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There are two Naval recruitment lines, a Military one which recruits Roman 5s, 6s and artillery ships and a Patrol line which recruits auxiliary 2s, 3s, 4s and 5s. The Siege chain has three tiers and provides a range of artillery.
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This building line will provide the backbone of your armies that then get rounded out by auxiliaries. The Roman line provides the core melee infantry, Velites and melee cavalry. Note that the House of Cornelia sub-faction reduces Auxiliary upkeep by 50% making these troops a very attractive prospect. It rarely adds any new units at tier four. This line provides lighter spears, melee and missiles and the bulk of cavalry variety. The Auxiliary line provides a unique mechanism by allowing the recruitment of units based on the region in which the building resides. There is one Army building chain with two lines. The second tier Roman barracks can recruit Evocati Cohort in the late game so high tier buildings are not required to get the late units as a result of this upgrade system. This means early units can persist and retain experience through to the end of the campaign. It is also a roster that goes through a major shift from the classic Hastati-Principes-Triarii model to the Legionary model as a result of upgrades unlocked by technology. The Roman army is unique in that it is made up of a core of Roman troops supported by auxiliaries that differ based on where they are recruited from. Barbarian factions can reach this level far quicker than other cultures: Greeks, Eastern and Romans need over twice as much research effort to unlock. The Late phase represents the fourth tier of recruitment which typically provides a small number of elite units, some of which would otherwise only have been available as general bodyguards. It is possible to complete many campaigns without going beyond this level.
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This phase is quite accessible and can be reached without dedication for every faction except Rome and Carthage who have a higher research requirement and will rely on auxiliaries and mercenaries more. The fourth tier of secondary buildings unlocks here although in many cases it doesn't provide new units. The Middle phase, the third tier of primary recruitment buildings, provides the bulk of most factions units and generally rounds out the army roster. In this phase, mercenaries can provide great benefit through filling gaps or higher tier units. These will generally be lighter troops, basic missiles and some signature units like hoplites for Greeks or horse archers for Nomads. For Greek and Romans, it will also include the third tier of the secondary (auxiliary, mercenary or missiles) lines as these are available much quicker than the primary. The Early phase of the military progression includes the first two levels of primary recruitment buildings and includes the base settlement recruitment. Again, be sure to make a backup copy of the file before you edit it.Military ProgressionThe campaign will be viewed in three phases of military progression, regardless of each factions recruitment model. If you have an earlier version of RTW you will also have to edit the RTW\Data\Text\campaign_descriptions.txt file to add in something (anything) for a campaign description for the formerly nonplayable factions. However, if you do choose to play as the Senate do not click on the Senate tab, otherwise your game will crash. I put the senate in nonplayable, but that is just a matter of personal preference. If you want to play them you have to move one of the other factions to unlockable or nonplayable. The interface in the campaign selection screen is only made to display 20 factions, so the rebel/slaves are not shown there even if you unlock them as above. Just the beginning section I have shown here.