The campaign brief
Congrats! You unlocked this faction for playing, which means, you just modded! How about that?
Starting diplomacy
Dardania 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.
Faction mechanics
From the game's own guide. See also the other game guides.
Special Mechanics
Dardania has a mercenary centre in Damastion, check its Region Information Building for more details.
Military reforms
Dardanian Pikemen reforms requirements: 10 battles against Antigonids and controlling Bylazora, Stoboi and Skoupi.
Unlocks: Dardanian Pikemen
Reforms
For every faction: Military innovations have arrived!, Second wave of military innovations have arrived!.
Units you can recruit
The same as in the main campaign.
Starting settlements
Dardania begins with 1 settlement and 4,800 manpower.
| Settlement | Region | Size | Manpower | Already built | |||||
|---|---|---|---|---|---|---|---|---|---|
| Dardanopolis (capital) | Dardania | large town | 4,800 | 10 buildings |
What is already built in each settlement
Dardanopolis, in Dardania: Small Treasury, Governor's Villa, Wooden Palisade, Homeland, Region Information Scroll, Roads, Local Barter, Slope Pasturing (Husbandry), Basic Armoury, Cisterns (Sanitation)
Homeland
Dardania's homeland is 1 region. Only there can it install the Homeland government (more on homelands).

Starting characters
| Name | Role | Age | Name | Role | Age | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Bato | General | 32 | Kinna | General | 33 |


