Maybe I am unique in this, but I doubt it. I have dreams about being the people I play in video games. I think about what it would be like to really be doing what I am doing in a video game. This AAR is about living the dream.
This AAR is not about victory. I am not playing to conquer faster than anyone else. I am not playing to impress you all with my magnificent skills. In fact, sometimes you are going to question my skills because I am going to do things that are not optimal. I am not even going for the actual victory conditions really. But this is not a documentary of my game. I am trying to make a good story, which is what AARs really should be about. I am going to be playing a very roleplaying oriented game. I am going to ground my story in realistic and historical descriptions. The point of the story is to show the dynamism of the period; temporal rulers vs the church, Islam vs Christianity, HRE vs free cities, chivalry, etc. I am not going to be making decisions in the game unless I can justify it as a plausible action of a real ruler at the time (given the inaccuracies of the game model, of course). No blitzkriegs, no huge cavalry forces of bodyguard units that overrun whole armies, no massive expansionary pushes in all directions, no large armies led only by captains, etc.
I am also not going to be doing a lot of documenting for the minutia of the game. I am not going to tell you when I build a unit or building, what turn it is, how many men died in the battle, etc. You may find these things out through allusion ("Send a runner to Count Voludrino, tell him to turn out the militia for battle and that I am retreating to him to join our forces!"), but I am not going to go out of my way to tell them to you. The story is going to flow in a mix of theatrical and cinematic style. There will be acts like a play and scenes within those acts, but the story will be laden with description much more heavily than a play would ever contain (No "The count enters stage right waving his arms" or anything like that). I will use images for punctuation, not documentation. They will be picked to bring out the mood of the scene (i.e. not to show you the first phase of my attack strategy).
I am going to be following the below rules strictly to enhance the storyline's realism:
Campaign Rules:
- Hard / Hard difficulty (VH/VH with the below limitations is not fun)
- Genuine attempts made to complete all missions unless judged major waste of resources or impossible
- If the pope calls for a cease-fire, I will make genuine efforts at peace; If these are rebuffed, war will restart after
- All crusades must be joined as soon as possible; Conquered crusade territory can be gifted to other factions if reasonable
- No watchtowers can be built, however forts are allowed and will be used extensively
- Forts can be built to protect merchants on resources, no more than 5 merchants per fort
- Spies cannot be used except as counter-spies in cities
- No exterminations
- No use of assassins
- No retraining of units, only mergers; Not even for better weaponry or armor
- No actions resulting in excommunication can be made
- Only minimal fleet of 1-2 units can be maintained during normal operations
- Large fleets may be raised to protect major crossings, but must be disbanded when finished
- Priest units must remain either within conquered territories or merged with an army at all times
Force Composition Rules:
- No more than one family member per stack except when no open governorships & then only within cities, not field armies
- No armies can leave my territory unless commanded by Faction Leader or Heir and accompanied by at least one priest
- No more than 5 cavalry units per stack, no counting general unit; Cavalry units cannot exceed infantry units in number
- Garrisons replaced by better units when available (no peasant garrisons forever)
- No mercenary units except in armies led by F. Leader or Heir and then only 4 units / stack
- No mobile siege engines (trebuchets, cannons, etc) except in armies led by F. Leader or Heir and then only 3 units / stack
Battle Rules:
- No use of General unit in battles except final defense of town square or fort if forced to that point
- No pursuit of enemy after battle is won
- Captured soldiers always ransomed
- Siege armies must build siege equipment and assault immediately; same turn if mobile siege engines present
- No use of cavalry in city / castle assaults except if all infantry routing
Some historical grounding for the campaign:
The Lombard League was formed in 1167 AD to counter the pressure of the Holy Roman Emperor for sovereignty over the cities of Northern Italy. Since the game starts in 1080 AD, there is no true historical way model what the game asserts; Milan as the center of some form of political/military force. So what I am going to assume is that the Lombard League was formed earlier, the Duke of Milan is the power center of the group, and that the alliance wants independence from the HRE but still acknowledges some form of political affiliation with the HRE. This is a quasi-historical solution which I think is somewhat plausible. The first time the HRE makes a move against me, I will use the actual historical conflict as a frame to describe what is happening in the game and adopt more of the history that actually happened during the wars of the period.
Version Notes:
I am playing Vanilla version 1.1 because every time I download 1.2 it is corrupted. If you know why this happens, let me know. I had 1.2 before, but reformatted my PC and now I am stuck in 1.1.





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