Romans
Civilization Statistics
As a infantry and cavalry civilization, Romans reward players who lean into the strengths that define the archetype. Much of their character comes down to a handful of civilization bonuses: Villagers gather, build, and repair +5% faster, Infantry armor upgrade effects are doubled, Scorpions cost -50% gold and Galley-line and Dromons +1 melee/+1 pierce armor. In team games their value grows: the team bonus Scorpions minimum range reduced benefits everyone they play alongside.
They can also research unique technologies that no rival has access to: Comitatenses (Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack) and Ballistas (Scorpions attack +33% faster; Galley-line +2 attack). On the clock, Romans players usually hit Feudal around 10:17 and Castle around 20:59. They are strongest against Mapuche (about 64.3%) and weakest against Mongols (around 46.6%) — a spread worth remembering when the picks come in.
Popular and effective in equal measure, they show up in around 1.6% of games and convert a 53.8% win rate over 103057 RM 1v1 matches — enough for rank #2 of 54. Built around the unique Centurion, Romans armies lean heavily on archers (~26% of everything produced), and the Skirmisher is the unit players pump out most, at roughly 22%.
- Villagers gather, build, and repair +5% faster
- Infantry armor upgrade effects are doubled
- Scorpions cost -50% gold
- Galley-line and Dromons +1 melee/+1 pierce armor
Team Bonus
Scorpions minimum range reduced
Research Comitatenses (Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack)
Research Ballistas (Scorpions attack +33% faster; Galley-line +2 attack)
Unit Composition
Share of military units produced in an average match.
Win Rates
Win rate across rating brackets, game length, patches and strategy match-ups.
Play Rate by Elo
How often this civilization is picked in each rating bracket.
Maps
Best and worst maps by win rate.
