Si tiene producción pero lo mejor, a mi entender, es la creacción y modificación de las unidades a tu antojo. Tiene algo de cartas como opcional pero no lo he usado
Mirad el mod que se han currado para la época romana

The Roman Empire Patch v1.3 (28.9.2008)
- Increased all city structural points
- Increased fortification and fortress structural points and
Roman fortress also have 1000 production points
- Triremes can now correctly do shorebombardement
- Doubled ship moving capacity (5 hex -> 10 hex)
- Increased heavy weapon moving capacity
- Reduced Barbarian unit power a bit, and gave the
same amount to AI
- Romans got a new cohort including few heavy weapons
- Increased heavy weapons ability to do damage at hard terrain
- Added 2 new actions cards. Both sides can now buy extra supply
with PP
- Fixed PP award system. Now each side can gain max. +50% PP more
than opponent from victorypoint locations
- Increased supply wagon carry capacity and reduced transfer
ability. Now horses are clearly better at transfering stuff
- Barbarians (Germania) got +2000 production points
- Rome got +1000 production points
- Roman 'Germania' Legion got morale boost
- Roman engineers are now rear area units and have better
hard terrain + fortification bonuses. This makes them very
good fighting force in special conditions. Cost also doubled
and engineer needs 2 manpower
- Enchanced Roman manpower usage code
- Reduced Bad Omen cardpower a bit
- Fixed small graphical error
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The Roman Empire Patch v1.21 (13.8.2008)
- ALL terrain combat bonuses redone
- The Rome now has Heavy Weapon I research at use in start
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The Roman Empire Patch v1.2 (12.8.2008)
- Fixed a bug in 'Recruit a Legion' card. It didin't check manpower
correctly. Now it does.
- Fixed terrain bonuses for all units. Bonuses are working better and
more balanced way.
- Added few more Barbarian warriors for starting setup
- Added few more cavalry for the Rome
- Barbarian Archers didin't show out at production list, fixed that
- Added Fortress for both sides
- Increased Garrison area at southwest, to allow Roman fleet to
defend homewaters
- Reduced the power of Bad Omen cards 80% -> 50%
- Reduced 'Recruit Mercenary' card cost to 30PP
- Reduced cavalry supply usage 4 -> 3
- The Rome wont get Bad Omen card anymore, if Barbarian is AI
- Modified Fort prices
- Modified research cost for Advanced Trireme
and Advanced Leadership, Heavy Weapons I & II
- Added AI Production and unit bonus (new event)
- Hided some critical information about opponents regime variables
at strategic information
- Supply points were too light and they using wrong movement type,
fixed that
- Upgraded Legionaire, Praetorian and Hoplite unit power slightly
- Updated the game info
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The Roman Empire Patch v1.1 (25.6.2008)
- Reworked supply system. Supply Wagons and horses are
modified. Land & Naval transfer should now work correctly.
- Transfer action point limit is now 200
- Fixed Salamantica -> Corduba (event)
- Bandits are now controlled by AI
- Reduced bandit popup rate
- Fixed a bug in Hun event code.
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I decided to choose 'Barbarians' as opposing force to the
Rome, since from Roman point of view everyone except
romans were barbarians
Human vs. human games gives the best idea how to balance
the game.
Have fun!
Download:
http://www.advancedtactics.org/scenario.php?nr=53
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The Roman Empire v1.3
Unit icons: Thanks to (MatrixGames nick) BULLDOGINTHEUK
This game simulates ancient era of the Roman Empire.
Limited number of Roman Legions will fight against
Barbarian hordes. There are some unhistorical elements
in this scenario, to make the game more fun. For example
Hannibal never met Julius Caesar or Attila the Hun never
invaded the Europe at the time, when the Roman Empire
took first steps in world domination. Now all this can happen!
The Game includes:
- 2 Factions, Rome and Barbarians (AI Hun is optional)
- 14 Action Cards
- 49 Different units (including upgrades and named heroes)
- New graphics and icons for all units
- 44 Events
- 8 Researchs
NOTE: The game is meant to be played: Human vs.Human
or Roman player vs. Barbarian AI. Roman AI isn't coded
(Action cards won't work)! Sea antisupply + counter
artillery is in use.
- Unit stacking limit at battle is 400
- Transfer action point limit is 200
Regimes:
There are 13 different regimes, which will affect the game
along with the Rome and Barbarians (Germania). These
are: Britannia, Gallia, Hispania, Mauritania, Carthage/
Numidia, Egypt, Macedonia/Creece, Dalmatia, Dacia,
Sarmatia, Thracia, Raetia and Bandits. Some of them can
be invited to Barbarian faction, by using action cards.
Others may join in action, if opponent fails to maintain
garrison. All regimes will join the fight, if any side declares
a war against them. Bandits are AI controlled (optional)
regime, which will randomly popup in the map.
Special regime activations:
Dacia will join Barbarians if the Rome takes (40,19) Scupi
Thracia will join Barbarians if the Rome takes (42,29) Sparta
Sarmatian will join Barbarians if the Rome takes (36,3) Vandals Tribe
Mauretania will join Barbarians if the Rome takes (6,23) Corduba
Roman Faction:
- Can have special people Praetorians with +20 fight ability
by action card.
- More advanced research available
- Can build Roman Fort Village with 1000 production points
- Limited number of HQ and Unit counters (only available
by action card)
- Have to maintain garrison against Dalmatia, Macedonia/
Creece and Carthage/Numidia. If the Rome fails on this,
they will join in the Barbarian Faction.
- The Rome needs 50 victory points to win the game.
(Every city in a map is worth 1 VP)
- 3 Named leaders
Barbarian Faction:
- Can have special people Sparta with +20 fight ability
- Ability to build unlimited number of HQ:s and unit
containers.
- Can recruit 4 sleeping regime in faction (Britannia, Gallia,
Hispania or Mauritania).
- Have to maintain garrison against Sarmatia. If
Barbarians fails on this, Sarmatian will join the Rome.
- Barbarians will win the game by owning 50 VP or by
conquering The Rome city.
- 4 Named leaders
Forts:
Fortification: 1000 structure, costs 3PP and 200 EP/supply
Fortress: 2000 structure, costs 6PP and 500 EP/supply
Roman Fortification: 1500 structure, costs 3PP and 250 EP/supply
Roman Fortress: 2500 structure, 1000 production points, is
a port, costs 20PP and 500 EP/supply. Can build only supply,
heavy weapons and ships at fortress.
Political points:
- Every owned city on a map will grant 1 political point for
faction. NOTE You can have only 50% more PP income
from victory points that opponent has.
A player can produce PP, but they are very expensive
and should be made only in emergency situation.
Weather:
- Winter impacts the northern part of the map during
December through February. There is a chance that
winter will also impact November and March turns. In the
winter zone, units have a readiness penalty.
Units:
- Legionaires and Praetorians use 2 manpower points.
Historically only landowners were allowed to be a
Legionaire. All other units use 1 manpower.
- Special units: Chariots and Elephants can be made only
in Africa
- Hoplite units: can only be made in Sparta
- Praetorian units can only be made in 'Imperial Barracks'
- Legionaire units can only be made in Roman people cities
Houserules:
Because of limitations of current engine (v1.20). Roman
player should not sell any HQ or unit container. If they do
this, Barbarians will win the game (event).
Hun Invasion:
Only experienced players should choose this option. It is
really hard to deal with. Hun regime will fall in sleep, if
both factions play tribute cards. Tribute cards come
available after Huns conquered enough VP locations.
It is not possible to collect 50VP after this! >;-)
Game hints & tips
- Legionaires and Praetorians use 2 manpower. Roman
player should backup every Legion Cohort with Auxilia,
to soak up damage.
- Manpower and unit containers are really rare to the
Romans. They should avoid high casualties and total loss
of units at all cost.
- The best way for Barbarians is to surround and kill
Romans for last man!
- Barbarians should try to hurt Roman garrison areas, so
more 'barbarians' dare to join them.