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FAQ


The Guide


By Hannibal Barca
Official SCC Writer

Rome Total War was a drastic improvement from Medieval Total War and Shogun Total war. It went from small Pixel men all the way up to 3-D moveable men that you could zoom right in on to see. Creative assembly is going all out on this one, they started making it when they started making M:TW over 3 years ago.

Lets start with something simple for the preview, The campaign map. The Campaign map of M:TW was a risk style flat map of Europe. It included Rivers, mountains, cities, forests, and bodies of water. However they were all flat and in Rome Total War they are all rendered in Glorious 3-D. Mountains will soar into the sky, rivers and oceans will ripple in the waves, trees will sway, and cities will grow.

Units as well will appear differently on the campaign map. Spies will sneak, assasins will club opponents over the head, armies will march, and ships will sail. There are over 10 thousand small squares on the entire map and every one is a different battlefield. You can choose which one to fight on by simply moving him onto that specific square.

The game takes place during Roman times, from 264 bc up until 14 ad at the death of Augustus, the first emperor of Rome. It will see all 3 punic wars, The rise of the Roman Empire, and even the birth of Jesus Christ. The object of the game is to Take rome for yourself and control over 15 provinces yourself. In the beginning you will be restricted to merely the 3 Roman factions but as you defeat other factions you gain the ability to play them. The point of a Roman faction is to gain many men from the senate by undertaking missions and conquering other lands. Then you will be able to march on the city of Rome itself and start a civil war with Rome. You will have to fight the senate and the other 2 roman factions, and hold rome for 15 years, It will be bloody as your enemies will be numerous but it should be fun .

The playable factions are Carthage, Julii Romans, Brutii Romans, Scipii Romans, Gauls, Brittanians, Germanians, Seleucids, Egyptians, Greek city States, and Parthia. They will all have unique strategies and now I will give you a basic understanding of how that nation works.

Carthage: Placed on North west Africa and has a large empire, was partially responisible for the 3 Punic wars and was renowned for its mercenary army and war elephants. In the 2nd century bc Hannibal Barca led over an expedition into Rome by going over the Alps and Pyrenhees. He remained there for many years. Good use of elephants and your libyan Pikeman will win you the day.

Julii Romans: Best known for Julius Caesar who conqered Gaul and overtook Rome in its first major civil war. You win battles by your famous Legionnaires and cant go wrong with Praetorian Cavalry.

Brutii Romans: Best known for Brutus, the man who assasinated Julius Caesar with a few other men. You will also win your battles by using Legionnaires and skirmishers to break up the greek hoplites.

Scipii: Best known for Scipio, he defeated Hannibal Barca at zama and conquered north Africa over Carthage. You will win battles by using legionnaries and flaming pigs which scare elephants.

Egypt: One of the successor kingdoms of Alexander the Great, when his empire collapsed 3 generals took over and founded the successor kingdoms, Ptolemy took over Egypt, These men are good with bows and have an eastern style phalanx.

Seleucids: One of the Successor kingdoms, best known for Antiocus who attacked Egypt and Ptolemy at the battle Raphia to his loss. The seleucids offer a variety of units, from War elephants, to immatation legionnaires all the way to the silver shield pikeman.

Greek city States: The greek city states are very historical. They each fought for control of other cities for centuries down on the fields of Greece using men called Hoplites which formed the phalanx, a wall of spears. You will be nearly undefeatable with the Spartan hoplites and skirmishers.

Germania: A barbarian Faction of the north in modern day Germany. This faction wields awesome Berserkers who wear bear pelts over there bodies and are good ambushers. The barbarians are good individual fighters and will only lose if they are not properly organized by you.

Gaul: Gaul is a barbarian faction of modern day France, they were famous for their archers who could hide in most terrain, them combined with an ambush will help you win most battles.

Brittania: Famous for their war chariots and the woad warriors who put blue dye on them and their bodies in order to scare enemies. Proper use of Chariots and your woad warriors will bring you victory.

Parthia: Famous for the fast and maneuverable horse archers, these men can fire while on the move, and combined with heavy Cataphracts you cannot lose.

Those are the playable factions for the game. However there are a few non playable ones which may have a small impact on you. Such as rebels, Macedon, Scythia, Dacia, Thracia, Pontus, and Spain.

Another major change from M:TW is that now you can place men on the stone walls and actually see them fight on them. As of yet we have no confirmations on whether the men will be able to walk off the walls however. In order to defeat those men on the walls you will either need to sap the walls down, use ladders or siege towers to attack them or blow up the wall using Catapults. This will certainly add a new element to castle assaults. In order to win a castle assault or defence you must either take the town square or defend it from your enemies. Also other armies will be able to come to your aid 1/2 way through the battle if they are near. Rams, Siege Towers, Siege ladders, and Catapults will all be available for training during a siege.

The battles have been slightly revamped now too. You start the battle by either undertaking it yourself or autoresolving it which allows for an automated chance of win, loss, and casualties. When you pick to do the battle yourself, you will be transported down to the battle yourself.

If, on the map, there was mountains, rivers, or trees where your army was then you can expect them to be on the battlefield as well.

Once at the battlefield you will have the option of deploying, and after completely deploying your troops you will go into the battle. This is where the "Total War" Franchise makes its name, you can now move the men in any direction running or walking, to attack you simply left click on one of your units and right click an enemy unit but be careful! Some units can beat yours if you dont know how to play well. Your men will taunt occasionally and you generals will give moving speeches to the men at the beginning based on traits that he receives in the game. From anything of Coward to Insane these will each affect your generals command rating and his speech.

The tutorial will allow players to learn all the basics of the game, it will hold your hand and eventually let you decide what is the best option. Many players do not like games that take forever to understand but Total War games are large and always easy to understand once you have started playing it.

All you must really know to play the game in an average campaign mode is how to move your armies, how to use the diplomacy tool, and how battles work and your fine. Each of these takes less than one hour to fully understand and comply with, it takes even less if you undertake the tutorial.

You will also be able to replay Historical Battles from real history. From Cannae to the battle of Teutonburg forest the choice is yours, you will be given the men and units that each army had and will have to upkeep history or change it! You will even be able to play from both sides of the game so if you wanted to try the battle of Trebia from the Roman side you can.

The R:TW engine is new to total war fans in the fact that it now allows 3-D units to be seen from up close. You can play with over 10 thousand fully moving units on screen at once! It may seem quite confusing or hard but each man is placed in a unit which you control 20 of, with about 200 men in each on the "huge" setting for units you will have 4000 men under you control, however if you dont want to have complete control you can issue control of some men to an ai general of yours who will move and act according to how you are.

Multiplayer games are done basically the way they were before in M:TW. You pick a faction and your allies and enemies(up to 8) will as well and then you spend a certain amount of denarii(ancient money) on the units that you would like for your strategy. Then you will go down and fight the battle much like in single player battles of R:TW.

Rome: Total War is slated to ship "This fall" by CA however most major businesses estimate for September 21st. The demo will also be out soon. It will allow players to fight as Hannibal Barca against a Roman force in what appears to be Trebia due to the use of Elephants.

I for one am anxiously awaiting this games arrival and think that R:TW will make Creative Assembly the King of Future Real Time Strategy games.

FAQ

Hi every one we will be releasing the latest set of FAQ's here, every week, over the next few weeks.


Latest Questions (last updated 17th December).

Q. After I essentially beat the game by staying Imperator of Rome for 20 years do I have the option to continue to play and conquer the world???

A: Oh, all right then, seeing as you asked nicely. The game will be open ended if you wish to continue after "winning".

Q. How much will you be able to customize the campaign map? Just change the unit/city status of each faction? change the borders of the provinces as well? Will you even be able to change the landscape and maybe even create a completely new campaign?

A: Yes. If this game had a middle name, it would be "moddable".

Q. How about changing unit statistics and appearance with a special idiot-friendly tool? Maybe you could even create completely new units with this option. Those who have no expertise in 3d-graphics could simply create super-legionaries
(Legionaries with only one man per unit, but with awesome fighting capabilities) or any other unit, that looks identical to another. For those who ARE good with 3d, the sky's the limit.
You could create a completely new game!

A: We won't be shipping the game with idiot-friendly tools. We have to keep those safely within our own walls. :P Once again, though, it's worth pointing out that Rome: Total War is going to be very moddable. On the other hand, if you go around creating forces of super-legionaries don't moan when your game isn't fun any more. Our very own RTS [?] is spending his entire life between now and release carefully balancing and honing the game, and he won't be pleased if you come along and break it...


Q. Can a horse-archer fire his weapon while he is in motion

A: Yes. We've even included the famous "Parthian Shot" for, well, the Parthians. Bit of surprise to other factions, that one.



Q. How is the game going to handle leaders and heirs? If you're leading one of the Roman factions, what is your title, and how do you have an heir if you are a general or senator and can't expect your son to automatically succeed you like a monarch would?

A: With skill, style, aplomb and a witty smile. :) A faction leader's title depends on who he is leading, so a Roman leader will be the "pater familias" of his particular faction. Other characters in his faction will be related to him by blood, marriage or adoption. An heir is nominated for the faction - usually it's a son, but not always - and if he's still alive when the old man snuffs it, he gets to take over the 'family business'. The Romans were a pragmatic lot when it came to family matters and inheritance, and would make good strategic marriages to keep power and wealth in the family, not to mention gaining both through new connections. Just look at Julius Caesar and Octavian (Augustus): they were cousins, as well as "father" and "son". Alternatively, you could look up the Caecelii Meteli or the Scipios to see the kind of family shennanigans that went on.

Q. Will I only be able to train only one unit per city per turn again???

A: Yes. It's a nice simple system that works.


Q. How "historical" will the big campaign be over time? Will it follow a historical Ariadne thread or will it just be "everything goes"?

A: "Historical" is one of those cans of worms that means different things to different people. We're setting up the game to have accurate starting conditions, but after that your actions as the player will start to change the future. A game that only evolves along a predetermined - or fated - path will rapidly become very boring. If you know precisely when the Marian reforms are due, you'll start "bending the rules" to take full advantage - and that's playing the system, not enjoying the game! Historical "stuff" is in there - huge great heaps of it! - but it won't all appear in every game, and it won't always appear on precisely the right date. Political and military events cannot be tied solely to the date, simply because in that case the game would have no idea "what's really happening" in the world, and the events may not be that relevant.

Q. Will we be able to put stakes in the ground and make traps for the enemy to walk on? Also, now knowing it is TB mode, how will we be able to set ambushes...like the ones in MTW or say you know where the enemy is coming from so you put units on either side of the road they will going on lets say.....Will we be able to do this when not in Battle-mode?

A: No, stakes are not part of the gameplay.

Q. How important is Naval units in RTW. How do you get your men across the Mediterranean Sea, with out walking.

A: NAval combat is abstracted in Rome: Total War. We've chosen to concentrate on the land battles of the period and make those as insanely great as possible. However, naval units do exist and can be used to convoy troops across stretches of water.


Q. Have the devs done any testing on multi-processor systems, or on Intel's hyperthreaded processors? And what kind of performance improvement have they seen?

a. Multi-processor and hyper-threading systems have both been tested and work, as one would expect, but performance improvements are fairly minor, on the order of 5%, which is mostly due to peripheral code being sped up rather than the game core.



Q. Can I buy the Time Commanders game?

A. Time Commanders uses the Total War engine and Rome: Total War will ship with a number of historical battles - as is usual with the Total War series. There are, however, currently no plans to release an official Time Commanders game.



Q. Are strategic ambushes possible?
I hide an army in a forest, in... say Germania, and an enemy army comes along, say a Roman one, will they always see me or can they stumble upon me?

A: Yes. Full details of how the ambushes work will be revealed soon. Suffice to say they're very cool - and make for a completely different kind of battle within the campaign game.


Q. Can your allies start inside your city's walls and help defend it?

A: Allies can't start in a city, but a nearby allied army could march to your aid during a siege battle and fall upon a besieging army from the rear. This is quite fun *when* it happens.

Q. Now that sieges have been largely revamped will there will be more than one gate for the besieged army to undertake sorties against neuralgic spots as baggage trains (assuming they'll be included) or siege machines?

A: Cities have more than one gate. With forts, it depends on the realworld prototype. The besiegers do have the option to leave their walls and sally forth, usually in an attempt to destroy artillery and siege equipment. Sometimes this can be enough to make the besiegers lift the siege and go home. Sometimes it just hastens the end... But, surely, this is what cavalry locked inside a besieged city are there to do?

Q. How will river crossing be handled now?! At both tactic and strategic level.

A: Rivers on the campaign map are barriers to movement - armies have to find a river square that has a crossing point before they can get to the far bank. This creates a whole bunch of strategic chokes points that can be guarded and fought over. On the battlefield crossings will either have fords or bridges - and it'll be worthwhile sending out scouts to look for secondary fords even if you think you've found the only route across the river.


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Previous Questions

Q. When is Rome: Total War (RTW) out?

A. Rome wasn't built in a day so... when it's finished, polished and has met the expectations of the developers and publishers.

Q. What spec machine will it need?

A. We're still hard at work on Rome, and we've only just started optimizing. The min spec is not nailed down yet but it's is a really important issue for us, and rest assured we'll do our utmost to keep it reasonable.

Q. When is it set ?

A. The timeframe covers approximately 264BC (the start of the 1st Punic War) to around 14AD (the death of Emperor Augustus). The main campaign will be the rise and eventual death of the Republic, including Civil Wars and the various reforms of the Roman army. The most important of these reforms, under Marius, changed the whole Roman 'way of war', and the game reflects these changes. There's loads of juicy stuff in the period: the Punic Wars, Hannibal, Spartacus, Pompey, Caesar in Gaul, the conquest of Spain, the rise of Roman 'Imperial' pretensions in the leading families, and finally the seizure of power by the Imperators... That's a lot of gameplay and history! We will be including a couple of smaller campaigns and a selection of tasty and exciting historical battles for those who want a snack rather than a full-on Roman feast! :)

Q. So is this an RTS. Is there still a turn based campaign map? Has it really evolved much from Medieval: Total War?

A. Total War games are in genre of their own. If you love strategy games, you will love RTW, but this isn't an RTS, it's much, much more. You can tailor how you play the game to appeal more to your tastes. If you want a perfect balance of politics, micro management and real time epic sized battles you've got it. If you want to spend more time in the senate than on blood stained battle field you've got it. If you want to prove your might purely on how you master the art of war then you've got it.

The biggest change you'll notice is on the campaign map. The 'Risk-style' provinces have disappeared to be replaced by point-to-point movement for armies, and settlements with their own regions (hinterlands) that they draw on depending on the size of the settlement. A big, advanced city will have more influence on its surrounds than a small town. Armies and characters on this map are now fully animated and march (or sneak, in the case of spies!) to fulfil your orders.

Cities generate income and train new troops, drawing on local resources. Each city can be assigned a governor, who will do his best (well, probably) to manage the place and keep order.

What is cool and new is that when you fight a battle to control the city, every building that's in a city on the campaign map is there on the battlefield. Destroy a building in a siege, and it's gone on the campaign map. Storm a city and take it with siege towers, batterings rams or artillery and you'll find that you can use any buildings still standing to further your plans of conquest. Better still, the buildings in a town even show who made them, as each culture has its own style of architecture!

Q. Can you make your own treaties?

A. You will be able to negotiate specific treaties and other agreements with other powers. This lets factions agree military treaties, trade agreements, trade cities and territory, arrnage diplomatic marriages, demand tributes, pay blackmail money, swap information and so forth. Deals don't have to be symmetrical, so you can trade a city for military access, and some cash if you want!

Q. Are maps fully dynamic i.e. what happens on the battle map has a physical effect on the strategy map and vis versa?

A. Rome: Total War features a continuous 3D map covering the whole of Europe, North Africa and the Middle East, and any point on this map could be a battlefield. The Campaign map is comprised of thousands of 'battle maps'. This means that you could fight on approximately 10,000 battlefields, each of which can change according to your actions in the game.

Every mountain, hill, forest, farm, volcano, city and Wonder of the World that you see on the campaign map is right there on a battlefield. As the map changes with roads, forts and farms being built it is reflected on the relevant battlefields. As the seasons change you see snow on the north of the campaign map and on northern battlefields. This continuity between the two levels of the game opens up all sorts of strategic options. You can build forts to guard mountain passes, set ambushes in forests, make beach landings, launch fast raids into enemy territory, move your armies through allied territory to co-ordinate campaigns, capture Wonders of the World, ford rivers and generally try to out-manoeuvre your enemies. It all helps to make you feel like you are in one epic, continuous world.

Q. Can you give me some details on the main campaign modes that make up the game?

A. The main section of the game will be the Imperial Campaign. As one faction contending for ultimate power within Rome, you won't control the whole of the Roman world. Instead, you'll have to deal with external and internal enemies and listen to the demands of the Senate.

The Senate will ask you to carry out task for them from time to time; these will be missions like suppressing barbarians, fighting common enemies, developing the Empire, or crush rebels. Do well, and your influence in the Roman Senate will grow. Do badly - or attack your fellow Romans without permission - and you'll be in serious trouble! You might even trigger a damaging civil war and let Rome's enemies crush the Republic. The Senate, by the way, is one route to getting enough influence and political 'clout' to be declared Imperator (Emperor) of Rome and winning the game!

You will be able to play as a non-Roman faction. The good news is that if you're commanding the Carthaginians you don't have to worry about the Senate. The bad news is that you have the mighty Roman army on your case!

Each faction, by the way, has its own version of the tech tree, its own collection of exclusive units, and some even have their own Vices and Virtues for characters to collect.

The smaller campaigns are just that: small campaigns (doh). By concentrating on the important action we can highlight the exciting bits of ancient history: the Spartacus slave revolt is a good example. Spartacus never left Italy, so his war can be fought on a smaller, more detailed map. Likewise, Caesar conquering Gaul only really needs a map of Gaul! (Doh! Again). We're also including a special 'Prologue' campaign to ease players into the new game.

Q. Are the playable factions decided?

A. The list of factions is pretty much finalised. We have divided them into a set of broad 'cultures' who share architecture styles and units, but individual factions within each culture can still be added. At the moment we're arguing about exactly who and who isn't a 'Greek/Macedonian' at different times in history. :) This isn't quite a simple as it sounds, given Alexander's ability to conquer everywhere he fancied. At the moment, we're looking at around 20+ factions in total, but not all of these are worth making playable in the full campaign.

Q. Is there an option to save during battles?

A. The chance to save immediately before a battle will be included, but not during.

Q. Is there a chance to witness dynamic weather systems on the battlefield (imagine your elephants dealing with ice wind and blizzard...)?

A. Yes, there's weather on the battlefield and changes to the light as the day progresses. Start fighting in the afternoon, and you may end up pursuing your enemies from the field in the gloom of twilight.

Q. How do the naval battles work?

A. Abstractly. For the moment, we're concentrating on making land battles the most exciting and immersive things anyone has ever seen in a PC game.

Q. Will there be an editor so players can make their own battles, create personalized banners/shield devices, repair Greek hoplite shields?

A. Rome: Total War is going to be the most moddable game in the Total War range so far, and there will eventually be a range of editors and tools to make it easy for anyone to create new campaign worlds, units, factions, cities and much more besides. Rome: Total War won't just be a game, it'll be a tool kit for empire building! It's going to be fun!

Q. What about decimation?

A. We can't go out and kill 10% of our players! That would be bad, in fact very bad, on the whole good-bad scale of things.

 



Rome total war


Rome: Total WarTM is the next generation in epic strategy gaming from the critically acclaimed and award winning Total War brand. The aim of the game is to conquer, rule and manipulate the Roman Empire with the ultimate goal of being declared as the "Imperator" of Rome. Set in a time when the mighty Roman Empire emerged to conquer the known world against powerful enemies; when gladiators fought to a bloody death in the Coliseum; when Spartacus defied the might of the empire; when Hannibal led his invincible army and his war elephants across the Alps to strike fear into the very heart of Rome itself; and when Julius Caesar finally smashed the Barbarian Gauls. This was a time of brutal confrontation between civilisation and barbarism, and of civil war as the ancient world’s only superpower turned on itself.

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A completely new Total WarTM engine uses innovative technology and groundbreaking design to bring the world of ancient Rome to life to deliver the biggest and most cinematic battles ever seen in a videogame. So the battles in Rome: Total War maintain the epic scale that fans of Total WarTM " are used to, but now use high-detailed 3D polygonal troops and allows huge cities to be displayed on the battlefields. The result is truly spectacular.

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Sticking with the award-winning formula of Total WarTM games, the campaign game lets players build an Empire using the arts of war, diplomacy and trade. The new engine recreates Europe as a 3D game world ripe for conquest, where the whole physical terrain of Europe has been re-created.

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Cities and settlements will grow and develop over time (providing they are managed properly) and as players develop the environment around their cities (e.g. by building roads and bridges or improving the agriculture) the battlefields will adapt to show these features. The result is a fully dynamic interactive world.

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  • Epic battles between collosal armies. Over 10,000 fully polygonal, motion captured men can be displayed simultaneously with virtually no sacrifice of performance compared to Medieval: Total War.
  • Players can command entire Roman Legions, Greek phalanxes, barbarian hordes and the armies of Carthage, Egypt, and the Successor Kingdoms, each with a mix of exclusive units.
  • The campaign game is accessible to all gamers from those who want to do everything through to beginners (who can use city governors and automatic systems to handle the detail of taxation, military training and building) and those who just want to fight enormous battles!
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  • Besiege huge cities and storm mighty fortresses with powerful artillery and siege engines. Bring your enemies defences crashing to the ground with catapults, smash through their gates with battering rams as burning oil rains death from above, fight your way onto the battlements with siege towers and assault ladders and undermine their walls by igniting sapping points.
  • Rome: Total War also allows up to 8 players to fight epic battles over a LAN or the internet.

 



1


On the March
One of the simple facts of military life that often gets overlooked is that soldiers spend more time getting to a battle than in fighting once on the battlefield. In this, Roman Legionaries were no different from modern soldiers. Unlike modern soldiers, though, Legionaries had to walk to their wars, and carry all their gear as well. For the men in the ranks there would be two important considerations to this: how much needed carrying, and how far it would have to be carried. The officers could worry about the ‘where’ part of the journey!

Evidence about marching speeds of Roman armies (and we’re talking about after the Marina reforms) is surprisingly thin on the ground. Caesar managed to get his army to do a round-trip march of 50 miles in two days during his Gallic campaign, but he was renowned for his ability to move armies rapidly. This was reported probably because it was unusual, so the chances are that armies actually marched at a slower rate. During training recruits were expected to march 20 (Roman) miles at a normal pace, or 24 miles at full step in a day. Given that Roman miles are some 1618 yards, this equates to a modern equivalent of roughly 18 1/3 and 22 miles (29 and 35 kilometres). These were for soldiers in training, not on campaign, and it’s a fair guess that recruits were pushed hard to toughen them up. Once you take into account the need for the baggage train to keep up and columns to be properly marshalled, the chances are that trained Legionaries on campaign covered smaller distances per day. There is archaeological evidence to suggest that a day’s march was around 15 miles or so - this is the distance between similar marching camps. If 15 miles a day was the average, then Caesar’s march of 50 miles with 3 hours rest in the middle was really pushing his soldiers!

Now this might not sound all that good, but it needs to be remembered that the Legions were in the habit of constructions marching camps every time they stopped. That means that the first job was to break camp, pack all the gear including defensive stakes, then do a route march and finally construct a new camp every day that they were on campaign. The camps themselves were always constructed to the same design, and it wasn’t unusual to send men ahead to survey likely sites for the end-of-day fortifications. The surveyors would peg out a ground plan, then as units arrived off the march they would automatically know where in the camp they were to be billeted, which sections of trench and earthworks they had to dig, and where the stakes that they hade laboriously carried were to be emplaced. This level of attention to detail is only one aspect of the Roman military machine that allowed them to conquer so much territory.

But all the gear needed for the marching camps had to be carried. Apart from their armour and weaponry, Legionaries would also be expected to carry rations, entrenching tools, and the camp gear, including cooking utensils for their maniple (squad), defensive gear and any personal possessions. The whole load probably came to around 60-80 pounds of gear, roughly the same kind of weight that a modern infantryman often carries, although the Romans lacked anything as sophisticated as a modern backpack.

 



2


The Games
Rome was, without a doubt, a very civilized place to live: wealthy, powerful, well ordered and comfortable (for the better off). Roman engineers, poets, philosophers and anyone else you care to mention were as good as any in the world. But it’s troubling to many modern commentators that the wonderfully civilized Romans could enjoy - even revel in - an afternoon’s entertainment that involved blood, death and incredible violence. We’re talking, of course, about the Games.

The origin of gladiatorial games is lost, but seems to be very ancient indeed, and based on a form of human sacrifice for funerals. Sacrifices of slaves were not unusual for funerals in Etruscan and early Roman times, so it was not a big leap to having a couple of captured warriors fight to the death as a mark of respect to the dead man.

The memorial aspect of Games lasted as long as the Games themselves, although the memorial bit became more of an excuse than a reason for the Games. Success in politics (and especially the politics of the Imperial period) meant a degree of popularity, and paying for Games to gain the approval of the Roman mob was an obvious tactic. This obviousness didn’t stop it being one that worked very well. If a dead ancestor could be found who was worth a memorial, so much the better: the crowd was reminded of the worthiness of the sponsor’s family, and entertained. The equivalent today would be for a descendent of George Washington to sponsor the World Series in old George’s honour, cunningly at the same time as running for President… Hmm, There are crazier ways of getting to the White House.

If a dead ancestor helped when staging the Games, a big pile of money was absolutely vital. The Games were expensive in absolute (and relative) terms, and became more so as the power of the Empire grew and the appetites of the Roman Mob grew used to spectacular entertainments. Men could - and did - beggar themselves to put on the games, and call in political favours to ensure that their show would be remembered as something special. The trade in exotic animals and slaves from all parts of the world became an obsession, as the crowd eventually came to expect something really unusual to turn a run-of-the-mill Games into something memorable: an ostrich hunt, perhaps, or a contest of dwarves against women gladiators.

Part of this spectacle was the proliferation of gladiator types. Samnite and Thracian gladiators were romanticised versions of Rome’s ancient enemies, but later types were fanciful and simply exciting for the crowd: the retiarius and mirmillo were basically a stylised fisherman and a fish-man, who nearly always fought against each other. There were also ‘blindfolded’ gladiators, who fought each other with helmets lacking eyeholes, making a deadly sport of the old “He’s behind you!” gag. Bestiarii staged elaborate hunts in the arena as a change of pace. The Emperors even staged naumachia - elaborate sea battles involving hundreds of combatants! Fashions in gladiatorial styles came and went over the centuries, but it was always a dangerous, bloody business.

The gladiators themselves were usually slaves, prisoners of war, or damnatii: men sentenced to the arena. The lucky ones got some training; the very lucky ones could earn their freedom and their fortunes. The armour that gladiators wore shouldn’t be seen as being to grant real protection: it was there to make sure a fight wasn’t stopped too quickly by a killer blow - the crowd needed to see blood, skill and courage, not a couple of quick cuts. Those who survived for years were awarded a wooden training sword, the rudis, a sign that they would never have to take up the real thing again. Many did, though, as a free gladiator could command high appearance fees and probably had a good chance of survival even if he lost. A popular man would most likely be spared, providing he had put up a courageous show. The crowds would also treat him like a superstar even though he was an outcast and had no place in society. A gladiator’s status was complex: he was below the bottom rung of the social hierarchy, and yet a popular hero: his sweat, for example, was supposed to be a potent aphrodisiac! A gladiator was sex and violence in a convenient muscle-bound package, and his services for the first could also be bought…

All of those reasons account for the Games’ continuing popularity across the centuries of Roman power. The Romans loved courage: virtus was the quality of being a man - and if a worthless gladiator could demonstrate it by fearlessly entering combat and taking a deathblow, how much better was a true Roman? The Games were also an outlet for the Mob’s energy: bread and circuses were the two things that kept Rome in order. There were Romans who disapproved, of course, but they were widely considered to be miserable killjoys.

Lastly, there’s the business of thumbs up/thumbs down. The truth is that no one is sure how death commands were given to gladiators in the arena. There are perfectly valid arguments for saying that the thumb was drawn across the throat to indicate death, or stabbed towards the heart. There’s even a good chance that the thumbs up for life, thumbs down for death convention may be a product of the modern movie industry, which needed a clear gesture for ‘Roman’ action movies in the days before sound.

 



3


Political Generals
Towards what we now know to be the end of the Republic, the struggle for political power in the Roman world grew increasingly intense. Military success was often brokered into political power ‘back home’ by Roman generals. While it was true that only prominent individuals would be appointed to high command, these same people needed military success to keep their careers as politicians on track. A lack of victory, and even more so a lack of glory, would put a serious dent in anyone’s political aspirations.

Julius Caesar remains the outstanding political general of Roman history. Even though the Senate regularly told him to stick to his job in Gaul, he knew that as long as he was militarily successful, he could thumb his nose at the old men and become both richer and more influential in the process. His ultimate goal was absolute power, which would eventually lead him into a direct confrontation with both the Senate and Pompey, but then winners always get to write history… The third member of the Triumvirate, Crassus, had already been removed from the picture.

War was not always the route to success its adherents hoped. If the prize of political power was worth pursuing on the battlefield - and it obviously was for men like Caesar and Sulla a couple of generations earlier - then the costs of failure were high. This brings us to the fate of Crassus, a man who was driven to military adventurism by the need for ‘real’ political legitimacy. He would end up paying a high price for his military failings.

Crassus ranked alongside Pompey and Caesar in the First Triumvirate but he was not a military genius. His early campaign against Spartacus had been a success, as the gladiators had eventually been put down and crucified as servile rebels. Crassus, however, really owed his position in the First Triumvirate to his vast wealth - he was, relatively speaking, the Bill Gates of his day, only probably richer. When the three men divided up the Empire, Crassus took the wealthy East, and looked for a nice, juicy war to provide him with the chance for glory. Money had got him so far, but military success would make his chances of ending up as the top man in the Triumvirate that much greater. Dictator of Rome was not entirely beyond his reach.

This is what led Crassus to war with the Parthians. The Roman Empire didn’t need the war, but Crassus did. It’s also possible to interpret Caesar’s encouragement of Crassus as playing on the man’s weaknesses. Caesar was being successful in Gaul and gaining influence as a result; his letters to Crassus were a subtle incitement to keep up, not that Crassus needed much encouragement. He took an army deep into Parthian territory and managed, through bad management and bad luck, to get it surrounded and then butchered. The Parthians took Crassus and thousands of Romans captive. The lesser men were worked to death as slaves, but the Parthians killed Crassus, the richest of the Romans, by pouring molten gold down his throat - an incredibly cruel but undeniably ‘Bond Villain’ touch.

Caesar remains the finest example of the ‘political’ general: he used his political connections to gain command of an army, then used that army to boost his own political prospects. It didn’t hurt Caesar’s cause that he was also writing his own account of his campaign, and making sure that the best possible light was cast on events. Rome loved a winner, after all, and Caesar always made sure that his setbacks were someone else’s fault in the official write-ups afterwards!

The thing that finally caused Caesar’s downfall was his overconfidence and arrogance. He’d always got away with ignoring the Senate because he’d won. When he ignored the Senate and just looked like he was enjoying himself with Cleopatra rather than working for the greater glory of Rome, his enemies in the Senate finally had enough. The rest, as they say, is history.

 



4


Superstition in the Roman World
The Romans, like their ancient neighbours, generally had a fundamental misunderstanding of the laws of cause and effect that are the cornerstones of modern science and reason. Theirs was a world of the unexplained, a world of wonder, fear and divine mystery. This inevitably led the Romans (and others, to be fair) to believe in what today we would view as occultism and superstition. They believed that inanimate objects or living beings were host to all manner of spirits - trees, stones, caves, animals - even items of furniture could be said to contain "numina". The Roman belief system also included bogeymen - the roots of many superstitions and fears that still survive today. Take, for instance, the "Lamia". This was a spirit who stalked the streets looking for stray children to eat. This sort of thing wasn't just confined to scaring children - the Romans also believed in "lemures", ghosts that roamed in the shadows. When terrible crimes such as murder were committed it was thought that lemures haunted the site of the crime and so no one would go near for fear of what might happen.

Another belief held by the common Romans was that those who died untimely deaths could wield great destructive powers at the point of death and immediately afterwards. They guarded the corpse and indulged in ceremonies to clear the evil energy from around the body before burial. There is a school of thought that places the origins of Christian exorcism here. The basis of Werewolf legends begin with the Romans: "verspilles" were men who could metamorphose into and run unnoticed with packs of real wolves...

Above all, the Romans believed strongly in the power of omens, which if ignored could bring down terrible calamity. Bad omens would befall certain months, making it imprudent to marry, conceive children, fight battles or perform certain religious ceremonies at these times. Certain accidental occurrences could also forshadow disaster - walking through the front door of your house with your left foot first, snakes falling from rooftops, the main beam of a house breaking (although given that this might make the house fall down, this is a pretty good omen that something bad is going to happen), spilling wine, or crossing the paths of certain animals!

An unusual occurrence such as a comet was often considered an omen of terrible catastrophe to come. Similarly when a crisis threatened Romans on a grander scale, it was thought that this was due to the disapproval of the gods - at these times the Senate could authorise a reading from one of the Sybilline Books, great tomes containing advice on avoiding the wrath of the gods through prayer and sacrifice. These were destroyed by fire in 83BC, eventually causing Augustus to commission a quest to regain the knowledge from all corners of the known world. As an example of such a superstition, when a Vestal Virgin was struck by lightning in 100BC this was seen as the wrath of the gods. The Romans decided the Vestal Virgins had brought this catastrophe down on themselves by breaking their vows. To make amends a Greek couple and a Gallic couple were buried alive in the market square. Hard luck on the foreigners, but no one seems to have done anything to the Vestal Virgins...

Signs and omens even penetrated the political world. It was considered dangerous to decide on any form of action without consulting an "augur", a special government advisor with arcane knowledge who would observe any omens that might affect the decision. Decisions were even reversed if the omens had not been correctly observed! There were even laws in place making it illegal to do certain things lest a bad omen occur. Women were prohibited to walk in the streets carrying spindles, as anyone seeing her might cause the harvest to fail! Of course, these days presidents and prime ministers wouldn't admit to following the advice of magicians or soothsayers, although on the other hand reading a horoscope...

 



5


 

The Roman Legions and Marius’ New Roman Army

From the very start the advantage the Romans had over their enemies was organisation on the battlefield. Initially (6th century BC) this was achieved by arranging the army formations and its command according to strictly defined social classes and wealth. The Roman army at this time fought in centuries (a Centuriae meaning 100) but the style of combat was close to that of the Greek Phalanx with each century lining up along a long front. There were sixty centuries in a Legion (Legio). Little changed until early in the 4th century BC when the Consul Camillus, introduced the Maniple (Manipulus) to the Roman army. This was effectively a joining of two centuries in to a combined fighting unit, and changed the organisation of the battle line in to a checkerboard of Velites (young and poor skirmish troops), Hastati (The inexperienced or poor frontline), Princepes (the Second Line: wealthier or more experienced shock troops) and the Triarii (The Third line, who were wealthy and battle-hardened veterans used as a last resort).

A precise chain of command was imposed, with Centurions (captains of centuries) given different ranks and the introduction of Military Tribunes as superior officers. This system was used by Rome during the Punic Wars (264-146 BC).

As a result of many expensive victories, Rome found her eligible population stretched very thin. It was no longer possible to continue with the short service times of the Early Republic’s legions. Professional, long serving and standing forces were needed, and quickly.

The answer to this problem was to a great extent solved by the Consul Caius Marius, a roman citizen from the small town of Arpinum in the Volscian region. Marius was a client of the powerful Caecilii Metelli family and a “New Man” (Novus Homo, someone not of the nobility, but wealthy and politically powerful) and uncle of Gaius Julius Caesar.

Marius, an organisational and political genius, passed laws that allowed the conscription of the poor and landless (the Proletarii and Plebeian classes) into the army and set their term of service at twenty campaigns. Previously a Roman soldier had needed an estate worth 4000 Asses (each As = 12 ounces of bronze). Now, he only needed to complete basic training and collect his pay. By doing this Marius ended a crisis in recruiting from the higher social classes and gained enormous popularity with those who no longer had to face potential financial ruin caused by years of military service. This turned the army of Rome from a citizen militia into a mercenary citizen army.

This was not the only change. Marius downgraded the Maniple to an administrative division within the Legion and made Cohorts the standard tactical organisation. Each soldier was expected to carry his own mess gear and camp equipment to reduce the baggage train. The soldiers of the time jokingly (or maybe not so jokingly!) referred to themselves as “Marius’ Mules”.

The new Marian army was thus arranged in the following manner:

1 Century = 80 men*
6 Centuries = 1 Cohort = 480 men
10 cohorts = I legion = 4800 men

*Although a Century meant 100, in Roman military terms it now represented a fighting force of 80 men. There are a couple of reasons why this could have happened:

1. With the reorganisation of the Legion over hundreds of years the traditional names of each military unit and officer had stuck but the numbers serving had changed. It’s the same sort of thing as the British Army still having Fusileers as well as Riflemen, even though they are armed with the same gear.

2. Or that each Century still contained 100 men but only 80 were actually front line troops. The other 20 being camp and baggage train support to the 80, not counted in a unit’s actual fighting strength. These extra staff would be clerks, blacksmiths, surgeons, cooks, retainers and baggage handlers and not expected to fight except as a last resort.

Of course these numbers were ideals and not always lived up to in the real world. Combat losses, injury and illness would mean that a Legion rarely had a completely full table of organisation.

In battle this new Marian army formed 3 lines, with 4 cohorts in the first line and then 3 in the second and third lines, again arranged in a checkerboard pattern." The configuration was flexible and could be arranged as the commander in the field saw fit. It could also turn quickly to meet unexpected threats.

Now the Legions were kept together on a permanent basis, the Roman army was turned into a powerful fighting force that improved over time and would be loyal to a commander who trained them, looked after them and, most of all, won his battles.

When discharged these conscript soldiers were sometimes used as armed colonists in the new territories of the Roman Empire, but were more often left without land or money and thus relied heavily on the continued support of their generals. The long-term effect was to have a major impact on the structure and society of Rome and lead to a new figure in roman politics: The Political General.

 

    

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