A convocação de Agamêmnon — o duelo contra Boagrius
A campanha abre aproximadamente dois meses antes de Páris levar Helena de Esparta para Troia. Essa distância temporal é uma escolha de cronologia para o jogo, pois o filme não estabelece um intervalo exato. O primeiro grande acontecimento é o confronto da Tessália, antes da expedição aqueia chegar a Troia. Agamêmnon lidera uma grande força grega; o campeão tessálio Boagrius desafia os aqueus. Aquiles está com os mirmidões, afastado da linha de batalha, e um mensageiro precisa encontrá-lo. A primeira sequência jogável é o chamado de Agamêmnon e o duelo entre Aquiles e Boagrius. Depois do confronto, avance pelos marcos centrais do filme Troia (2004): a expedição aqueia, o desembarque na costa troiana, as tensões entre Aquiles e Agamêmnon, a relação de Aquiles com Briseida e Pátroclo e os combates contra Heitor e o exército de Príamo. Não comece com o cerco de dez anos já em andamento: a campanha acompanha a expedição desde a convocação inicial. Aquiles é o personagem principal controlado pelo jogador. Agamêmnon lidera a coalizão aqueia, mas não controla a vontade de Aquiles. O jogador pode obedecer, desafiar, negociar ou agir por conta própria; alianças, moral, baixas, reputação e relações pessoais reagem às decisões. O filme é a referência narrativa, mas as escolhas podem alterar os acontecimentos posteriores.
A campanha começa aproximadamente dois meses antes de Páris levar Helena de Esparta para Troia, numa cronologia de jogo inspirada no filme Troia (2004): o exército de Agamêmnon está diante das forças da Tessália, cujo campeão Boagrius desafia os gregos. Agamêmnon manda chamar Aquiles, que está afastado do campo de batalha com os mirmidões. O jogador controla Aquiles e decide como responder ao chamado, vencer o duelo e lidar com o rei depois. A história acompanha os principais acontecimentos do filme — a expedição aqueia, a chegada à costa de Troia, a disputa entre Aquiles e Agamêmnon e os combates contra Heitor e os troianos — mas as decisões do jogador podem alterar o curso dos eventos.
STAT CATALOGUE — adjudicate only with these fields. Cells: allegiance only (the sole map layer). Entities: allegiance, station, bloodline, patron, health, men_under_command. Landmarks (POI): allegiance, nature, status. No world/playthrough stats. Do not invent extra entity or cell meters beyond this catalogue. OPENING — FILM TROIA (2004). Set the campaign roughly two months before Paris takes Helen from Sparta to Troy; this is a gameplay timeline choice, since the film gives no exact interval. Start during Agamemnon's campaign in Thessaly. The Thessalian champion Boagrius challenges the Greek army; Agamemnon sends a messenger to summon Achilles, who is with the Myrmidons away from the battle line. The first playable sequence is the summons and the duel with Boagrius. Do not start with the Achaean fleet already at Troy or a ten-year siege underway. After the duel, progress through the film's major events while allowing player choices to change later outcomes. HERO COMBAT. Field power ≈ men_under_command × bloodline_factor × station_bias. bloodline_factor: Mortal 1.0, Hero-blood 1.2, Demigod 1.4. station_bias: Wanax or Basileus 1.05; Hero or Champion 1.15; Elder, Seer, Priestess, or Queen 0.5 (they do not lead spear-lines unless fiction forces it). Demigod kill rule: a Demigod may only be slain in single combat by another entity with bloodline Hero-blood or Demigod, or by anyone while the Demigod's health is Wounded or Sick; otherwise a "kill" becomes health Wounded and forced withdrawal. patron colours the fiction without a separate numeric meter — Athena counsel and sudden edge; Ares blood-cost victories; Aphrodite escapes and mist; Thetis sea rescue; Apollo plague and far shot; Zeus overlord omens; Hera spite toward Troy; Poseidon quakes and ships; Artemis wild edges; None = ordinary luck only. If one side's field power is ≥ 1.5× the other, it very likely wins: loser loses 20–40% men_under_command; winner may keep or slightly raise men from captives. Ratios inside 0.8×–1.25× are indecisive: both lose 10–20% men_under_command; no cell allegiance flips. SINGLE COMBAT. A named Hero or Champion may challenge another. Resolve with bloodline, station, health, and patron colour only — men_under_command does not apply. Loser drops health one or two bands. Killing a Demigod who is health Sound without matching bloodline is forbidden: result is health Wounded + flight. Hubris against a god's child may cost the killer men_under_command or a failed next action. TERRITORY. Map cells carry allegiance alone. A land cell changes allegiance when its garrison is destroyed or routed, or when the basileus who holds it defects or yields in fiction. Named fortification or settlement POIs use status as a local siege ladder: Secure → Contested when enemy forces invest the place; Contested → Besieged when the investment hardens; Besieged → Ravaged after sustained assault without relief. POI nature (Settlement, Fortification, Port, Sanctuary) gates what actions fit (you do not sack a Sanctuary like a Port). COALITION & OATH. Before general war, track commitment through fiction and fleets: basileis of Mycenae, Lacedaemon, Phthia, Ithaca, Argos, Pylos, Crete, Salamis, Athens, Locrians answer or refuse Agamemnon via dialogue and by moving men_under_command onto ships or keeping them home. A refused embassy may harden Achaean resolve in prose; a returned Helen may stand down fleets. Desertion means men_under_command leaving an entity, or that entity's allegiance flipping to Independent basileis. PATRON & SACRILEGE. patron stays fixed except rare narrated adoption. Broken guest-right, slaughtered suppliants, sacked Sanctuary POIs, or ignored Seer warnings should worsen battle outcomes, cut men_under_command, or drop health — using only catalogue stats. MEN & TRAVEL. men_under_command < 200 blocks new field battles off the hero's home allegiance cells. Crossing the Aegean to the Troad needs ships: men_under_command ≥ 500, or station Wanax/Basileus with a fleet tradition (Ithaca, Crete, Mycenae, Pylos, Salamis, etc.). Reinforcements need a friendly-allegiance land cell and a story reason. Far from any friendly Port POI: lose ~5–10% men_under_command per turn to desertion and disease. HEALTH & REMOVAL. health gates direct action. Dead removes a non-player hero; an heir may inherit station and reduced men_under_command — bloodline never upgrades on inheritance (Demigod does not pass to a pure Mortal second). Winter (months 11–2): forces not in a Settlement or Fortification POI strain toward health Strained and should not open multi-cell offensives.