Starting settlements
Carmo begins with 1 settlement and 3,500 manpower.
| Settlement | Region | Size | Manpower | Already built | |||||
|---|---|---|---|---|---|---|---|---|---|
| Carmo (capital) | Turdetania | town | 3,500 | 7 buildings |
What is already built in each settlement
Carmo, in Turdetania: Governor's House, Homeland, Region Information Scroll, Local Barter, Irrigation Ditches (Crops), Training Grounds, Cisterns (Sanitation)
Starting diplomacy
Carmo begins the campaign with no allies, no trade agreements and no wars.
Like every faction, it is also at war with the
Free Peoples, who hold every settlement no faction does.
Reforms
Open to every faction: Military innovations have arrived!, Second wave of military innovations have arrived!.
Units you can recruit
The same as in the main campaign.
Homeland
Carmo's homeland is 1 region. Only there can it install the Homeland government (more on homelands).

Starting characters
| Name | Role | Age | Name | Role | Age | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Akil | General | 44 | Bituitus | General | 23 |


