Players represent these two major factions, playing co-operatively in teams within each major faction (2-3 players in each team). The idea with more than one player in each team is that we can relieve each other when real life calls and still ensure that the campaign progresses. Furthermore, players can, if desired, focus on what they enjoy the most: the strategic considerations on the map or on the actual in-game battles. (This could vary over time as agreed within teams, depending on real life commitments.)
Five non-major factions (Gauls, Samnites, Greeks, Umbrians, and Sabines) are also potentially available, as part of successful diplomacy, in the form of allies to the armies of the major factions in battles or even as outright armies of their own, then controlled by the major factions.
The main objective is to control the enemy faction's capital, the campaign ending immediately in victory for a major faction if the opposing major faction loses control of its capital.
Battles will be fought in Field of Glory II: Ancients, using a separate module (to allow for all allies) with applicable army lists from Paul59's marvellous TT Mod (permission granted by Paul already, many thanks!). (The module is already created and can, once the campaign launches, be downloaded in-game: very quick and easy.)
- Etruscans (Etruscan 330-280 BC)
- Romans (Roman 340-281 BC)
- Gauls (Gallic Lowland Tribes 390-301 BC)
- Samnites (Samnite 355-272 BC)
- Greeks (Greek (Western) 380-281 BC)
- Umbrians (Umbrian 490-260 BC)
- Sabines (Italian Hill Tribes 490-275 BC)
- Maeglyr
- kronenblatt
- rockmanbob123
- DIVM
- ilpars
- ...


