服)的城市都非常有帮助。这个能力真正发挥作用的时机是当你开始踏上征战之路时。从首都直接修建道路通往你攻占的城市(只要新攻占的城市距离你的首都或与其相连的城市不超过15个陆地格子),能让你更容易调遣援军。这意味着你可以用少量单位发起军团突袭,之后再派更多部队支援。这对于未来在首都所在大陆上进行的战争也很有帮助。 贸易站

免费收益! 贸易站是游戏中较为不显眼的功能之一。以下是其常规运作方式: 当你向某座城市派遣贸易路线后,在贸易路线完成时(即你需要重新分配商人时),会在目标城市创建一个贸易站。 贸易站由创建它的文明“拥有”。多个文明可以在同一座城市拥有贸易站。其他文明在你的城市中拥有贸易站,对你而言既无优势也无劣势。 在城市中拥有贸易站会重置途经该城市的贸易路线的范围。默认情况下,贸易路线通过陆路可到达15格内的城市,通过海路可到达30格内的城市。当贸易路线途经拥有己方文明贸易站的城市时,该范围会重置。

截图可能无法很好地说明问题,所以这里有一张示意图。城市A、B和C都位于一个大型陆块上。白色六边形代表山脉,商人必须绕行。我无法直接建立从城市A到城市B的贸易路线,因为距离差了一格,但如果我在城市C有一个贸易站,就能获得足够的范围。 所有贸易路线每经过一个城市的贸易站,就能获得+1金币。 以下是罗马文明能力如何改变这一切的。 你的所有城市默认都拥有贸易站,这意味着: 你可以立即享受贸易范围增加的好处;任何因罗马文明能力获得免费道路的帝国城市,都可以与其他同样获得免费道路的帝国城市之间发送或接收贸易路线。游戏初期,只要贸易路线在途中经过至少一座你的城市,你就能比其他文明获得更高的金币产出。 简而言之,你能更快获得更多金币。贸易路线经过的城市越多,你获得的金币就越多,通常这意味着横贯你整个帝国的路线能带来最高收益。 这项独特能力的主要影响是,由于能立即获得可观的金币产出,你几乎可以专注于国内贸易而忽略国际贸易。考虑到你拥有提供额外住房的独特区域,以及成本相当高昂的独特单位,你会需要大量的食物和生产力,而国内贸易正好能满足这些需求。即使没有金币优势,作为罗马,你可能也会希望将大部分(如果不是全部)贸易路线用于国内,但拥有金币能让你支持更多单位,负担得起单位升级费用以及类似的开支。 图拉真的领袖能力:图拉真纪功柱 注:本节(实际上整篇指南)均假设从远古时代开始,因此你将通过图拉真的领袖能力获得一座免费的纪念碑。

我才刚开始玩游戏,正在研究第一个市政。这让我能多享受几回合的城市规划及其+1生产力加成,帮助我更快地在首都建造设施。 图拉真的领袖能力简单却高效:你建立的每个城市都会获得一座免费的纪念碑。在游戏初期的几个回合里,这会使你的文化产出翻倍,如果你能再建立一两个城市,积累的文化就能让你快速解锁政治哲学。政治哲学是一项重要的市政,它能让你解锁三种政府类型,包括寡头政治。寡头政治能为你的近战单位提供+4战斗力,让你的罗马军团拥有44点战斗力。为加快解锁【政治哲学】的进度,请务必在研究过程中获取尽可能多的启发: - 【工艺学】:改良3块地格 - 【对外贸易】:发现另一块大陆(在决斗尺寸地图或大陆地图上,这通常无法实现,因此需准备好完整研究该科技) - 【国家劳动力】:建造任意区域(建议建造【军营】——它有助于生成早期【大将军】,为你的【军团】部队提供+5战斗力和+1移动力的加成) - 【早期帝国】:使帝国总人口达到6(拥有第二座城市后,这很容易实现) - 【政治哲学】:遇到3个城邦(这在一定程度上取决于地图;如果研究该科技时仍未获得此启发,也可继续完成研究)在你开始军团战争前后,应该就能研究出政治哲学了。不过它可能会稍晚一些出现,因为研究它需要解锁6个市政,而解锁军团只需3项科技;当然,根据你获得的鼓舞、尤里卡或城邦加成情况,它也可能会早一点出现,但两者的时间应该比较接近。另外,在研究完政治哲学后,别忘了研究军事传统,这样你就能利用侧翼加成,为战斗力提供小幅额外提升。 免费纪念碑的主要好处是能让你尽早采用寡头政体,以支持军团速攻,同时它也能让你的城市在边界扩张方面获得微弱的先发优势。该能力在游戏后期效果会减弱,因为此时你主要通过占领城市来扩张(被占领的城市无法获得免费的纪念碑),但为本就强大的早期战斗提供额外优势这一点本身就已足够出色。 特殊单位:罗马军团

军团是将罗马从众多小国之一转变为横跨大陆的帝国所必需的力量。它们比普通剑士更强大,能造成更多伤害且承受更少伤害,建造时无需铁资源,因此你肯定能建造它们。军团拥有建造罗马要塞的能力(这有助于防御你的 homeland 以及新征服的土地,甚至是中立的战略要地),而且有趣的是,它们甚至可以修复受损的改良设施。 准备工作 与任何早期军事特色单位一样,关键在于速度;你希望尽快让军团做好准备。在首都先建造一名战士是个不错的主意——得益于图拉真的领袖能力,你不需要建造纪念碑。虽然战士在探索方面比斥候稍逊一筹,但一旦完成铁器时代科技,你就可以将其升级为军团。拥有第二名战士也能加快解锁军团的进程,因为通往铁器时代的青铜时代科技的尤里卡要求你消灭三个蛮族。或者,先训练一名建造者可以快速获得工艺学的鼓舞,进而获得“阿戈盖”政策卡,该政策卡能让你更快地建造战士和军团等单位。 你还需要在早期建造一名移民。拥有第二座城市意味着你能更快组建强大的军队,额外的免费纪念碑能让你更快解锁市政树,这样你就能在发动军团进攻的同时启用寡头政治。此外,你还有机会在铁矿附近定居(尽管建造军团并不需要铁矿,但改良铁矿所在的地格能加速铁working科技的研发)——前提是此时你已经探索到铁矿位置。 每个勇士升级为军团需要110金币,所以在解锁铁working科技时一定要准备好足够的资金。如果速度够快,你甚至可以不带任何攻城支援就用2-3个军团发动战争,但如果不行,研究石工术来建造攻城槌也是个不错的选择,这项科技的研发不会花太长时间。石工术还会解锁远古城墙;建造远古城墙会触发【工程学】的尤里卡时刻,而【工程学】是建造浴场区域改良设施所必需的。

军团可以消耗建造次数来清除森林或雨林,帮助你快速生产更多单位。 你的初始进攻应得到额外军团的支援,以加快进程(从而让你在该单位淘汰前发挥更大作用)。务必使用【阿戈革】政策卡——军团的成本相当高!由于在首都贸易范围内捕获的每座城市都会自动通过道路连接,因此将新单位调往前线的速度很快。

抱歉,伊比利亚,区区勇士可阻挡不了强大的罗马军团。 假设你没有偏离快速研发【铁器技术】和【政治哲学】以分别解锁【军团】和【寡头政治】的任务,那么无论你决定先攻击谁,都将拥有巨大优势。 毫无准备的邻国可能只有勇士作为防御力量——而寡头政治下的军团只需两下就能消灭他们。如果再获得【战吼】晋升,面对未晋升、未升级的勇士时,你将获得+31的战力优势,这通常能实现一击必杀。

在不同的军团间搭配不同的晋升,这样你就能适应各种情况。【城市作战】晋升能使你对城市的战斗力+10。注意看,这让我的军团几乎和未晋升的火枪手一样强大! 不用担心在你想要占领的城市中掠夺农场和其他地块改良设施(但要小心掠夺区域——它们可能需要很长时间才能重建)。掠夺农场有助于保持你的军团生命值,让他们能继续战斗,而且一旦你占领了城市,之后就可以修复这些农场。 后续处理 一旦你占领了一座城市,假设它不是特别糟糕(比如雪地城市或位于无用位置且没有资源的城市),就该将其同化到你的帝国中了。你可以让你的军团去修复任何被掠夺的地格,使其快速恢复生产力。修复操作不会消耗军团的建造次数。

如果罗马军团在修复地格改良设施前未执行其他行动(如移动或战斗),它还会进行治疗(就像执行了驻防命令一样)。这能节省不少时间。 需要注意的是,任何建造了罗马要塞的军团都将失去修复或移除地格改良设施的能力。 升级方面,罗马军团的使用周期相当长,但最终你需要将它们升级为火枪手。有趣的是,升级后它们不会失去建造罗马要塞的能力,也不会失去修复和移除改良设施的能力。因此,一旦你通过工程学科技解锁了浴场,就没有什么理由不尽快研发火药科技了。

“我们只需要朝着地面射击,直到它再次变得肥沃为止。” 罗马可以像以前一样继续游戏的其余部分——使用以近战为主的军队来征服世界。你强大的内部贸易路线将为你提供良好的生产力和金币来支持这一点。 特殊改良设施:罗马要塞

严格来说,罗马要塞并非独特改良设施——其功能与普通要塞完全相同(但不会触发“弹道学”的尤里卡),且与罗马军团这一特色单位绑定。之所以单独列出,是因为它仍有一些值得一提的区别: 1. 它比普通要塞早两个时代解锁,是除中国长城外最早的防御性地格改良设施(格拉纳达的特殊改良设施阿尔卡萨城堡理论上也能更早解锁,但通常不会这么做)。 2. 它由具备其他功能的军事单位建造,意味着无需额外消耗生产力即可使用。 3. 与普通要塞不同,它不会为“弹道学”提供尤里卡进度。尽管罗马要塞基本上是拥有军团后的免费奖励,但不要到处滥用。消耗军团的建造次数会使其无法修复地格改良设施,而这对于占领城市后的清理工作至关重要。相反,应谨慎使用它们。以下是建造罗马要塞的理想位置示例: 【狭窄通道】,例如山脉间的隘口、崎岖地形中的平坦区域,或是海洋和/或湖泊之间的狭长地带。 【防御阵线】,在开阔地形上排列要塞,以增强防御能力,但前提是你有足够的军团来实现这一点。 【城市周边】,在己方城市附近,位于可能即将对你发动攻击的文明或城邦的方向。将几个罗马要塞建在一起,并在其中驻守部队,可以有效阻挡潜在入侵者。以下是不适合建造罗马要塞的时机和地点: 作为一支濒临覆灭的军团的最后行动,远离家乡且没有后援。你只是在给占领那片土地的人免费送一座要塞。 在开阔地形上呈一字排开,但彼此之间存在间隙。骑兵单位会无视控制区域,直接从间隙中穿过。 在无法派遣单位防守的地方。+4防御加成只有在确实有单位驻守时才会生效。 仅仅为了建造而建造。不要浪费你的建造次数。罗马要塞的强度加成在游戏后期和前期一样有效。归根结底,罗马要塞在你需要额外优势来守住某个据点时很有用(寡头政体的军团防守山顶罗马要塞时尤其难以被消灭),但这与普通要塞相比并没有什么特别之处。需要时就建造它们,不需要时就不要浪费建造次数来建造。 独特区域:浴场

除了组建早期的军团军队外,你还需要处理城市中的其他事务。你需要发展科技以避免在技术上落后,需要黄金和宜居度来支持后续的战争等等。当你有各种各样的事情需要处理时,拥有更大的城市将会非常有帮助。这就是浴场的作用所在。 要解锁浴场,你需要先研发“工程学”科技,该科技的研发成本比“炼铁术”稍高。你可能需要先研发完必要的“建造者”类科技和“书写”科技(你在游戏早期并不需要住房加成)。“石工术”科技能让你建造“攻城锤”和“远古城墙”,其中“攻城锤”与“军团”搭配效果很好。建造“远古城墙”可以为你提供“工程学”科技的尤里卡灵感。你还需要沿途研发【车轮】科技,但这应该不成问题。 浴场的建造要求与水渠相同,因此你建立的任何城市都应位于河流、湖泊、绿洲或山脉的两格半径范围内。它们是游戏中建造成本最低的区域,因此即使是新城市也能建造。 水渠的描述在提供的住房数量方面可能有些令人困惑。以下表格将展示在不考虑其他住房加成的情况下,城市的总住房容量: 城市位置 | 初始住房 | 有水渠 | 有浴场 ---|---|---|--- 无水源 | 2 | |
6
8
澡岸3
6
8
淡水获取 5
7
无法识别内容,已删除。
请注意,初始紧邻淡水的城市从水渠或浴场获得的收益最少,但最终仍会拥有最多的住房。大量廉价住房意味着你可以更轻松地在不直接邻水的地点建立城市。

The destination spot for this Settler doesn't offer much housing, but can build a Bath. The reason for settling there and not directly on the river is the iron resource three tiles away, which would otherwise be out of range. After settling the city, I bought tiles to get to the iron resource and improved it so I could get the Iron Working Eureka. Every point of housing essentially increases a city's population limit by 1, so receiving two extra points above normal Baths allows you to have bigger cities than most civs at this stage of the game. Those two extra points of population require one amenity - something the district neatly provides you with. All you need is a bit of food and you can have an empire with many large cities. Every three population points allows a city to build one more speciality district, and the more speciality districts a city has, the better food or production yields you'll get from domestic trade with that city. Ultimately, Baths take a district of varying usability and make it a more consistently effective way to make your cities bigger. A vast empire with conquered cities that can be repaired to their former glory quickly with Legions, become rich from internal trading, and grow to a large size thanks to the cheaply-available housing and amenity from Baths is one to be feared. Administration - Government and Religion The administration section covers the governments, policy cards, pantheons, religious beliefs, wonders, city-states and Great People which have particularly good synergy with Roman uniques. Be aware that these are not necessarily the best choices, but rather options that you should consider more than usual if playing as Rome relative to other Civs. Governments Classical Era Governments Take Oligarchy. It'll make your Legions have 44 strength, and the government itself has a nice mix of policy cards. Medieval/Renaissance Era Governments Merchant Republic is a reliable option. More trade routes means more food, production and cash, which means more support for the war machine. Modern Era Governments Fascism offers plenty of military bonuses to get you through the end of the game. Policy Cards Ancient Era Agoge (Military, requires Craftsmanship) - Legions are costly to build, so grab this policy card to make it much more manageable. Caravansaries (Economic, requires Foreign Trade) - Builds on the gold from internal trading you already get. Conscription (Military, requires State Workforce) - This will help you support your Legion army. Medieval Era Meritocracy (Economic, requires Civil Service) - You'll get Monuments for free in every city you found, and combined with this you shouldn't need to worry about building Theatre Squares. Alternatively, you can go ahead and build them anyway and get to civics like Nationalism sooner. Professional Army (Military, requires Mercenaries) - You can simply keep upgrading your Legions and sending them off to war for the rest of the game. This policy card helps you to save money when doing so. Renaissance Era Triangular Trade (Economic, requires Mercantilism) - Get even more gold out of your domestic trade. Modern Era Collectivisation (Economic, requires Class Struggle) - Rome should be using internal trading anyway thanks to the nature of the civ ability, so enjoy a strong food bonus on top. New Deal (Economic, requires Suffrage) - Combined with your Baths, this allows you to grow cities to a good size without having to spam Neighbourhoods. The gold cost can be managed with your gold-granting internal trade routes. Pantheons God of Healing - Rome doesn't have synergy for religious victory, but there's a good chance a lot of the civs you'll be taking cities off do. Faster healing for units next to Holy Sites will speed up your conquests. God of the Forge - Legions are expensive. This combined with Agoge helps minimise that problem. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. Defender of the Faith (Enhancer) - An Oligarchy Legion with a Roman Fort on a hill near a city with this belief is almost up to industrial-era levels of strength. Excellent for helping to safeguard your cities while the rest of your army is elsewhere. While the offensive counterpart of this belief, Crusade, is powerful, it's a bit harder to use as Rome due to the need to acquire religious units and spread the faith in the cities of other civs before invading them. Feed the World (Follower) - While you may only have Holy Sites in captured cities, extra food will still be useful to grow your cities to meet the housing offered by Baths. Gurdwara (Worship) - Similarly offers extra food to help hit the housing cap. Administration - Wonders, City-States and Great People Wonders Hanging Gardens (Ancient era, Irrigation technology) - One to capture rather than build. The growth bonus helps your cities to fill the extra housing offered by Baths faster. Colosseum (Classical era, Games and Recreation civic) - Position this somewhere in range of a few good city spots, and enjoy +4 culture for every city you found in range of it. The amenity bonuses will mean those new cities will have no downsides, and the extra Trading Posts and roads those cities create will be very helpful. Colossus (Classical era, Shipbuilding technology) - An extra trade route means more gold, food and production. Terracotta Army (Classical era, Construction technology) - While your Legions are off at war, building this at home will let you upgrade all of them. Highly-promoted Oligarchy Legions are even more of a nightmare for your enemies to face. The Great General Point is also useful - if you can get a classical era Great General, your Legions will be even stronger still. Angkor Wat (Medieval era, Medieval Faires civic) - Build upon the advantage Baths offer you with extra population and housing in every city. Requires the Khmer and Indonesia Civilization and Scenario Pack. Great Zimbabwe (Renaissance era, Banking technology) - Put this on one end of your empire in a bonus resource-heavy city, and send trade routes to the other end of your empire for enormous gold yields. City-States Carthage (Militaristic) - As a warmongering civ with trade bonuses, this is a very good city-state to have. Hold onto it - it can be quite a pain if someone else suddenly reduces your trade route capacity by becoming suzerain themselves. Hattusa (Scientific) - Saves a little time getting access to nitre once you have the Gunpowder technology. Lisbon (Trade) - Even land-based empires will usually have some trade routes that enter the sea. Being immune to those routes being pillaged saves you having to build a navy to repel Barbarian pirates. Mohenjo-Daro (Cultural) - The bonus can be useful to help cities grow in the period before they have a Bath built. Once your cities all have Baths built (or have direct freshwater access anyway) then you don't need to worry about losing suzerain status. Palenque (Scientific) - Faster-growing cities can fill up Bath housing sooner. Requires the Vikings Scenario Pack. Great People Remember that these are only the ones that have particular synergy with Roman uniques, not necessarily the most effective options. Obviously, all Great Generals and Admirals can be useful for the domination victory, but it would be redundant to list them all. Classical Era Zhang Qian (Great Merchant) - +1 trade route capacity. Medieval Era El Cid (Great General) - Although El Cid doesn't provide an area-of-effect bonus to Legions (you need Boudica, Hannibal Barca or Sun Tzu for that), retiring him on a Legion gives you a unit with 50 strength! Add Oligarchy on top and it's pretty much as strong as a Musketman. Irene of Athens (Great Merchant) - +1 trade route capacity. Marco Polo (Great Merchant) - +1 trade route capacity. Renaissance Era Mimar Sinan (Great Engineer) - Offering both housing and amenities, you can build on the advantage of a city with a Bath, or help a city that can't build one to grow. Raja Todar Mal (Great Merchant) - Makes internal trading even better for gold. Modern Era John Rockefeller (Great Merchant) - Can help you get even more gold out of trade. Atomic Era Melitta Bentz (Great Merchant) - +1 trade route capacity. Jane Drew (Great Engineer) - Offers Bath-esque housing and amenities, letting you hold off from dedicating production or tiles towards a Neighbourhood or Entertainment Complex. John Roebling (Great Engineer) - Also offers Bath-esque housing and amenities. Counter-Strategies Survive Rome's classical-era onslaught and they'll still have a pretty strong empire, but their advantages will fade letting you strike back. All Roads Lead to Rome Rome doesn't have much of an incentive to trade externally, so look between Roman cities for good plunder targets. Fast-moving units will be the most effective at this task. As for Rome's free roads, remember that you can pillage roads in neutral territory without needing to be at war. Do so and you can slow down their invasion of another civ. Trajan - Trajan's Column Free Monuments in Roman cities will get them quickly through early civics, but will fade in effectiveness later in the game. If you're invading Rome, it's nice to know that the cities you capture will come with Monuments you can quickly repair and put to use outputting culture. Otherwise, it's generally more important to consider the threat of Legions than the power of this ability. Trajan - AI Agenda (Optimus Princeps) Trajan wants lots of cities and land. If anyone has more than him, he'll like them. If anyone has less, he'll dislike them. If you want to befriend Trajan, you simply need to settle extensively (conquering also works, but beware of warmonger penalties). Keep an eye on your amenities - having lots of cities can be a strain on them. Legion What you'll need is either Horsemen or Swordsmen of your own. They both require resources, but Horsemen should be a little more manageable considering horses are revealed right at the start of the game. Rome will probably have a slight head start in the race to classical-era units, so delay tactics are important. Planting units on defensive terrain means they should be able to survive a hit or two, before retreating and being replaced with another. The Agoge civic card will help you build pre-medieval units faster and will be pretty much compulsory. Legions are pretty expensive so even if you're losing units faster than Rome, you should hopefully be able to survive until you can get a unit that can more reliably face them. If you can make it to Knights, they have more strength than Oligarchy Legions and can retreat quickly in case they take heavy damage. You'll need iron - not horses - to build them. Roman Fort An Oligarchy Legion defending on a Roman Fort seems horrible to deal with, but simply placing an Archer on a hill two tiles away allows you to shoot at it, while having enough time to retreat if the Legion wants to retaliate. When it comes to Roman Forts in general, make use of those in neutral territory if possible, but otherwise pillage any others left empty. Horsemen make good pillagers as they avoid zone-of-control and have enough strength to withstand a couple of hits from Legions. Note that unlike other unique improvements, Roman Forts are kept if you take over the tile they're in. You can then use them exactly the same way you'd use regular forts. Bath Because Baths have to go next to the city centre, they can be quite tricky to pillage unless you're actively attacking the city. On the other hand, because they have to go next to the city centre, it forces Rome into specific city placements. It's not a good idea to settle cities to deliberately prevent Rome from getting Bath spots early on - being on the receiving end of a Legion invasion isn't worth it - but that can work somewhat later on. Other Guides If you like these guides and want to send a tip, you can click here![ko-fi.com] Compilation Guides Civ summaries Civ-specific tricks, secrets and clarifications Individual Civ Guides America (Cultural/Domination) Arabia (Religious/Scientific) Australia (Scientific) Aztecs (Domination) Brazil (All) China (Cultural/Scientific) Egypt (Cultural/Religious) England (Cultural/Domination) France (Cultural) Germany (Domination/Scientific) Greece (Cultural/Domination) India (Religious) Indonesia (Cultural/Domination/Religious) Japan (Domination) Khmer (Cultural/Religious) Kongo (Cultural) Macedon (Domination/Scientific) Norway (Domination) Nubia (Domination) Persia (Cultural/Domination) Poland (Cultural/Domination/Religious) Rome (Domination) Russia (Religious) Scythia (Domination/Religious) Spain (Domination/Religious/Scientific) Sumeria (Domination/Scientific)
2026-02-28 18:01:32 发布在
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