And in instances where there is an area of effect attack, being more spread out means fewer precious resources are going to be effected. Whoo! Okay, so it’s a tough question to solve. Maybe Ancient Rome has some insight on the matter. Well, looking at our Pox Romana strategy guide, Copyright year CCC, We see that the Roman military would build bases for defense that they referred to as Castra. These Castra always followed a very strict layout starting with two major streets: The Cardo Maximus, running North and South, and the Decumanus Maximus, running East and West. The central area where the two streets met, was made into a forum with city services. Much like a business district. Surrounded by a compact grid of smaller streets. The whole thing got wrapped inside a wall equipped with guards and a portcullis. Or, fortified gate.
This grid layout, down to the exact size, was replicated each time they needed a new encampment partially because soldiers could be positioned anywhere in Rome’s vast empire. As such, having a standard layout meant that a soldier could easily navigate around a city whether he was stationed in Pompeii or Constantinople. Constantinople, not Istanbul. Keeping the same layout regardless of where in the world you are? This is like an ancient civilization’s version of Target. Now let’s take a minute to unpack all that because there is a lot there that I can use. First, if we’re to translate Rome’s strategy to Total Conquest the City Hall would be stationed in the middle of everything else we build. This makes sense as the City Hall ultimately dictates whether a battle is won or lost. By keeping it towards the middle, everything that we build around it serves as a defense mechanism. Invaders will have to work their way through the entire city before hitting this key building. Just like Romans kept their business center protected in the middle of the Castra. And, looking at the Total Conquest leaderboard, we see top players all following this model.
So it seems taking a page from Rome’s city planning is already starting to pay off. Which means we should also probably talk about the Cardo and Decumanus Maximi. These were the roads straight into the heart of the city protected by a gate. We can apply a similar idea in Total Conquest. And, really, into any other strategy game. Strategy games always tend to program computer enemies to flood towards any opening in a defensive wall. By designing a base with a narrow path similar to a Castra’s Cardo you funnel enemies in one-by-one. Making it much easier to thin the opposition’s numbers rather than having to take on large groups all at once. So that’s TWO design features I can work into my base right off the bat. Let’s see how I do! Well hand me a fiddle and call me Nero, ’cause I burned that city DOWN! This whole ‘Roman strategy thing’ seems to be working. I need more! What else can I use?! Well, Castra tended to be divided into three districts. The Latera Pritori, the Praetentura, and the Retentura.