Settlers: -50% building conversion costs (all regions).Voyagers: +20% movement range for all fleets.Looters & Raiders: +150% income from raiding and sacking.Terrors of the night: Can always choose to fight night battles.Piety: -4 Banditry for each cult building (all regions).Enlightenment Ruler: +20% research rate.Administrators: -20% political action costs.Romanisation: Public order bonus (max +6) from presence of Latin culture.Marching Orders: +15% movement range for all armies.Iron Fist: -50% resistance to foreign occupation.True Rome: Roman factions share a major diplomatic penalty with other Roman factions.Defenders of Civilisation: +15% morale for all units in own or allied territory.Will you unite an Empire Divided, and return Rome to its former glory? Or will you become the arbiter of its final downfall? Aurelian stands ready to take the reins in Rome, though the task he faces seems insurmountable… The once-glorious legions are forced to assume a defensive posture as their strength wanes time is not on Rome’s side. Queen Zenobia holds fast – but for how long? They are held back only by a staunch defence led by Palmyra. To the east, the Sassanids set out on a grand conquest that culminates with an assault against Roman lands. This is its gravest crisis yet.Įager to capitalise on Rome’s instability, barbarian tribes gather like a storm on the borders, to plunder the riches of civilisation. A string of inept emperors and usurpers vying for power has led the Roman Empire into near-total economic collapse.
Restructured technologies and unique new buildings.New Campaign features: Plagues, Cults and Banditry.New period-specific events, dilemmas and missions.New Heroic Factions with elaborate victory conditions, famous leaders and crafted event-chains.Play as one of ten different factions across five cultural groups.Plunges players into the crisis of the third century, a critical turning-point for Rome.A new grand-scale Campaign Pack for Total War: ROME II.Lastly, the Britannic Celts are comprised of the Caledoni, posses the "Heroic Culture" and "Sacred Springs" traits, granting them a 20% charge bonus for all units and +6 sanitation to all provinces respectively.Įach of these factions also posses their own unique traits, such as the Saxoni who benefit from the "Voyagers" trait giving them an additional 20% movement range for any fleets they own.PLEASE NOTE: This content requires the base game Total War™: ROME II to play. They posses the "Nomadic Archers" trait which grants them 25% more ammunition for all units and the "Warlike People" trait, giving them +3 army recruitment slots in their home province. Only containing one faction, the Alani, are the Nomadic Tribes. The Eastern Empires are comprised of the Sassanids and Armenia, who both benefit from the "Centralised Authority" trait which provides a -5 to banditry in all provinces and the "Silk Road" trait which gives a 20% buff to all commerce buildings in all regions. The Germanic Kingdoms, consisting of the Saxoni, the Gothi and the Marcomanni, all receive the "Terrors of the Night" trait, allowing them to initiate battles at night along with the "Looters and Raiders" trait, giving them an additional 150% income from raiding and sacking. Learn how to play the non-Roman factions in the Empire Divided DLC for Total War: ROME II with this handy guide.