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Commentarii de Ludus Praetorianum

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    Commentarii de Ludus Praetorianum


    I would like to make a few notes about the combat balance of the number of units in the campaign missions. Considering the level of difficulty that is in the original game (I really doubt that it will change in the remaster), all of the following recommendations-changes will improve the passage of the campaign missions. I am sure to change several tags and register other units in the mission file this is a much easier task that does not require global changes from developers. Praetorians will benefit from these changes. All changes apply only to a hard level. The normal level is slightly adjusted based on the improvements in heavy. Easy level remains by default.

    South of the Alps
    The Village in the Mountains

    Tracking the Prey
    hard - 2 legionnaires + 1 archers + 1 spearmen + 1 infantry
    should make - improved version - tested
    hard - 2 legionnaires + 1 archers + 1 pikemen

    The Battlefield
    hard - 4 legionnaires + 2 archers + 2 pikemen + 2 cavalry
    should make - improved version - tested
    hard - 3 legionnaires + 2 archers + 1 pikemen + 2 cavalry

    Crossing the river Arar
    hard - 2 legionnaires + 2 archers + 2 infantry
    should make - improved version - tested
    hard - 2 legionnaires + 1 archers + 1 infantry

    Escort to Bibracte

    Of All The Gallic Tribes ...
    hard - 4 legionnaires + 4 archers + 3 infantry + 2 pikemen + 3 cavalry
    should make - improved version - tested
    hard - 2 legionnaires + 4 archers + 2 infantry + 2 pikemen + 3 cavalry

    Divide et Impera
    hard - 2 legionnaires + 3 archers + 2 infantry + 2 cavalry + 2 horse archers + 2 pikemen
    should make - improved version - tested
    hard - 2 legionnaires + 2 archers + 1 infantry + 2 cavalry + 2 horse archers

    The everlasting frontier

    A Land Lost in the Mist
    hard - 2 legionnaires + 2 archers + 2 infantry + 2 pikemen + 2 cavalry+catapult + ballista
    should make - improved version - tested
    hard - 2 legionnaires + 2 archers + 1 infantry + 1 pikemen + 2 cavalry+catapult + ballista

    hard - 4 legionnaires + 2 archers + 1 infantry + 1 pikemen auxilia + 3 cavalry
    should make - improved version - tested
    hard - 2 legionnaires + 2 archers + 1 pikemen + 2 cavalry

    Fear the Eagles

    hard - 4 legionnaires + 2 archers + 2 pikemen + 1 cavalry
    should make - improved version - tested
    hard - 4 legionnaires + 2 archers + 1 cavalry

    Cold treason
    hard - 2 German cavalry + 3 cavalry + 2 horse archers
    should make - improved version - tested
    hard - 2 German cavalry + 2 cavalry + 2 horse archers

    When All Hell Breaks Loose

    He who dares ...


    War of Attrition

    Alea Iacta Est

    War within the mountains

    Let the Hunt Begin

    The end of the republic

    The Battle for Alexandria
    hard - 1 Praetorians + 3 Gladiators + 4 legionnaires + 2 cavalry + 2 horse archers + 3 slingers + 3 archers + 3 pikemen
    should make - improved version - tested
    hard - 1 Praetorians + 2 Gladiators + 2 legionnaires + 2 cavalry + 2 horse archers + 3 slingers + 3 archers + 2 pikemen

    Amici et Socii

    Just One ... More ... Fight

    Oderint dum metuant (Lucius Accius) Barra!

    Things that lacked the original Praetorians

    Remarks, wishes, recommendations and ideas


    I think it would be a very great innovation for the gameplay, the abolition of automatic recruitment of soldiers in the fortress barracks. The recruitment of units should be similar to the process in standard villages. That is, the activation of the recruiting station could be expressed in the construction of auxiliary infantry tents of the legate of the head of the garrison of the fortress next to the barrack on one side. Square meters is enough.

    Considering that the player has a sufficient garrison at the beginning of the mission which is enough to reflect the first assault and wait until the construction of such a structure is completed, this innovation would add to the severity of the passage.
    The time (equivalent to the construction of the garrison) spent on the construction of the legate tent in parallel would fit in the unfolding events and had no effect on the overall situation. Next to the tent could rise a standard appropriate for each nation.

    In the screenshot it could look like this.

    Level of difficulty

    I want to note the heavy level is not much different from the other two weaker ones. Many missions at this level have an excess of both the main Roman units and additional allied for their passage. Therefore, the balance for a heavy level should be revised. I am sure to change several tags and register other units in the mission file is quite easy and does not require global changes. Praetorians will benefit from these changes.

    For example, the mission of He Who Dares ... can be completed on a heavy level absolutely without the use of mercenary Gallic troops. To complete this mission, the initial units that have a Roman legate plus Roman reinforcements are quite enough.

    For example, the heavy level should be different from the normal and even easier.
    For example, here are some screenshots.

    Additional conditions for this level must include the presence of enemy units of only full strength and maximum aggressiveness. To the player life is not a paradise. The number of light infantry for combat operations should be limited. Light infantry must either build throwing machines or build garrisons in the occupied villages of the player.


    For a heavy level of difficulty. It would be very nice to add to the tactics of AI for the spearmen’s troops blocking the exit for enemy troops in the village, just as it is common in multiplayer battles between players.

    In addition, add blitzkrieg tactics with an attack directly on the player’s base village. I suppose that would make AI a more seasoned adversary. In this case, the AI should attack the base village of the enemy as quickly as possible using at least three possible routes along the shortest and roundabouts along different flanks and, upon reaching the player’s base, block the exit for the player’s squads. Arson and destruction of not only the garrison but also the village itself.

    I would like to note that the level of difficulty that developers gave AI at a heavy level in the original game can only walk on forest lawns like Bambi and admire the magnificent landscapes picking flowers along forest paths, like a little red cap, wondering about a daisy to attack or not to attack but not to fight at all. If for the Egyptians such pacifism is still possible, then for the Roman legions and Gauls this is complete nonsense.

    I could pick up for developers a small selection of battle records how the blitzkrieg tactics have been developing since 2008 and how these tactics were used in battles and how players from beginners who have practice games only against heavy CPUs who first fell under the heavy roll of Roman Caligae in the great Praetorians world and more or less experienced players (playing like very heavy CPU level but no more) reacted to it and how their skill level increased after they were spread on asphalt (contact) on forest paths on the warfields, having drawn the appropriate conclusions, but I am sure that this idea will remain in vain.

    That is, it can be stated that the game level of the player who completed the campaign, played with a heavy-level CPU in skirmish, held conditionally 100 battles on the Internet against other players in 2008, even after five years after the release of the game, it was absolutely no different from the primitive actions of a heavy-level CPU and often copied it or played it worse.

    At the same time, in my battle practice there are enough cases when such super-noober players who beat three heavy CPUs and put themselves on the same level with Caesar or Alexander the Great were really offended by the fact that they were rolled under asphalt for two minutes, a maximum of five did not even understanding the reasons for his defeat why it all happened. I can say that this CPU heavy level has broken many psyche.


    It is necessary to make corrections to the name of the Gallic elite Berserker unit, considering that this is a Scandinavian term and, from a later period, the name of the unit Celtic fanatics would be more accurate. For the war chariots of the Celtic Britons, the mission of Fear the Eagles is to add the name Essedum. You should also somewhat dilute the names of the legions who took part in the campaigns of Caesar.

    For example


    A Roman doctor takes part in the mission War of Attrition as a feldsher for the Gallic rebels.

    Record player

    It would be nice to add the auto camera mode to be able to watch the actions of the players in the presence of fog of war or without it. In addition, this option would help analyze the player's actions to see his advantages and mistakes.


    New Ideas For Praetorians HD Remaster
    Signa Militaria Germanicus Icons Pack 2019


    Among other things, without really changing anything in the original, developers could add new icons to the multiplayer by increasing their number for selection, despite the fact that the maximum number of players is eight. I think adding for example a few additional icons for each nation is a simpler task than adapting the game to a new engine.

    After watching my short video Signa Militaria you can quite be sure of this. The new icons that I came up with and created for myself create a much more historical atmosphere. My icons on the video are distributed among nations including the mod nations, but this naturally does not matter for the multiplayer. I note some of the icons shown on the standards could look better in the MP menu if the sizes of the icons for the flags and menus were the same. Because sometimes the already small flag icons had to be further reduced so that they fit into the frame of the MP icon.

    In addition, the profile of Anubis or Sutekh, nelumbo or scarab, celtic boar, Crann Bethadh or triple spiral, German dragon, triple horn of Odin or wolf paw, Lupa Capitolina or corona triumphalis on the standards looks more brutal adding speed to any virtual legionnaire. Of the original icons, I would leave only Eye of Horus, Ankh, Eye of Ra, Hand and Celtic Triquetra. The eagle clearly needs to be replaced, like the other two obscure badges.

    In addition to this, a quite reasonable small innovation would be to change the icons in the multiplayer menu. I would like to note that the fist icon in the original version looked a little awkward. It looks much better when the menu items are executed in the same style to create an atmosphere even in small things. In the screenshot you can see the option that I made for myself.

    Additional units:

    When All Hell Breaks Loose / Homecoming

    In these missions, an additional unit should be added - Parthian cataphracts. Just as in some missions, story units are added, for example, different centurions, a wagon, a messenger or a medic. This squad could be added simply as a plot to a mission with a further prospect of adding a new nation - Parthia in both multiplayer and additional campaigns. For, as I suppose, the developers of the original game should be aware that the main striking force of the Parthian army was cataphracts and horse archers.

    as an example, the screenshot shows mod imperial models of cataphracts


    It will be very nice if the developers add a new season - autumn for the Gallic forests and also for multiplayer landscapes and a new format map, that is, a three-level relief as was done by the game fans, in the screenshot you can see what exactly is meant.

    Repeat threads and a little explanation.

    Add maps with the same relief but different landscape. Even the presence of several identical maps but with a different landscape: a forest, a desert or winter will be a pleasant addition

    Despite some similarity, the same terrain but different seasonal landscape, such maps may differ in balance and number of players. For example, in the original game there is a very successful location Fields of War for two players, its balance in the villages is 400-800-500. I’m sure if I say that 70% of the battles took place at this location or its modifications both at tournaments held by the Russian community and just about everyday battles in the evenings. And one tournament was completely held at this location “Fields of war (Only Barbarians)” - October 2010

    Its peculiarity is that if the player has suffered some failure, then to fix the situation in the future is very difficult due to the limited resource of the base village (if the player lost two other villages) which gives maximum opportunities for good defense but is quickly depleted of human resources.

    In addition, there is a fan modification of this map A-Team-001 Il etait une fois (6) its balance is 1000-1000-1000. As you can see, the human resources of the base village are doubled by a small one, which allows not only recovering from the failure of the loss of the other two villages, but even as the battle practice showed, then won by repelling all the assaults of an enemy who has numerical superiority not only in the villages but also in the number of troops. Moreover, only one base village completely allows you to restore the army and maintain position by repelling several assaults of opponents both in the game 1x1 2x2 and 3x3.

    The idea is to have several maps in the multiplayer set with the same terrain but different seasonal landscape justifies itself. To do this, it is enough to make a different balance on human resources in villages.
    Last edited by Germanicus; 08-30-2019, 12:35 PM.
    Oderint dum metuant (Lucius Accius) Barra!


      Ideas used in the description of plot drafts
      From my Praetorians World virtual wars project 2007-08, my thoughts on improving the game and my friend Fagos
      used during the first Praetorians Cup 2009
      rules of the Professional Praetorians League Rules
      rules of the Battle Test Duel "Face to Face" joint project of my friend Mortimer and me

      Subject sketches.

      Gallic Rebellion - Ambiorix. Mission Trap

      The mission begins with a sudden attack of the Eburon tribe on the Roman camp. After repelling the assault here cinematics is included. After repelling the assault, the Gauls ambassadors (several Druids and chiefs) arrive at the Roman camp, suggesting the Romans leave the winter camp on the pretext that they do not want evil but they nevertheless cannot oppose the general rebellious sentiments that swept Gaul. Therefore, they are even ready to give the conductors to the Romans so that they help them leave their territory.

      After the ambassadors leave the camp, the player is given a choice, either he himself takes the legionaries out of the camp according to the agreement with eburons and moves accompanied by guides, or this is done automatically after a period of time has passed.

      In the first case, the eburon guides ambush the Romans and the player will have to withstand the attack and retreat back to the camp. In the midst of the battle, a messenger is sent to the aid of which, having manually passed all the Gallic patrols and outposts, he must reach the legate camp of Labien. After the surviving legionaries return to the camp in the tasks of the player to hold on until the messenger reaches the Roman camp and tells about the defeat.

      In the second case, the messenger is sent later from the camp itself when the legionnaire survivors from the ambush retreat back to their own camp. In this case, after leaving the camp through the Decuman Gate, the messenger must reach a certain point in order to then (turn on) to follow the automatic tracking of the script. The task of the legionnaires is to hold out as long as possible by diverting the eburons to themselves so that the messenger can slip out of the camp unnoticed and bypass the Gallic patrols reaching the legate camp of Labiena.

      In the second case, the messenger is sent later from the camp itself when the legionnaire survivors from the ambush retreat back to their own camp. In this case, after leaving the camp through the Decuman Gate, the messenger must reach a certain point in order to then (turn on) to follow the automatic tracking of the script. The task of the legionnaires is to hold out as long as possible by diverting the eburons to themselves so that the messenger can slip out of the camp unnoticed and bypass the Gallic patrols reaching the legate camp of Labiena.

      Player tasks
      1. Reflect the first assault
      2. The remaining legionaries must hold out until the sent messenger reaches Labien's camp.
      3. The messenger must reach Labien camp before the last legionary perishes.

      1. Legionnaires remaining in the camp are destroyed before the messenger reaches the legate camp of Labiena.
      2. The killing of the messenger.

      Gallic Rebellion - Vercingetorix. Mission Igni Et Ferro
      Map size is similar to the location of The End of the Republic or speaking simply large.

      So, there are several neutral Gallic settlements of Bituriges tribe, five or six scattered in different places, in which there are prepared provisions. The presence of forests and rivers as it should be. The first automatic attack of the Gauls on the village activates the task for the player, obliging him to go to the rescue.

      Actions and Tasks of the Gauls
      Gallic mounted bowmen burn wheat fields, that is, grass near villages (in a sense, visualization of scorched earth tactics) that mimic crops. Could be shown in the video briefing. Then the Gallic cavalry and mounted bowmen destroy (ignite) not only the garrison, but the villages themselves as such, to make it impossible for the Romans (player) to recruit new troops or to compensate for their losses.

      At this time, the Gallic cavalry hijacks four wagons with provisions from each village, driving the wagons to the Avaricum fortress, which is located at the edge of the map, where large stocks are concentrated. There is also a small garrison in the fortress. Wagons hijacking begins as soon as the Romans approach the conditional zone. With the approach of the Romans to the village and direct combat contact with the Romans and the lack of strength to escort to the fortress, the Gauls can destroy waggons with provisions.

      In addition, Gallic cavalry and ambushes on forest roads (warriors, archers, hunters) attack Roman escorts with wagons, with the task of destroying wagons with provisions. Bridges at the crossings are destroyed by catapults or archers as soon as a player enters a certain zone in order to slow down the movement of the Roman legions - heavy infantry. Although the player has a chance to slip troops across the burning bridge. Cavalry and elite units can operate on the operating room using fords.

      At the easy and normal levels of complexity, joint actions of the player’s units and the allied legions are possible. At a heavy level, the player must act only on their own.

      Player tasks
      1. Protect from the destruction of the village for example at least two of the six.
      2. Capture in villages or capture stolen wagons with supplies of at least two.
      3. Accompany the surviving wagons with provisions in the Roman camp.
      4. At least four wagons with provisions must be escorted to the Roman camp.
      5. Set up garrisons to protect the surviving villages.
      6. Eliminate all Gallic troops.
      7. Capture Avaricum by assault.

      1. Complete destruction of all the villages by the Gauls.
      2. Eliminate or hijacking by Gauls of all wagons with provisions.
      3. The killing of the heroes - Caesar's legates.

      Perhaps this sketch will seem somewhat familiar since the original game has a similar mission, but in my opinion the mission War of Attrition touches upon events when the Gallic uprising was suppressed the root of evil was eliminated and the attempts of the Gallic leaders Commius, Lucterio and Drapes more resembled dirty tricks than the guerrilla war that for example Luzitans or Spanish tribes against the Romans.

      Gallic Rebellion - Gaul 52 year BC. Mission Gallic Hydra


      So, Tribune, circumstances are not in our favor, therefore, we must act very quickly. The hydra of the Gallic insurgency is spreading throughout Gaul, trying to kindle a fire of rebelliousness.

      There is information from our scouts that the two local tribes of the Senons and the Parisians united in an alliance and want to strike us in the rear while Caesar is moving towards the city of Gergovia to destroy the forces of the rebels. Caesar gave you four legions and half cavalry to carry out a demonstration campaign of intimidation. Remember you will have to move through enemy territory and speed is the key to the success of our operation.

      Try to seize the crossing before the Gallic troops have time to destroy the bridges. In case of failure, restore the bridges and move on. To protect yourself, try to move along the river bank; do not go deep into the thick of the forest.

      Try to seize the crossing before the Gallic troops have time to destroy the bridges. In case of failure, restore the bridges and move on. To protect yourself, try to move along the river bank; do not go deep into the thick of the forest.

      In case of big difficulties, use the German mercenary riders, they are excellent fighters for conducting combat operations in the forest and they will help to find fords to bypass enemy patrols and seize the places for the crossing. But remember the Gauls have eyes and ears everywhere so be careful!..


      The player begins his journey from the city of Agedincum, where several cohorts of legionnaires remain to protect the city. The first goal of the player is to try to build ferries north of the city of Melodunum on the Axonia River (Essonne) where there are two bridges that allow them to smuggle heavy infantry and thereby shorten the way.

      On this stage of the path a player can be attacked by cavalry and horse archers of the Senon.

      Upon arrival at the site, the player sees that the bridges are destroyed and the positions of the Gauls on the other bank are strongly fortified with the help of a ballist, catapults and towers with archers that do not give any opportunity to restore the bridges. Any attempt by a player to break through here must be suppressed by the Gauls by destroying the induced crossing and destroying the auxiliary infantry.

      After a player loses a few people or for a certain time cannot cross over (autoscript is turned on) scouts tell him that the Gallic city is not protected by galls and there is a great opportunity to capture him to use the bridges in the city and get around the Gauls.

      After a player loses a few people or for a certain time cannot cross-over (autoscript is turned on) scouts tell him that the Gallic town of Melodunum is not guarded and there is a great opportunity to capture it to use the bridges in the city and get around the Gauls.

      The second goal is the city of Melodunum. The player through a small ford must get to the island on which the city is located and capture it. Then rebuild bridges at the crossings so that the heavy infantry could cross to the other side of the Sequana bank.

      1. The main source for reinforcements and replenishing the losses of the Gauls is the Gallic camp near Lutetia on the left bank of the river. Romans act autonomously. They can compensate for the losses only after they reach a small village near Lutetia on the right bank of the Sequana, breaking down a conditional camp.
      2. The cities of Melodunum and Lutetia represent the visualization of settlements on a small island like the village of Bibrakte from the mission Escort to Bibracte or the settlement from the mission of War of Attrition.
      3. Sequana's streams rivers Matrona and Yevres have one bridge and one or two fords.
      4. The location of bridges and fords may vary slightly from the actual route of advancement of the Roman legions in the area to make the mission more interesting and difficult.

      Having captured the city, having restored the crossings and having crossed the river, the player continues his way to Lutetia. Moving from Melodunum along forest roads, the player will also have to restore bridge crossings for heavy infantry using cavalry maneuvers around the fords destroying along the way patrol troops and forest ambushes of Senons and Parisians guarding the fords and places of the crossings. Along the way, the Roman legions are subject to sudden attacks by the Gauls.

      The eliminating of the Gallic patrols near the bridge on the Matrona river by the player causes the Gauls to destroy the bridges near Lutetia and burn the city itself. In this case, the visualization of the buildings of the city may already be destroyed.

      Seeing the destroyed city and the bridges over the Sequana, the player receives news (at this moment a messenger arrives at the location of the Roman army) (the cinematics turn on) that Caesar failed at Gergovia, in addition to this, he reports that all previously restored bridges were again destroyed by the Senons who were hiding in forests and followed the progress of the Roman legions and fords blocked reinforced detachments of barbarians with cavalry and throwing machines.
      Therefore, retreat is impossible without large losses. Further, Caesar's order reports that the player must immediately return to connect with Caesar's legions in one fist so that the barbarians could not destroy the Roman forces in parts.

      After that, the player is given free time to make sure of his poor situation. A little later (turn on cinematics).
      The embassy of elders of the Bellovaci tribe arrives at the Roman camp to the player. They put forward an ultimatum demanding that the Romans get out of these places otherwise the Bellovaci tribe would start a war against Rome.

      Visualization of elders - Divitiacus unit model.

      Due to the complexity of the situation, the player decides to restore the bridges at Lutetia and take the elders hostage to cool the warlike heat of the Bellovaci (for this he needs to give the order to kill the embassy’s small guard).

      In order to divert the attention of the Gauls from the place where the bridge from the island is located and without hindrance, the player must send cavalry troops down and upstream (simulating a search for fords) and as soon as the Gauls notice Roman cavalry on the opposite bank, the Gallic patrols are removed from the site and moving in parallel to prevent the Roman cavalry from crossing the fords, the player can begin construction.

      The autoscript withdraws the Gauls patrols from the crossing point.

      After the bridge has been built, the cohort of legionnaires go over to the other side and, hiding in the forest, go to the northern ford at Lutetia. Here, north of Lutetia, having destroyed the Gallic patrol, part of the Roman cavalry is forwarded, and the other part is crossed over the bridges after returning from the crossing on the Matrona River.

      After the player gathers his entire army into one fist, all that remains for him is to destroy only the last obstacle on the way to Caesar, the combined army of Senons and Parisias led by Camulogenus.

      The Gallic cavalry troops who had gone to the crossings on the Matrona river returned and entered the battle at the very end without having any chance to change the outcome of the battle. After the destruction of the Gauls, the player returns to Agedincum.

      Player tasks
      1. Build crossings.
      2. Capture Melodunum.
      3. Restore the crossings at Melodunum
      4. Reach Lutetia.
      5. Take hostage elders of the Bellovaci tribe.
      6. Restore the crossings in Lutetia.
      7. Deceived by cavalry raid along the coast to divert the Gauls from the crossing at Lutetia.
      8. Cross over the restored bridges of Lutetia to the territory of the Gauls.
      9. Destroy the Gauls army near Lutetia.
      10. Kill the leader of the Gauls Camulogenus
      11. Tit Labien must survive.

      1. The killing of Tit Labien.
      2. Losses in the battle should not exceed 250 people.

      additional info

      Gallic Rebellion - Gergovia. Mission Failed assault

      As a legate, the player must storm the city of Gergovia. He has a free time limit on the preparation of siege machines and towers for the assault in the Roman camp. After he removes the legions from the camp, a timer starts. After the player begins to storm the city at the cover position, the Allied legions are automatically withdrawn from the Roman camp, which will subsequently have to provide the player’s main forces back to the camp. A certain time limit is allocated for the assault, for example 25 minutes to complete the tasks.

      If the player does not have time to break through the defense line and complete all the tasks intended for the assault (for example, the player can only retreat after completing 50% of the tasks) (in addition, after crossing the line of retreat, an additional timer for retreat is activated) he must have time to withdraw the troops back to Roman camp before the expiration of the general time limit so as not to suffer large losses.

      During the retreat to the Roman camp, the player is subjected to a powerful attack by the Gallic cavalry under the leadership of Vercingetorix, which he must repel. When repulsing the attacks of the Gallic cavalry, an additional kill counter is activated, which should not be exceeded for the Roman army.

      For example, 100 people for player legions and 150 people for allied cover legions. The retreat of the player is covered by the Allied X and XIII legions. Cohorts X and XIII of the cover legions are commanded by two Roman centurions Titus Pullo and Lucius Vorenus who must survive. The total losses during the retreat phase of the player’s legions and allied legions of cover should conditionally not exceed 250 people.

      Player tasks
      1. Capture the first line of defense in front of the fortress.
      2. Destroy catapults and ballista standing in positions.
      3. Destroy watchtowers on the first line of defense of the Gauls.
      4. Losses during the assault should not exceed more than 200 people.
      5. Retreat to the Roman camp before the time limit expires.
      6. Reflect the counterattack of the cavalry of Vercingetorix.
      6. Centurions Titus Pullo and Lucius Vorenus must survive.

      1. Losses during the assault exceed the established limit.
      2. Losses during retreat exceed the established limit.
      3. Have time to retreat to the camp before the allotted time.
      4. The time limit is exceeded, the player does not have time to retreat back to the Roman camp.
      5. The Еliminating of the Allied legions.

      Gallic Rebellion - Siege of Alesia; Mission Caesar's Wall Part One

      For this scenario, only one particular section of the Roman fortifications near Alezia is taken into account. The location for this mission is divided into three parts. The middle is occupied by Roman fortifications that stretch from one edge of the map to the other. Like map The Quiet lake.

      Additional units:
      Cretan Archers

      This elite archers troop is used only in the plot of two missions about the siege of Alesia as an improved version of auxiliary archers similar to Nubian or Parthian in damage inflicted on the enemy.

      The location for this mission is divided into three parts in the center of the map there are three small hills distant from each other with flat platforms on which the player must establish outposts build watchtowers to place in them the garrisons and thereby block the supply routes to Alesia. Also on these plateaus, the player can set up by the task next to the towers in the designated areas siege machines ballista and catapults.

      Next to these hills are the roads along which while the outposts are being built, supplies are being supplied to the city and reinforcements. The bottom of the map is a plateau with the fortress Alezia. The top of the map is occupied by the Gallic rebels.

      For better visualization, a paling can be pre-installed on these hills as in the mission The Battlefield inside which the player must build towers and install throwing machines. The player moves out of the Roman camp which occupies a small part of the map and is the place from which he will recruit reinforcements. In the course of construction, the player will have to repel Gallic attacks on fortifications.

      During the construction of the fortifications by the Romans, part of the Gauls attack the hills where the outposts are located, trying to prevent another part from trying to escort wagons with provisions to the city. Each wagon that has slipped into Alesia intensifies the attacks on the construction lines. As soon as the player manages to destroy a certain number of wagons and kill the three Gauls chiefs who led the attack on the outposts, the mission is completed.

      Player tasks
      1. Build a chain of fortifications: build three outposts. (on a real map these are fortified camps for cavalry E, F, G)
      2. Prevent the supply of supplies to Alesia. Destroy or seize wagons with provisions.
      3. Reflect the attacks of the Gauls.
      4. Kill the Gallic chiefs to stop the attacks.

      Gallic Rebellion - Siege of Alesia; Between Scylla and Charybdis Part Two

      The mission may well combine in itself the passage of time as in the mission Of All The Gallic Tribes ... and assistance in the mission War Within The Mountains.

      In this mission, the previously built outposts on the hills are replaced by stationary small forts of square shape like the Roman camp from the missions of The End of the Republic or Cold Treason with four towers around the perimeter in the center is the barracks.

      From the outside, from where the main part of the Gallic militia will attack inside the fort, there are platforms on which the player can drag the ballista.

      Each fort has four entrances with gates, two external facing towards the enemy and two internal through-to-maneuver detachments during battle. From the fort to the fort stretches a double shaft covering the Roman troops from arrows and stones.

      The defense of the forts can be plotted in three versions.
      1. The player defends all three forts independently.
      2. A player defends one main fort. The other two defend Caesar’s legates. In addition, he must ensure that the legates remain alive and their line of defense is not broken and their legions are not destroyed.
      3. A player defends one main fort. The other two defend Caesar’s legates. In addition to this, he must ensure that legates remain alive and their line of defense is not broken and their legions have not been destroyed. The squads sent by the player to the aid of the allied legate go under the control of Caesar’s legates.

      Player tasks
      1. To repel the assault of the Gauls from two sides on the Roman fortifications.
      2. To prevent the passage of a certain number of Gallic troops and wagons with provisions to Alesia.
      3. The player defends his own line of defense against storming Gauls and helps Caesar’s legates to hold back the pressure in two other places. Maneuvering is possible only along the inner perimeter of the Roman structures between the walls.
      4. Caesar's legates must survive.
      5. Additional heroes Centurions Titus Pullo and Lucius Vorenus must survive.

      1. Passage of wagons with provisions and reinforcements of the Gauls to Alesia in accordance with the scenario established by the quota. Part of the wall of the plot can be destroyed.
      2. The eliminating of the allied legions and/or barracks for recruiting troops or breaking through the line of fortifications defended by the player and the eliminating of his troops and/or barracks.
      3. Full capture of the player's fort by the Gauls. The Gauls break the gates and carry the wagons through the fort to Alesia.
      The Gauls seize control of the fort by building the leader’s tent near the barrack or destroying the barrack. While the Gauls have not erected a tent of the leader in the captured fort, the player still has a chance not to lose.
      4. The killing of the heroes - Caesar's legates.

      The mission ends with a small cinematic in which the classic scene is shown as Vercingetorix surrenders to Caesar.

      Gallic Rebellion - Mission Reduction to submission

      In a plotted time, the player must have time to travel around several Gallic villages scattered throughout the map and ready to offer the last resistance to the Roman legions. When the Roman units appear in the village, the player must destroy the masterminds of the resistance of the Gallic druids in each village after which it passes under the authority of the Roman administration.

      If the player does not have time for the designated time limit to visit all the villages, the remaining Gauls begin to attack the Roman troops and take refuge in the fortress Uxellodunum , reinforcing its garrison where they have the last resistance. After that, the player has exactly twenty minutes to prepare and storm the last stronghold of the rebel Gauls.

      Player tasks
      1. To force the subjugation of the settlement of the Gauls by killing the druids.
      2. Eliminate the recalcitrant.
      3. Capture the fortress Uxellodunum for 20 minutes.
      4. Eliminate the Gallic leaders Lucterio and Drapes.


      1. The destruction of the heroes - the legates of Caesar.
      2. Losses during the assault should not exceed 100 people.
      3. Exceeding the time limit allocated for the assault.

      Civil War - African Campaign Battle of Thapsus. Mission Larks against elephants.

      Additional units:
      War elephant
      Numidian cavalry
      Mauritanian mercenaries skirmishers

      A field battle is being played, two armies of Caesar and Republicans stand against each other at some distance.
      Legio V Alaudae is highlighted with a special color or icon. The battle begins with the attack of the elephants, the infantry moves behind them. After repelling the attack of elephants, the enemy's army is still fighting, in case the player’s total losses do not exceed the established limit of 200 people after the elephants leave the battlefield, the enemy army gradually surrenders to the player’s control. If the total loss of the player exceeds the limit of 200 people the player must eliminate the enemies completely.

      Player tasks
      1. Withstand the attack of elephants on the left flank.
      2. Legio V Alaudae should not lose more than 100 people.
      3. Eliminate or capture prisoners.

      1. The destruction of the heroes - the legates of Caesar.
      2. Losses Legio V Alaudae more than 100 people.

      Civil War - African campaign. Siege of Utica. The Last Inflexible Roman.

      The player must capture the last stronghold of the Republicans in North Africa.
      standard assault on the fortress

      Player tasks
      1. Capture the city Utica.
      2. Try to capture Marcus Porcius Cato
      Oderint dum metuant (Lucius Accius) Barra!


        Hi Germanicus,
        thank you for your huge feedback and suggestions.
        Nonetheless, I cannot make any promises and be aware that we do not want to make huge changes to gameplay or anything in the game, as we want it to be as close to the original as possible and to also mirror the challenging game, it was and still is.