Welcome, Governors, to the wild frontier of Albion!
Appointed by the Emperor himself, you now oversee this newly conquered province in the far north of the Empire. Far from the sun-drenched lavender fields of Latium, Albion offers a stark and mysterious contrast, a land of misty marshes, rugged cliffs, and Celtic traditions. Here's your breakdown:
A Land of Fog, Forests, and Marshes
Inspired by real-world Britain and its Celtic heritage, Albion features:
These marshes are more than scenery; they're central to your governance. Resources like eels and reed are harvested here but there's added complexity; not all types of buildings can be built in the marshes, and in contrast to dry land, roads must be connected to a very specific point of your buildings.
Meet the Locals: The Waders
Your journey begins with the Waders, native Celts adjusting to life under Roman rule. Like the Liberti of Latium, they have modest needs:
Like in Latium, the Optional Needs system allows flexibility in how you upgrade and expand - fulfill all, or just the essentials.
Choose Your Path: Smiths or Mercators
Once basic needs are met, you face a pivotal choice: upgrade your Waders to Smiths, or upgrade them to Mercators.
Your decisions shape both gameplay and visual aesthetics - Romanized buildings stand in stark contrast to Celtic architecture. However, even when you're Romanizing your Mercators, keep in mind that they are still Celts...Celts who have adopted Roman customs.
Aldermen vs. Nobles in Albion
Once your Smiths or Mercators have their essential Needs fulfilled, it's time to elevate them to the next tier:
Aldermen: Guardians of Celtic Tradition
Aldermen are revered leaders within their communities, proudly sporting impressive
