A mix of deep gameplay and rich historical flavor, Aggressors: Ancient Rome lets you relive history as the ruler of one of the mighty civilizations of the ancient Mediterranean. Choose one of twenty available factions and conquer the world.
All Reviews:
Mostly Positive (98) - 75% of the 98 user reviews for this game are positive.
Release Date:
Aug 30, 2018

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February 5

Sengoku Japan 1560 scenario

One of the first scenarios that was uploaded to the Aggressors Steam workshop was “Ancient Orient BC1000” with its own mod “Orient”.

In that time our Map Builder tool was not yet available, and the creator made his map manually. It contained Greece, Asia Minor, Egypt, and Middle Eastern territories like Syria, Assyria, Arabia, etc. The scenario was a bit of a surprise for me. The other scenario creators were pretty active on the forum and our Discord channel asking questions regarding the game editor, mod related issues, how to add new factions, and so on.
The creator of “Ancient Orient BC1000” was different. He rarely asked questions on forum, and he was able to figure out most of the things on his own. That's also the reason why I was a bit sceptical about the result. I eventually had some time to try it later and I was very surprised how much Hiro, the creator, was able to handle on his own. Not only it was a nice map with a balanced setup but Hiro was able to create a set of Objectives for each player, their own banners, coat of arms, and illustrations. I was impressed, even more so that he created it almost without any help or support.

Right before Christmas, Hiro published an even more ambitious scenario called "Sengoku Japan 1560". It had a much bigger map with an impressive 38 factions and 100 villages and towns across all Japanese islands. Hiro now had the Map Builder available, which made map creation easier and looking more life-like. Similar to his previous scenario, he created its own banner, coat of arms and illustration for each faction. I would like to say that it is a great work. Also, all the game windows were illustrated in the spirit of mediaeval Japan, but that was not all. He went into such detail that every faction has its own names of military units and fleets, and there were also dozens of Objectives. The game also has its own Government systems.

I have to humbly confess that I haven’t had time to try this great scenario yet, however you should not hesitate and give it a go. One of the signs of a good modder/scenario creator is that he keeps his work updated and reacts to players' wishes. Hiro is definitely one of these creators. He always updates it shortly after new game version is up and he never lets a player's request go unnoticed.

I am now leaving the floor to Hiro to tell you his story in his own words.

When the Map builder tool for Aggressors came out, I made several maps. While playing with this new toy, I decided to make a new scenario with these maps. Eventually I selected two scenario candidates: one was a scenario about the Sengoku period of Japan, the other about medieval Europe, but I decided to make the former because as a native Japanese, I could more easily gather necessary materials such as flags and faction pictures for the diplomacy screen; also I wanted to make a scenario about completely new circumstances and factions.

Europe was already represented in the Mediterranean main scenario and several user-created scenarios. Finally I thought the Sengoku period was more suitable for the game engine, because eventually during the Sengoku period, Japan was united by Oda/Toyotomi clan like Roman Republic did with the Mediterranean coasts. On the other hand, medieval Europe was never united by one powerful faction; consequently that scenario must be an alternative history one (to be honest I don't much care about historical persuasiveness though). For these reasons, I decided to make the Sengoku one.

One of the challenges I've meet in developing the scenario/mod was gathering suitable pictures for event graphics. I chose these pictures from Ukiyoe, traditional Japanese art and several pictures of Sengoku period, but too many event graphics were required. Also testing game balance was a never-ending task. I myself am not a good strategy gamer; I usually play the game at the Noob difficulty. But the Sengoku scenario was even more difficult than the Mediterranean main scenario, so testing the scenario was (and is) very challenging.

Seems like users have enjoyed my scenario/map, and send a lot of opinions, which helps further development of the scenario/mod. Also I want to make more Objectives. But all in all I've been satisfied with the current version of the scenario/mod. Perhaps I'll make a Medieval Europa version and other periods of history too. I realized while making the Sengoku scenario that this engine, especially the AIs, are excellent for these scenarios.

You can subscribe to “Ancient Orient 1000BChere and “Sengoku Japan 1560here.

Don't forget to drop a message there for Hiro once you try them. I can only stress that players' feedback (whatever it is) is always good, and especially the positive is the best motivation to keep going.
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January 29

The Centurion scenario

One of the scenarios which popped up in Aggressors: Ancient Rome Steam workshop not too long ago is called "Centurion". Its creator is a fan of an old-school strategy game of the same name released in 1990. As I am a big fan of this strategy game myself, I gave it a try and it instantly became one of my favorites. It is a great work and I had much fun playing it. Let me introduce you to Mogilan who created this scenario, and the journey of its creation in his own words.

I’ll keep it simple, as I don’t want this text to be too boring. I was looking for a game set in the Ancient Era and Aggressors: Ancient Rome attracted me with its simplicity and resemblance to the Civilization series. I bought a game and finished the tutorial, the Simple one. I loved the game, the feel and settings. Graphics are also very nice – neat and clean. Not overloaded with useless 3D fireworks – every serious strategy gamer should appreciate this. But I didn’t like the map to be limited to Mediterranean: where is Gallia? Or Britannia? A quick decision was made to go straight into modding to fix this.

I wanted a bigger map, and there is a very nice Map builder attached to the game. I took me 5 minutes to figure out how it works (without watching or reading any dedicated manuals). What map should be used if the whole European theater needs to be covered? Luckily I’m a great fan of classic Centurion, and remembered that this game had a perfect map which covered all most interesting regions from the Roman Era. I found a gameplay of this game on Youtube, made a screenshot of the map and converted it into an Aggressors map using the Map Builder.

The result was much better than expected, but required some polishing. I placed some forest here and there, mountains and rivers… of course everything had to be historical and of strategic importance (did you know there are reports on the internet on historical forestation of Europe?). Alps had to be difficult to cross, rivers had to be natural borders, and some wild, less populous areas [during those] times covered by thick forest. Fertile Crescent? It needs to be fertile, so more rivers and grassland should do the job. The “Change Map Pattern” option of the editor was really useful in making the map look more realistic. You can make straits or shores look more natural. I used it a lot to form better looking Bosporus and islands.

But what about resources? That’s tricky. Remember, the game needs to be balanced, so the numbers and placement of the resources had to be decided with care. But you know, Aggressors’s main scenario has been balanced so well by its developer. Why not rely on tested solutions? I counted the number of resources in some randomly generated games and main scenario and came with 25 as a number of mines of each type on the map. I aimed to place them evenly on the map but also considered the strategical importance of some regions in that Era. So islands got some resources to make the invading effort worthwhile. Also historically, some regions like Egypt, Italia, or Asia Minor were richer than others. That’s why excess of gold was placed there.

Ahh and civilizations…

Of course, the main scenario has 20 factions – this is the number to stick to if I want to keep my game balanced. More factions would need more resources… that’s too difficult for the time being, so let’s keep 20 factions. I located the civs around the map so that every civ has some room to expand. Unfortunately, I had to delete Epirus (as the Balkans were too crowded) but added Boii instead (as the Romans didn’t have a natural enemy to the North and it would be too easy for them to expand). Adding factions is difficult at first as it requires delving in the code. But if you are familiar with languages that use tags (like html or xml) it should be much easier. Besides, Pavel, the developer and the community are very helpful and accessible and can explain everything. In fact, Googling for and then adjusting appropriate graphics (flags, leaders, coats-of-arms) was the most time-consuming part of the adding and modifying factions phase.

The last phase of preparing the scenario was the calibration. I wanted the scenario to well balanced. It was difficult to achieve because starting nations, by design, were not perfectly balanced. I wanted to see strong Rome, strong Carthage but weak Britons and Armenia. That’s why Rome starts with bigger capital and tons of resources nearby and Carthage starts with cities on two continents. So in order to ensure that the scenario will be highly replayable but with few historically strong civilizations to provide the challenge, I had to allow the AI to play it alone with no interference from my side. A few such games helped me to assess the game’s balance, and after few tweaks to starting positions of civilizations and resources locations I finally achieved satisfactory results.

My mod/scenario met with very positive reception. Players praise the dynamic of the scenario – factions need to trade extensively to expand and this had impact on relationships. They do tend to form then leave Federations very often, so diplomacy is of more importance. It was something that I aimed for so I’m happy with the results. However, I still see a lot of room for improvement in this scenario. For example, I’d like to balance starting positions even better or add more factions. But for now overhauling the graphic side by adding more terrain types or improving images would be the next step.

Don't hesitate to try it out here.

I can also recommend the video history replay of my own game below.
4 comments Read more

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About This Game

Aggressors: Ancient Rome is a turn-based 4X strategy game that brings you back to the ancient world.

A mix of deep gameplay and rich historical flavor, Aggressors lets you relive history as the ruler of one of the mighty civilizations of the Mediterranean world. Will you bring glory to Rome and conquer the Mare Nostrum? Will you build an immortal trading empire with Carthage? Will you bring the light of Athens to the world? Or maybe you will restore the rule of the Pharaoh? Choose one of twenty available factions and conquer the world.

You can manage all aspects of your empire: war, trade, internal politics, diplomacy, cultural development. Play on your strengths, beware of your weaknesses. The ancient world is brutal, for no mercy shall be given to the defeated. Vae victis!

Rich historical flavor

A lot of time and many sleepless nights were put into historical research in an attempt to give a real historical feeling to the game. The game’s systems are tailored towards a faithful representation of history.

A world which feels alive

Twenty factions, from migrating barbarian tribes to advanced empires which interact with each other through an extremely detailed diplomatic system. Make use of more than ten available diplomatic agreements, including the possibility of forming Federations and Confederations as well as affecting nations and provinces in your Sphere of Influence.

Real strategic decisions

Experience the incredibly deep combat system, with each unit having its abilities and traits, and terrain truly affecting the war outcome in a meaningful way. Army morale and the supply system are crucial and need to be taken into account. You will need all your guile and strategic mastery to triumph on the battlefield.

Detailed political & economical representation

Rule your empire by managing its internal politics and developing its economy. Establish trade routes to reap wealth, ensure the loyalty of your citizens, manage demography, technological research, internal reforms, laws… the tools at your disposal are endless and seamlessly integrated with each other. Citizens react to the current situation and they can move to other places when they are not happy.

Customize your own world

You have complete freedom: you can decide to start with an advanced nation surrounded by newer civilizations, or you can decide to start as a young tribe, ready to take on an older and decadent empire… or you can decide to completely randomize the map and play in a randomly generated world. The choice is yours!

Easy to learn

Aggressors is very easy to learn thanks to the extremely clear tutorial and tool tips. Dive in the game gradually and explore all the options available to you.

Check the FAQ!

System Requirements

    • OS: Windows 7
    • Processor: Dual Core 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: DirectX 9 class GPU with 1GB VRAM
    • DirectX: Version 9.0
    • Storage: 1500 MB available space
    • OS: Windows 7 or later
    • Processor: Quad Core 2.5GHz
    • Memory: 8 GB RAM
    • Graphics: DirectX 9 class GPU with 2GB VRAM
    • DirectX: Version 9.0
    • Storage: 1500 MB available space

What Curators Say

11 Curators have reviewed this product. Click here to see them.

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