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Slow on the campaign map, the commander which chooses to use this asset will find himself better able to successfully take a city than his other barbarian contemporaries. In the ranged tree, alongside the Germanic Hunters also available are the Ballistae and Onagers of the Romans. Your closest neighbours lack much cavalry, but should you find yourself matched in combat against other cavalry factions, you will find your best counter is cavalry of your own. The Franks also share the Levy Spearmen and Hunters of the Saxons, although they lack a heavier spear unit. A less stubborn commander might choose to horde, and sack his way across wealthy Roman Gaul before settling again in a less crowded area of the map… The Troops:Īs with all factions, the Frankish player can train peasants from the government building, although being mere cannon fodder in combat and poor garrison troops besides, they are best reserved for population redistribution. While one might attempt to consolidate north of the Rhine and Danube before marching on Roman territory, the effort of dominating such a crowded and poor area may not be worthwhile. One must be careful not to overextend one’s forces luck is a fickle mistress.
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Meanwhile, to the immediate north and east lie the independent settlements of Campus Chatti, Campus Marcomanni and Campus Quadi, although beyond the lands of the Chatti lie the Saxons, and north of the Marcomanni the Lombardi and the Burgundii. Perhaps too strong to challenge at first, your campaign goals (20 regions including Aquitania, Narbonensis and Lugdenensis) are going to take you across the border against the Romans eventually. To the south lie the Alemanni, who begin the campaign at war with the Romans to your west. Your assassin Lutgardis waits within the city walls, while Sigimer, the diplomat, waits to the east and the spy, Carolus, lurks on the easternmost border of your lands. Your king, Chlodio, garrisons the city with his bodyguard, two units of Levy Spearmen and some Peasants, while his son Merovaeus guards the northern border with some Hunters, Levy Spearmen and a unit of Axe Heerbann. Containing a Militia Barracks, Warlord’s Stables, Practice Range, Great Market, Cesspool, Blacksmith and a Temple of Wodan within Vicus Franki’s wooden walls, the nearby lands have developed crop rotation and are crisscrossed by paved roads- it is far from underdeveloped. The Franks control only a single territory at the start of the campaign- Vicus Franki, which within the first few turns will be ready to upgrade to a large city. With a mix of barbarian and Roman features, and true benefits to both remaining pagan and converting to Christianity, the Franks offer a truely unique style of gameplay. Able to build paved roads, stone walls and fifth level farms, for example, they are somewhat more ‘civilised’ than some of their neighbours and also reflect the feudal system that will later develop in France.
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The Rhine, border of the Roman Empire for centuries, was far from impermeable to cross-cultural transactions and this is reflected to an extent in the Franks. Through Charlemagne, the Franks would found not only France, but also the Holy Roman Empire, and indeed change the face of Europe forever. Originally a loose confederation of Germanic tribes including the Salii, Bructeri, Chatti, and the Batavi, the Franks crossed the Rhine river during the fourth and fifth centuries and would later conquer Gaul, merging with the settled/established Gallo-Roman population already there. Nevertheless, I put this thread together, which I hope can provide useful tips.The Franks were the predecessors of the modern-day French. I create hundreds of mods in various games for the community and have limited resources that are not sufficient to continuously solve individual user problems that are not caused by my mods. Please read the thread, search the web or contact support to find a solution. If it doesn't work for you, something must be wrong in your game settings. If you find any bugs or issues please look into the Troubleshooting thread. If you and your partner have the same mods activated you'll be able to play with unlocked factions in your multiplayer campaign. Note: Turns per year cannot be changed on a running campaign. Turns per year add-ons can be find under the links above. Please check your other mods before complaining the factions aren't unlocked! However, it should work with almost every other mod, even with mods that change another campaign's startpos. Campaign overhauls are usually not compatible with a mod like this. CompatibilityThis mod changes the Grand Campaign startpos and is not compatible with other mods that do so, e.g.