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Total War: ROME II - Emperor Edition Guide: Complete Strategy & Tips

Complete Total War: ROME II - Emperor Edition guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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Emperor Edition is the free September 2014 overhaul that rebuilt ROME II's politics, building chains and campaign AI after a rough 2013 launch. It ships the Grand Campaign across 57 provinces stretching from Britannia and Hispania to Bactria, plus the Imperator Augustus campaign covering the Second Triumvirate's civil war. Turn-based empire management feeds into real-time battles of thousands of men, and these are the rules everyone still plays under.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Province and region system

The Grand Campaign splits into 57 provinces, each built from two to four regions with a single provincial capital. Edicts apply province-wide but only once you own every region in it, so a half-conquered province gives you the unrest of occupation with none of the management tools.

Public order and food

Food surplus feeds growth while a shortage causes attrition and unrest across an entire province. Public order slides from garrison strength, corruption, foreign culture and squalor, and a province in the red spawns rebel armies behind your front line.

Army traditions and generals

Armies are permanent objects tied to a general and accumulate traditions over campaigns, granting real bonuses such as faster movement or better ambush odds. Disbanding an army throws that history away, which makes retiring a veteran stack a genuine loss.

Political parties and civil war

Your faction is divided between rival houses, and Emperor Edition rewrote how their influence moves. Letting your own party's influence collapse or spike triggers a civil war that hands a large slice of your empire to the secessionists.

Combined land and naval battles

Coastal battles put fleets and land armies on the same map, with marines landing straight into the fight. Naval units also carry troops, so a fleet defeat can annihilate an army that never reached shore.

For a deeper dive into how these systems interact, see our Total War: ROME II - Emperor Edition combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
RomeAVersatile approachBalanced stats
CarthageAVersatile approachBalanced stats
MacedonAVersatile approachBalanced stats
EgyptAVersatile approachBalanced stats
ParthiaAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Total War: ROME II - Emperor Edition builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
Legionary CohortsRome's line infantry after the Marian reforms, throwing pila before contact and grinding through sustained melee.Roman campaigns from the mid game onward, and any battle you intend to win by breaking the enemy centre.
Pike phalanxSarissa blocks fielded by Macedon, the Seleucids and Ptolemaic Egypt.Anchoring a centre while cavalry decides the battle on the wings. Never for pursuing anything.
War elephantsCarthaginian and Eastern shock units that break morale on impact and trample formed infantry.Punching a hole in a static infantry line early, before enemy skirmishers get a clean angle.
Horse archersThe Parthian and Steppe answer to heavy infantry: fire, withdraw, repeat until morale breaks.Parthian, Scythian and Roxolani campaigns, and any battle you can afford to fight over distance.
Scorpions and onagersField artillery that outranges everything and shreds packed formations and gates.Sieges and defensive battles where the enemy has to walk toward you across open ground.

Legionary Cohorts: Rome's line infantry after the Marian reforms, throwing pila before contact and grinding through sustained melee. They hold against anything that is not a pike wall or a line of elephants.

Pike phalanx: Sarissa blocks fielded by Macedon, the Seleucids and Ptolemaic Egypt. Frontally they are nearly unbeatable, and from the flank or rear they collapse in seconds.

War elephants: Carthaginian and Eastern shock units that break morale on impact and trample formed infantry. Sustained missile fire panics them, after which they rampage back through your own line.

Horse archers: The Parthian and Steppe answer to heavy infantry: fire, withdraw, repeat until morale breaks. They win by attrition and by baiting slow armies into chasing them across the map.

Scorpions and onagers: Field artillery that outranges everything and shreds packed formations and gates. Slow to reposition and defenceless the moment cavalry reaches it.

Full breakdowns in our Total War: ROME II - Emperor Edition weapons guide.

Location Progression

LocationLevel RangeKey Rewards
ItaliaTurns 1 to 30Provincial edicts, Roman recruitment chains, stable public order
Magna GraeciaTurns 5 to 40Ports, Greek building chains, a Sicilian staging ground
AfricaTurns 30 to 80Carthago, African trade income, elephant recruitment
AegyptusTurns 60 onwardAlexandria, large food surplus, grain trade
BritanniaTurns 90 onwardVictory condition regions, tin trade, Iceni chariot territory

Italia: Rome's home province and the richest early economy available. Securing it alongside Magna Graecia before turn 30 is the standard Roman opening because it removes every land threat behind you.

Magna Graecia: Southern Italy and its Greek colonies, contested between Rome, Syracuse and Carthage. Holding it also puts Sicily and the first naval war within reach.

Africa: Carthage's home province and the objective that ends the Punic wars. Taking Carthago itself removes the strongest early naval power and hands you a first-rate trade port.

Aegyptus: The Nile provinces, the largest food output on the map and Alexandria's trade income. Whoever holds Egypt can feed a far larger army than their territory suggests.

Britannia: Cold, poor and far from the capital, defended by the Iceni and their chariots. It is a prestige conquest rather than an economic one, and holding it costs garrisons you would rather spend elsewhere.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Province edicts only unlock once you own every region in a province, so half-conquered provinces cost you unrest without giving you the tools to fix it. Finish one province before opening the next front.
  2. Food is calculated per province, and a shortage causes attrition and public order damage across every region in it. Build farms in the low-value regions and keep at least a small surplus everywhere you hold.
  3. Armies gain traditions permanently and lose them when disbanded. Rotate a veteran army back into friendly territory to replenish instead of dissolving it and raising a fresh stack.
  4. Pikes are helpless from the flank and rear. Against Macedon or the Seleucids, pin the phalanx with cheap spearmen and send everything else around the side rather than trading with the pike front.
  5. Emperor Edition rewrote the political system so influence swings genuinely matter. Keep your own party somewhere around 30 to 50 percent influence, because both collapse and total dominance push the other houses toward civil war.
  6. Ambush stance in forests and hills is the cheapest force multiplier in the campaign. A smaller army in ambush routinely destroys a full enemy stack that would beat it in a straight fight.
  7. Naval transport is free but fragile. Armies at sea fight as poor-quality ships, so escorting a transported army with a real fleet is the difference between a landing and losing twenty units at once.
  8. Assaulting a walled capital without artillery is the most expensive mistake in the campaign. Bring at least two Scorpions or an Onager, or blockade the settlement and starve it out over several turns.
  9. Culture conversion drives unrest as much as taxation does. Building the correct religious and cultural chains in newly taken provinces is cheaper than garrisoning them forever.
  10. Agents are not decoration. A Champion training your armies or a Dignitary suppressing an enemy general changes battle outcomes and campaign tempo more than an extra unit of levy spearmen ever will.

Common Mistakes to Avoid

  • Expanding in three directions at once. Every new province drags public order down before it returns anything, and rebel armies spawn behind your front line.
  • Assaulting walled capitals without artillery and losing half a veteran army to a garrison of levy troops.
  • Chasing horse archers with heavy infantry. Parthian and Steppe armies are built to make you do exactly that, and your line arrives exhausted and shot to pieces.
  • Ignoring the politics screen until the civil war notification fires. By then the split is decided and a third of your empire changes sides.
  • Disbanding veteran armies to save upkeep, throwing away accumulated traditions that cannot be bought back.

Frequently Asked Questions

What does Emperor Edition actually change?

It was a free September 2014 update that rebuilt the political system, revised building chains and public order, improved campaign and battle AI, and added the Imperator Augustus campaign. Every copy sold since is Emperor Edition.

Which faction should a new player pick?

Rome. It starts with Italia almost secured, has clear objectives, gets Legionary Cohorts after the Marian reforms, and forgives the battlefield mistakes that would end a Macedonian or Parthian campaign.

Is the Imperator Augustus campaign included?

Yes, it ships with Emperor Edition. It covers the Second Triumvirate period with Octavian, Marc Antony and Lepidus fighting over a Rome that has already fractured, alongside Parthia, Egypt, Armenia and several tribal factions.

How large is the Grand Campaign map?

57 provinces built from more than 170 regions, running from Britannia and Hispania in the west to Bactria in the east, with Africa reaching down toward Kush.

Do I need the DLC?

No. The Grand Campaign and Imperator Augustus carry hundreds of hours on their own. Culture packs add playable factions such as the Greek States and the Nomadic Tribes, while Wrath of Sparta and Hannibal at the Gates are separate campaigns rather than upgrades.

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