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Prima Games authority. For information regarding whether a product has been rated
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© 2005 by Prima Games. All rights reserved. No in their documentation. Some game tricks require precise timing and
part of this book may be reproduced or transmitted in any form or may require repeated attempts before the desired result is achieved.
by any means, electronic or mechanical, including photocopying,
recording, or by any information storage or retrieval system without Acknowledgments:
written permission from Prima Games. Prima Games is a division of Prima Games thanks Dyna Lopez, Robert Leffler, Martin Caplan, and
Random House, Inc. Mark Polq'n from Sega for their help in the creation of this guide.
Product Manager: Mario De Govia The author gives a special thanks to Matthew Cohen for spending
Editor: Kate Abbott many hours on the battlefield dodging spears and launching flaming
Copyeditor: Carrie Andrews arrows. Hearty Roman kudos to Jared Cohen for marching every
Design and Layout: Winter Graphics North infantry and melee unit, spy, diplomat, and priest into battle, just to
see what they were made of. I couldn't have finished the book without
SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the you.Much appreciation to Mario De Govia and Kate Abbott of Prima
SEGA logo, are either registered trademarks or trademarks of SEGA Games for keeping the hordes organized, and finally, a special thanks
CORPORATION. Rome: Total War is a registered trademark of Sega to copyeditor Carrie Andrews for keeping my AD's and BC's lined up
Europe. © SEGA 2005. All Rights Reserved. properly.
All products and characters mentioned in this book are trademarks of ISBN: 0-7615-5264-2
their respective companies. r
Library of Congress Catalog Card Number: 2005907976
Printed in the United States of America
Please be advised that the ESRB ,
Software Association, and may only be used with their permission and
.
(CONTENTS
Custom Battle 8
Main Campaign 9
SPECIAL ABILITIES 50
Special Abilities Tables 50
Historic Battles 11
Special Abilities: Mounted Troops 54
Multiplayer 11
Special Abilities: Infantry 54
Alemanni 12
56
Training 56
Western Empire 15
Faction Units 57
Eastern Empire 17
Alan Horse Archers 57
Franks 20
Alan Noble Cavalry 57
Huns 21
Archers 57
Sarmatians 23
Arian Priests 58
Sassanids 24
Armored Camel Riders 58
Saxons 27
Auxilia Palatina 59
Vandals 29
Axe Heerbann 59
Goths 31
Ballistae (Frankish) 60
Unplayable Factions 32
Ballistae (Roman) 60
Zoroastrianism 38 Bucellarii 65
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barbarian invasion PRIMA OFFICIAL GAME GUIDE
4
(CONTENTS
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mhm|
TOTAL WAR
barbarian invasion PRIMA OFFICIAL GAME GUIDE
INTRODUCTION turns of each campaign, setting the stage for the battles
to come. We provide an overview of your enemies,
including their locations and inclinations, and we finish
Rome Total War is a glorious journey, covering more than
up the walkthrough with profiles of the faction's best units.
100 years of Roman expansion in the Mediterranean
and across most of Europe. With the power of the
HISTORIC BATTLES
Roman Legions at your fingertips and with the Roman
Barbarian Invasion includes two historic battles
senate cutting deals behind everyone's back, there
excitement on the battlefield and behind marble walls.
is
Chalons and Badon Hill — and we offer strategies and
tips for each one. Fans of Camelot will especially enjoy
In the latest installment of the Total War series,
Badon Hill, as some historians believe it was King
Barbarian Invasion, all is not right with Rome. The
Arthur's final battle.
empire is crumbling, and you must pick up the pieces
or grind them into the map. The Roman military is still
THE HORDE FACTOR
powerful, but the senate is no longer a factor, and the
Hording is a new style of play in Barbarian Invasion. It
once-happy populace is in a constant state of rebellion.
gives you an opportunity to escape a losing battle with
If finishing off the Romans is your goal, you have a
your population intact, regroup, and settle in a new
variety of armies to choose from, including the leg-
location. Of course, if you like being on the road, you
endary Hun Horsemen, the fearsome armored cavalry of
can horde indefinitely, sacking every settlement on the
the Sassanids, and the Alemanni's brutal infantry. There
map. It sounds brutal, but it happened, and now you
are 10 new factions in all, and we have tips and strate-
can experience it in yourself.
gies for each one.
HOW TO USE THIS GUIDE religious influences from outside your borders.
lf!fW!*rrff ?e^
for a fight; you
,
peasants don't
At the back of the book, we include Tech Trees for every
have a sense of
playable culture in Barbarian Invasion. Sometimes you
humor? Just
lose track of what to build next, and the Tech Trees provide
before the battle,
a development path for each type of building.
they show their
backsides to the
Quick Battle, but detailed tips and tactics for the main Army prepares for
In Quick Battle,
the computer
selects a faction Opening Force
for you to com- • Barbarian Noble Cavalry
mand. The • Lombard Berserkers
selected faction • Spear Warbands
icon appears on • Chosen Warlord
the screen prior • Chosen Axemen
to deployment. • Chosen Archers
The following sections provide brief descriptions of • Night Raiders
Quick Battles with the Alemanni and Ostrogoths. • Peasants
• Lombard Archers
• Onagers
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barbarian invasion PRIMA OFFICIAL GAME GUIDE
Sarmatian
cowards run in Even the relatively
Victory is
8
MODES OF PLAY
The Choose
Conditions screen
lets you set a
variety of battle
options, including
difficulty, weather,
time of day, settle-
ment defenses,
and terrain.
Custom Battles
difficult defensive
challenges, like
protecting your
Equip your
town against an
army in any
advancing army
fashion, staying
after Heavy
within a maximum
Onagers have
number of denarii.
destroyed your protective walls.
MAIN CAMPAIGN
The main campaign allows you to select one of 10 fac-
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
Franks
Huns Campaign: Campaign: Hold
Hold 15 settle- 20 settlements,
ments, including including
Northern Italy and Lugdinensis,
Thracia Aquitania, and
Narbonensis
Saxons
Goths Campaign: Campaign: Hold
Hold 16 settle- 18 settlements,
Sarmatians
Campaign: Hold Sassanids
15 settlements,
Campaign: Hold
including 20 settlements,
Pannonia, including
Illyricum et Aegyptus,
Colchis Thracia
Alemanni
Vandals Campaign: Hold
Campaign: Hold 20 settlements,
10 settlements, including
Northern Italy
Pannonia,
Northern Italy
10
MODES OF PLAY
Eastern Roman
Empire
Campaign: Hold Battle of
including Thracia,
Aegyptus,
Northern Italy,
and Africa
Western Roman
Campaign: Hold
MULTIPLAYER
Barbarian Invasion features the same multiplayer
34 settlements,
options as in the original Rome Total War, including
including
Online Battles (through GameSpy™; Internet access
Northern Italy,
required) and LAN (network play; Internet access not
Africa, Taraco-
required).
nensis, and
Thracia
HISTORIC BATTLES
The Historic Battles option includes two famous
engagements: Battle of Chalons and Battle of Badon
Hill. See the "Historic Battles" chapter for tips and
strategies.
Battle of Chalons
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CAMPAIGNS battle in
militarily skilled.
AD 357, is dead and
The Roman world has
his successors are not as
12
FACTIONS AND CAMPAIGNS
Attacks are
inevitable, so it is Your faction heir
critical to bolster is already in the
your border field, so you have
defenses and build the option to hire
a strong army. mercenaries. This
Construct a wall is a quick way to
and raise taxes to beef up your army.
generate more
income during your military expansion.
Building forts
This is not the helps defend your
time to worry armies in the field.
rebellion is
•C>|
good news. Wait
When you one more turn
expand eastward, after the rebel-
the Huns.
An heir comes
of age. This is
important,
because the
Alemanni begin
1 z
the campaign
[ajl^^^
with only two mZjt"mlm-^\
Generals.
13 AMES.COM
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barbarian invasion PRIMA OFFICIAL GAME GUIDE W"^
The faction
leader, Suomar, is a
four-star General.
Before sending
him and his army
in search of new
settlements, transfer
retinue members Berserkers and Spearmen are a good team for the
to the new heir, Cimberius. This will allow Cimberius to Alemanni. While the Spearmen hold the enemy line in
govern more efficiently in Suomar's absence. place, the Berserkers systematically demolish it.
Chosen Axemen
are powerful, but
14
WESTERN EMPIRE CAMPAIGN NOTES
Public unrest is a
• Victory Conditions: 34 provinces, including Northern
serious problem
Italy (Rome), Africa (Carthage), Taraconensis (Tarraco),
in Rome, so be
Thracia (Constantinople)
prepared to
• Difficulty Factor: Hard
expend a great
""wfl E YrVr
''' public unrest in
B^ ;
1 It i
of! some areas, so this
15 PRIMAGAMES.COM
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barbarian Invasion PRIMA OFFICIAL GAME GUIDE
majority, either change the governor or construct a new income to build structures that make people happy,
religious building.
Academies are
excellent religion-
THE NEED
neutral buildings
FOR TROOP
that provide a
GARRISONS IS
CONSTANT IN public order
ATMOSPHERE OF percent).
A ROMAN CITY.
SINCE IT DOES Just when you
NOT MATTER get a handle on
WHAT TYPE OF UNITS OCCUPY THE CITY. USE public unrest,
PEASANTS. WHO ARE A BARGAIN AT 100
disease rears its
DENARII PER UNIT.
infected head. Try
.
-: "LimM&mmieiem not to let anyone
In some
in or out of a
settlements, like
diseased settlement.
Carnuntum, the
population is
16
FACTIONS AND CAMPAIGNS
Although the
Roman Empire is a 1 1 fi-T 1
EASTERN EMPIRE
• Victory Conditions: 34 provinces, including Thracia
shadow of its former tU/*-v^-(V.
^^k!
(Constantinople), Aegyptus (Alexandria), Northern Italy
self, Roman is- , :
experienced and
I
very disciplined.
With only basic
that enables a Rally Troops action that can turn the tide
of a close battle.
17 PR1MAGAMES.COM
ROME .1
TOTAL WAR
BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
1 Garrison Strength,
which has an
important effect
on public order. If
take the necessary steps to foster a contented populace. garrison, rather than deplete your field armies.
atheists, but
Destroying the Diplomats and
Shrine to Sol Spies have religious
considerably. conversion.
Build a Christian
„J_ii§ Shrine in its place. The coastal cities
of Sidon and
Jerusalem are in
regions rich with
IN THE INTEREST OF SECURITY. TRANSFORM AT
Jf trade resources,
LEAST ONE OF THE CITIES ALONG THE
S| including purple
SASSANID BORDER INTO A MILITARY STRONG-
HOLD. IT IS ONLY A MATTER OF TIME BEFORE I dye, glass, and
THE SASSAN1DS ATTACK. 1 wine. Protect your
HQ| interests by
You must mix reinforcing the walls of these cities as soon as possible
and match some against the inevitable Sassanid attacks.
towns and Generals
to achieve a better
.
,_-.' -
-:',., 1
• Comitatenses in
the front line.
All archers are
They will always
not equal. The
endure the first
Roman Eastern
enemy charge, no matter how powerful. They have
Archers shoot
extremely high morale, and the ability to throw spears
flaming arrows
comes in very handy for slowing down advancing
that deliver extra
infantry.
damage.
19 PRIMAGAMES.COM
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1
BARBARIAN INVASION PRIMA OFFICIA E GUIDE
effectiveness of
The Franks or Franci (the name translated is "Free
your army.
Men") were Germanic people originally from the
is using Shield
Wall. The formation presents a small, tighter facing to
Frankish Raiders the enemy, one that is difficult to breach.
are excellent at
21 PRIMAGAMES.COM
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BARBARIAN INVASION PRIMA OFFICIA GUIDE
such as the Alans, into their ranks. They are the finest
horsemen in the world, trained to ride almost before
Sack, don't settle,
they can walk, and armed with the most effective
early in the cam-
form of composite bow known in Asia or Europe. paign. The Huns
They are, simply, a terrible threat to any who stand
have a limited
against them: a vigorous warrior people.
building tree and a
Historically, however, the Huns didn't overrun the
large army of
former Roman Empire. They were fantastically
Horde units, so
successful, but wen Attila couldn't subdue Roman you are better off
power. The Huns found no resting place in Imperial
I~
engaging your
| lands, although they did take Hungary and were
armv earlv and often
i eventually driven back to the steppes by the Germans.
The Roxoloni
CAMPAIGN NOTES ettlement to the
The Huns should
outh is another
hit the ground
;ood candidate for
running and sack
sack dance. Keep
Campus Sarmatae,
acking settlements
followed by any
and gathering cash
| __«J other settlement
§
22
FACTIONS AND CAMPAIGNS
SPECIAL UNITS virgins were not allowed to marry until they had
Even against a
slaughtered an enemy. Fighting as armored horsemen
numerically supe-
and horse archers, the Sarmatians were dangerous
rior force, Hunnic
opponents.
Lancers are light
The Sarmatians are a naturally warlike people and
and fast enough to
have the potential to rule the open steppes and much
harass enemy units
of Europe. Their situation is not without risks, however,
and retreat, allowing
as they are surrounded by equally warlike barbarians
heavier units to
and steppe nomads. To the south, the Sassanid
face a weakened foe.
Empire could be rich pickings if the Sassanids can be
sufficiently distracted by a confrontation with the
Hunnic Heavy
Romans.
Cavalry are
Historically, the Sarmatians were renowned as warriors.
effective, even
As auxiliaries in the service of Rome, they even ended
against other
up in Britannia. Those within Roman lands at least
heavy cavalry, due
survived as a distinct group. Beyond Rome's frontiers,
to superior armor
the Sarmatians were wiped out by the Huns.
and horsemanship.
Remember, the Huns are the finest horsemen in Barbarian
not interested. _
who lived on the plains between the Black and
Caspian Seas. They were supposedly descended from
Scythian fathers and Amazon mothers, at least
according to the Greek historian Herodotus. Over the
ensuing centuries, they moved westward toward the
Don River, and Greek accounts say that the region
became a desert partly thanks to the savagery of the
"Syrmatae." The Sarmatians were certainly strong
Abandon Vicus Sarmatae and become a Horde. Don't
enough to demand tribute from towns around the
move west or you will run right into the Huns. Instead,
Black Sea. Sarmatian wives fought alongside their
travel to the south and sack the Goth settlement and any
men, wearing men's clothes and armor. Sarmatian
other rebel settlements you encounter.
23 PRIMAGAMES.COM
barbarian invasion PRIMA OFFICIAL GAME GUID
%_:-.-.-:-.
army to defend it. unit. When paired
with Alan Noble Cavalry, they are a slow-moving but
surprisingly powerful fighting force.
SPECIAL UNITS efficiently run. The military was equally efficient and
more damage than gave the Romans a pretext for war whenever it was
most missile
needed. The Sassanids were certainly organized
24
!
FACTIONS AND CAMPAIGNS
success rate
CAMPAIGN NOTES unusually high.
is
Religion is a
However, don't
crucial part of
'i'^'ii-. _ ' .. .'
i. .
y .
'_ -.^'j . ..". _ _^"_ '' ' |gj§
'..:' expose him to
cam-
.
the Sassanid
unnecessary risks. We recommend training a second
paign because of
Assassin to handle the riskier missions. Be forewarned:
the close proximity
The noise that accompanies a successful assassination
to the mostly
will make you squirm.
Christian Roman
Empire. As you
Assassins are
_
conquer nearby
also very adept at
cities, they will be prone to religious strife because of
sabotage. Use
your Zoroastrian beliefs. You must quickly raze churches,
them to destroy
build Zoroastrian Shrines, and work with your Generals
the Christian
to improve their religious conversion traits.
Church in the
Roman city of
Upgrade your
Antioch to create
religious structures
unrest, and weaken the Christian influence.
in the capital,
Ctesiphon, to
Keep recruiting
reinforce your
in the west and
Generals' faith.
north. The Huns
High taxes are
are moving south,
acceptable for
and you also need
now, because you
a considerable
need cash for recruiting. Upgrade your cavalry buildings
force to take
as soon as possible so you can produce elephants.
Roman cities.
Remember the Huns are on your heels, so build walls as
The Romans
soon as possible to maintain control of your settlements.
may attack Hatra
from the west, so
move your south-
ernmost army a REMEMBER TO IMMEDIATELY DISPATCH ANY
little closer to NEW FAMILY Ml MBERS TO CITIES WITHOU1
the city.
GOVERNORS.
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUID
Antioch to destroy the church (if it was rebuilt). When your missile troops a productive target.
this to your
advantage, even if
your spearmen
26
FACTIONS AND CAMPAIGNS
By now your siege towers should be ready, signaling the OTHER FRIENDLY UNITS, BECAUSE THE ANIMALS
beginning of your attack on Antioch. Don't waste your WILL TRAMPLE ANYTHING IN THEIR PATHS.
time firing at the ramparts from the ground —you will
your army to pour Sughdian Warriors have maces and chain mail, so they
into the city. can hold their own against any other heavy infantry
unit. They are unstoppable when mopping up after an
infantry charge, and they can hold a line extremely well.
SPECIAL UNITS
SAXONS
• Victory Conditions: 18 provinces, including Tribus
;ep firing no
27 PRIMAGAMES.COM
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
few turns.
CAMPAIGN NOTES
Saxons begin with
15,000 denarii,
Reinforce your
more than enough
- army with gar-
to recruit merce-
risoned units from
1 naries and build "
Vicus Saxones,
walls. The
I and attack the
nomadic armies
barbarian settlement
that roam the area
to the southwest.
are numerous, so
defenses are important. However, you must also build
economic structures to take advantage of the rich timber
28
FACTIONS AND CAMPAIGNS
SPECIAL UNITS
Enemy archers
pose little danger Mixing Saxon Sea
to charging cavalry, Raiders with
Charging an
enemy unit with
Hearth Troops and
then forming the
Shield Wall is a
perfect distraction,
allowing your
heavy infantry to
arrive on the scene
BiaiaiBEjaraiaiBiBj& i: -wumsimm] 3.11(1 QlSITlcintlC tOC CnCITlV
After seizing
Campus Frisii VANDALS
from the rebels, • Victory Conditions: 10 provinces, including Baetica
expenditures. 29 PRIMAGAMES.COM
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barbarian invasion PRIMA OFFICIAL GAME GUI
- --~^-~'^^--±-- --" _
prospect for a
The superior the battle begins, the spearmen have enough armor to
The Vandal third century AD; but before that, they were reputed
Horse Archers are to have crossed the Baltic from their original home-
very versatile, and land. They settled around the Vistula River, and at
they automatically some point the tribes divided into the Ostrogoths and
distance them- the Visigoths, or Western Goths. The Western Goths
selves from the were the first barbarians to carry out a major incursion
enemy, firing into Roman territory, and while the other barbarians
arrows to cover were even more brutal in their war-making, the Goths
their retreat. struck fear into the enemies. Their practice of sacrificing
Vandal Lancers This practice has been abandoned now that the
generate amazing Goths have adopted theArian version of Christianity.
momentum in They are, however, still dangerous warriors and are
their charge; so well able to exploit any weakness in Roman lands or
much so that it is among their more barbarous neighbors.
better for them to Historically the Goths were driven across the
heavy infantry the steppes. While the Goths tried to behave peaceably,
rather than push the Romans treated them abominably. At the battle of
too deep into the ranks of light infantry where they get Adrianople in 378, the Goths destroyed an Imperial
bogged down. army and killed the emperor.
•
!
UNPLAYABLE FACTIONS
The following are the unplayable factions in Barbarian
(in what is now Scotland). No Roman ever felt it was Saxons from the continent. All owed allegiance to the
worthwhile to establish Roman domination over the idea of a high king of Britannia, and they were still
Scotii (in modern Ireland). As a result, the old ways recognizably Roman in many ways. The old ways were
lingered on in these remote areas. Now, with Roman not going to disappear without a fight and, while the
power on the wane, the Celts are looking to the rich Romano-British are essentially a defensive force in
province of Britannia. Their style of warfare has not military terms, they are not necessarily one that will
effectively subdued by the arrival of the Huns. After the they saw no need to march any farther south or west-
Hun power, they were allies of the Eastern
dissolution of ward. Over the next couple of centuries, the coming of
Roman Empire and were persuaded to attack Italy. The the Huns, Avars, and other nomads drove the Slavs
sheer breadth of Goth lands meant that it was almost toward the Balkans, where they ran into Roman and
inevitable that a single people would split into competing Byzantine forces.
subkingdoms. The word slave came into French and then English
thanks to Charlemagne's wars against the Slavs in later
(York) in Northern Britannia. A tremor of fear must Western Empire slowly declined. A change in the climate
have gone through the people, however, when the last may have Roman
helped drive these tribes to attack the
legions were withdrawn to defend the Imperial heartlands. frontier, or may simply have been the perceived
it
In AD 410, the inhabitants of Britannia were disap- weakness of Roman garrisons. In either case, the danger
pointed to find out that their formal request for help to was such that the Romans were forced to construct a
defend their corner of the Roman Empire had been limes (pronounced lee-MAYS), or system of frontier
turned down. Emperor Honorius wrote to them saying, forts, and provide for garrison troops to protect their
in effect, that they were on their own and that defense of holdings. The desert raiders were never quite strong
the Saxon Shore — as the vulnerable coastline was enough to drive the Romans or the later Vandals into
called —was in their own hands. Honorius had his reasons, the sea and claim the North African littoral as their own.
but this was of no satisfaction to the loyal Britons.
In place of the Roman Empire, a series of petty leaders
and kingdoms emerged to provide some measure of
local defense against the Picts in the north and the
33 PRIMAGAMES.COM
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUID
Winning this
Fortunately, the
When the Romans are close, attack their right flank
| enemy's ranged
with your hidden cavalry. You must set the trap for this
capabilities are limited to two archer units and one
to work, and it is sometimes difficult to draw the enemy
Ballistae. Chase down the archers with two spearmen
close enough. History is not on your side for this battle,
units, and then surround the Ballistae to quickly remove
so you need deception to gain the upper hand. Continue
them from the battlefield.
luring one Roman unit at a time into a frontal attack
34
HISTORIC BATTLES
in troop strength, For now, outrun the infantry with your cavalry and race
and as the battle to the hill where the Alemanni are taking heavy fire. Disrupt
begins, they are marching on your Alemanni allies on and rout the Saxon Archers with your Light Cavalry.
the other side of the Victory depends on the survival
river.
MOSTLY CAVALRY. SO
The Hounds of
SPEARMEN PRESENT A
Culann go berserk
SERIOUS THREAT
without prompting
ANYWHERE ON THE
and pursue the
BATTLEFIELD.
enemy infantry to
the river's other Run back and forth
side. Provide on top of the hill,
alternating between
river to the main force's right. Get to your Alemanni This is critical because
allies on the hill before the numerically superior Saxon the lord you must
units arrive. protect is within one
I of the formations.
Keep him safe and you will eventually rout your enemies.
As spearmen and infantry counterattack, wheel around
and attack their flanks. By this time, their numbers are too
35 PRIMAGAMES.COM
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUID
SLAVS CAN ALSO HORDE. Vandals begin their campaign as a small Horde, but
you can reinforce them by recruiting mercenaries (if you
When a faction
is killed, buildings are destroyed, and you acquire the HORDE STRATEGIES
town's remaining cash value. You lose some of this There is safety in
money to any mercenaries in your army before it reaches numbers. Keep
your faction treasury. your Horde army
If you decide to in tight formation
settle rather than to avoid having
sack the town, half enemy armies pick
of your current off isolated units.
Horde is disbanded;
the former Horde
warriors return to
civilian life and
blend with the
remaining inhabitants. AFTER ATTACKING A SETTLEMENT. DON'T TAKE
TOO LONG DECIDING WHETHER OR NOT TO
IT OR SETTLE. IF IT IS AN ISOLATED SET-
SACK
TLEMENT. YOU ARE BETTER OFF SACKING IT
YOU CAN SETTLE IN A MAXIMUM OF THREE AND MOVING ON. WAIT UNTIL YOU CAN SUC-
SETTLEMENTS. AT THE SECOND LOCATION. CESSFULLY ATTACK TWO NEARBY SETTLEMENTS
HALF OF YOUR HORDE DISBANDS; AT THE AT ONCE. THIS WAY YOU WILL HAVE IMMEDI-
THIRD SETTLEMENT. ALL THE REMAINING ATE INCOME FROM TRADE ROUTES BETWEEN
UNITS DISBAND AND JOIN THE POPULATION. THE TWO SETTLEMENTS.
YOUR REMAINING REGULAR TROOPS NOW
RESUME THEIR PAY CYCLE. ALONG WITH ANY Protect your
MERCENARIES LEFT IN YOUR ARMY. Horde troops as
much as possible,
37 PRIMAGAMES.COM
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ROMETOTAL WAR
..
1*.
RELIGION
BEFORE YOU ATTACK THE LAST SETTLEMENT OF
A FACTION THAT CAN HORDE. MAKE SURE YOU As the Roman Empire crumbled, the clash between
ARE STRONG ENOUGH TO DEFEAT THE NEW ancient pagan beliefs and Christianity intensified. But
HORDE (REMEMBER. IT WILL BE STRONGER even more damaging to Christianity was the spread of
THAN THE ARMY YOU ORIGINALLY ATTACKED). Zoroastrianism, the official state religion of the
Sassanids. In Barbarian Invasion, the Sassanids are the
difficult. If you unrest impacts your settlements. We also show you how
can pull it off, to control public unrest by fostering religious harmony,
attack one faction and we offer tips for using covert methods to introduce
AFTER BECOMING A HORDE. DON'T ESTABLISH settlements. The following sections include tips for
YOURSELF TOO CLOSE TO YOUR ORIGINAL strengthening Zoroastrianism in your settlement and
SETTLEMENT. OR YOU RISK EXPOSURE TO THE extending your religious influence to other kingdoms.
SAME ENEMY THAT ORIGINALLY FORCED YOU
INTO A HORDE. STRENGTHEN YOUR
RELIGIOUS INFLUENCE
Zoroastriansim is
the official
religion of the
Sassanid Empire
at the campaign's
beginning.
38
REL ][ CG ][ (0) N-
. .- .. .-- -• ~ ~
Go
'
/ :':
Academy
•
• .'
.
to the
.
build-
increases public
order by boosting
Happiness by 5 percent and Law by 15 percent. SPIES CAN DOUBLE
AS COVERT
At the highest MISSIONARIES BY
level, the INFLUENCING THE
Zoroastrian
CONVERSION
Temple Complex
FACTOR IN A
SETTLEMENT THAT
increases the con-
IS ON YOUR LIST
version rate to 25
OF AREAS TO CONQUER. OVER TIME. A SPY CAN
percent, while
SOFTEN THE EFFECTS OF YOUR ARRIVAL BY
boosting USING RELIGIOUS INFLUENCE TO CONVERT
Happiness by 10 SOME OF THE POPULATION TO
percent and Law by percent ZOROASTRIAN ISM. WHEN YOUR GENERAL
FINALLY TAKES OVER. PUBLIC UNREST
SHOULD BE LESSENED IF A PORTION OF THE
39 PRIMAGAMES.COM
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
Our General, numbers are too low, bring in other Zoroastrian charac-
Builder, is a
riences a steady 10
percent Christian
BUILD TEMPLES AND SHRINES
conversion from
As we begin a
the neighboring
region.
Roman campaign,
Constantinople
already has a
church, so we
build an
Hermitage to train
Orthodox Priests.
There is heavy
pagan influence
After conquering the neighboring settlement of Kotais,
from the Temple
the occupying army led by a Zoroastrian General
of Mithras in
imposes an immediate 20 percent conversion rate on the
nearby Ancyra.
populace.
| When you
encounter rival
After razing the
religious struc-
existing Christian
tures, tear them
Church, we begin
construction on a
down and build your own shrines. Leaving a pagan
shrine in place only invites public unrest.
Zoroastrian
Shrine. Watch
vour Public Order
40
•
REL GI ][ (0) N
'
^ifi****.
PAGANISM
The old ways die hard, and many factions still build
shrines to their pagan gods. This is especially interesting
41 PRIMAGAMES.COM
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— TOTAL WAR
BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
m I
(CHARACTERS, AND)
pi .
OBJECTS
.
^HHS^'^' '•™ ^^^^^5 J
)TE
;
THE TRAITS COVERED IN THIS CHAPTER
The best part of ruling the Alemanni faction is the ability
ARE SPECIAL TRAITS UNIQUE TO BARBARIAN
INVASION
to train Lombard Berserkers at the Shrine of Donar. The
''-
'-
r ''' 2^~^~: j-^il^
Z
: ~;r'--~- ""'"^iJ^TVt^"
berserkers chew through infantry with such fervor it is
The inevitable clash of armies in Barbarian Invasion is
almost painful to watch. They will even swim to pursue
an integral part of the game, and it is an actual repre-
a fleeing enemy unit. However, berserkers are susceptible
sentation of history. But, there are those times when the
to a cavalry charge (as are all infantry units), so listen
battlefield is quiet and you have a few moments to consider
for pounding hoofbeats if you want to protect your
how to improve your Generals' physical, psychological,
ALL PAGANS ARE NOT EQUAL trait upgrades. The following tables cover all the traits in
pagan religions,
upgrade.
""_' .,.,!• "..:: ^ .^
— ^y
and although they _-
'. ...
.-
-.^ ...
^ ."-."...
"
._ _
-
.. .
they don't mix case of throwing your support behind one belief sys-
well. Replace tem and then taking that belief to one settlement after
with ones that your General with Christian buildings, chances are
worship your chosen gods. you will receive level upgrades in Christian
Conversion, a peaceful, but decisive ability to per-
suade others to follow the teachings of Jesus. If you
continue to surround that General with Christian
WHEN BATTLING THE ROMANS. TAKE ADVAN-
buildings and other Christians, he will continue to
TAGE OF THE PAGAN SETTLEMENTS THAT ARE
gain strength in his ability to convert others.
DOTTED THROUGHOUT THE KINGDOM.
However, if you take all of this righteousness on the
TARGET ANOTHER SETTLEK4ENT ADJACENT TO
road to a pagan settlement, and the General settles in
ONE THAT IS ALREADY PAGAN. AND TAKE
ADVANTAGE OF THE PAGANISM THAT IS for a time, this positive religious feeling has a decided-
ALREADY"LEAK1NG" ACROSS THE BORDER ly negative effect on the pagan population, causing
unrest and increasing the chances of revolt.
Compounding this is the likelihood the General will
42
SPECIAL TRAITS. CHARACTERS, AND) OBJECTS
NONRELIGIOUS TRAITS
Trait Name Level On-Screen Name Description
Night Battle Capable 1 Night Fighter + Command when
1 fighting at night. This trait allows a General to fight a battle at night.
Loyalty Start er 1 Loyalty Starting Value +4 Loyalty. Sets startin g lo yalty v alue ( Roma n characters only).
Roman Faction Leader Augustus +2 Influence, +1 Command, +3 to Personal Security (improves the chances of detecting and foiling
assassination attempts). Being the emperor of half the Roman World gives this man a certain amount
of power and influence regardless of his ability.
Roman Faction Heir 1 Caesar +1 Influence, +2 to Personal Security ( improves the chances of detecting and foiling assassination
attempts). Being the heir to half the Roman Empire gives this man a certain amount of power and
influence regardless of his ability.
Hunnic Fearsomeness Fearsome Presence -2 from Unrest (improves Public Order). When this man draws near, the safest place to be is on
your knees...praying!
Terrifying Personality 3 from Unrest (improves Public Order). P ra yers for mercy keep this man's subjects away from trouble!
3 Terrible to Behold -4 from Unrest (improves Public Order). The fear of God is one thing that meets with this man's approval-
Sent by the Devil -5 from Unrest (improves Public Order). God has surely sent this man to punish the world.
Race Far Red Up the Reds + 1 to Unrest (has a negative effect on Public Order), -1 from Law (has a negative effect on Public Order).
This man is a racing fan of the Reds and allows it to influence his political d ecis ions.
Race Fan Blue Up the Blues +1 to Unrest (has a negative effect on Public Order), -1 from Law (has a negative effect on Public Order).
This man is a racing fan of the Blues and allows it to influence his political decisions.
Race Fan Green 1 Up the Greens +1 to Unrest (has a negative effect on Public Order), -1 from Law (has a negative effect on Public Order).
This man is a racing fan of the Greens and allo ws it to influence his politic al decisions.
Race Fan White 1 Up the Whites +1 to Unrest (has a negative effect on Public Order), -1 from Law (has a negative effect on Public Order).
This man is a racing fan of the Whites and allows it to influence his political decisions.
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PRO-CHRISTIAN TRAITS
Trait Name Level On-Screen Name Description
Christian 1 Christian +5% Christian conversion. This man has a basic belief in the tenets of Christians
Christian Piety Pious Man +1 to Law (i mproves P ublic Or der). This m an visibl y tries hard to live by the Ch ristian code of ethics.
Notably Pious +2 to L aw ( improves Public Order ). This man inspires by his aura of Christian piety,
Living Saint 5% penalty on Tax Income, +3 to Law (improves Public Order). This man's Christian piety shines
This man's name is a byword fo r what a good Christian sho uld be.
Christian Conversion 1 Christian Teacher +5% Christian conversion. This man has a talen for persuading p eo ple to follow the teachings of Jesus.
t
Hear the Word of the Lord! +10% Ch ristian conver sion. Th is man has a p owerful kna ck for convin ci ng people to convert to his faith.
Inspirational Christian +15% Christian conversion. By word and deed this man convinces many that the teachings of Christ are
the only way to live.
Christian Proselytism 1 Conversion bv Force +5% Christian conversion, +1 to Unrest (has a negative effect on Public Order). Those who refuse to
Conversion by the Sword + 10% Christian conversion, +2 to Unrest (has a negative effect on Public Order). The sword or the
Christian faith: these are the choices this man offers.
Believe or Die! +15% Christian conversion, +3 to Unrest (has a negative effect on Public Order). The cleansing flames
await all heathen s, here tics, an d wrongdoers. They must be saved!
Christian Poverty- Virtue of Poverty 10% penalty on all Trade Income, +5% Christian conversion. This man believes that worldly goods are
a distraction for a true Christian.
Vow of Poverty 20% penalty on all Trade Income, +10% Christian conversion. This man makes sure that worldly goods
Poverty is Godly 30% penalty on all Trade Income, +15% Christian conversion. This man makes every effort to keep
2 Hates Christian Ways -2 from Law (has a negative effect on Public Order). Christians. Bah. If they like fish that much, maybe
they should be sleeping with them. __
— 3 Loathes Christians + 1 Command when fighting against Romans, -2 from Law (has a negative effect on Public Order).
The on y good l Christia n is a mart yred Christian!
Christian Disillusion 1 Doubts about God - 1 Morale for all troops on the battlefield. Christianity no longer makes sense for this man as a
Lies and Falsehoods -1 Morale for all troops on the battlefield, -1 from Personal Security (increases the chances of falling
victim to assassination), +1 to Unrest (has a negative effect on Public Order). This man openly refutes
Zoroastrian Loathe Christians 1 Christian Harassment +5% Zoroastrian conversion, +1 to Unrest (has a negative effect on Public Order), +2 to Law
(improves Public Order). The law is there to m a ke the lives of C hristia ns miserable.
Suppresses Christians +5% Zoroastrian conversion, +2 to Unrest (has a negative effect on Public Order), +2 to Law
(improves Public Order). Christians must understand that they have no worth and are not welcome.
Hunts Down Christians + 10% Zoroastrian conversion, +2 to Unrest (has a negative effect on Public Order), +3 to Law
(improves Public Order). Christians should renounce their faith.. .or their lives. Right now.
44
' •» .?
man that lesus was not "one with the Father" but separate.
Christian Pelagian Heresy Pelagian Thinker +5% Christian conversion, +1 to Unrest (has a negative effect on Public Order). This man accepts that
Pelagian Heretic + 10% Christian conversion, +2 to Unrest (has a negative effect on Public Order). This man espouses
views of freedom and moral choice at odds with those of the Church.
Christian Nestorian Heresy Nestorian Thinker +1 to Unrest (has a negative effect on Public Order). This man finds Nestor's arguments about Christ's
human natur e convincin g.
Nestorian Heretic +2 to Unrest (has a negative effect on Public Order). This man refuses to accept Church teachings on
the naming of Mary as the "Mother o f God."
Christian Donatist Heresy Donatist Thinker +5% Christian conversion, +1 to Unrest (has a negative effect on Public Order). This man thinks that
that sinful clergy should not be allowed to carry out Church duties.
Pagan
PRO-PAGAN TRAITS
Trait Name Level On-Screen Name Description
+5% Pagan conversion. This man is a follower of the old ways and the old gods.
Pagan Piety Believe s in the Gods -1 fro m Unrest ( imp roves Public Order). This man is openly religious and respectful of the gods.
2 Obedient to the Gods +5% Pagan conversion, -1 from Unrest (improves Public Order). This man is respectful of the gods
and seeks their advice — through the priesthood — before making major decisions.
Reveres the Gods +10% Pagan conversion, -2 from Unrest (improves Public Order). This man has a deep belief in the
Sacrifice +15% Pagan conversion. Those who do not worship the old gods should be offered up as sacrifices!
Many around this man are quite vocal about their faith.
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barbarian invasion PRIMA OFFICIAL GAME GUIDE
i
Doubts about the Gods if
ANTI-PAGAN TRAITS ?
Trait Name
Hates Pagan
Level
1
On-Screen
Dislikes
Name
Pagan Ways
Description
+ 1 to Unrest (has a negative effect on Public Order). This man makes no
i>
.v.-
Loathes Pagans +1 Command when fighting against barbarians, +3 to Unrest (has a negative effect on Public Order).
Pagans are fil th. Their heathe n heads sho uld be separatedfrom their disgusting s houlders!
Pagan Disillu si on iliout the ( Kids -1 Morale for all troops on the battlefield. Are the gods real? How is a man to know?
Are There Gods? -1 Morale for all troops on the battlefield. If the old gods exist, they certainly don't care about men
and their petty a ffairs.
The Old Gods Are False! - 1 Morale for all troops on the battlefield, - 1 from Personal Security increases the chances of
( falling
victim to assassination). The old gods are nothing more than a tale told to small children. And what
does it matter?
Zowastrian Advocate
PROZOROASTRIAN TRAITS
Trait Name Level On-Screen Name Description
Zoroastrian 1 Zoroastrian +5 % Zoroastr an conversion. This man has
i a basic belief in the teachin g s of Zoroaster.
Zoroastrian Piety 1 Natural Z oro astrian F ol lower+5 % Zoroastrian c onver sion. This man's Zoroastrian bj^iejs^how^hrough in hisjlaily life and deeds.
— 2 Zoroastrian Piety +5% Zoroastrian conversion, +1 to Law (improves Public Order). This man does little that does not
3 Pious Follower of Zoroaster +10% Zoroastrian conversion, +2 to Law (improves Public Order). This man is a shining example to
all follower s of Zoroaster's t eachings.
Zoroastria n Conversion 1
Zoro astrian Advocate +5% Zoroastrian conversion. The teachin gs of Zoroaster are wisdom that is best shared.
— 2 Zoroastrian Preacher +10% Zor oastr ian conversio n. This man has a talent for brin gin g new pe opl e into the Zoroastrian faith.
Light of Zoroaster +1 5% Zo roastrian conversion. Thi s man has a true gift for bringing Zoroaster's tea ch ings to all around him.
46
SPECIAL TRAITS. (CHARACTERS, AND (OBJECTS
ANTl-ZOROASTRJAN TRAITS
Trait Name Level On-Screen Name Description .jj^^ri lTif, :ir!7.
HatesZoro.istn.in 1 Dislikes Zoroastrian Cultists +1 to Unrest (has a negative effect on Public Order). Peculiar religions from the East are all
Hates Zoroastrian Ways +1 to Unrest (has a negative effect on Public Order). The ways of these Zoroastrians fill this man's
soul with a deep unease.
Loathes Zoroastrians + 1 Command when fighting against Eastern enemies, +2 to Unrest (has a negative effect on Public
Order). Zoroastrians know things— they plot things — and they must be rooted out!
Zoroastrian Disillusion 1 Doubts about Zoroastrianism -1 Morale for all troops on the battlefield. Zoroastrianism no longer makes sense for this man as a
2 Crisis of Zoroastrian Faith -1 Morale for all troops on the battlefield. This man has had second and third thoughts about
3 Zoroastrian Foolishness -1 Morale for all troops on the battlefield, -1 from Personal Security (increases the chances of
falling victim to assassination), +1 to Unrest (has a negative effect on Public Order). This man
openly refutes Zoroaster and his teachings as mere mumbo jumbo.
ANCILLARIES
As you move across the map spreading your religious and political beliefs, or simply
annihilating any army or settlement in your path, you have the opportunity to gain an
interesting collection of ancillaries (subordinates). You have no direct control over how
and when these retainers appear, but it is important to know their positive and negative
attributes. This way you can decide whether to keep them, or pawn them off on one of
"i.i'-i ''._''. ; i,-... ./,., -':'.' -,:j :
Abbot +5% Christian conversion; decreases the chance of having children. Retreating from the world does not mean ignoring it.
Anchoress -1 Morale for all troops on the battlefield, 10% increase to cost to bribe, +5% Christian conversion, -1 from Unrest (improves Public Order). A
woman who has c ompletely disdained the worl d can be a n inspiration in moments of weakness.
Anchorite 10% increase to cost to bribe, +5% Christian conversion, from Unrest (improves Public Order). A man who has completely disdained the world
Heretic 10% increase to cost to bribe, +5% Christian conversion, +1 to Unrest (decreases Public Order). A man who refuses to believe what he is told by the
hierarchy can bring a fresh perspective.
Hermit _ +10% Christian conversion, +1 to Squalor (decreases Population Growth and Public Order). Silence in the se rvice of God can b e an awesome thing.
Hun Tu rncoat +1 Comm and when lighting against Huns. Some men are willing to turn against their own kind for all sorts ol reasons.
Witch Mother +2 Morale for all troops on the battlefield, +1 to Line of Sight (increases the range at which enemies are spotted), -1 from your General's hit points
(how man;' hits your General can take before dying). "There are many secrets to be read in the blood of men, and in othei things,..''
________
Myrddyn +2 to Line of Sight (increases the range at which enemies are spotted); improves the chances of casualties recovering from their wounds, "A dream to
Pilot + 1 Command at sea. To know the coastline like the back ol your hands cm be a tactical advantage.
Steppe Archer i 1 ( ommand, +1 Command when commanding cavalry. An expert in training and leading 1 lorse Archers.
omad Turncoat +1 Command when fighting against Nomads. Some men are willing to turn against then own kind for all sorts ol reasons.
Patriarch of + 1 Influence, +5% Christian conversion, +1 to Unrest (decreases Public Order). This man has administrative responsibility lor much of
Alexandria the Church in North Africa;
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ANCILLARIES CON T.
Ancillary Description
Patriarch of Antioch +1 Influence. +5% Christian conversion, +1 to Unrest Idecreases Public Order). This man has administrative responsibility for much of
the Church in the East.
Patriarch of Constantinople +2 Influence. +5% Christian conversion, +1 to Unrest (decreases Public Order). This man has administrative responsibility for some of
the Church in the Eastern E mpire.
Patriarch of Jerusalem +1 Influence, +10% Christian conversion, +1 to Unrest (decreases Public Order). This man has a special claim to leadership of the
Christian Ch urch.
Patriarch of Rome (Pope) +2 Influence, +5% Christian conversion, +1 to Unrest (decreases Public Order). A father figure to the Church in the West.
I onkey +3 to agent's skill. Some animal s seem to be a lmost h uman in their capacity for deceit.
Priest of Sol Invictus +1 Influence. The help of an in vinci ble god is something sought by all sensible men.
Priest of Mithras +1 Influence. The help of an in vincibl e god is something sought by all sensible men.
Eastern Roman Turncoat -2 Command when fighting aga inst Romans. It is a terrible thing whena man tu rns ag ainst his own kind.
Western Roman Turncoat +2 Command whe n fighting against Ro mans. The chance of a dvanc ement does not excuse some treacheries, even if it explains them.
Veteran Horseman -1 to Personal Security improves the chances of detecting and foiling assassination attempts),
i -r\ Command when commanding cavalry.
A grizzled veteran o f many campaigji^ loyal and true, consta ntl y alert to dangers aro und his warlo rd.
Zoroastrian Teacher + 10% Zoroastrian conversion, -1 from Unrest (improves Public Order). The teachings of Zoroaste r must be br ought to the many.
Zoroastrian Philosopher -1 from Unrest i i mproves Public Order i, ^2 to Law improves
I Public Order . The teac hings of Zoroaster can be applied to all things.
Zoroastrian Mystic +10% Zoroastrian conversion, - 1 from Unrest (improves Public Order). The path to wisdom lies along many roads.
situation inspires their arrival. For example, Pelagius (AD 354—418) tried to bring the
people back to the original teachings of Jesus. He failed, but perhaps if you establish a
Augustine of Hippo +1 Command when defending, +1 Command when defending walls, +2 to Law (improves Public Order). Something of an authoritarian in
Church affairs and a man who proposes a doctrine of "just war" in defense of Christianity.
Daniel the Stylite -15% to Movement Points i
reduces the distance armies can march), +1 to Squalor (decreases Population Growth and Public Order), +1 to Law
(improves Public Order). Seated atop a pillar, the world is calm, and God's will can be proclaimed.
Eusebius Hieronymus +5°o Christian conversion. +2 to Law (improves Public Order). Although keen to finish his work on a new Bible translation, this man brings his
48
d
Deaconess Olympias 10% penalty on all Trade Income, -1 from Unrest (improves Public Order), +1 to Law (improves Public Order). A vow of poverty is a way of
achieving God's grace
Pelagius +5% Christian conversion, +1 to Unrest (decreases Public Order). Pelagius' arguments about original sin are controversial to some, yet
comforting to others. _
Porphyrius + 10'V ( hristian conversion, + 2 to Unrest (decreases Public Order). Taking the word of God to nonbelievers needs dedication.
Simeon Stylites -15% to Movement Points (reduces the distance armies can march), -1 from Unrest (improves Public Order). Standing on top of a column
allows a man to proclaim God's word properly. It doesn't make it easy to relieve one's bladder.
\:^^\:'--\ ^-,;ir-:- z
OFFICES OF STATE
This collection of offices can bring power to you or one of your Generals. Like ancillaries,
you can drag and drop these offices to Generals within your army or settlement.
TAKE CARE NOT TO LOAD UP ONE GENERAL WITH TOO MANY OFFICES. -
..:' A. til
WHEN THE GENERAL DIES, THE OFFICES DIE WITH HIM!
J': !:- :. ..;; .1 '
r' !'__%. 'J'
Comes dispositionum +15% to Movement Points (gives armies the ability to Forced March), +2 Loyalty. This man has been appointed as the Count of the
Comes litoris saxonici per + 1 Morale for all troops on the battlefield, +2 Command when fighting against Barbarians. This man has been appointed as Count of the
Magister equitum +2 Loyalty, +{_ Command when commanding cavalry. This man has been appointed as the Master of the Cavalry in the Eastern or Western Empire.
Quaestor sacri Palatii -1 Morale for all troops on the battlefield, +2 Loyalty, +2 to Law (improves Public Order). This man has been appointed as Imperial Legal
Magister militum +1 Infl uence, +1 Command, +2 Loyalty. This man has been appointed as the Master of Soldiers n the Ea stern E mpire.
i
Magister militum praesentalis +2 Influence, +2 Loyalty. This man has been appointed as the Master of Soldiers in the Western Empire.
Magister officiorum + 1 Influence, +2 to Public Security (improves the chances of detecting and capturing enemy agents), +2 Loyalty. This man has been
Magister peditum +2 Loyalty, +1 Command when commanding infantry. This man has been appointed as the Master of the Infantry in the Eastern or Western Empire.
Magister scrinii +1 Influence, 5% bonus on all Trade Income, +2 Loyalty. This man has been appointed as the head of the Imperial Secretariat in the Eastern
or Wes ter n Empire.
Eran Spahbod +1 Com mand, +2 Comm and when attacking. This man has been appointed as the Com mander-i n-Chi ef of all Sassanid armies.
Mobadan Mobad +5% Zoroastrian conversion, +2 to Law (i mpro ves Public Ord er). This man has been appointed as the Chief Priest o f Z oroaster.
Son of Chinglu + 1 Command, +2 Morale for all troops on the battlefield, +10% to Movement Points (gives armies the ability to Forced March). This man is
or Vandal Warlord
49 PR1MAGAMES.COM
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WEAPONS
Weapon Description
Spear of Longinus +3 Morale for all troops on the battlefield, + 1 5% Christian conversion, + 1 Command when fighting against Huns. The spear that wounded
Christ is a p o werful weapon in the hands of the right man!
Spear of Wotan +2 Morale for all troops on the battlefield, +1 Command when attacking, +1 Command when commanding infantry. The spear of a god is a
Excalibur + 1 Influence, + 1 Morale for all troops on the battlefield, + 1 Command when defending. "You can't expect to wield supreme executive power
Sword of Chinglu +3 Morale for all troops on the battlefield, +2 Command when fighting against Nomads, +2 to Law (improves Public Order). A war god's
sword is a powerful weapon in the hands of a true leader!
RELICS
Relic Description
Ashes ol Early Martyrs +5% Christian conversion, -1 from Unrest (improves Public Order). The Ashes of Martyrs rightly have miraculous properties attrib uted to them!
Ashes of Saint Polycarp +10% Christian conversion, -1 from Unrest (improves Public Order). The Ashes of the Saint are rightly reputed to have miraculous properties'
A Nail from the True Cross +5% Christian co nversion, -2 from Unrest (improves Public Order). One of the Nails used during_the C rucifixion of Chr ist.
Splinters from the True (joss + l()"n Christian conversion, +1 to Law (improves Public Order i. Splinters from the cross of lesus Christ.
SPECIAL ABILITIES
Every faction has certain units that' possess special battlefield abilities, such as chants, war cries, or unique forma-
tions. In this chapter we review these special abilities, with tips on how and when to use them.
War Cry Night Raiders, Golden Rand, Chosen Axemen, Lombard Berserkers
Wedge Formation Burgundian I ancers, Barbarian Noble ( avaln
50
SPECIAL ABILITIES
BERBERS
Special Ability Units
Flaming Missiles Desert Archers
Flaming Missiles Archers, Eastern Archers, Ballista e, Sco rpions, Onag ers, H eavy Onagers
Wedge Form ation Equites Auxilia, Dromedarii, Scholae Pa latinae, Equites Catafractarii, Equit es Clibin arii
EASTERN ROME
Special Ability Units
Chanting Orthodox Priest
Flaming Missiles Archers, Eastern Archers, Ballistae, Scorpions , On agers, Heavy Onagers
Wedge Formation Equites Auxilia, Dromedarii, Scholae Palatinae, Equites Catafractarii, Equites Clibinarii
FRANKS
Special Ability Units
Chanting Catholic Priests
CELTS
Special Ability Units
Chanting Druids
Schiltrom Formation Pictish Spearmen
War Crj Gallowglass, Hounds of Culann
Wedge Noble Clansmen
GOTHS
Special Ability Units
Cantabrian Circle Steppe Horde Horsemen, Goth Horse Archers, Alan Horse Archers
HUNS
Special Ability Units
Cantabrian Circle Hun Horde, Horsemen, Hunnic Archers, Elite Warriors
Wedge Form ation Tribal Cavalry, Hunnic Lancers, Hun Horde, Chosen Wa rriors, Hunn ic Heavy Cavalry
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
LOMBARDI
Special Ability Units
Flaming Missiles Horde Hunters, Lombard Archers, Chosen Arche rs, Onagers
Schiltrom Formation Spear Warband^
OSTROGOTHS
Special Ability Units
Cantabrian Circle Steppe Horde Horsemen, Goth Horse Archers, Alan Horse Archers
ROMANO-BRITISH
Special Ability Units
Chanting Monks
Flaming Missiles Archers, Ballistae, Onager s, Hea vy Onagers
Wedge In) mation Sarmatian Auxilia, Graal Knights
ROXOLANI
Special Ability Units
Cantabrian Circle VirgmHorse Archers, Steppe Horde Horsem en, Alan Horse Archers, Sarmatian Armored Archers
Flaming Mjssijes_ Sarmatian Vir gin Foot Ar chers
SARMATIAN S
Special Ability Units
Cantabrian Circle Virgin Horse Archers, Steppe Horde Horsemen, Alan Horse Archers, Sarmatia n Armored Archers
Flaming Missiles Sarmatian Virgin Foot_Archers
Wedge J^rmatian Virgin Cavalry, Alan Noble Cavalry, Sarmatian Nob le Cavalry
S AS SAN ID
Special Ability Units
Cantabrian Circle Nomad Archer Cavalry
Flaming Missiles Desert Archers, Ballistae, Onagers, He avy Onagers
Wedge Cataphracts, Chbinarn
SAXONS
Special Ability Units
Flaming Missiles Hunters
Shield Wall L evy Spe armen, Saxon Keel, Saxon Hea rth Tro ops
War Cry Chosen Axemen
Wedge Mounted Nobles
52
SLAVS
Special Ability Units
Cantabrian Circle Steppe Horde Horsemen, Steppe Horse Archers
VANDALS
Special Ability Units
Cantabrian Circle Steppe Horde Horsemen, Steppe Horse Archers
Flaming Missiles Archers, Ballistae, Scorpi ons, Onag ers, Hea\y Onagers
Shield Wall Auxilia Palatina
WESTERN ROME
Special Ability Units
Chanting Catholic Priest
Flaming Missiles Arc h ers, Ballistae, Scorpio ns, Onager s, Heavy Onagers
53 PRIMAGAMES.COM
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targets, and, of
This command course, they look
directs Horse very cool. The
Archers to move 8 flaming arrows
in an erratic circle also illuminate the
as they fire. The battlefield at night, giving you a better look at advancing
key is constant enemy troops.
movement, which
makes it difficult
for melee attackers to land direct blows. In the screen- [SPECIAL ABILITIES:
shot, the highlighted archer unit
stationary. Both
\ INFANTRY
are firing on the oncoming Frankish troops.
SCHILTROM FORMATION
WEDGE FORMATION The schiltrom
assembles your
spearmen in a
This formation
tight circle with
groups a cavalry
spears pointing
unit in a pointed
outward. In this
line, enabling the
alignment, they
horsemen to drive
are able to hold
a "wedge" deep
out against superior numbers of melee attackers.
into an enemy
unit. This is an
excellent tactic for splitting a large enemy unit in half.
Maximize the effect by having two infantry units —one
on either side of the battlefield —ready to attack the two
disjointed groups. Withdrawal is bit harder after charging
in a wedge, so plan an escape route before you advance.
54
SPECIAL ABILITIES
CHANTING
This is a priest
draw near.
SHIELD WALL
The warcry
inspires your
soldiers to scream
and bang their
weapons, waking
up babies every-
where, but more
Moving your importantly,
shield infantry into adding a substantial
a tight group damage bonus to
makes it almost their attack.
impossible for an
enemy unit to
advance. For
spearmen, this is
an excellent
defense against charging cavalry. PRIMAGAMES.COM
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barbarian invasion PRIMA OFFICIAL GAME GUIDE
UNIT (GUIDE
This chapter includes a profile of every faction and mercenary unit in Barbarian Invasion (Horde Units are covered in a separate
chapter). Keep in mind, the Attack and Defense values listed for
each unit are beginning values. These skills are improved through
a combination of battlefield experience and equipment upgrades. EVERY UNIT TRAINED IN YOUR SETTLEMENT
RECEIVES AN AUTOMATIC UPGRADE UPON
Although it helps to gain experience on the field of battle, it is
TRAINING
The following table includes every Training Building in Barbarian Invasion. In addition to using your own buildings, you can immediately train
your troops in buildings that currently exist in a conquered settlement. However, keep in mind that you may endure a culture penalty for using a
building constructed by a rival faction.
1 Militia Barracks or Meeting Hall Berber Axemen, Legio Lanciarii, Limitanei, Mountain Men, Saxon Keel
1 Stables Barbarian Cavalry, Burgundian Lancers, Raiders, Scotti Chariots, VVarhounds, Wolfhounds, Berber
Lancers, Moorish Raiders, Steppe Lancers, Goth Lancer, Tribal Cavalry, Sarmatian Virgin Cavalry,
3 City Barracks or Hall of Heroes Axe Heerbann, British Legionaries, Chosen Axemen, Comitatenses, Foederati Infantry,
3 Cavalry Stables or Warlord's Stables Desert Cavalry, Dromedarii, Foederati Cavalry, Goth Horse Archers, Hun Lancers, Noble
3 Archery Range Chosen Archers, Desert Archers, Eastern Archers, Goth Raiders, Hunnic Archers, Hunters,
4 Hippodrome, Royal Stables, or Elite Cavalry Stables Alan Horse Archers, Alan Noble Cavalry, Armored Camel Riders, Barbarian Noble Cavalry,
4 Catapult Range Ballistae, Bucellarii, Lombard Archers, Onagers (Alemanni and Sassanids only),
Pictish Crossbowmen
5 Royal Barracks or Palatine Barracks Golden Band, Praeventores, Saxon Hearth Troops, Steppe Heavy Spearmen, Sughdian Warriors
5 Circus Maximus or Great King's Stables Equites Catafractarii, Goth Noble Warriors, Graal Knights, Hunnic Elite Warriors, Paladins,
56
18
UNIT (GUIDE
ALAN HORSE ARCHERS battering and scattering them with speed and shock. Few
cavalry units can challenge them, but even Alan Noble
Available To: Sarmatians, Roxolani, Goths,
Cavalry should not charge into a line of spearmen.
Ostrogoths, Rebels
Training Time: 1 Training Cost: 657 ARCHERS
Wages: 168 Unit Size: 27 Available To: Western Romans, Romano-
Melee Attack: 7 Charge Bonus: 4 British, Roman Rebels, Eastern
Western
Romans, Eastern Roman Rebels
Missile Attack: 8 bow Total Defense: 1
Training Time: 1 Training Cost: 275
(range: 120; ammo: 40) Defense Skill: 12
Wages: 151 Unit Size: 40 men
Weapon Type: Missile Hit Points: 1
Melee Attack: 2 Charge Bonus: 1
Armor: 6 Shield:
Missile Attack: 5 bow Total Defense: 6
Fatigue Penalty: 1
(range: 120; ammo: 30) Defense Skill: 3
Special Abilities Weapon Type: Missile Hit Points: 1
Armor: 3 Shield:
• Combat modifier against elephants: -4
Fatigue Penalty: 2
• Combat modifier against camels: -4
• Very hardy Special Abilities
• Swimming • Sappers • Swimming
• Can use Cantabrian circle attack Centuries of warfare have taught the Roman Army the
Alan Horse Archers are highly skilled, lightly armored, value of archers. These men wear no armor, as they are not
expected to fight in melee, so they can move swiftly in battle.
tenacious Steppe Warriors. They use composite bows
laminated from wood, sinew, and horn. These weapons
are light, powerful, and easy to use while riding hard.
ARCHERS FROM THE EMPIRE'S EASTERN PARTS ARE
EQUIPPED WITH COMPOSITE BOWS. WHILE THOSE
ALAN NOBLE CAVALRY RAISED IN WESTERN AREAS ARE ARMED WITH THE
Available To: Sarmatians, Roxolani SIMPLER SELF-BOW. CARVED FROM A SINGLE PIECE
Training Time: 1 Training Cost: 89 OF WOOD. THE SELF-BOW IS NOT AS POWERFUL AS A
Wages: 212 Unit Size: 27 men COMPOUND BOW, BUT IT IS MORE DEPENDABLE IN
Melee Attack: 13 Charge Bonus: 6 THE DAMP CLIMATE OF WESTERN AND NORTHERN
EUROPE. A COMPOUND BOW ACTUALLY FALLS TO
Missile Attack: Weapon Type: Heavy
TIECES WHEN THE GLUE IS SATURATED. WHEREAS A
Total Defense: 19 Armor: 9
ONE-PIECE SELF-BOW RETAINS ITS SHAPE WHEN
Defense Skill: 10 Shield: DAMP. NEEDING ONLY TO BE DRIED TO RETURN TO
Hit Points: 1 Fatigue Penalty: 2 WORKING ORDER.
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Training Time:
Training Cost:
Wages: 75
1
1
7 i Training Time: 2
Training Cost: 910
Wages: 266
Unit Size: 27
Melee Attack:
men
8
Armor: Shield:
Defense Skill: 3 Hit Points: 1
Hit Points: 1
However, religious training does little to prepare the repulsed by the smell of camels, the battlefield matchup
Arian Priests for combat, so keep them away from the between the two animals is relatively even. Equipped
front lines. Christianity is a new faith that has already with spears and large shields, Armored Camel Riders are
divided into sects and competing dogmas. surprisingly effective at breaking up enemy formations,
Arianism is most appealing to non-Romans. It proposes especially light cavalry. Recruit these riders from desert
that Christ is not part of God or the Trinity —he is tribesmen as you advance through the dry, arid frontiers
created by God and is therefore not eternal. This is of the map.
considered heresy by the "official" churches of the
Roman world. Despite arguments among theologians,
soldiers cling to the promise of salvation and a place in
the afterlife, and priests are now an established part of
many armies.
58
2
The Auxilia Palatina are heavy infantrymen, similarly who battle first and ask why later. However, what they
equipped as other late Roman soldiers. Their former lack in discipline they make up for in killing power and
responsibilities as palace guards afford them elite status courage. Every Frankish Warlord should have at least
among the field armies of Rome. The "Auxilia of the one Heerbann unit on the battlefield. In addition to a
Romans, with about one in five being non-Roman equipped with a shield and war gear for close combat.
barbarians. Although they are court guards, Auxilia
Palatina are a dependable fighting force that will fight
hard on campaign.
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Fatigue Penalty: 1
launch the bolt. The crew must make sure that the two
springs are equally tensioned, otherwise the ballista itself
will snap, probably killing anyone standing nearby.
XJOTC
THE SINEW'S AMAZING STRENGTH IS ALSO THE
BALLISTAS MOST IMPORTANT WEAKNESS.
SINEWS DO NOT HOLD THEIRTENSION WHEN
WET. SO A BALLISTA WILL NOT WORK
EFFICIENTLY IN DAMP OR RAINY WEATHER
60
UNIT (GUIDE
Fatigue Penalty: 2
Special Abilities
SEE THE DESCRIPTION OF THE ROMAN
BALLISTAE FOR MORE INFORMATION.
• Combat modifier against elephants: -4
• Combat modifier against camels: -4
• Hardy
• Swimming • Powerful charge
Barbarian Cavalry are a shock force, best used to push
enemies who are on the verge of breaking into complete
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BARBARIAN INVASION C
Shield: 4 Shield:
Hit Points: 1 Hit Points: 1
62
2 1 1
UNIT (GUIDE
Shield: 3 Shield: 4
Hit Points: 1 Hit Points: 1
1 _
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—-»
PRIM GUID
i
Available To: Sarmatians, Roxolani Available To: Romano-British
Training Time: 1 Training Time: 1
Shield: 6 Shield: 6
Hit Points: 1 Hit Points: 1
or going toe-to-toe with other infantry, making them a are Roman rather than British. Although not as skilled
flexible addition to any battle line. The Bosphorans are as Caesar's legions, the British Legionaries prefer fighting
clever fighters who add infantry power to the Sarmatian shoulder-to-shoulder, and their disciplined formations
armies. They are good all-around troops, allowing the work well against less-experienced Barbarian ground
Sarmatians to concentrate on their own strengths as troops.
horsemen. Historically, Britannia was abandoned by the Roman
Army before the emperor severed formal military ties
Roman legions.
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UNIT (GUIDE
Armor: 3 Armor: 6
Defense Skill: 8 Defense Skill: 7
Shield: Shield: 4
Hit Points: 1 Hit Points: 1
certain military commanders. Rich men in the Roman Burgundian Lancers are best used to charge into enemy
world have always needed protection, but the custom of formations in an attempt to break the formations
keeping armed retainers has grown within the empire. through shock and impact. Like all cavalry, they are
Bucellarii are usually well-armed and skilled with missile vulnerable against the defensive wall of spear-armed
and hand-to-hand weapons. infantry. A cavalry charge with lances is a one-time
event. If enemies are still standing, the best tactic is to
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BARBARIAN INVASION PRIMA OFFICIA GUIDE
are best used to chase scattered enemies or screen the mounted weapon uses twisted sinew ropes to create
main force in battle. Horses cannot stand the strange powerful tension in the bow for launching the fire bolts.
smell of camel urine, so the normal effectiveness of The additional mobility provided by the cart makes this
66
UNIT (GUIDE
Fatigue Penalty: 1
Special Abilities
• Combat modifier against elephants: -4 Special Abilities
• Combat modifier against camels: -4 • Swimming
• Can use wedge formation • Can chant
Cataphracts are superheavy cavalry, with both man and Priests inspire nearby troops to acts of great bravery
horse armored from head to toe. They are relatively through their prayers and blessings. However, this is the
slow-moving, but few can withstand their devastating extent of their contribution on the battlefield. Do not
lance charge. Despite their power, Cataphracts are not engage priests in battle or they quickly die. These priests
the answer to every tactical problem. They are superb support the doctrine that the Pope in Rome is the
for breaking enemy formations, but they cannot be used supreme authority on matters of faith. This is hotly
for typical light cavalry duties such as pursuit and disputed by the Patriarchs of the East and the followers
screening. of Arius. Despite such divisions, ordinary soldiers find
peace and inspiration in the promise of personal salvation
and a place in the afterlife.
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A
Melee Attack: 8 Melee Attack: 14
Shield: Shield:
Hit Points: 1 Hit Points: 1
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UNIT (GUIDE
warlord leads an elite personal force of able and fierce the Clibinarii will rumble through an enemy line, leaving
warriors. Their training is expensive and time-consuming, a severely weakened force for infantry to mop up.
but the result is a fighting force that has few equals
in battle.
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Armor: 20 Armor: 6
Defense Skill: 13 Defense Skill: 5
Shield: Shield: 6
Hit Points: 2 Hit Points: 1
soldier in the world, and they are brutally efficient in \ helmets, spears, and large shields.
battle. Few other warriors can hope to stand against an
attack by these superheavy cavalry. The Clibinarii
Immortals lack the speed for pursuits and skirmish
charges. Focus their attacks on bunched enemy armies,
but watch out for spearmen.
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1 1
UNIT (GUIDE
Training Time: 1
Roman Rebels
Fatigue Penalty: 5
Special Abilities
• Sappers Special Abilities
• Sappers • Hardy
Command
1TE • • Legionary
Comitatenses are the mobile forces of the
name
late Roman
FOR A FULL DESCRIPTION. SEE COMITATENSES
Empire. It is their task to meet enemies in the field,
FIRST COHORT.
rather than garrison a Roman lime (pronounced LEE-
may, it was a wall marking the boundary of the empire).
The Comitatenses owe their existence to the military
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ROME
barbarian invasion PRIMA OFFICIAL GAME GUIDE
i
Available To: Berbers, Rebels
Training Time: 1 Available To: Sassanids
Weapon Type: Missile Missile Attack: 7 bow (range: 160; ammo: 30)
Fatigue Penalty:
Special Abilities
• Expert at hiding Special Abilities
• Swimming • Combat modifier against elephants: +6
• Combat modifier against chariots: +6
• Sappers
• Swimming
These hardy desert folk make excellent bowmen, as they
cannot afford to waste a single shot when hunting. The
Desert Archers are tough and resilient from years of
enduring the unforgiving sands and rocks of the desert.
Keep these units far from the front lines where their
72
1 1
Shield: Shield: 4
Hit Points: 1 Hit Points: 2
Fatigue Penalty: - Fatigue Penalty:
self-bows are well-suited to the desert's heat and dust. Although not as powerful as a warlord, this unit carries
Although the self-bow lacks the power of a compound the prestige of an elite force, and it is capable of wreaking
bow, it is durable, requires little maintenance, and is heavy damage with a secondary melee bonus.
resistant to moisture damage.
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DROMEDARII DRUIDS
Available To: Eastern Romans, Eastern Available To: Celts
Roman
Wages:
Rebels
Training Time:
Training Cost: 687
3
Unit Size: 27
1
men
1
Training Time: 2
Training Cost: 279
Wages: 154
Unit Size:
Melee Attack:
1 2 men
1
i
Melee Attack: 6 Charge Bonus: 5
Fatigue Penalty: 3
Special Abilities
Special Abilities • Expert at hiding
• Combat modifier against elephants: -4 • Can chant
' Horse +2 • Swimming
• Frightens cavalry Druids are Celtic spiritual leaders who inspire nearby
• Can use wedge formation :
friendly units to greater efforts. Unlike priests, the
Dromedarii are auxiliary troops recruited to patrol the Druids' practical skills with sickles and sacrificial knives
desert provinces of the Eastern Empire. These light units allow them to hold their own in a close-quarters fight.
are most useful as screening and scouting forces. Although the Druids are threatened by the arrival of
Dromedarii also carry a special attack bonus against Christianity, this new religion seems to have strength-
enemy horse cavalry, due to the horse's negative ened their beliefs. The Druids provided links to the
74
UNIT (GUIDE
Fatigue Penalty: 4
Special Abilities
Special Abilities • Horse +4
• Sappers • Combat modifier against chariots: +8
The style of the Eastern Empire's archers is closely • Combat modifier against camels: +2
modeled on the enemies that Rome has faced from the • Can run amok
East over the centuries, including the Parthians and • Frightens infantry
Sassanids. Most Eastern peoples use the compound bow, • Frightens cavalry
a laminated weapon made of wood, horn, and animal •Swimming
sinew. This bow is very powerful for its size. However, War Elephants are a rarity in war these days but are still
the animal glue used to keep the layers together is terrifying to face on the battlefield. They can trample
susceptible to dampness, causing the weapon to men and horses and intimidate many just by their
malfunction or completely fall apart. Fortunately, appearance. Unfortunately, they cannot always be relied
this is not an issue in the dry conditions that dominate upon to do what they are told, and they sometimes run
the eastern half of the Roman world. wild in battle, crushing friend and foe alike. For this
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Shield: 4 Shield: 4
Hit Points: 1 Hit Points: 1
Equites Auxilia units are light cavalrymen used by the units of the Roman Army. These "iron horsemen" are
Roman Army for screening and scouting. Auxilia (assis- \ covered with armor from head to toe, presenting a
tants) are nonlegionary troops. They are not particularly terrifying front when approaching a line of infantry.
heavily armored and thus are well suited to harass light Although they are one of the slowest cavalry units on
and missile troops. Avoid prolonged contact with enemy the battlefield, they are virtually unstoppable when
heavy cavalry or spearmen. charging. The Catafractarii are too slow for pursuit or
76
EQUITES CLIBINARII EQUITES SAGITTARII
Available To: Eastern Romans, Eastern Available To: Western Romans, Western
Roman Rebels
Training Time: 2
Training Cost: 1,737
Wages: 469
Roman Rebels
Training Time:
Training Cost: 762
Wages: 312
1
I
Unit Size: 27 men Unit Size: 27 men
Melee Attack: 5 Melee Attack: 7
Shield: 4 Shield:
Hit Points: 1 Hit Points: 1
protects against most melee attacks and many missile Sagittarii was strong. This cavalry unit is best suited for
weapons. The Clibinarii are too slow and heavy to use light skirmishing and patrol; however, they are more
for charging. Simply direct them to an enemy line where than capable of melee fighting if necessary.
their melee abilities are devastating. However, even with
heavy armor, spearmen are still a danger, so choose your
attack carefully.
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Shield: 4 Shield: 6
Hit Points: 1 Hit Points: 1
UNIT (GUIDE
Armor: 7 Armor: 7
Shield: 6 Shield:
Hit Points: 1 Hit Points: 1
• Can use war cry mail to the knees. They are fierce and courageous and
The Francisca Heerbann are famous for the francisca, a sometimes go berserk in battle, taking the heads of their
specialized throwing axe. The Heerbann are lightly victims as they hack through an enemy battle line.
armored warriors whose job is to force a gap in an Historically, the style of warfare in Scotland and Ireland
enemy formation, allowing other troops to initiate flank changed little over the centuries. Tribes were fragmented,
attacks. As a weapon, the francisca is not terribly so there was always a need for mercenary warriors like
accurate, but it is capable of splitting a man's skull open the Gallowglass to swear their allegiance to a clan chief-
when thrown by an expert. The heavy handle causes tain. History suggests the Gallowglass came from the
the axe to wobble unpredictably in flight, so it is difficult Isles, Hebrides, and Western Highlands, where Norse
to avoid. influence may have inspired the use of the battle-axe.
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1
Available To: Alemanni, Lombardi, Available To: Goths, Ostrogoths, Rebels
Burgundii Training Time: 1
and sacrifice designed to inspire a new generation of Although they lack substantial armor, these archers get
warriors. These men are expected to answer the call to the most out of their composite bows, and their riding
battle in any situation, no matter how bleak. Although skills are unparalleled.
well-equipped, the Golden Band does not possess the
strongest armor on the battlefield. However, you can
:
t:
expect them to carry a melee attack to the enemy, and a AGAINST ENEMY ARCHERS. THE CANTABRIAN
substantial charge bonus makes them a formidable foe. CIRCLE ATTACK WILL REDUCE YOUR CASUALTIES.
HOWEVER DON'T STAY IN THIS FORMATION
I TOO LONG OR YOUR ARCHERS WILL TIRE. LEAVING
THEM VULNERABLE TO A MELEE ATTACK.
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UNIT (GUIDE
Shield: 4 Shield: 4
Hit Points: 1 Hit Points: 1
and reform, rather than stay in the middle of the melee I other cavalry but are probably too heavy to make an
with lance extended. I effective screen against light cavalry or pursue fleeing
I horse archers.
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-**-**%
Shield: Shield: 6
Hit Points: 1 Hit Points: 1
Goth Raiders are expert archers and highly competent and sent to the front lines. Despite their ordinary status,
melee fighters. Their defensive skills are excellent, and spearmen wield the power to bring a cavalry charge to a
their special hiding ability makes them very versatile in screeching halt. By holding their ground against a
the field. The Goth Raiders are a well-balanced fighting charge, spearmen give other more mobile units the
unit that can be confidently deployed anywhere on the opportunity to move into position. Because of their
battlefield. stationary fighting stance, spearmen are vulnerable to
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UNIT (GUIDE
Shield: 6 Shield: 4
Hit Points: 1 Hit Points: 1
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.+* i
Mfe
Charge Bonus: 1 Missile Attack: 61 big boulder (range: 300; ammo: 36)
Missile Attack: 61 big boulders (range: 300; ammo: 36) Weapon Type: Missile
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Shield: Shield:
Hit Points: 1 Hit Points: 1
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Fatigue Penalty: 3
Special Abilities
• Expert at hiding Special Abilities
• Hardy • Combat modifier against elephants: -4
Hillmen are irregular light warriors, wild and ill- • Combat modifier against camels: -4
disciplined but brave enough to follow orders. They are • Hardy
recruited from the outlying regions where life is hard Hippo Toxotai are the horse archers of the Eastern
and short. Their skills are rough, but they have the killer Empire, a style of warrior copied from the Eastern enemies
instincts necessary to finish the job. These warriors do of Rome. Fighting against the Parthians and Sassanids
not have the necessary weaponry, armor, or training to showed Roman commanders the value of horse archers,
lead your army, but if you encounter a unit of peasants particularly against slow-moving infantry. Like the
or herdsmen, a volley of javelins from the Hillmen will Eastern originals, Hippo Toxotai are armored and are
clear a path. equipped with composite bows. This is a potent ranged
unit, but not powerful enough to be left alone on the
battlefield. Keep heavy cavalry or infantry nearby to
your archers.
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•
Missile Attack: Missile Attack:
Weapon Type: Heavy Weapon Type: Light
Total Defense: 5 Total Defense: 18
Armor: Armor: 9
Defense Skill: 5 Defense Skill: 5
Shield: Shield: 4
Hit Points: 2 Hit Points: 1
Culann will attack anyone who stands nearby. They feel enemies who have already endured a ranged attack.
no pain or fear, and they certainly do not understand Their light lances are perfect weapons for sticking a
the concept of mercy. The Hounds of Culann do not man, pulling back, and then moving on down the line.
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Missile Attack: 8 bow (range: 120; ammo: 40) Missile Attack: 9 bow (range: 130; ammo: 30)
Weapon Type: Missile Weapon Type: Missile
Shield: Shield:
Hit Points: 1 Hit Points: 1
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UNIT (GUIDE
, Armor: 9 Armor: 2
;
Defense Skill: 9 Defense Skill: 8
j
Shield: 4 Shield:
Hit Points: 1 Hit Points: 1
take their time and hack through a line with swords, close quarters if necessary. However, their best attribute
moving back and forth in the middle of the fray until '
is their ability to strike, hide, and strike again, frustrating
every enemy lies dead. But all of that armor has a price, slow-moving enemy forces. Legend has it that Huns
and the Hunnic Heavy Cavalry is just too overloaded to migrated to Eastern Europe on foot, drawn by the hunt
chase archers or light cavalry. for food. A lifetime of moving through forests prepared
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—— TOT A W A —I R"
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men
Rebels
more as elite troops, rather than personal bodyguards. only to the Eastern Emperor. They are charged with the
These units form the nucleus of field armies assembled safety of generals and family members on campaign.
for imperial military expeditions. These men are comites dominorum nostrorum
Loyalty to the emperor is a necessity for the Imperial (companions of our lords), sworn to protect the person;
German Bodyguard; their continued survival depends of the Eastern Imperial household. The Praetorians were
upon it. As barbarian foreigners they have few, if any, the traditional guardians of the emperors, but they were
Roman political arena. Unlike the old,
friends in the far too willing to kill their employers for political and
disbanded Praetoria who had a tendency to sell their financial gain. Under the tetrarchy, the comites dominorurr
allegiance to the highest bidder, the Imperial German nostrorum assumed many of the Praetorians' duties. The
Bodyguard remain loyal to the end, unwilling and unable Imperial Household Bodyguards are formidable melee
to form devious alliances. fighters, with primary and secondary attacks and
impressive defensive skills.
90
UNIT (GUIDE
Shield: 3 Shield:
Hit Points: 1 Hit Points: 1
f(
(
enemies. Keep them moving rather than placing them in advance of the main attacking force. They can fight
on the battle line in heavy hand-to-hand combat. effectively hand-to-hand, but only against
similarly armed units.
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Legio Lanciarii carry small oval shields, spears, and throw their javelins.
1
Roman commander. The Lanciarii seem to have an elite
(SASSANID)
quality to them, probably from their time as part of the
Available To: Sassanids, Rebels
extended imperial guard after the dissolution of the
Training Time: 1 Training Cost: 400
Praetorians.
Wages: 216 Unit Size: 60 men
Melee Attack: 6 Charge Bonus: 2
Special Abilities
• Sappers
The Sassanid Levy Spearmen are capable defenders, but
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UNIT (GUIDE
Comitatenses.
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;
W#
LOMBARD BERSERKERS MONKS
Available To: Alemanni, Lombardi, Available To: Romano-British
Burgundii Training Time: 2
Training Time: 2 Training Cost: 225
Training Cost: 729 Wages: 108
Wages: 188 Unit Size: 1 2 men
Unit Size: 16 men Melee Attack: 1
Lombard Berserkers use drugged brews, stimulants, or warriors who spend most of their time facing death.
potions to whip themselves into a frenzy before entering Protect your Monks on the battlefield because they lack
the battlefield. After achieving the proper state of mind, the skills to protect themselves.
they wade into the fight without fear or the slightest bit
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UNIT (GUIDE
Shield: 4 Shield: 6
Hit Points: 1 Hit Points: 1
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Shield: 3 Shield:
Hit Points: 1 Hit Points: 1
deadly fire that can turn the tide of a battle. Protecting | into several different sects. Arianism was originated by
these units with cavalry is critical, because they can be Arius, a Christian priest who lived and taught in
easily run down and eliminated. Alexandria, Egypt, in the early 4th century. He taught
Mountain Slingers use bags of cast lead bullets as that God the Father and the Son were not always
projectiles, and when they find their mark, the damage contemporary, believing that Jesus was a divine being
is devastating to man and horse. For this reason, the created by the Father. Hence, Christ was not part of God
or the Trinity. This idea was viewed as heretical by the
slingers earn a substantial attack bonus against chariots
and elephants. traditional churches of Rome.
However, salvation in any form was appealing to the
soldier, and many found comfort in the Arian teachings.
Like other priests, the Arians must be protected on the
battlefield. They will fight if necessary, but this is a last
Fatigue Penalty: 2
Special Abilities
• Combat modifier against elephants: -4 Special Abilities
• Combat modifier against camels: -4 • Expert at hiding
• Hardy • Hardy
• Can use wedge formation • Swimming
The origins of knighthood are obscure, but they may • Can use war cry
date back to the Ordo Equestria (order of mounted • Frightens infantry
nobles) of ancient Rome. Saxon Mounted Nobles are the Night Raiders may be lightly armed, but their appearance
elite horsemen in a Saxon Army. Their weaponry and is fearsome. When combined with ambush tactics, they
armor are light but are of the highest quality. This unit can send an enemy army scattering in all directions.
is best used against other light cavalry or to run down Take care not to march the Night Raiders into a
rattled enemies. Discipline is sometimes an issue with sustained fight, because they will be too vulnerable
these mounted nobles, so you must avoid spearmen at against heavily armed infantry.
all costs.
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Charge Bonus: 6 Charge Bonus: 6
Shield: 4 Shield: 4
Hit Points: 1 Hit Points: 1
face each battle with courage and with a complete lack r group that values their birthright and tradition of
of fear. As nobles, their war gear is first-rate, and they bravery on the battlefield. Armed with heavy weapons,
are excellent horsemen. Armed with heavy weapons, they have the ability to break enemy lines or pursue
the Noble Clansmen are suited for cavalry skirmishes light cavalry and fleeing foot soldiers. Avoid spearmen,
and pursuit. as the Noble Warriors' lack of discipline will cause
98
1
UNIT (GUIDE
Missile Attack: 8 bow (range: 120; ammo: 40) Missile Attack: 51 boulder (range: 300; ammo: 30)
Weapon Type: Missile Weapon Type: Missile
Total Defense: 1 Total Defense: 5
Armor: 3 Armor: 2
Defense Skill: 8 Defense Skill: 3
Shield: Shield:
Hit Points: 1 Hit Points: 1
Special Abilities
• Combat modifier against elephants: -4
SEE DESCRIPTION OF ROMAN ONAGERS FOR
• Combat modifier against camels: -4
MORE DETAILS.
• Very hardy
• Swimming
• Can use Cantabrian circle attack
Nomad Archer Cavalry consist of steppe horsemen who
have spent a lifetime in the saddle. They use composite
bows that are light and powerful (although vulnerable
to moisture damage). Keep these units moving and well
away from heavy cavalry and infantry. They are accurate
bowmen but lack sufficient armor and firepower for
extended melees.
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Armor: 3 Shield:
Defense Skill: 5 Hit Points: 1
Fatigue Penalty: 1
advancing infantry.
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UNIT (GUIDE
^Q^pp^^^i''
Wages: 108
Rebels
Training Time: 2
Training Cost: 237
Special Abilities
Special Abilities • Combat modifier against elephants: -4
• Can chant • Combat modifier against camels: -4
Orthodox Priests believe that the Eastern Patriarchs • General unit
have the last word on all matters of religion, a stance • Very hardy
that does not sit well with the Pope and the followers of The Paladin Bodyguards are elite warriors attached to a
Arius. Despite these splits, soldiers are inspired by the warlord. They are expected to demonstrate bravery and
priests and comforted with the promise of peace and leadership in every battle and are thus under great
salvation in the afterlife. scrutiny. This unit is exceeded only by Lombardi
Followers of Christ have accepted the need to embrace Berserkers when it comes to charging power. Protect
war, especially in their struggle against the pagans. your Paladin Bodyguard from being overwhelmed by
However, the Orthodox Priests are not inclined to fight, heavy cavalry and infantry, and you can roam the
and if left alone on the battlefield, they will suffer the battlefield splitting the enemy ranks at will.
ultimate fate.
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Shield: 4 Shield:
Hit Points: 1 Hit Points: 1
• Hardy
• Can use wedge formation
SEE DESCRIPTION OF ROMAN PEASANTS FOR
Paladins are a sledgehammer capable of smashing ene-
MORE DETAILS.
mies anywhere on the battlefield. Inspired by the
Imperial Guards of the Roman Empire, the Paladins
have few equals in battle (only the Lombardi Berserker
has a higher melee + charge rating). A formation of
Paladin on horseback will have its way with most enemies.
But, even the most powerful unit must be protected
from flank attacks. The Paladin have a severe fatigue
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1
UNIT (GUIDE
I Eastern Roman
Training Time:
Training Cost: 80
Wages: 18
Unit Size: 60 men
Rebels, Rebels
1
Shield: Shield:
Hit Points: 1 Hit Points: 1
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PRIMA mtfM GUID
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Melee Attack: 3 Charge Bonus: 2
Special Abilities
Special Abilities • Combat modifier against elephants: +6
• Swimming • Combat modifier against chariots: +6
• Expert at hiding
• Swimming
The Romans called this pre-Celtic people Pictii, or
SEE DESCRIPTION OF ROMAN PEASANTS FOR
MORE DETAILS.
"painted." This name came from historical accounts of
short, so this unit must move in, fire, and then find
cover. Fortunately, the Pictish Crossbowmen are adept
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1 5
UNIT (GUIDE
1
Available To: Celts, Rebels Available To: Western Romans, Eastern
Training Time: 1 Romans, Western Roman Rebels, Eastern
Training Cost: 3 1
Wages: 115
Unit Size: 60 men
!_ Roman Rebels
Training Time:
Training Cost: 850
1
capabilities.
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PRAEVENTORES RAIDERS
Available To: Western Romans, Western Available To: Franks, Rebels
Roman Rebels
Training Time: 2
Training Cost: 412
Wages: 273
Unit Size: 20 men
£ Training Time:
Training Cost: 342
Wages: 146
Unit Size: 27
Melee Attack: 6
men
1
Praeventores are covert fighters and spies who seek out enemies. Protect your infantry with Frankish Raiders,
Rome's enemies far beyond the borders. They are but take care not to expose them to heavy cavalry. Their
experts at hiding, carrying out assassinations, or armor and firepower are too light for extended melees.
ambushing unsuspecting enemies. With little armor,
the Praeventores' only real weapon is stealth.
106
UNIT (GUIDE
Melee Attack: 5 Missile Attack: 26 Repeating Ballistae (range: 180; ammo: 80)
Armor: 3 Shield:
Defense Skill: 5 Hit Points: 1
Fatigue Penalty: 1
At first glance, a ballista looks like a giant crossbow. SEE DESCRIPTION OF ROMAN REPEATING
However, its operation is much different. Two twisted, BALLISTAE FOR MORE INFORMATION.
"_""
animal-sinew ropes are threaded through the arms of iiBiaaa
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Shield: 3 Shield:
Hit Points: 1 Hit Points: 1
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1
UNIT G U 11 ID) IE
The Sarmatians were a thorn in Rome's side for culture known for its horsemanship and fierce fighting.
centuries, until Marcus Aurelius brought the area Sarmatian cavalry understand the need for armor, even
under control through a series of bloody wars that lasted for their horses. A unit of Sarmation Noble Cavalry is an
from mid-AD 160 to 180. During this time, the first intimidating sight on the battlefield. They have the abiHty
"Sarmatian Knights," or auxilia, were sent to Britain to to effectively charge most enemy lines and the resolve to
serve along Hadrian's Wall. The Sarmatian Auxilia are engage in close combat to finish the job.
highly skilled armored horsemen whose reputation for
fierce fighting was renowned.
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Weapon Type: Light Missile Attack: 7 bow (range: 160; ammo: 30)
Fatigue Penalty:
Special Abilities
• Combat modifier against elephants: -4 Special Abilities
• Combat modifier against camels: -4 • Expert at hiding
• Swimming • Swimming
• Can use wedge formation Sarmatian Virgin Foot Archers use compound bows,
Warrior women are not just fantasy figures. There are a and their skills are comparable to any male archer on
considerable number of graves in which Sarmatian the battlefield. This is a long-range attack unit, so there
women were buried with their own weapons and other is no need to move them too close to the action where
ornaments of war. Historically, the Sarmatians were they are in danger of being charged.
frequently outnumbered by their neighbors, and in
no
1
SJ***^3
Armor: 7 Armor: 4
Shield: 6 Shield: 6
Hit Points: 1
Hit Points: 1
Special Abilities
• Can use shield-wall formation
Can
Saxon Hearth Troops are heavily armed and armored, not place a Saxon Keel unit in the middle of a heavy
infantry melee, or they will quickly fall susceptible to
what one might expect from warriors sworn to protect
their lord to the death. They are experienced melee concentrated attacks.
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scattering skirmishers or chasing down panicked staff attached to the palace also endured changes. The
enemies. With extremely light armor and below-average chief officer of the palace, the Praetorian prefect, gave
defensive skills, the Saxon Sea Raiders should stay away up his politically corrupt Praetorian Guards to make
from melees against heavy infantry or cavalry. way for the Scholae Palatinae, a well-trained, seriously
112
SCORPIONS SCOTTI CHARIOTS
Available To: Western Romans, Eastern Available To: Celts
Romans, Western Roman Rebels, Eastern Training Time: 1
The Roman Scorpion is a sinew-powered weapon that t • Combat modifier against camels: -4
looks like a large bow laid sideways on a frame. Designed The Scottis, an early Celtic tribe from Ireland, used light
by Vitruvius, the scorpion had several improvements chariots during frequent raids into Britain in AD 400.
over previous ballista weapons. The use of curved and Chariots are swift, maneuverable, and they carry two
tapered arms, set at angles to each other, altered the old warriors — a driver and a fighter. The chariot can be
design of using an arch. Like a traditional bow, the new used for ranged javelin attacks or as a delivery vehicle
curved design is stronger and more accurate than the for a melee fighter. Speed is the greatest asset of the
straight wood design. The scorpion has the longest . chariot, an important consideration because the vehicle
range of any weapon on the battlefield, making it easier is only lightly armed and susceptible to concentrated
to screen and protect. attacks.
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Charge Bonus: 1 Melee Attack: 6
Fatigue Penalty: 3
Special Abilities
• Combat modifier against elephants: +6 Special Abilities
• Combat modifier against chariots: +6 • Can use schiltrom formation
• Expert at hiding Spear Warbands are recruited from the young of the
• Swimming lowest-status men in a tribe. Armed with spears, their
These hardy mountain warriors make the most of natural strength is defense, which usually means they are facing
cover, so they are well-suited for ambushing chariots off against cavalry. The warbands lack discipline and
and elephants. They are only lightly armored, so take experience, but they can effectively employ the schiltrom
care not to let a slinger unit wander into a heavy melee. (hedgehog) formation —forming a solid circle, they
114
3 1 3
UNIT (GUIDE
Shield: 6 Shield: 6
Hit Points: 1 Hit Points: 1
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Armor: 6 Armor: 6
Defense Skill: 8 Defense Skill: 5
Shield: Shield: 4
Hit Points: 1 Hit Points: 1
speed and mobility keep them out of harm's way, allowing counterattack. For this reason, it is the recommended
them to execute quick strikes against more-powerful strategy to strike, break off the attack, and reform for
enemy units. The archer's weapon of choice is a compact, another charge. Staying in the middle of a melee does
composite bow that is specially designed for mounted not play to the strength of a mounted lancer.
warriors. The ends of the bow curve away from the
archer, making it easier to navigate the brush or forest
of the steppes.
116
3
UNIT (GUIDE
Armor: 9 Armor: 5
Shield: 4 Shield:
Hit Points: 1 Hit Points: 1
enemies. Heavily armored and armed, this unit revels in distance. After generations of living in the rugged
:
finishing off weakened, demoralized opponents. This is steppes, these archers are especially skilled at blending
a heavy cavalry unit, so don't send them off to chase ; into their surroundings. A concealed missile attack
light cavalry or horse archers. They will quickly tire, combined with a heavy cavalry charge is more than
leaving a valuable unit vulnerable to attack. enough to bring a tough enemy unit to its knees.
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Melee Attack:
men
5
1 Training Time:
Training Cost: 324
Wages: 122
Unit Size: 40
Melee Attack: 9
1
men
M
Charge Bonus: 2 Charge Bonus: 5
Shield: 3 Shield: 3
Hit Points: 1 Hit Points: 1
the status scale, but when 60 spears are lined up on the Steppe Swordsmen are core infantry, with enough armor
battlefield, even an elite unit of cavalry will pause before and weaponry to overpower light units, but they are not
charging forward. This unit consists of young, inexperi- quite ready to challenge heavy infantry. Use this unit to
enced warriors, so it is best to play to their strengths. clear a force of stubborn spearmen from the battlefield
Protect them with infantry and cavalry, and let the before bringing your cavalry into play. If heavy infantry
Steppe Spearmen provide a solid wall to keep the enemy I or cavalry is in the vicinity, you must provide support
from gathering momentum. for the Steppe Swordsmen or they will fall.
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UNIT (GUIDE
next opportunity.
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Shield: 6 Shield: 4
Hit Points: 1 Hit Points: 1
or imagined magical strength from their weapons. This either fight for the Huns or die by their swords. As
can sometimes be a detriment, keeping the Heerbann in recruits, they are rushed into battle with very little
the fight long after they should pull back and regroup. training. However, life on the steppes imparts a certain
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Fatigue Penalty: 3
Special Abilities
• Combat modifier against elephants: -4 Special Abilities
• Combat modifier against camels: -4 • Swimming
• Very hardy Warhounds are bred for size, strength, and brutality, not
• Swimming unlike the characteristics that are coveted in human
• Can use Cantabrian circle attack - warriors. These beasts were originally used for hunting
Sarmatian Virgins are an all-female unit of skilled - wild boar and bears in the tangled forests of Germania.
warriors, every bit the equal of their male enemies. They : Now, on the field of battle, warhounds will attack any
are experienced horsewomen and are deadly accurate man, armored or not. They will even attack cavalry
with the compound bow. Sarmatians are known for horses from underneath, where the armor cannot reach.
mobility and precision in war, and the Virgin Horse
Archers keep pace anywhere on the battlefield.
121 PRIMAGAMES.COM
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from Britannia in AD 383 to conquer the Western Goths, Ostrogoths: Very hardy)
Empire, the land was left unprotected, triggering inva- • Powerful charge
sions by the Picts and Scots. Cries to Rome for help were A Saxon Warlord leads a small but elite force of 12
largely ignored, and after enduring a period of constant personal guards. A Saxon Warlord has achieved almost
strife, local warlords began a violent struggle for control legendary status on the battlefield, and he must live up
of Britannia. Despite being abandoned by Rome, the to this reputation every day. His decision making is
people still yearn for a "Roman" state, so they will without peer. A Saxon Warlord prefers to survive every
respond positively to a warlord who sticks to the old battle to fight, and lead, another day, but he is always
Roman ways of warfare. A Romano-British Warlord willing to lay down his life.
122
UNIT GUI or
WOLFHOUNDS
Available To: Celts
Training Time: 2
Training Cost: 477
Wages: 150
Unit Size: 12 men + 24 wardogs
Melee Attack: 4 (Secondary Melee Attack: 10)
Charge Bonus: 2
Missile Attack:
Weapon Type: Light
Total Defense: 10
Armor: 4
Defense Skill: 6
Shield:
Hit Points: 1
Fatigue Penalty: 3
Special Abilities
• Swimming
Originally bred to hunt down and kill wolves, the
Wolfhounds are as brutal as any trained animal can be.
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and benefits.
WALLS
GOVERNMENT WOODEN PALISADE (LEVEL ONE)
BUILDINGS Tower Level
Happiness bonus
1
•
Trains Peasants
i^Bk
• Construction Time: 1 STOCKADE (LEVEL TWO)
' Cost: 400 • Wooden gate, towers
• Happiness bonus 1
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IE UR (0) P IE A N B A R B A R A N B U L D I N G S
II II
• Cost: 6,400
Heerbann, Sword Heerbann, Keel,
•
Construction Time: 2
Cost: 600
STABLES
STABLES (LEVEL TWO)
• Trains Warhounds, Cavalry,
•
Trains Spear Warband
Construction Time: 3
•
Sea Raiders
Construction Time: 3
r°^^n
' Cost: 1,200
' Cost: 1,200
Construction Time: 4
• Construction Time: 4
Cost: 2,400
• Cost: 2,400
• Cost: 4,800
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•
Population Growth bonus
Construction Time: 2
Cost: 600
1
^3N
Warlord
• Construction Time: 7
MARKET (LEVEL TWO)
• Enables recruitment of Spies
• Cost: 9,600
• Trade Base Income bonus 2,
• Construction Time: 3
GREAT MARKET (LEVEL
• Trains Spy, Assassin
• Cost: 1,200
• Cost: 2,400
• Trains Archers, Slingers, Hunters,
•
Construction Time: 4
Cost: 2400
mm •
•
Trains Spy, Assassin
Trade Base Income bonus 4,
•
Crossbowmen, Ballistae
Construction Time: 6
WEAPONRY
• Cost: 4,800
BLACKSMITH (LEVEL TWO
• Handheld Weapon bonus 1
Crossbowmen, Ballistae
• Construction Time: 7
• Cost: 9,600
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EUROPEAN BARBARIAN BUILDINGS
Construction Time: 2
•
LARGE OPEN SEWER (LEVE
• Cost: 800
FIVE)
• Improves health of population
SHIPWRIGHT (LEVEL THREE) ' Population Health bonus 3
Enables production of boats and large
• Construction Time: 6
boats
• Cost: 6,400
Trade Fleet bonus 2, Trade Base
•
Income bonus 2
Construction Time: 3
'
FARMING
• Cost: 1,600
LAND CLEARANCE (LEVEL ONE)
• Farming Level 1
•
Construction Time: 2
Cost: 600
• Enables production of boats and
large boats
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• Cost: 4,800 • Trains Priest
• Happiness bonus 1
• Construction Time: 3
• Cost: 1,200
•^•"1
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EUROPEAN BARBARIAN BUILDINGS
• Cost: 400
• Trains Night Raiders
• Happiness bonus 2, Religious Belief
Pagan bonus 2
SACRED GROVE OF GOIBHNIU
• Construction Time: 3
(LEVELTWO)
• Trains Hounds ofCulann
• Cost: 1,600
• Happiness bonus 1, Simple Weapon
bonus 1, Recruits Exp bonus 1,
DONAR SHRINES •
Religious Belief Pagan 2
Construction Time: 2
SHRINE TO DONAR (LEVEL ONE) ' Cost: 800
• Trains Lombard Berserkers
• Happiness bonus 1, Religious Belief
SACRED CIRCLE OF GOIBHNIU
Pagan 1
(LEVEL THREE)
• Construction Time: 1 • Trains Hounds ofCulann
• Cost. 400 • Happiness bonus 2, Simple Weapon
bonus 1, Recruits Exp bonus 2,
SACRED GROVE OF DONAR Religious Belief Pagan 3
(LEVEL TWO) ' Construction Time: 3
Trains Lombard Berserkers
• Cost: 1,600
Happiness bonus 1, Recruits Morale
•
bonus 1, Religious Belief Pagan 2
Construction Time: 2
FRIGG SHRINES
• Cost: 800
SHRINE TO FRIGG (LEVEL ONE)
• Happiness bonus 1, Farming Level
(LEVEL ONE)
Happiness bonus Weapon
SACRED GROVE OF ULL
•
bonus 1,
1,
1
(LEVELTWO)
• Trains Druids
• Construction Time: 1
• Happiness bonus 2, Weapon Missile
• Cost: 400
bonus 2, Religious Belief Pagan 3
Construction Time: 2
SACRED GROVE OF COCIDIUS •
800
(LEVEL TWO) Cost:
'
• Trains Druids
• Happiness bonus Weapon Missile
SACRED CIRCLE OF ULL
2,
(LEVEL THREE)
bonus 2, Religious Belief Pagan 2
• Trains Druids
• Construction Time: 2
• Happiness bonus 3, Weapon Missile
• Cost: 800
bonus 3, Religious Belief Pagan 4
Construction Time: 3
SACRED CIRCLE OF COCIDIUS •
Cost: 1,600
(LEVEL THREE) •
• Trains Druids
• Happiness bonus
bonus
3, Weapon Missile
Religious Belief Pagan 3
CHRISTIAN SHRINES
•
3,
Christianity 1
• Construction Time: 1
• Cost: 400
130
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IE UR (0) PEAN BARBAR AN BUILD N G S 11 II
• Construction Time: 2
• Construction Time: 2
• Cost: 800
• Cost: 800
bonus 1
• Construction Time: 3
• Construction Time: 3
' Cost: 1,600
Pagan 1
• Construction Time: 1
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Hun kingdom. The sections are arranged in the same Upgrade Bodyguard 1
way the buildings appear in the Tech Trees at the back of • Construction Time: 6
the guide. This provides a quick visual reference for each • Cost: 6,400
building, including notes on their functions and benefits.
GOVERNMENT WALLS
BUILDINGS WOODEN PALISADE
CHIEFTAIN'S HOLD (LEVEL ONE)
• Trains Herdsmen • Wall Level 0, Tower Level 1 [tiEWL
• Enables construction of Level 1 buildings • Happiness bonus 1
'
Construction Time: 2
Cost: 800
'
Happiness bonus
Construction Time: 2
Cost: 800
1
jM
• Enables construction of Level 3 buildings STONE WALL (LEVEL 1
• Construction Time: 3
GREAT HALL (LEVEL THREE) • Cost: 1,600
• Trains Herdsmen, Diplomats
• Enables construction of Level 4 buildings
' Law bonus 2, Happiness bonus 1 BARRACKS
• Construction Time: 4
MUSTER FIELD (LEVEL ONE)
• Cost: 3,200 • Trains Steppe Spearmen, Runaway
Slave Spearmen
• Construction Time: 2
- Cost: 600
^£?H
132
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STABLES
STABLES (LEVEL TWO) ARCHERY RANGE (LEVEL THREE)
• Training of Tribal Cavalry • Trains Hunnic Archers
• Construction Time: 3 • Construction Time: 4
• Cost: 1,200 • Cost: 2,400
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• Construction Time: 3
• Cost: 1,200
FARMING
BAZAAR (LEVEL THREE) LAND CLEARANCE (LEVEL ONE)
• Farming Level 1
• Trains Spy, Assassin
Construction Time: 2
• Trade Base Income bonus 3,
Cost: 600
Population Growth bonus 1
• Construction Time: 4
Cost: 2,400
•
COMMUNAL FARMING
GRAND BAZAAR (LEVEL FOUR) (LEVEL TWO)
• Farming Level 2
• Trains Spy, Assassin
• Construction Time: 3
• Trade Base Income bonus 4,
' Cost: 1,200
Population Growth bonus 2
• Construction Time: 6
• Cost 4,800
ROADS
ROADS (LEVEL ONE)
WEAPONRY • Basic road
Construction Time:
BLACKSMITH (LEVEL TWO) •
• Cost: 400
1
• Construction Time: 3
' Cost: 1,200
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HUN (CULTURE BUILDINGS
Cost: 400
^3^^
•
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ROMAN BUILDINGS
In this chapter we review the buildings available to your
•
IMPERIAL PALACE (LEVEL FOUR)
Trains Peasants, Diplomats
• Enables construction of Level 5 buildings
Roman kingdom. The sections are arranged in the same
• Upgrade Bodyguard 1, Law bonus 2
way the buildings appear in the Tech Trees at the back of
(requires barbarians or Huns),
the guide. This provides a quick visual reference for each
Happiness bonus 1 (requires Eastern
building, including notes on their functions and benefits.
Empire)
• Construction Time: 6
BUILDINGS
GOVERNOR'S HOUSE WALLS
m
• Trains Peasants WOODEN PALISADE (LEVEL ONE)
• Enables construction of Level 1 buildings • Wall Level 0, Tower Level 1
• Construction Time: 1
• Happiness bonus 1
• Cost: 400
GOVERNOR'S VILLA (LEVEL ONE)
• Trains Peasants, Diplomats WOODEN HALL (LEVEL TWO)
• Enables construction of Level 2 buildings • Wall Level 1, Gate Strength 1, Tower
• Construction Time: 2 Level 1
•
Construction Time: 2
Cost: 800
fPfpr^
• Trains Peasants, Diplomats
• Enables construction of Level 3 buildings STONE WALL (LEVEL THREE)
• Happiness bonus 1 (requires Eastern • Wall Level 2, Tower Level 1, Gate
Empire faction) Defenses 1, Gate Strength 1
136
ROMAN BUILDINGS
• Construction Time: 7
• Cost: 9,600
BARRACKS
BARRACKS (LEVEL ONE)
• Trains Coastal Levies, Limitanei
STABLES
• Construction Time: 2 STABLES (LEVEL TWO)
• Cost: 600 • Trains Equites Auxilia, Foederati
Dromedarii
LEGION BARRACKS (LEVEL THREE) • Construction Time: 4
• Trains Limitanei, Legio Lanciarii, • Cost: 2,400
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...
• Construction Time: 3
• Construction Time: 4
• Cost: 2,400
ARCHERY RANGE (LEVEL THREE)
• Trains Archers GREAT FORUM (LEVEL FOUR)
• Construction Time: 4 • Trains Spy, Assassin
• Cost: 2,400 • Trade Base Income bonus 4,
Happiness bonus 2
SIEGE ENGINEER (LEVEL FIVE) • Construction Time: 7
• Trains Archers, Bucellarii, Roman - Cost: 9,600
Onagers, Roman Ballistae, Roman
Heavy Onagers, Roman Repeating
Ballistae, Carriage Ballistae, Roman '££*
Scorpion
• Construction Time: 7
• Cost: 9,600 I 38
ROMAN BUILDINGS
Armor 2
2,
PUBLIC BATHS (LEVEL E)
Missile Weapon 2,
• Population Health bonus 2 (requires
• Construction Time: 6
Romans)
• Cost: 6,400
• Construction Time: 3
• Cost: 1,600
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MINES
CROP ROTATION (LEVEL THREE) MINES (LEVEL ONE)
• Mine Resource 4
• Farming Level 3
• Construction Time: 2
• Construction Time: 4
• Cost: 2,000
• Cost: 2,400
Construction Time: 3
FOUR) •
• Cost: 3,500
• Farming Level 4
• Construction Time: 6
• Cost: 4,800
ACADEMIES
GREAT ESTATE (LEVEL FIVE) ACADEMY (LEVEL THREE)
• Farming Level 5 • Law bonus 1
<^
•
• Road Level
• Cost: 3,200
• Construction Time: 1
• Cost: 400
140
ROMAN BUILDINGS
• Construction Time: 3
• Cost: 1,600
SOL SHRINES
MONASTERY (LEVEL FOUR) SHRINE TO SOL INVICTUS
• Trains Romano-British Monks,
(LEVEL ONE)
Roman Priests, Orthodox Priests
• Law bonus 1, Religious Belief Pagan 1
• Construction Time: 1
• Happiness bonus 2
• Construction Time: 5
• Cost: 400
• Cost: 3,200
TEMPLE OF SOL INVICTUS
ABBEY (LEVEL FIVE) (LEVEL TWO)
• Trains Romano-British Monks,
• Law bonus 2, Religious Belief Pagan 2
• Construction Time: 2
Roman Priests, Orthodox Priests
• Cost: 800
• Happiness bonus 3
• Construction Time: 6
• Cost: 6,400
LARGE TEMPLE OF SOL
INVICTUS (LEVEL THREE)
• Happiness bonus 1, Law bonus 3,
Pagan 3
ARENA (LEVEL THREE) • Construction Time: 3
• Stage Games 1 (requires Romans) • Cost: 1,600
• Happiness bonus 1
• Construction Time: 2
• Cost: 1,600 tfflP
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• Cost: 400
Construction Time:
•
• Cost: 400
1
CHRISTIAN CHURCH (LEVEL
THREE)
• Happiness bonus 3, Religious Belief
TEMPLE OF MITHRAS LEVEL TWO) Christianity 3, Population Growth
• Happiness bonus 1, Recruits Exp
bonus 1
bonus 1, Religious Belief Pagan 2,
'
Law bonus 1
Construction Time: 2
Cost: 800
4 •
-
Construction Time: 3
Cost: 1,600
•
bonus 1,
Law bonus 2
Religious Belief Pagan
Construction Time: 3
3,
<B^ •
•
Construction Time: 5
Cost: 3,200
• Cost: 1,600
CHRISTIAN BASILICA (LEVEL
FIVE)
AWESOME TEMPLE OF Happiness bonus Law bonus 2,
MITHRAS (LEVEL FOUR) • 3,
•
Construction Time: 5
Cost: 3,200 ffi 142
• Cost: 6,400
STEPPE (CULTURE BUILDINGS
way the buildings appear in the Tech Trees at the back of (requires Eastern Empire)
the guide. This provides a quick visual reference for each • Upgrade Bodyguard 1
GOVERNMENT
BUILDINGS WALLS
WARRIOR'S HOLD WOODEN PALISADE (LEVEL ONE)
• Wall Level 0, Tower Level 1
• Trains Peasants, Herdsmen
• Happiness bonus 1
• Enables construction of Level 1 buildings
• Construction Time: 1
• Construction Time: 1
• Cost: 400
• Cost: 400
• Construction Time: 4
Cost: 3,200
•
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-
_._..-,
PRIMA
. #«.-.-#%..•
OFFICIAL GUIDE
m
• Construction Time: 3 PRACTICE RANGE (LEVEL TWO)
• Cost: 1,200 • Trains Sarmatian Virgin Foot Archers,
•
Population Growth bonus
Construction Time: 2
1
• Cost: 2,400 hBP|
• Cost: 600
SWORDSMITH (LEVEL FIVE)
£
• Simple Weapon 2, Bladed Weapon 2,
MARKET (LEVEL TWO) Missile Weapon 2, Armor 2
• Recruit Spies
• Construction Time: 6
• Trade Base Income bonus 2,
• Cost: 6,400
Population Growth bonus 1
• Construction Time: 3
• Cost: 1,200
NAVAL
GREAT MARKET (LEVEL THREE) PORT (LEVEL TWO
• Produce naval boats
• Trains Spies, Assassins
• Trade Fleet bonus 1, Trade Base
• Trade Base Income bonus 3,
Income bonus 1
Population Growth bonus 1
• Construction Time: 2
• Construction Time: 4
• Cost: 800
• Cost: 2,400
WEAPONRY FARMING
BLACKSMITH (LEVEL TWO)
• Simple Weapon 1, Bladed Weapon 1
LAND CLEARANCE (LEVEL ONE)
• Construction Time: 3
• Farming Level 1
• Construction Time: 2
• Cost: 1,200
• Cost: 600
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• Construction Time: 1
• Cost: 400
DRINK
TAVERN (LEVEL TWO) SACRED GROVE OF AGNI
• Happiness bonus 1
(LEVELTWO)
• Happiness bonus 1, Simple Weapon
• Construction Time: 2
' Cost: 800 bonus 1, Recruits Exp bonus 1,
146
S T IE P P E C U LT U R IE B U I L D I N G S
SACRED GROVE OF
MATKA SHRINES (LEVELTWO)
• Happiness bonus 2, Population Health
SHRINE TO MATKA (LEVEL ONE) bonus 2, Religious Belief Pagan 2
• Happiness bonus 1, Population • Construction Time: 2
Growth bonus 1, Religious Belief • Cost: 800
Pagan bonus 1
SACRED CIRCLE OF PAI (LEVEL
• Construction Time: 1 THREE)
• Cost: 400 • Happiness bonus 3, Population Health
bonus 3, Religious Belief Pagan 3
SACRED GROVE OF MATKA • Construction Time: 3
(LEVEL TWO) • Cost: 1,600
• Happiness bonus 1, Population
Growth bonus 2, Religious Belief
•
Pagan 2
Construction Time: 2
KOLAKSAY SHRINES
SHRINE OF KOLAKSAY (LEVEL ONE)
• Cost: 800
• Happiness bonus 1, Recruits Exp
Religious Belief Pagan
SACRED CIRCLE OF MATKA bonus 1, 1
Pagan 3
3,
SACRED GROVE OF KOLAKSAY
• Construction Time: 3
(LEVELTWO)
• Happiness bonus 1, Recruits Exp
• Cost: 1,600
bonus 2, Religious Belief Pagan 2
• Construction Time: 2
• Cost: 800
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barbarian invasion PRIMA OFFICIAL
• Construction Time:
• Cost: 400
1
SACRED CIRCLE OF SVAROG
(LEVEL THREE)
Happiness bonus Law bonus
SACRED GROVE OF PAPAY
• 1, 3,
Pagan 3
• Happiness bonus 2, Law bonus 2,
• Construction Time: 3
Religious Belief
• Cost: 1,600
Pagan 2
• Construction Time: 2
• Cost: 800
CHRISTIAN SHRINES
SACRED CIRCLE OF PAPAY & BUILDINGS
(LEVEL THREE) CHRISTIAN SHRINE (LEVEL ONE)
• Happiness bonus 3, Law bonus 3, • Happiness bonus 1, Religious Belief
Religious Belief Christianity 1
• Construction Time: 2
• Cost: 800
148
STEPPE CULTURE BUILDINGS
SACRED GROVE OF TY
CHRISTIAN BASILICA (LEVEL TWO)
FIVE) • Happiness bonus 2, Recruits Exp
• Happiness bonus 3, Law bonus 2, bonus 1, Religious Belief Pagan 2
Religious Belief Christianity 5, • Construction Time: 2
Population Growth bonus 2 • Cost: 800
• Construction Time: 6
Cost: 6,400
SACRED CIRCLE OF TYZ (LEVEL
'
THREE)
• Happiness bonus 2, Recruits Exp
TAGIMSAD SHRINES •
bonus 2, Religious Belief Pagan 3
Construction Time: 3
SHRINE TO TAGIMSAD (LEVEL ONE) • Cost: 1,600
• Happiness bonus 1, Religious Belief
Pagan 1
• Construction Time: 1
• Cost: 400
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In this chapter we review the buildings available to your • Enables construction of Level 4 buildings
Sassanid kingdom. The sections are arranged in the • Law bonus 2 (requires barbarians or
same way the buildings appear in the Tech Trees at the Huns), Happiness bonus 1 (requires
back of the guide. This provides a quick visual reference Eastern Empire)
•
Trains Peasants, Diplomats
2
Enables construction of Level 2 buildings
•
• Construction Time: 2
WOODEN PALISADE (LEVEL ONE)
• Wall Level 0, Tower Level 1
• Cost: 800
• Happiness bonus 1
Construction Time:
GOVERNOR'S PALACE (LEVEL TWO) • 1
• Cost: 400
• Trains Peasants, Diplomats
•
•
Enables construction of Level 3 buildings
Happiness bonus 1 (requires Eastern
WOODEN WALL (LEVEL TWO)
• Wall Level 1, Gate Strength 1, Tower
Empire)
Level 1
• Construction Time: 3
• Happiness bonus 1
• Cost: 1,600
• Construction Time: 2
• Cost: 800
150
"' »\
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Clibinarii Immortals
' Stage Races 2 [requires Romans) TRADE
• Construction Time: 7 TRADER (LEVEL ONE)
• Cost: 9,600 • Trade Base Income bonus 1,
• Cost: 1,200
'
Population Growth bonus
Construction Time: 3
Cost: 1,200
1
pSS 1
• Construction Time: 4
• Cost: 2,400
152
SASSANID CULTURE BUILDINGS
Happiness bonus 2
• Trade Fleet 2, Trade Base Income
Triremes
• Simple Weapon 1, Bladed Weapon 1
• Trade Fleet 3, Trade Base Income
• Construction Time: 3
bonus 2
• Cost: 1,200
• Construction Time: 5
• Cost: 3,200
• Construction Time: 2
:
r
• Construction Time: 2
I 'Cost: 600
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,
IRRIGATION (LEVEL I
ROADS •
•
Construction Time: 3
Cost: 1,600
ROADS (LEVEL ONE)
• Basic road
SCRIPTORIUM (LEVEL FOUR)
• Construction Time: 1
• Religious Belief Zoroastrian 2
• Cost: 400
(requires Sassanids), Law bonus 2
•
Construction Time: 5
Cost: 3,200 Qfr
• Construction Time: 3 GREAT SCHOOL (LEVEL FIVE)
• Cost: 1,200 • Religious Belief Zoroastrian 3 (requires Sassanids), Law
bonus 3
• Construction Time: 6
-Cost: 6,400
ROYAL ROAD (LEVEL THREE)
• Road Level 2
•
•
Construction Time: 4
Cost: 2,400
\ LAW ENFORCEMENT
EXECUTION SQUARE
(LEVEL THREE)
I • Law bonus 2
• Construction Time: 3
• Cost: 1,600
154
SASSAN I ID) (C U LT U R E IB UIL ID) I NGS
•
Law bonus 3
Construction Time: 5
BUILDINGS AND
' Cost: 3,200 SHRINES
ZOROASTRIAN SHRINE
(LEVEL ONE)
SECRET POLICE NETWORK • Law bonus 1, Religious Belief
(LEVEL FIVE) Zoroastrian 1
• Law bonus 4
• Construction Time: 1
• Construction Time: 6
• Cost: 400
• Cost: 6,400
ZOROASTRIAN TEMPLE
(LEVEL TWO)
TRADE • Law bonus 2, Religious Belief
TRADE CARAVAN (LEVEL THREE) Zoroastrian 2
• Trade Base Income bonus 2 • Construction Time: 2
• Construction Time: 3 • Cost: 800
• Cost: 1,600
ZOROASTRIAN AWESOME
SILK ROAD (LEVEL FIVE) TEMPLE (LEVEL FOUR)
• Trade Base Income bonus 4 • Happiness bonus 2, Law bonus 4,
ZOROASTRIAN TEMPLE
COMPLEX (LEVEL FIVE)
• Happiness bonus 2, Law bonus 5,
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w
EUROPEAN BARBARIAN (CULTURE TECH TREES
A NUMBER VALUE LISTED WITH A FACTION NAME IN THE
BARBARIANS TRAINED COLUMN INDICATES THAT THE
UNIT IS TRAINED TO A HIGHER LEVEL OF EXPERIENCE.
GOVERNMENT
City Level Building Factions Barbarians Trained Game Effects Construction Time Cost
Warrior's Hold All Peasant None 400
WALLS
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
Wooden Palisade N/A N/A Tower Level , Happiness bonus i
400
3 Stone Wall N/A N/A Tower Level 1, Gate defenses 1, Gate Strength 1, 3 1,600
4 Large Stone Wall N/A N/A Tower Level 1, Gate defenses 2, Gate strength 2, 5 3,200
5 Epic Stone Wall N/A N/A Tower Level 2, Gate defenses 2, Gate strength 2, 6 6,400
BARRACKS
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
1 Muster Field All Spear Warband: Alemanni, Lombardi, Burgundii; Spearmen: None 2 600
3 Hall of Heroes All Spear Warband: Alemanni (2), Lombardi, Burgundii; Spearmen: None 4 2,400
Hundredmen Hall All Spear Warband: Alemanni (2), Lombardi, Burgundii; Chosen Axemen: None 6 4,800
156
) )
STABLES
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
2 Stables All Warhounds: Alemanni, Lombardi, Burgundii; Cavalry: Alemanni, None 3 1,200
Warlord's Stables All Warhounds: Alemanni, Lombardi, Burgundii; Lancers: Alemanni, None 2,400
Royal Stables All Warhounds: Alemanni, Lombardi, Burgundii; Lancers: Alemanni, None 4,800
Great King's All Warhounds: Alemanni, Lombardi, Burgundii; Lancers: Alemanni, None 7 9,600
MISSILES
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
Practice Range All Archers: AJemanni, Lombardi, Burgundii; Slingers: Celts; Hunters: None 3 1,200
3 Archery Range All Chosen Archers: Alemanni, Lombardi, Burgundii; Archers: Alemanni, None 4 2,400
4 Catapult Range Franks, Chosen Archers: Alemanni, Lombardi, Burgundii; Archers: Alemanni, None 6 4,800
5 Siege Engineer Franks, Archers: Alemanni, Lombardi ( 1 ), Burgundii; Chosen Archers: None 7 9,600
TRADE
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
1 Trader All N/A Trade Base Income bonus 1, Population Growth bonus 1 2 600
2 Market All Spy Trade Base Income bonus 2, Population Growth bonus 1 3 1,200
3 Great Market All Spy, Assassin Trade Base Income bonus 3, Population Growth bonus 1 4 2,400
4 Guildhall All Spy, Assassin Trade Base Income bonus 4, Population Growth bonus 2 6 4,800
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WEAPONRY
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
2 Blacksmith All N/A Handheld Weapon bonus 1 3 1,200
3 Weaponsmith All N/A Handheld Weapon bonus 1, Missile Weapon bonus 1, Armor bonus 1 4 2,400
5 Foundry All N/A Handheld Weapon bonus 2, Missile Weapon bonus 2, Armor bonus 2, 6 6,400
Bladed bonus 2
NAVAL
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
2 Port All Naval boats Trade Fleet bonus 1, Trade Base Income bonus 1 2 800
Shipwright Saxons Boats, large boats Trade Fleet bonus 2, Trade Base Income bonus 2 3 1,600
Dockyard Saxons Boats, large boats Trade Fleet 3; Trade Base income bonus 2 3,200
HEALTH
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
2 Cesspit All N/A Population Health bonus 2 800
3 Cesspool All N/A Population Health bonus 1 (requires factions); Growth bonus 1 3 1,600
FARMING
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
1 Land Clearance All N/A Farming Level 1 2 600
2 Communal Farming All N/A Farming Level 2 3 1,200
ROADS
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
Roads \\\ N/A Road Level 1 400
Paved Roads Franks N/A Road Level 1 1,200
MINES
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
i
1 Mine-, All N/A Mine resource 4 2,000
158
EUROPEAN BARBARIAN (CULTURE TECH TREES
RELIGIOUS BUILDINGS
Factions Barbarians Game Construction Cost
Trained Effects Time
3 Hermitage rank Roman Priest: Franks Happiness bonus 1 3 1,600
4 Monastery Franks Roman Priest 1: Franks; Paladins: Franks Happiness bonus 2 5 3,200
5 Abbey Franks Roman Priest 2: Franks; Paladins 1: Franks Happiness bonus 3 6 (.,400
DRINK
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
2 Tavern All N/A Happiness bonus 1 2 800
Bardic Circle \ll Night Raiders: Alemanni, Lombardi, Burgundii Happiness bonus 2, 2 3 1,600
DONAR SHRINES
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
1 Shrine to Donar Saxons, Alemanni, Lombardi, Lombard Berserkers: Alemanni, Happiness bonus 1, 1 400
Burgundii, Franks Lombardi, Burgundii Religious Belief Pagan
Sacred Grove Saxons, Alemanni, Lombardi, Lombard Berserkers: Alemanni, Happiness bonus 1,2 2 800
of Donar Burgundii, Franks Lombardi, Burgundii Recruits Morale bonus 1,
3 Sacred Circle Saxons, Alemanni, Lombardi, Lombard Berserkers: Alemanni, Happiness bonus 2, 3 1,600
GOIBHNIU SHRINES
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
1 Shrine to Goibhniu Celts Hounds of Culann Celts Happiness bonus 1 , Recruits Exp bonus 1 , 1 400
Religious Belief Pagan 1
2 Sacred Grove of Celts Hounds of Culann Celts Happiness bonus 1 , Simple Weapon bonus 1 , 2 800
Goibhniu Recruits Exp bonus 1, Religious Belief Pagan 2
Sacred Circle of Celts Hounds of Culann Celts Happiness bonus 2, Simple Weapon bonus 1, 1,600
FRIGG SHRINES
City Level Building Factions Barbarians Game Construction Cost
Trained Effects Time
Shrine to Frigg Alemanni, Lombardi, Burgundii N/A Happiness bonus 1, Farming Level bonus 1, 1 400
Religious Belief Pagan 1
2 Sacred Grove Alemanni, Lombardi, Burgundii N/A Happiness bonus 2, Farming Level bonus 2, 2 800
of Frigg Religious Belief Pagan 2
3 Sacred Circle Alemanni, Lombardi, Burgundii N/A Happiness bonus 3, Farming Level bonus 3, 3 1,600
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COCID1US SHRINES
City Building Factions Barbarians Game Construction Cost
Level Trained Effects Time
Shrine to Cocidius Celts N/A Happiness bonus 1, Missile Weapon bonus 1, Religious Belief Pagan 1 1 400
Sacred Grove of Celts Druids: Celts Happiness bonus 2, Missile Weapon bonus 2,
Sacred Circle of Celts Druids: Celts Happiness bonus 3, Missile Weapon bonus 3, Religious Belief Pagan 3 3 1,600
Cocidius
ULL SHRINES
City Building Factions Barbarians Game Construction Cost
Level Trained Effects Time
1 Shrine to UU Saxons N/A Happiness bonus 1, Missile Weapon bonus 1, Religious Belief Pagan 2 1 400
2 Sacred Grove of Ull Saxons N/A Happiness bonus 2, Missile Weapon bonus 2, Religious Belief Pagan 3 2 800
3 Sacred Circle of Ull Saxons N/A Happiness bonus 3, Missile Weapon bonus 3, Religious Belief Pagan 4 3 1,600
2 Christian Chapel Franks, Alemanni, Lombardi, Burgundii, Celts N/A Happiness bonus 2, Religious Belief I 2 800
( hristianity 2, Population Growth bonus
3 Christian Church Franks, Alemanni, Lombardi, Burgundii, Celts N/A Happiness bonus 3, Religious Belief 1 3 1,600
4 Christian Cathedral Franks, Alemanni, Lombardi, Burgundii, Celts N/A Law bonus 1, Happiness bonus 3, 2 5 3,200
5 Christian Basilica Franks, Alemanni, Lombardi, Burgundii, Celts N/A Happiness bonus 3, Law bonus 2, 6 6,400
MORRIGAN SHRINES
City Building Factions Barbarians Game Construction Cost
Level Trained Effects Time
1 Shrine to the Morrigan Celts N/A Happiness bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of the Morrigan Celts N/A Happiness bonus 2. Recruits Exp bonus 1, Religious Belief Pagan 2 2 800
3 Sacred Circle of the Morrigan Celts N/A Happiness bonus 2, Recruit Exp bonus 2, Religious Belief Pagan 3 3 1,600
WOTAN SHRINES
City Building Factions Barbarians Game Construction Cost
Level Trained Effects Time
1 Shrine to Wotan Alemanni, Lombardi, Burgundii, N/A Recruits Exp bonus 1, Religious Belief Pagan 1 1 400
Saxons, Franks
2 Sacred Grove of Wotan Alemanni, Lombardi, Burgundii, N/A Recruits Exp bonus 2, Religious Belief Pagan 2 2 800
Saxons, Franks
3 Sacred Circle of Wotan Alemanni, Lombardi, Burgundii, N/A Happiness bonus 1, Recruits Exp bonus 3, 3 1,600
160
,
2 High King's Hall Herdsmen, Diplomat Happiness bonus 1 (requires Eastern Empire factions) 3 1,600
3 Great Hall Hun, Diplomat Law bonus 2 (requires Barbarian factions), Law bonus 2 (requires Hun factions), 4 3,200
4 Royal Palace Hun, Diplomat Upgrade Bodyguard 1, Law bonus 2 (requires Barbarian and Hun factions), 6 6,400
WALLS
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Wooden Palisade N/A Wall Level 0, Tower Level 1, Happiness bonus 1 1 400
2 Wooden Wall N/A Wall Level 1, Gate Strength 1, Tower Level 1, Happiness bonus 1 2 800
3 Stone Wall N/A Wall Level 2, Tower Level 1 , Gate Defenses 1 , Gate Strength 1 , Happiness bonus 1 3 1,600
Law bonus 1
BARRACKS
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Muster Field Steppe Spearmen Hun, Runaway Slave Spearmen None 2 600
2 Meeting Hall Steppe Spearmen Hun 1, Runaway Slave Spearmen None 3 I,20(i
3 Hall of Heroes Steppe Spearmen Hun 1, Runaway Slave Spearmen, Steppe Swordsmen Hun None 4 2,400
4 Army Barracks Steppe Spearmen Hun 1, Runaway Slave Spearmen, Steppe Swordsmen Hun, None 6 4,800
STABLES
City Building Hun Trained
Level Time
2 Stables Tribal Cavalrv None 3 1,200
4 Royal Stables Tribal Cavalry, Hun Lancers, Hunnic Heavy Cavalry Stage Races 1 (requires Roman factions) 6 4,800
5 Great King's Stables Tribal Cavalry, Hun Lancers, Hunnic Heavy Cavalry, Stage Races 2 (requires Roman factions) 7 9,600
MISSILES
City Building Hun Trained Other Effects Construction Cost
Level Time
2 Practice Range Hunnic Archers None 3 1,200
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•
.......
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. *%_—.««..
OFFICIA, GUID
TRADE
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Trader N/A Trade Base Income bonus 1, Population Growth bonus 1 600
2 Market Spy Trade Base Income bonus 2, Population Growth bonus 1 3 1,200
3 Bazaar Spy, Assassin Trade Base Income bonus 3, Population Growth bonus 1 4 2,400
4 Grand Bazaar Spy, Assassin Trade Base Income bonus 4, Population Growth bonus 2 6 4,800
WEAPONRY
City Building Hun Trained Other Effects Construction Cost
Level Time
2 Blacksmith N/A Simple Weapon 1 , Bladed Weapon 1 3 1,200
3 VVeaponsmith N/A Simple Weapon 1, Bladed Weapon 1, Missile Weapon 1, Armor 1 4 2,400
5 Swordsmith N/A Simple Weapon 2, Bladed Weapon 2, Missile Weapon 2, Armor 2 6 6,400
FARMING
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Land Clearance N/A Farming Level 1 2 600
ROADS
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Roads N/A Road Level 400
MINES
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Mines N/A Mine Resource 4 2,000
DRINK
City Building Hun Trained Other Effects Construction Cost
Level Time
2 Tavern N/A Happiness bonus 1 800
CHINGLU SHRINES
City Building Hun Trained Other Effects Construction Cost
Level Time
1 Shrine to Chinglu N/A Happiness bonus 1, Recruits Exp bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of Chinglu N/A Happiness bonus 1, Simple Weapon bonus 1, Recruits Exp bonus 1, : 800
3 Sacred Circle of Chinglu N/A Happiness bonus 2, Simple Weapon bonus 1, Recruits Exp bonus 2, 3 1,600
162
ROMAN (CULTURE TECH TREES
RAGREHS SHRINES
City Building Hun Trained Other Effects Construction Cost
Level Timet
1 Shrine of Ragrehs N/A Happiness bonus I, Recruits Exp bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of Ragrehs N7A Happiness bonus 1, Recruits Exp bonus 2, Religious Belief Pagan 2 2 800
3 Sacred Circle of Ragrehs N/A Happiness bonus 2, Recruits Exp bonus 3, Religious Belief Pagan 3 3 1,600
t JL sL
ANY UNIT WITH A NUMERICAL SUFFIX AFTER ITS NAME
INDICATES THE UNIT IS TRAINED TO A HIGHER LEVEL OF
EXPERIENCE.
GOVERNMENT
City Status Building Roman Other Effects Construction Cost
Level Trained Time
Core Governor's House Peasants: Western Empire/Rebels, Eastern Empire/Rebels, None 1 400
Romano-British, Sassanid
Core Pro-Consul's Palace Peasants: Western Empire/Rebels, Eastern Empire/Rebels, Law bonus 2 4 3,200
Core Imperial Palace Peasants: Western Empire/Rebels, Eastern Empire/Rebels, Upgrade Bodyguard 1, 6,400
Barbarian factions),
Empire factions)
WALLS
City Status Building Roman Other Effects Construction Cost
Level Trained Time
Building Wooden Palisade All Wall Level 0, Tower Level 1, Happiness bonus 1 1 400
2 Building Wooden Wall All Wall Level 1, Gate Strength 1, Tower Level 1, Happiness bonus 1 2 SMI)
3 Building Stone Wall All Wall Level 2, Tower Level 1, Gate Defenses 1, Gate Strength 1, Happiness bonus 1, 3 1,600
Law bonus 1
4 Building Large Stone Wall All Wall Level 3, Tower Level 1, Gate Defenses 2, Gate Strength 2, Happiness bonus 1, 5 3,200
Law bonus 1
5 Building Epic Stone Wall All Wall Level 4, Tower Level 2, Gate Defenses 2, Gate Strength 2, Happiness bonus 1, 6 6,400
Law bonus 2
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BARRACKS
City Status Building Roman Other Effects Construction Cost
Level Trained Time
1 Building Barracks Coastal Levies: Romano-British, Limitanei, Eastern Empire/Rebels, None 2 600
Western Empire/Rebels
Building Militia Barracks Coastal Levies: Romano-British; Limitanei ( 1 ): Eastern Empire/Rebels, None 3 1,200
Western Empire/Rebels; Legio Lanciarii: Eastern Empire/
Rebels; Foederati Infantry: Western Empire/Rebels, Romano-British
Building Legion Barracks Limitanei (1): Eastern Empire/Rebels, Western Empire/Rebels; None 2,400
Legio Lanciarii: Eastern Empire/Rebels; Coastal Levies (1):
4 Building Army Barracks Limitanei (1): Eastern Empire/Rebels, Western Empire/Rebels; None 4,800
Legio Lanciarii: Eastern Empire/Rebels; Coastal Levies 1:
STABLE
City Status Building Roman Other Effects Construction Cost
Level Trained Time
2 Building Stables Equites Auxilia: Eastern Empire/Rebels; Foederati Cavalry: None 3 1,200
164
ROMAN CULTURE TECH TREES
MISSILES
City Status Building Roman Other Effects Construction Cost
Level Trained Time
Building Practice Range Archer: Western Empire/Rebels, Eastern Empire/Rebels, Romano-British None 3 1,200
Building Archery Range Western Archer (1): Western Empire/Rebels, Eastern Empire/Rebels, None 2,400
Building Catapult Range Archer (1): Western Empire/Rebels, Eastern Empire/Rebels, None 4,800
Eastern Empire/Rebels
Building Siege Engineer Archer (1): Western Empire/Rebels, Eastern Empire/Rebels, None 9,600
TRADE
City Status Building Roman Other Effects Construction Cost
Level Trained Time
1 Building Trader N/A Trade Base Income bonus 1, Population Growth bonus 2 600
2 Building Market Spy Trade Base Income bonus 2, Population Growth bonus 1 3 1,200
3 Building Forum Spy, Assassin Trade Base Income bonus 3, Population Growth bonus 1 4 2.400
4 Building Great Forum Spy, Assassin Trade Base Income bonus 4, Population Growth bonus 2 6 4,800
5 Building Curia Spy, Assassin Trade Base Income bonus 5, Population Growth bonus 2, Happiness bonus 2 7 9,600
WEAPONRY
City Status Building Roman Other Effects Construction Cost
Level Trained Time
2 Building Blacksmith N/A Simple Weapon 1, Bladed Weapon 1 3 1,200
3 Building Armorer N/A Simple Weapon 1, Bladed Weapon 1, Missile Weapon 1, Armor 1 4 2,400
5 Building Foundry N/A Simple Weapon 2, Bladed Weapon 2, Missile Weapon 2, Armor 2 6 6,400
NAVAL
City Status Building Roman Other Effects Construction Cost
Level Trained Time
2 Building Port Naval Biremes Trade Fleet 1, Trade Base Income bonus 1 2 800
Building Shipwright Naval Biremes, Naval Triremes Trade Fleet 2, Trade Base Income bonus 2 1,600
Building Dockyard Naval Biremes, Naval Triremes, Naval Quinquiremes Trade Fleet 3, Trade Base Income bonus 2 3,200
165 PRIMAGAMES.COM
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barbarian invasion PRIMA OFFICIAL GAME GUIDE
HEALTH
City Status Building Roman Other Effects Construction Cost
Level Trained Time
2 Building Sewers N/A Population Health bonus
3 Building Public Baths N/A Population Health bonus 2 (requires Roman factions) 3 1,600
4 Building Aqueduct N/A Population Health bonus 3 (requires Roman factions) 5 3,200
5 Building City Plumbing N/A Population Health bonus 4 (requires Roman factions) 6 6,400
FARMING
City Status Building Roman Other Effects Construction Co
Level Trained Time
1 Building Land Clearance N/A Farming Level 1 2 600
2 Building Communal Farming N/A Farming Level 2 3 1,200
ROADS
City Status Building Roman Other Effects Construction Cost
Level Trained Time
1 Building Roads N/A Road Level 1 400
2 Building Paved Roads N/A Road Level 1 3 1,200
MINES
City Status Building Roman Other Effects Construction Cost
Level Trained Time
Building Mines N/A Mine Resource 4 2 2,000
2 Building Mines+1 N/A Mine Resource 7 3 3,500
RELIGIOUS BUILDINGS
City Status Building Roman Other Effects Construction Cost
Level Trained Time
3 Building Hermitage Monks: Romano-British; Roman Priest: Western Empire/Rebels; Happiness bonus 1 1,600
166
ROMAN (CULTURE TECH TREES
ENTERTAINMENT
City Status Building Roman Other Effects Construction Cost
Level Trained Time
3 Building Arena N/A Stage Games 1 (requires Roman factions), Happiness bonus 1 3 1,600
4 Building Amphitheater N/A Stage Games 2 (requires Roman factions), Happiness bonus 2 5 3,200
5 Building Coliseum N/A Stage Games 3 (requires Roman factions), Happiness bonus 3 6 6,400
SOL SHRINES
City Status Building Roman Other Effects Construction Cost
Level Trained Time
1 Building Shrine to Sol Invictus N/A Law bonus 1, Religious Belief Pagan 1 1 400
2 Building Temple of Sol Invictus N/A Law bonus 2, Religious Belief Pagan 2 2 800
3 Building Large Temple of Sol Invictus N/A Happiness bonus 1, Law bonus 3, Religious Belief Pagan 3 3 1,600
4 Building Awesome Temple of Sol Invictus N/A Happiness bonus 2, Law bonus 4, Religious Belief Pagan 4 5 3,200
MITHRAS SHRINES
City Status Building Roman Other Effects Construction Cost
Level Trained Time
1 Building Shrine to Mithras N/A Happiness bonus 1, Law bonus 1, Religious Belief Pagan 1, Recruits Exp bonus 1 1 400
2 Building Temple of Mithras N/A Happiness bonus 1, Law bonus 1, Religious Belief Pagan 2, Recruits Exp bonus 1 2 800
3 Building Large Temple of Mithras N/A Happiness bonus 1, Law bonus 2, Religious Belief Pagan 3, Recruits Exp bonus 1 3 1,600
4 Building Awesome Temple of Mithras N/A Happiness bonus 2, Law bonus 2, Religious Belief Pagan 4, Recruits Exp bonus 2 5 3,200
CHRISTIAN BUILDINGS
City Status Building Roman Other Effects Construction Cost
Level Trained Time
1 Building Christian Shrine N/A Happiness bonus 1, Religious Belief Christianity 1 1 400
2 Building Christian Chapel N/A Happiness bonus 2, Religious Belief Christianity 2, Population Growth bonus 1 2 800
3 Building Christian Church N/A Happiness bonus 3, Religious Belief Christianity 3, Population Growth bonus 1 3 1,600
4 Building Christian Cathedral N/A Law bonus 1, Happiness bonus 3, Religious Belief Christianity 4, 5 3,200
167 PRIMAGAMES.COM
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2 High King's Hall All Peasant Gothic: Goths, Ostrogoths; Peasant Vandal: Vandals, Slavs; Happiness bonus 1 3 1,600
Empire factions)
Great Hall All Peasant Gothic: Goths, Ostrogoths; Peasant Vandal: Vandals, Slavs; Law bonus 2 (requires 4 3,200
Castrum All Peasant Gothic: Goths, Ostrogoths; Peasant Vandal: Vandals, Slavs; Upgrade Bodyguard 1, 6 6,400
WALLS
City Building Factions Units Trained Other Construction Cost
Level Effects Time
Wooden Palisade All N/A Wall Level 0, Tower Level 1, Happiness bonus 1 400
Wooden Wall Ml N/A Wall Level 1, G ate Strength 1, Tower Level 1, Happiness bonus 1 800
BARRACKS
City Building Factions Units Trained Other Construction Cost
Level Effects Time
Muster Field All Steppe Spearmen: Vandals, Slavs; Runaway Slave Spearmen: Sarmatians, None 2 600
Roxolani, Goths, Ostrogoths
Meeting Hall All Steppe Spearmen: Vandals ( 1 ), Slavs; Gothic Spearmen: Goths, Ostrogoths; None 1,200
Sarmatians, Roxolani
168
STEPPE CULTURE TECH TREES
STABLE
City Building Factions Units Trained Other Construction Cost
Level Effects Time
2 Stables All Sarmatian Virgin Cavalry: Sarmatians, Roxolani; Gothic Lancer: Goths, None 3 1,200
3 Warlord's Stables All Sarmatian Virgin Cavalry: Sarmatians, Roxolani: Gothic Lancer: Goths, None 4 2,400
Ostrogoths; Steppe Lancers: Vandals, Slavs; Sarmatian Armored Archers: Roman factions)
MISSILES
City Building Factions Units Trained Other Construction Cost
Level Effects Time
2 Practice Range All Sarmatian Virgin Foot Archers: Sarmatians, Roxolani; Steppe Raiders: None 3 1,200
TRADE
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Trader All N/A Trade Base Income bonus 1, Population Growth bonus 1 600
2 Market All Spy Trade Base Income bonus 2, Population Growth bonus 1 3 1,200
3 Great Market All Spy, Assassin Trade Base Income bonus 3, Population Growth bonus 1 4 2,400
4 Grand Bazaar All Spy, Assassin Trade Base Income bonus 4, Population Growth bonus 2 6 4,800
169 PRIMAGAMES.COM
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WEAPONRY
City Building Factions Units Trained Other Construction Cost
Level Effects Time
2 Blacksmith All N/A Simple Weapon 1 , Bladed Weapon 1 3 1,200
3 Weaponsmith All \',A Simple Weapon 1, Bladed Weapon 1, Missile Weapon 1, Armor 1 4 2,400
5 Swordsmith All N/A Simple Weapon 2, Bladed Weapon 2, Missile Weapon 2, Armor 2 6 6,400
NAVAL
City Building Factions Units Trained Other Construction Cost
Level Effects Time
Port Vandals, Sarmatians, Slavs, Roxolani Naval Boats Trade Fleet 1, Trade Base Income bonus 1 2
Shipwright Vandals Naval Boats, Naval Large Trade Fleet 2, Trade Base Income bonus 2 1,600
Boats (Vandals)
FARMING
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Land Clearance All N/A Farming Level 1 2 600
2 Communal Farming All N/A Farming Level 2 3 1,200
ROADS
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Roads All N/A Road Level 1 400
MINES
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Mines All N/A Mine Resource 4 2 2,000
RELIGIOUS BUILDINGS
City Building Factions Units Trained Other Construction Cost
Level Effects Time
3 Hermitage Goths, Ostrogoths, Vandals, Slavs Mounted Arian Priests: Vandals, Slavs; Arian Priests: Happiness bonus 1 3 1600
Goths, Ostrogoths
DRINK
City Building Factions Units Trained Other Construction Cost
Level Effects Timet
2 Tavern All N/A Happiness bonus 1 2 800
DZAROWIT SHRINES
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Shrine to Dzarowit Slavs N/A Happiness bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of Dzarowit Slavs N/A Happiness bonus 1, Recruits Morale bonus 1, Religious Belief Pagan 2 2 800
Sacred Circle of Dzarowit Slavs N/A 1,600
170
ST PIPE CULTURE TECH TREES
IE
AGNI SHRINES
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Shrine to Agni Vandals, Sarmatians, Roxolani, N/A Happiness bonus 1, Recruits Exp bonus 1, 1 400
Goths, Ostrogoths Religious Belief Pagan 1
2 Sacred Grove of Agni Vandals, Sarmatians, Roxolani, N/A Happiness bonus 1, Simple Weapon bonus 1, 2 800
Goths, Ostrogoths Recruits Exp bonus 1 , Religious Belief Pagan 2
3 Sacred Circle of Agni Vandals, Sarmatians, Roxolani, N/A Happiness bonus 2, Simple Weapon bonus 1, 3 1,600
MATKA SHRINES
City Building Factions Units Trained Other Construction Cost
Level Effects Time
1 Shrine to Matka Slavs N/A Happiness bonus 1, Population Growth bonus Religious Belief Pagan 1 1 400
2 Sacred Grove ot Matka Slavs N/A Happiness bonus 1, Population ( irowth bonus 2, Religious Belief Pagan 2 2 800
3 Sacred Circle of Matka Slavs N/A Happiness bonus 2, Population Growth bonus 3, Religious Belief Pagan 3 3 1,600
PAI SHRINES
City Building Factions Units Other Construction Cost
Level Trained Effects Time
1 Shrine to Pai Sarmatians, Roxolani N/A Happiness bonus 1, Population Health bonus 1, Religious Belief Pagan 1 1 400
Sacred Grove of Pai Sarmatians, Roxolani N/A Happiness bonus 2, Population Health bonus 2, Religious Belief Pagan 2 2 800
Sacred Circle of Pai Sarmatians, Roxolani N/A Happiness bonus 3, Population Health bonus 3, Religious Belief Pagan 3 1,600
KOLAKSAY SHRINES
City Building Factions Units Other Construction Cost
Level Trained Effects Time
I Shrine of Kolaksav Sarmatians, Roxolani N/A Happiness bonus 1, Recruits Exp bonus 1, Religious Belief Pagan
2 Sacred Grove of Kolaksav Sarmatians, Roxolani N/A Happiness bonus 1, Recruits Exp bonus 2, Religious Belief Pagan 2
Sacred Circle of Kolaksav Sarmatians, Roxolani N/A Happiness bonus 2, Recruits Exp bonus 3, Religious Belief Pagan 3 1,600
PAPAY SHRINES
City Building Factions Units Other Construction Cost
Level Trained Effects Time
1 Shrine to Papay Vandals N/A Happiness bonus 1, Law bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of Papay Vandals N/A Happiness bonus 2, Law bonus 2, Religious Belief Pagan 2 2 800
3 Sacred Circle of Papay Vandals N/A Happiness bonus 3, Law bonus 3, Religious Belief Pagan 3 3 1, hi )()
SVAROG SHRINES
City Building Factions Units Other Construction Cost
Level Trained Effects Time
1 Shrine to Svarog Slavs N/A Law bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of Svarog Slavs N/A I aw bonus 2, Religious Beliel Pagan 2 800
3 Sacred Circle of Svarog Slavs N/A Happiness bonus 1 , Law bonus 3, Religious Belief Pagan 3 1,600
171 PRIMAGAMES.COM
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TOTAL WAR
BARBARIAN INVASION PRIMA OFFICIAl E GUIDE i
CHRISTIAN BUILDINGS
City Building Factions Units Other Construction Cost
Level Trained Effects Time
1 Christian Shrine All Happiness bonus 1, Religious Belief Christianity ] 1 400
2 Christian Chapel All N/A Happiness bonus 2, Religious Belief Christianity 2, Population Growth bonus 1 2 800
3 Christian Church All N/A Happiness bonus 3, Religious Belief Christianity 3, Pop 3 1,600
4 Christian Cathedral All N/A Law bonus 1 , Happiness bonus 3, Religious Belief Christianity 4, Population 5 3,200
Growl bi
5 Christian Basilica All N/A Happiness bonus 3, Law bonus 2, Religious Belief Christianity 5, Population 6 6,400
Growth bonus 2
TAGIMSAD SHRINES
City Building Factions Units Other Construction Cost
Level Trained Effects Time
1 Shrine to Iagimsad Vandals N/A Happiness bonus 1, Religious Belief Pagan 1 1 400
2 Sacred Grove of Tagimsad Vandals N/A Happiness bonus 2, Recruits Exp bonus 1, Religious Belief Pagan 2 2 son
3 Sacred Circle of Tagimsad Vandals N/A Happiness bonus 3, Recruits Exp bonus 2, Religious Belief Pagan 3 3 1 $00
TYZ SHRINES
City Building Factions Units Other Construction Cost
Level Trained Effects Time
1 Shrine to Tyz Goths N/A Happiness bonus 1, Religious Belief Pagan 1 1 400
Sacred Grove of Tyz Goths N/A Happiness bonus 2, Recruits Exp bonus 1, Religious Belief Pagan 2 800
Sacred ( ircle of Tyz Goths N/A Happiness bonus 2, Recruits 1 -\p bonus 2, Religious Belief Pagan 3 1,600
3 Councillors' Chambers Peasant, Diplomat Law bonus 2 (requires barbarians), Law bonus 2 (requires Huns), 4 3,200
4 Royal Palace Peasant, Diplomat Upgrade Bodyguard I, Law bonus 2 (requires barbarians), Law bonus 2 6 6,400
172
SASSANID CULTURE TECH TREES
WALLS
City Building Units Other Construction Cost
Level Trained Effects Time
1 Wooden Palisade N/A Wall Level 0, Tower Level , Happiness bonus 1 1 400
2 Wooden Wall N/A Wall Level 1, Gate Strength 1, Tower Level 1, Happiness bonus 1 2 800
3 Stone Wall N/A Wall Level 2, Tower Level 1, Gate Defense 1, Gate Strength 1, Happiness bonus 1, Law bonus 1 3 1,600
4 1
.11-,' Millie \\.l|l N/A WdH Level 3, Tower Level 1, Gate Defense 2, Gate Strength 2, Happiness bonus 1, 1 aw bonus 1 5 3,200
5 Epic Stone Wall N/A Wall Level 4, Tower Level 2, Gate Defense 2, Gate Strength 2, Happiness bonus 1, Law bonus 2 6 6,400
BARRACKS
City Building Units Other Construction Cost
Level Trained Effects Time
1 Barracks Levy Spearmen None 600
2 Militia Barracks Levy Spearmen None 3 1,20(1
STABLES
City Building Units Other Construction Cost
Level Trained Effects Time
2 Stables Camel Raiders, Nomad Archer Cavalry None 3 1,200
3 Cavalry Stables Camel Raiders, Nomad Archer Cavalry, Clibinarii None 4 2,400
4 Elite Cavalry Stables Camel Raiders, Nomad Archer Cavalry, Clibinarii, Armored Camel Riders, Stage Races 1 (requires Romans) 6 4,800
5 Circus Maximus Camel Raiders, Nomad Archer Cavalry, Clibinarii, Armored Camel Riders, Stage Races 2 (requires Romans) 7 9,600
MISSILES
City Building Units Other Construction Cost
Level Trained Effects Time
Practice Range Mountain Slingers, Kurdish (avelinmen None 3 1,200
3 Archery Range Mountain Slingers, Kurdish Javelinmen, Desert Archers None 4 2,400
4 Catapult Range Mountain Slingers, Kurdish Javelinmen, Desert Archers, Sassanid Ballistae, Sassanid Onagers None 6 4,800
5 Siege Engineer Mountain Slingers, Kurdish Javelinmen, Desert Archers, Sassanid Ballistae, Sassanid Onagers, None 7 9,600
Sassanid Heavy Onagers
TRADE
City Building Units Other Construction Cost
Level Trained Effects Time
1 Trader N/A Trade Base Income bonus 1, Population Growth bonus 2 600
2 Market Spy Trade Base Income bonus 2, Population Growth bonus 1 3 1,2()0
3 Bazaar Spy, Assassin Trade Base Income bonus 3, Population Growth bonus 1 4 2,400
4 Grand Bazaar Spy, Assassin Trade Base Income bonus 4, Population Growth bonus 2 6 4,800
5 Merchants' Quarter Spy, Assassin Trade Base Income bonus 5, Population Growth bonus 2, Happiness bonus 2 7 4,600
173 PRIMAGAMES.COM
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BARBARIAN INVASION PRIMA OFFICIAL GAME GUIDE
WEAPONRY
City Building Units Other Construction Cost
Level Trained Effects Time
2 Blacksmith Simple Weapon 1 , Bladed Weapon 1 1,200
Armorer N/A Simple Weapon 1 , Bladed Weapon 1 , Missile Weapon 1 , Armor 2,400
Foundry N/A Simple Weapon 2, Bladed Weapon 2, Missile Weapon 2, Armor 2 6,400
NAVAL
City Building Units Other Construction Cost
Level Trained Effects Time
2 Port Naval Biremes Trade Fleet 1, Trade Base Income bonus 1 2
Shipwright Naval Biremes, Naval Triremes Trade Fleet 2, Trade Base Income bonus 2 1,600
Dockyard Naval Biremes, Naval Triremes Trade Fleet 3, Trade Base Income bonus 2 3,200
HEALTH
City Building Units Other Construction Cost
Level Trained Effects Time
2 Sewers N/A Population Health bonus 1
FARMING
City Building Units Other Construction Cost
Level Trained Effects Time
1 Land Clearance N/A Farming Level 2 600
2 Communal Farming N'/A Farming Level 2 3 1,200
ROADS
City Building Units Other Construction Cost
Level Trained Effects Time
1 Roads N/A Road Level 1 400
2 Paved Roads N/A Road Level 1 3 1,200
MINES
City Building Units Other Construction Cost
Level Trained Effects Time
1 Mines N/A Mine Resource 4 2 2,000
Mines+1 N/A Mine Resource 7 3 3,500
ACADEMIES
City Building Units Other Construction Cost
Level Trained Effects Time
3 Academv N/A Religious Belief Zoroastrian 1 (requires Sassanids), Law bonus 1 3 1,600
4 Scriptorium N/A Religious Belief Zoroastrian 2 (requires Sassanids), Law bonus 2 5 3,200
5 Great School N/A Religious Belief Zoroastrian 3 (requires Sassanids), Law bonus 3 6 6,400
174
SASSANID CULTURE TECH TREES
LAW ENFORCEMENT
City Building Units Other Construction Cost
Level Trained Effects Time
3 Execution Square X A Law bonus 2 3 1,600
TRADE
City Building Units Other Construction Cost
Level Trained Effects Time
3 Trade Caravan N/A Trade Base Income bonus 2 3 1,600
4 Zoroastrian Awesome Temple N/A Happiness bonus 2, Law bonus 4, Religious Belief Zoroastrian 4 5 3,200
Zoroastrian Temple Complex N/A Happiness bonus 2, Law bonus 5, Religious Belief Zoroastrian 5 6,400
175 PRIMAGAMES.COM
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ISBN D-7blS-S2bM-2 SEGA is registered in the U.S. Patent and Trademark Office. SEGA.
the SEGA logo, are either registered trademarks or trademarks of
SEGA CORPORATION. Rome: Total War is a registered trademark
of Sega Europe. © SEGA 2005. All Rights Reserved.
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