Tyrrhenoi

Faction Overview	Strategic Overview	History
The Tyrrhenoi have the power of Valour.
Connections by the Rasenna who live south of the Alps with migrants from the Near East and Asia have led to the foundation of the Tyrrhenoi — one of the more civilised nations to the extreme west of the world, aside from the Poeni who have founded colonies all across the Mediterranean. While their neighbours live mostly in mud huts and small villages, the Tyrrhenoi can boast of having founded large and well-built cities fronting the vast Tyrrhenian Sea ... and the advantages that international commerce, fishing and piracy all have to offer. 
As a result, the Tyrrheniot faction finds that farming and fishing are indeed very productive: it is not difficult to found new farms or to launch new Fishing Ships. Yet this seemingly apparent sophistication belies the one fact that the Tyrrhenoi are few, while their enemies are many ... and on the march. To the south, the many Italian tribes headed by the Sabelli still pose a threat, while newcomers from the seas and mountains, the Keltic Boii and the Greeks, all threaten to impose a stranglehold on the Tyrrhenoi. 
Tyrrheniot arms and armour can match whatever power there lies in Greek bronze or Gallic iron, and even the Greeks, whilst being proficient at piracy themselves, have reason to fear the Tyrrhenoi - they are master builders and so Tyrrheniot naval units cost a quarter less of the resources other nations may struggle to use to build their own fleets. Yet the threat of foreign invasion pales compared to another — the Tyrrheniot peoples themselves are divided, feuding with one another. To date, the sheep-slaughtering, liver-inspecting haruspices who intercede between aisar and mortals predict an ominous future for the entire Tyrrheniot race — annihilation at the hands of their neighbours. Despite the foundation of a great mech rasnal covering the twelve kingdoms of the Tyrrhenoi, the member-mechar do not consider themselves above abetting their enemies to wreak havoc on their Tyrrheniot brothers and if this is allowed to continue, the fate of the Tyrrhenoi will most certainly be sealed. It is up to you, as zilath of the Tyrrhenoi, to strive to invalidate this prophecy.	
Connections by the Rasenna who live south of the Alps with migrants from the Near East and Asia have led to the foundation of the Tyrrhenoi — one of the more civilised nations to the extreme west of the world, aside from the Poeni who have founded colonies all across the Mediterranean. While their neighbours live mostly in mud huts and small villages, the Tyrrhenoi can boast of having founded large and well-built cities fronting the vast Tyrrhenian Sea ... and the advantages that international commerce, fishing and piracy all have to offer. 
As a result, the Tyrrheniot faction finds that farming and fishing are indeed very productive: it is not difficult to found new farms or to launch new Fishing Ships. Yet this seemingly apparent sophistication belies the one fact that the Tyrrhenoi are few, while their enemies are many ... and on the march. To the south, the many Italian tribes headed by the Sabelli still pose a threat, while newcomers from the seas and mountains, the Keltic Boii and the Greeks, all threaten to impose a stranglehold on the Tyrrhenoi. 
Tyrrheniot arms and armour can match whatever power there lies in Greek bronze or Gallic iron, and even the Greeks, whilst being proficient at piracy themselves, have reason to fear the Tyrrhenoi - they are master builders and so Tyrrheniot naval units cost a quarter less of the resources other nations may struggle to use to build their own fleets. Yet the threat of foreign invasion pales compared to another — the Tyrrheniot peoples themselves are divided, feuding with one another. To date, the sheep-slaughtering, liver-inspecting haruspices who intercede between aisar and mortals predict an ominous future for the entire Tyrrheniot race — annihilation at the hands of their neighbours. Despite the foundation of a great mech rasnal covering the twelve kingdoms of the Tyrrhenoi, the member-mechar do not consider themselves above abetting their enemies to wreak havoc on their Tyrrheniot brothers and if this is allowed to continue, the fate of the Tyrrhenoi will most certainly be sealed. It is up to you, as zilath of the Tyrrhenoi, to strive to invalidate this prophecy.	
Connections by the Rasenna who live south of the Alps with migrants from the Near East and Asia have led to the foundation of the Tyrrhenoi — one of the more civilised nations to the extreme west of the world, aside from the Poeni who have founded colonies all across the Mediterranean. While their neighbours live mostly in mud huts and small villages, the Tyrrhenoi can boast of having founded large and well-built cities fronting the vast Tyrrhenian Sea ... and the advantages that international commerce, fishing and piracy all have to offer. 
As a result, the Tyrrheniot faction finds that farming and fishing are indeed very productive: it is not difficult to found new farms or to launch new Fishing Ships. Yet this seemingly apparent sophistication belies the one fact that the Tyrrhenoi are few, while their enemies are many ... and on the march. To the south, the many Italian tribes headed by the Sabelli still pose a threat, while newcomers from the seas and mountains, the Keltic Boii and the Greeks, all threaten to impose a stranglehold on the Tyrrhenoi. 
Tyrrheniot arms and armour can match whatever power there lies in Greek bronze or Gallic iron, and even the Greeks, whilst being proficient at piracy themselves, have reason to fear the Tyrrhenoi - they are master builders and so Tyrrheniot naval units cost a quarter less of the resources other nations may struggle to use to build their own fleets. Yet the threat of foreign invasion pales compared to another — the Tyrrheniot peoples themselves are divided, feuding with one another. To date, the sheep-slaughtering, liver-inspecting haruspices who intercede between aisar and mortals predict an ominous future for the entire Tyrrheniot race — annihilation at the hands of their neighbours. Despite the foundation of a great mech rasnal covering the twelve kingdoms of the Tyrrhenoi, the member-mechar do not consider themselves above abetting their enemies to wreak havoc on their Tyrrheniot brothers and if this is allowed to continue, the fate of the Tyrrhenoi will most certainly be sealed. It is up to you, as zilath of the Tyrrhenoi, to strive to invalidate this prophecy.	
Connections by the Rasenna who live south of the Alps with migrants from the Near East and Asia have led to the foundation of the Tyrrhenoi — one of the more civilised nations to the extreme west of the world, aside from the Poeni who have founded colonies all across the Mediterranean. While their neighbours live mostly in mud huts and small villages, the Tyrrhenoi can boast of having founded large and well-built cities fronting the vast Tyrrhenian Sea ... and the advantages that international commerce, fishing and piracy all have to offer. 
As a result, the Tyrrheniot faction finds that farming and fishing are indeed very productive: it is not difficult to found new farms or to launch new Fishing Ships. Yet this seemingly apparent sophistication belies the one fact that the Tyrrhenoi are few, while their enemies are many ... and on the march. To the south, the many Italian tribes headed by the Sabelli still pose a threat, while newcomers from the seas and mountains, the Keltic Boii and the Greeks, all threaten to impose a stranglehold on the Tyrrhenoi. 
Tyrrheniot arms and armour can match whatever power there lies in Greek bronze or Gallic iron, and even the Greeks, whilst being proficient at piracy themselves, have reason to fear the Tyrrhenoi - they are master builders and so Tyrrheniot naval units cost a quarter less of the resources other nations may struggle to use to build their own fleets. Yet the threat of foreign invasion pales compared to another — the Tyrrheniot peoples themselves are divided, feuding with one another. To date, the sheep-slaughtering, liver-inspecting haruspices who intercede between aisar and mortals predict an ominous future for the entire Tyrrheniot race — annihilation at the hands of their neighbours. Despite the foundation of a great mech rasnal covering the twelve kingdoms of the Tyrrhenoi, the member-mechar do not consider themselves above abetting their enemies to wreak havoc on their Tyrrheniot brothers and if this is allowed to continue, the fate of the Tyrrhenoi will most certainly be sealed. It is up to you, as zilath of the Tyrrhenoi, to strive to invalidate this prophecy.
Faction Type: ItaliotNational Bonuses:
*Sophisticated Society : Farms and Trawlers 66% cheaper; produce +25% resources
*Nautical Expertise : Naval units are 25% cheaper.
*The Few of Laran : Stratonis units deal 5% extra damage against buildings, for each age and military upgrade researched.
Unique Units:
* : Raiders, Sword Levy
* : 
**Turath, 
**Promakhoi [1]=> Dorkim Mookdamim [2]
**Bowmen
*Corral: Horsemen, Horse Raiders
* :
**Epilektoi Hoplitai
* : 
**Kerkuros, Triakonter [1-2];
**Dieres => Trieres [1-2]
* :  Battering Ram, Mantlet
* :  Polemarkhos
Mercenaries:
* : 
**Fenetes
**Principes [2, ?, consumes Sword Levy]
* : Mistophoroi Hoplitai, Kasatim Shardanim, Tarentinoi Hippeis, Pedites Gallorum, Galatikoi Kluddolon, Gaesatae	
Faction Type: ItaliotNational Bonuses:
*Sophisticated Society : Farms and Trawlers 66% cheaper; produce +25% resources
*Nautical Expertise : Naval units are 25% cheaper.
*The Few of Laran : Stratonis units deal 5% extra damage against buildings, for each age and military upgrade researched.
Unique Units:
* : Raiders, Sword Levy
* : 
**Turath, 
**Promakhoi [1]=> Dorkim Mookdamim [2]
**Bowmen
*Corral: Horsemen, Horse Raiders
* :
**Epilektoi Hoplitai
* : 
**Kerkuros, Triakonter [1-2];
**Dieres => Trieres [1-2]
* :  Battering Ram, Mantlet
* :  Polemarkhos
Mercenaries:
* : 
**Fenetes
**Principes [2, ?, consumes Sword Levy]
* : Mistophoroi Hoplitai, Kasatim Shardanim, Tarentinoi Hippeis, Pedites Gallorum, Galatikoi Kluddolon, Gaesatae	
Faction Type: ItaliotNational Bonuses:
*Sophisticated Society : Farms and Trawlers 66% cheaper; produce +25% resources
*Nautical Expertise : Naval units are 25% cheaper.
*The Few of Laran : Stratonis units deal 5% extra damage against buildings, for each age and military upgrade researched.
Unique Units:
* : Raiders, Sword Levy
* : 
**Turath, 
**Promakhoi [1]=> Dorkim Mookdamim [2]
**Bowmen
*Corral: Horsemen, Horse Raiders
* :
**Epilektoi Hoplitai
* : 
**Kerkuros, Triakonter [1-2];
**Dieres => Trieres [1-2]
* :  Battering Ram, Mantlet
* :  Polemarkhos
Mercenaries:
* : 
**Fenetes
**Principes [2, ?, consumes Sword Levy]
* : Mistophoroi Hoplitai, Kasatim Shardanim, Tarentinoi Hippeis, Pedites Gallorum, Galatikoi Kluddolon, Gaesatae	
Wonders:
*Asklepeion
*Mausoleum Complex
Upgrades:
*Imperial Mndate
Settlements:	Settlements:	Settlements:	Leaders:
*Velzna
*Tarchuna
*Curtun
*Velathri
*Aritim
*Chaire
*Velch
*Fufluna
*Veia
*Vatluna	
*Perusna
*Clevsin
*Alalia
*Capua
*Felsna
*Spina
*Atria
*Manthva
*Achra
*Irnthi	
*Ravena
*Uscla
*Cassina
*Satria
*Tarcste
*Misa
*Ficocle
*Cainua
*Amina
*Ruma	
*Arnth
*Arnza
*Arrunth
*Aule
*Cae
*Caeles
*Cneve
*Cuinte
*Karcuna
*Lar
*Larce
*Laris
*Larth
*Lucie
*Mammarce
*Marce
*Metie
*Pavle
*Puplie
*Sethre
*Spurie
*Theranth
*Tarchon
*Thefarie
*Tite
*Uchtave
*Vel
*Velthur
*Venel
*Venox
*Vipie
Category:tyrrhenoi