Middle Antiquity Age

The **Middle Antiquity Age** is the third Age in *Rome at War*. Upon reaching this age, more buildings become available, including the Fort. These buildings unlock three new unit types: siege units, unique units, and Priests. In addition, Age-related civilization bonuses increase in effect, reinforcing the civilizations' unique tactics. A variety of both economic and military strategies are possible during this age. The Middle Antiquity Age is preceded by the Early Antiquity Age, and followed by the Imperial Age.

Note: the list below is not cumulative, and only shows new units, buildings, and technologies that are activated when a player advances to the Middle Antiquity Age.

## Available buildings

### Civilian buildings

* Temple - trains and upgrades Priests
* University - building to research and upgrade structures and missiles
* Town Center1 - trains and upgrades villagers
* Royal Mint - gathering point for Gold Miners, makes nearby Gold Miners work 30% faster, and slowly generates gold, but limited to three at a time (Kushan only)
* Commandery2 - gathering point for Farmers, Lumberjacks, Gold Miners, and Stone Miners. (Han only)

1. The Town Center is also a defensive building.
2. The Commandery is also a defensive and military building.

### Military buildings

* Fort1 - trains and upgrades unique units and siege units
* Siege Workshop - trains and upgrades siege units

1. The Fort is also a defensive building.

### Defensive structures

* Sentry Tower1 - Tower that attacks enemies on sight
* Fortified Wall1 - protects an area from enemy attacks
* Sea Wall - naval defensive structure to protect an area from enemy attacks
* Sea Gate - built into Sea Walls to allow allied units to pass through
* Harbor2 - creates and upgrades warships and also attacks enemies on sight (Phoenicians only)

1. Sentry Tower and Fortified Wall have to be researched at the University
2. The Harbor is also a military building. Requires Thalassocracy.

## Available units

### Civilian units

At the Temple:

* Priest - special unit used for healing, converting enemies, and gathering Relics
* Brahmin - Indian regional Priest used for healing and converting enemies

At the Commandery:

* Imperial Magistrate - makes nearby villagers, Blacksmiths, and Universities work 10% faster (Han only)

### Military units

At the Barracks:

* Broad Swordsman - Long Swordsman (Illyrians only) - heavy infantry unit
* Spearman - Hoplite (Pontus only) - anti-cavalry unit
* Horus Warrior - scouting unit, also good against foot archers, siege weapons, and Priests (Egyptians and Nubians only)
* Huskarl - Anti-archer infantry (Goths only, after researching Anarchy)
* Caetratus - Infantry unit with a splash damage charge attack (Carthaginians only, after researching Xanthippian Reforms)

At the Archery Range:

* Improved Bowman - Composite Bowman (Gupta only) - foot archer unit
* Elite Skirmisher - anti-archer javelineer
* Cavalry Archer - mounted archer unit
* Crossbowman - anti-infantry archer unit with high damage (Syracusans only, after researching Advanced Weaponry)
* Camel Archer - anti-cavalry archer mounted archer
* Elephant Archer - slow and heavy mounted archer (Mauryans and Nanda only)
* Chariot Archer - mounted archer unit (Egyptians and Nubians only)
* Elite Mounted Skirmisher - anti-archer mounted javelineer (Numidians only)
* Balearic Slinger (Carthaginians only, after researching Xanthippian Reforms)

At the Stable:

* Camel Rider - anti-cavalry unit
* Cavalryman - Heavy Cavalryman (Goths only) - heavy cavalry unit
* Light Cavalry - light and quick scouting unit, also good against siege weapons and Priests
* Battle Elephant - heavy cavalry unit
* Chariot - anti-infantry cavalry unit
* Ratha - cavalry unit with a melee and range weapon swap (Gupta, Mauryans, and Nanda only)
* Elite Mounted Skirmisher - anti-archer mounted javelineer (Numidians only, after researching Elite Mounted Skirmisher)
* Amazigh - fast cavalry unit specialized against siege weapons (Carthaginians only, after researching Xanthippian Reforms)
* Tarkan - anti-building cavalry (Huns only, after researching Marauders)

At the Fort:

* Unique unit - a special unit only one civilization can train

At the Siege Workshop:

* Battering Ram - Capped Ram (Roman Empire only) - anti-building siege unit that is almost immune to missiles
* Armored Elephant - anti-building cavalry and siege unit with high pierce armor (Gupta, Kushan, Mauryans, and Nanda only)
* Mangonel - Onager (Roman Empire only) - ranged siege unit with a splash attack
* Scorpion - ranged siege unit with a pass-through attack along a line
* Siege Tower - siege unit that can drop off units behind Walls and fire arrows

At the Shipyard/Harbor (the latter for Phoenicians only):

* Scout Ship - naval scout unit
* Bireme - basic war ship
* Fire Ship - close range warship with high damage output
* Trihemiolia - anti-Fire Ship ranged warship
* Demolition Ship - self-destructive warship
* Boarding Ship - naval warship capable of conversion and freezing enemies in place

At the Watch Tower/Guard Tower:

* Militia/Short Swordsman/Broad Swordsman - heavy infantry unit (Picts only, after researching Brochs)
* Levy Spearman/Spearman - anti-cavalry unit (Picts only, after researching Brochs)
* Woad Raider - fast raiding infantry (Picts only, after researching Brochs)

At the Commandery:

* Xiaowei - infantry unit that makes nearby infantry attack 25% faster (Han only)