A bit early but wanted to get a feel for what the Romans might look like for myself and decided to share, Will update as more info is released. There were whole aspects of Romans that I'd forgotten about until I went over all the Roman blogs again. See the sheet attached for an initial rundown of units and gear slots. Many important slots don't have suggestions yet, but some straightforward ones do, which may be helpful if you want to do some early gear gathering now. https://docs.google.com/spreadsheet...o61pzQyDTPILsaH6f_XTx-fXo/edit#gid=1378146244 Here is my summary of some aspects of Rome that will feel different than other civs: Units: Engineer - is a second building construction unit that will use work tools, so getting a Divine Hammer of Construction will be very helpful for these. Also could mean that you might prefer to use a Kaveh hammer on your villagers instead of going Divine Hammer for them too. Will depend a bit on how the civ plays. Engineer might also be anti-siege dmg, so depending on stats and your strategy you might want a set of dmg gear. Will have 3 core unit buildings as usual, but each will produce multiple types (inf, cav, ranged) so slight different than just barracks, stables, archery range, but should be easy enough to get used to once we start playing. Strong siege including an anti-unit siege in age 3. Don't know full set of units yet or stats or build restrictions on officer units, so can't describe how they line up or will be used yet. Buildings: Miliaria - posts you can build throughout the map that give move speed boost in area around them. Probably want extra set of Line of Sight gear for these. Castellum - these are equivalent to barracks, but in Age 3 you can upgrade them to also be mini-fortresses. No idea on stats yet and probably want to keep unit building gear on them, but might want to consider having Fortress type gear too, no idea on stats yet so very subject to change.