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Military Tips cheats for Imperator: Rome

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Military Tips

Added:

• Each nation has access to 5+ tactics and new ones can be sometimes unlocked via traditions.

• Military skill of the commander is extremely important. 3 point difference in commander skill with offset attacking across the river into mountains.

• Army (and navy) without an assigned commander will suffer a 25% morale penalty.

• Only 1, best commander will actually lead in the battle.

• Armies are made of various cohorts, each with different cost, requirements, statistics, abilities and combat match-ups vs. One-another.

• Armies move at the speed of it's slowest units, so and army of 10 light cavalry will move at the speed of 4 while the same army with 1 additional light infantry will move at speed of 2.

• Each country follows one of the military traditions. Few countries can change those via scripted events, but the vast majority is stuck with what they got.

• Each tradition provides a starting bonus you can check by hovering over a picture in the top right corner of the Military tab (F3).

• You can only select a tradition of the one above it has been taken. You don’t have to focus on a single column tho.

• Base cost of the tradition is 800 military points and increases by 50% for every tradition already selected.

• Each level of Military Advances lowers the cost of military traditions by 25%, so it may be wise to stockpile military points for a longer while if the bonuses aren’t immediately needed.

• Traditions on top of various combat bonuses provide access to unique abilities and tactics for our armies.

• Some cohorts require specific resources or even traditions to recruit.

• If you lack the required trade resource needed to recruit a cohort you won’t be able to replenish the ones you already have.

• Maneuver determines how many tiles to the side a cohort can attack during the battle. Unit with maneuver of 1 will only be able to fight enemy right in front of it as well as it neighbors on both sides, while a cohort with maneuver of 5 can reach up to 11 enemy cohorts (1 in front and 5 on each side).

• More numerous army with high maneuver units on the flanks can quickly overwhelm a superior but shorter enemy line.

• Keep in mind the bonuses and debuffs different cohorts suffer against other unit types. Your heavy infantry may laugh at enemy light infantry, but their horse archers is an entirely

Different thing.

• In the top right corner of the army screen you can switch a tactic used by that army.

• Try to counter an enemy tactic or at least not allow an enemy to counter yours – it may turn a potential win into a costly defeat.

• You can hover over tactic effectiveness number below the tactic’s icon to see what constitutes it.

• Tactic effectiveness is of secondary importance as it only comes into effect if you managed to counter and is utterly worthless in 2 other cases.

• Keep an eye on river crossings and terrain, those can cause harsh penalties for the attacker in combat.

• An army besieging a fort is considered an attacker in every battle in the province.

• You need to have at least 5000 men per level of the fort to besiege it. Keep attrition in mind.

• Check if the enemy fort isn’t undermanned. Sometimes assaulting it (base cost: 20 military power) may be a better option.

• Only certain unit types can assault the city.

• Forts provide a zone of control to all cities around themselves. Those can be viewed using fortification mapmode (Ctrl+T).

• An army in a zone of control can only move the the adjacent fort or back to the city it came from.

• Battle result indicators on the map can be useful, but they aren’t always right.

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Added By Dennis
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