Your Store Your Store. Categories Categories. Special Sections. Player Support. Community Hub. Praetorians - HD Remaster. Torus Games , Pyro Studios. Kalypso Media. Relive the celebrated real-time strategy classic Praetorians, re-imagined in high definition. Praetorians is set amidst the political machinations of an emerging Roman Empire. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam.
Languages :. English and 10 more. View Steam Achievements You must learn to combine your units and exploit the weakness of the enemy, but as you get closer to the Emperor things become even more difficult as you must face his personal guard, the most powerful and deadly fighting force in the Empire - The Praetorian Guard! Key Features Three different armies: Gauls, Egyptians and the Roman Legions Unique sets of abilities and formations for different unit types and characters Fast-paced action were things can easily go from hectic to wrong.
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Show graph. Brought to you by Steam Labs. Filter reviews by the user's playtime when the review was written:. Tried joining another player's game and it just opens up the menu Tried adjusting internet options, it does not seem to work Need assistance with the mutliplayer.
Last edited by Whitest Wolf ; 12 Dec, pm. Is it possible for people with the HD remastered to play multiplayer with people who only have the original game?? This is not possible at all. Drojan31 View Profile View Posts. In the HD game there is a community of multiplayers?? I want to play online!! Per page: 15 30 Date Posted: 16 Apr, pm. Posts: Objectives: - Capture the village of Matisco.
Available construction: Assault Ladder once Fortress reached , Catapult once ladders complete , Defensive Tower, repair. The later allows dense woodland and grassland to be scouted, and you should use the wolf to find the enemy troops hidden in the woodland just to the east of your start location. Use your Legionaries and archers to kill them.
Unlike Spearmen, Legionaries are capable of fighting in woodland. Capture Matisco 2 on the map above by using your Auxiliary Infantry to build a new garrison next to the village. This village is neutral at the outset, so there is no need to destroy anything. A group of enemy troops will attack from the north.
As you engage them you may be fired at by enemy bowmen positioned on the ridged area on the far west side. Recruit the two additional Auxiliary Infantry as instructed, plus a range of other combat units: Archers, Legionaries and Spearmen are all potentially useful in the coming battle. Ensure you bring your Centurion to the front line before commencing battle. March towards the fortress 3 on the map above , but do not get too close. Select a unit of Auxiliary Infantry and construct some ladders.
Follow these by a few Catapults. Construction should take place behind your lines - these units can be moved to the front at the appropriate time. Reform the remaining Auxiliary Infantry once construction is complete. As you approach the fortress enemy cavalry will ride out and attack you.
Stationary Spearmen are very effective against cavalry. Set them up in a line, and send a fast unit such as your Centurion towards the fortress to lure the cavalry into an ambush. The final assault on the fortress benefits from similar decoy tactics. Siege weapons such as ladders and Catapults are very vulnerable to attack.
For example, Catapults firing stones are very effective against stationary troops such as those enemy units on the walls , however it only takes a few fire arrows to set a Catapult alight. While burning Catapults can be repaired order spare Auxiliary Infantry to repair them , conducting repairs mid-battle is somewhat inconvenient. The main threat while outside the fortress is from enemy bowmen on the walls. Rather than letting them fire at vulnerable units, use Legionaries in 'Turtle' formation.
In this formation, very little damage will be taken from arrows. Your Legionaries can safely soak enemy fire while you advance those units you intend to assault the fortress walls with, such as Catapults, archers and ladders. There are two ways into the fortress. Either move ladders up to the walls, and then let melee troops climb onto the walls; or break down the gate. The easiest way to break down a gate is to use a battering ram; but those are not available in this mission.
While regular melee troops or Catapults can attack the gate, this will take a long time. I think it is preferable to try and advance by climbing the walls.
When using ladders, try to ensure all enemy on the walls have been killed, then move the ladder into position and quickly order melee troops Legionaries are ideal up onto the walls to deal with enemy melee troops that will attempt to repel your attack.
Defeat all the enemy defenders, including the Chieftain, to complete the mission. This tutorial is a good introduction to the idea of using the right unit for right job. Randomly throwing units at the fortress will result in huge loses, while careful tactics can reduce loses to almost nothing. Date: April 1, 58 BC [ok, where's the joke? Objectives: - Dubalix must be stopped. Available construction: Catapult, Defensive Tower, repair.
Dubalix retreats to here. These are fast, with a poor defense, and cannot enter woodland. They are best used to race towards an otherwise poorly defended unit, such as the bowmen found to the north of your start location 5 on the map above.
If you take the most direct route, your Legionaries will not be able to follow, since they cannot cross the shallow water. Once the bowmen have been killed, move your main force towards the next enemy group 6 on the map above. As you approach the enemy infantry and bowmen, cavalry will attack from the south-east. The cavalry are best repelled using stationary Spearmen. Let your Legionaries handle the main enemy force, only using Equites to pick off vulnerable bowmen.
This will be easier if you give certain troops hold orders before the battle commences. Dubalix retreats and destroys the bridge marked 7 on the map above. Place archers on the opposite bank of the river in stationary position to gain range , and let them fire on the enemy Catapults. Demote one unit to create an Auxiliary Infantry unit I think Spearmen are the least useful here, so I would demote one unit of them and repair the bridge.
Wooden bridges can be repaired in this way. Stone bridges cannot be destroyed or repaired. Now cross the bridge and engage the enemy army on the other side. Try to lead with your Legionaries and Spearmen, position archers near the bridge where they can fire at most targets from safety, and use Equites to case down vulnerable enemy units.
If you wish to use some of your Auxiliary Infantry to construct a Catapult or two, do so before any unit crosses the river.
After the battle, Agrado of Talagatta arrives with reinforcements at location 8 on the map above. Gather your forces together and scout ahead. Gaius Julius notes: "It's important to use scouts in this game; they're your eyes, and ears. You'll hear this over, and over. Also learn to advance in a defensive style - notably 'turtle' your Legionaries to protect them from enemy arrows as they slowly advance.
Be prepared to lock your Legionaries into melee combat de-turtle them beforehand , then send your Equites through the line to deal with enemy bowmen and Catapults. I suggest you capture Balia first 2 on the map above , and produce additional troops before advancing further.
Equites require Honour Points, in addition to population. Honour Points are gained from battles - you should have more than enough by this stage of the mission. Lopodunus writes: "I built three towers at the first village and let the Gauls run into my Auxiliary Archers. That way they lost lots of men while I was beefing up my forces through recruiting. Lancre 3 on the map above can be approach by pathway, but the route runs close to the tower marked 9 on the map above.
One option is to send troops through the woodland and attack the village from the south. This is the easiest attack route, but Equites and Spearmen will not pass through the wood. You may be able to skirt around the enemy tower, but the tower has an annoying habit of firing at your troops on nearby paths, so you may end up attacking it anyway. From Lopodunus: "I ran two legions up the hill moving west first and then east towards the tower and let them go ballistic on the tower.
Prepare for the final assault on Carilocus 4 on the map above by taking the high ground just to the east of the approach road. Consider building some Catapults to deal with the two towers protecting the village.
Once ready, draw the main enemy army out of the village into an ambush. Then attack the towers - turtled Legionaries as a decoy for Catapults and archers work well, but watch out for reserve enemy cavalry. Lastly kill Dubalix to complete the mission: There is no need to take all the villages or destroy every last enemy unit. This mission also exists in the single-player demo version.
Date: May 2, 58 BC. Objectives: - Find Divitiacus. However, I suggest that you meet with the allied Noblemen 4 on the map above first , since this provides you with additional troops - including Divitiacus himself, who is a Druid.
Druids function in a similar way to Physicians, but also have the ability to blind enemy troops. Noblemen are similar to Equites, albeit slightly slower and better in combat. Divitiacus is just to the north of the Noblemen, next to the western bridge 5 on the map above. Once you find Divitiacus and he joins your forces, retreat to the south immediately - there are various enemy ranged troops on the opposite side of the river, many of which you cannot see, let alone effectively fight.
Now head towards Dubis 2 on the map above. I suggest you skirt round the southern side of the map, picking off small groups of enemy as you go. Avoid attacking from the north-west: You would come into the range of a group of enemy bowmen who are hiding in a ridged area of woodland - point 7 on the map above.
With Dubis under your control deal with any remaining enemy on the southern side of the river and crank out extra troops. Remember you can promote a unit or two to create additional Centurions. You will also be able to recruit Archer Cavalry for the first time. Archer Cavalry make good escorts for melee cavalry and are an excellent unit to use when attempting to lure the enemy into an ambush.
You can only recruit Roman troops - not additional Druids or Noblemen. If you wish to attack Pons 3 on the map above using Legionaries you must secure the western bridge 5 on the map above.
Legionaries can cross the eastern bridge 6 on the map above but they cannot then cross the shallow water and advance further onto the northern side of the map. Of the two bridges, the eastern is the most lightly defended. MaLiCe writes: "Set up archers about 2 full divisions in stationary slightly behind the bridge while your builders [Auxiliary Infantry] repair the bridge.
This way the enemy forces will be eliminated before the bridge is fixed. When you have repaired the bridge, build a defensive tower as fast as possible and garrison it with archers.
Heavy casualties are likely while you attempt to repair the bridge. Maximus Dominicus asks: "Why not try the right bridge first, send equites 2 groups should do the trick to eliminate the archers waiting by the hill? In doing so your Auxiliary Infantry can repair and cross the left bridge without any casualties. Take care not to stray too close to Pons, or you risk luring the village's defenders out to attack your cavalry.
Once the eastern bridge has been cleared, repair it and move your Legionaries across. Pons is defended by enemy troops on the main approach road and surrounding woodland, and by troops on the ridged area to the north. A direct assault on one or both of these is possible, but it is likely that an attack on one will also cause the other group to join the battle. Maximus Dominicus suggests moving your troops through woodland on to the ridged area just to the south- east of the village, and leaving cavalry by the eastern bridge.
Two legions to the north and send one over the hill hiding by the trees. Don't forget to build a tower as well. Send your Auxiliary [Infantry] to taunt the enemy using their Pilums and quickly retreat behind your archers. The enemy will follow and they will be greeted by raining arrows and your catapults. As soon as you see that you are outnumbered bring in the Legionaries.
Personally I found it was difficult to get troops into position without being spotted by the enemy, which lessened the effectiveness of this tactic.
Capture the village by building a new garrison next to it to complete the mission. Date: May 21, 58 BC. Objectives: - Titus Labienus must survive. Fortunately the start location is easily defended. Rapidly reposition your units so that the Auxiliary Archers are on the ridged area overlooking both main approaches, along with non-combat units such as the Physician and at least one scout.
Set the archers to 'Aggressive' mode so they fire at the enemy as early as possible, and stationary mode so that their range is maximised. Split your melee troops into two groups, one to guard each approach. Place slightly more units on the eastern side. Assign a Centurion to each group. Try to keep your troops where archers can give covering fire.
Unless you are very skilled, you will need to capture at least one village to enable the creation of enough units to reach Bibracte. You have the option to capture up to two villages. Attacking Boxum 2 on the map above is entirely optional, but it is quite lightly defended. Centurion writes: "After taking the town prepare some defence put archers in stationary mode on high ground, have Legionaries in forests, and defend when the Barbarians attack.
You should have enough honor points to build a strong cavalry. Create a mass of Legionaries and back them up with archers. An alternative is to ignore Boxum, and use your starting force to capture Sidolacum.
This is a moderately tough battle, but can be won. As you approach Sidolacum, use Legionaries in turtle formation to soak fire from enemy bowmen hiding on higher ground at point 5 on the map above. Other units can avoid this ambush by crossing the shallow water to the north of Sidolacum, however this entails splitting your forces and attacking from different angles, which may not be ideal.
If you need additional troops, capture Sidolacum - its population will allow you to more than rebuild your entire army if required. The final approach to Bibracte 4 on the map above is relatively well guarded. Various cunning tactics are possible, for example, to sneak troops up onto the ridge on the southern side of the road marked 6 on the map above , destroy the enemy Ballista, and then fire on waiting enemy soldiers below; or to circle through woodland and engage the enemy from the north.
However, one can recruit so many troops that almost any rational tactic will succeed by weight of numbers. Rush the two Centurions into Bibracte to complete the mission: There is no need to 'mop up' every last enemy.
Date: July 25, 57 BC. Objectives: - Publius Licinius Crassus must survive. Initially they will come over the eastern stone bridge 4 on the map above , but after a few minutes they will repair and use the western bridge too 3 on the map above.
You are massively outnumbered, so you must use your starting units and location wisely. From Rasm: "The only reason I died the first time was that I didn't know all the stuff you could do, like move soldiers on the walls and repair the gate. Gaius Julius writes: "I think the one thing you have to remember to beat this level, is to stay calm. It's easy to get frustrated, when all those enemy units are coming at you from every side. Especially, when you're informed that there is 1 minute left; it's the longest 1 minute you'll encounter.
This functions much like a village, except no garrison or Centurion is required to recruit new units. Immediately recruit a few Physicians and place them close to the walls to help heal defenders. Build additional troops throughout the mission - you can never have enough. Precisely what troop type depends on wider strategies.
Remember recruitment orders can be made in advance. Make use of your Centurions' command bonuses. Position them close to the action and they will gain a lot of experience during the first few attacks. Towards the end of the mission troops in their area of influence will get a significant defensive bonus. Consider creating by promoting another unit additional Centurions at the start so that all your units are covered.
The fortified towers built into the walls offer greater protection to units than placing units directly on the walls. Try to keep the fortified towers filled with Auxiliary Archers, and place any excess archers nearby on walls. Gatt notes: "Remember to set all of them as 'aggressive'. This gains you a valuable few extra shots. Wall based archers will not be able to deal with everything. They are very vulnerable to attack from enemy siege engines such as Catapult.
Enemy archers also tend to sneak into woodland and fire upon your archers. Should the enemy manage to reach the walls with ladders or Assault Towers, archers die rapidly in melee. Legionaries and less so Spearmen can be placed on the walls to deal with enemy attempts to climb the walls. This allows you to concentrate on other aspects of the battle. However, until enemy arrive on the walls, melee troops are simply targets for enemy ranged attacks, particularly from siege engines. Consequently it may be preferable to keep melee troops off the walls until you see the enemy are about to climb the wall.
BobC writes: "Use catapults make sure they're set on barrage to take out archers and enemy cavalry outside the walls when they stop moving. I usually have 2 pairs of catapults to do this, hotkeyed so I can quickly select targets. One pair by the right wall and one in the middle just behind the door.
Two Catapults with barrage can pretty much take down an archer troop with one volley. RogueImpaler adds: "Divide your auxiliary troops before you make catapults, or else half of them will take a break.
Wall based archers are quite effective against enemy melee troops that cannot find a way over the walls. Certain types of enemy units are more of a threat. Siege engines are, as their name suggests, a potent force in this situation. Battering Rams will rapidly break down your gates, Catapults will wipe whole units off the walls in an instant, Assault Towers will deliver a small enemy army onto a tiny section of wall.
Battering Rams are probably the biggest threat, since once your fortress's gates have been destroyed you will suddenly find yourself flooded with melee troops that would otherwise have died quietly outside to your archers' arrows. Gates can and should be repaired using Auxiliary Infantry, but repairs are far slower than a Battering Ram can do damage. Waiting for enemy siege engines to be set alight is not a good strategy - whilst they are burning they are still doing damage.
The most common way to deal with approaching siege engines is to charge them with cavalry. The mission introduction suggests using the Noblemen that start outside the gate to attack the first wave. Cicero comments: "Don't sacrifice them there, they can't delay the rush that much. Bring them in, and beef them up with new cavalry recruits. Then get your cavalry back to camp at once after the attack.
LordJohnDrinksalot notes that the cavalry do not always need to be brought back into the fortress: "Use the east gap at times to hide cavalry from direct attack and then sally forth and hit catapults while their supporting infantry are attacking the fort. If the cavalry are positioned outside the fortress permanently they will be swamped by other enemy troops.
Sentient Cheese highlights a problem with the strategy of riding out each time a new siege engine appears: "The siege engines have a much large escort than you seem to realize. The troops always rush the gates first, well ahead of the slow moving rams. My troops can't just ignore the initial escort forces and run past them to the ram. LordJohnDrinksalot writes: "Danger is in clashing with enemy melee units; if you do then you're out-of-luck.
Be conservative: retreat into the fort often. Other approaches leave less to chance by giving the enemy melee troops something else to attack first. Rasm writes: "Move a group of pikemen right in front of your gate. Then shift all your archers on the platform directly above the gate opening. Get them really crammed together.
The next wave should come then. If you have about 10 groups of archers on the wall then you should start seeing most of the ground soldiers get wasted. Sentient Cheese considers: "In between waves, I will station a single legion troop in the center forest and have them hold ground there, on Defensive mode. Then, as the rams roll by and their escort is already hacking away at my gates, I'll have the Legionaries kamikaze the rams. You can take out the rams with the archers while the Legionaries cover.
You might want to have a medic with those. When they finished and the new troops advance to cross it, quickly set it on fire.
Bond0bhave suggests placing Wolf Scouts in woodland to gather such intelligence and provide advanced warning of approaching Catapults. Rasm has a tactic for dealing with Battering Rams that are at the gate: "Have a group of legions handy right on the other side of it.
When the ram starts to bash the door, have the legions walk through it. This causes the ram to stop since the doors are open. Just walk your legions into the ram. Make sure NOT to do this when there are swarms of enemy infantry around the ram. While it is preferable to keep the gate up as long as possible, a few tactics can be used to stem the tide once the gate has been destroyed. WhiteSkull writes: "I stuck 3 spearmen in stationary formation behind the gate 4 legions behind them. Replace spearmen as needed at the gate.
From Cicero: "Ready all your legions in open formation and let them attack everything that's outside the fort. Commit all pikemen, auxiliaries and cavalries too. Keep them engaged with whatever troops you have, but make sure the two mission critical Centurions survive and the barracks are not destroyed. Date: May 18, 55 BC. You also lack any of your own scouting capability, although allied Menapii Explorer Hawk Scouts provide some intelligence on enemy positions.
The northern army 1 on the map above will eventually come under light attack if it remains stationary. The southern army 2 on the map above is unlikely to be attacked until it moves.
You must capture or destroy the four villages. I recommend capturing initially, since you will be able to increase your army size by recruiting. There is no need to attack the Suevii who start at point 7 on the map above , however it is quite likely you will run into them at some stage.
All four villages are defended, but their defenders tend to be spread out, allowing small groups of enemy to be engaged separately. If you are seen to have a large army the village may surrender before you get close this is more likely to happen towards the end. Villages that surrender cannot be used to recruit troops. Once you start attacking troops around the village, their Chieftains will flee.
They often leave while you are engaging defenders, rather than waiting for you to actually destroy the garrison or village. The mission orders hint that the village Chieftains should not be allowed to escape, suggesting that "things will get a lot worse" if they do. I'm not sure how much worse - in reality it seems almost impossible to stop one or more Chieftains from escaping their villages.
It is possible to immediately join your forces. The safest route between starting positions uses the path to loop round the south-eastern side of Gelduba 6 on the map above , skirt the grassland on the eastern side of the inland lake 8 on the map above , and then take the path north. The southern army is the most mobile, and is just about able to deal with most enemy troops on the route at the start of the mission.
Take particular care with the enemy troops hiding in the grassland by the lake, and heal between battles. The only units the southern army cannot attack effectively are those in woodland. After a few minutes Suevii cavalry will start moving around the centre of the map, making this route considerably more dangerous.
There is no need to join forces first. With careful use of troops, the southern army can attack Gelduba and the northern army attack Sublones.
In order to capture Gelduba you will need to demote some Spearmen from the southern army. Use the captured villages to build the troop types missing from each army.
Be sure to recruit some scouts. Once ready, join your armies and advance on the remaining villages one at a time. Pay careful attention to the terrain. For example, around Asciburgium 5 on the map above consider a two-pronged attack with Legionaries attacking through the woodland from the north and cavalry attacking across the shallow water from the east.
Check the objectives press F9. If you have destroyed or captured all the villages or had one or more surrender to you and the mission remains incomplete, it is likely that one or more village Chieftain are still on the run.
They can be a real pain to find, but show up eventually if you sweep the map using troops and scouts. Date: July 5, 55 BC. Objectives: - Resist the German onslaught.
They may use all the bridges but favour the central wooden bridge 6 on the map above. Reinis writes: "The main secret of this mission is to not defend the bridges. Leave them and fortify your troops on heights on your side of the river.
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