I have been playing for a good time as the Parthians on medium/medium. Although it seems that I will succeed - I rule the fourth largest faction in the year 183 BC – it has been a tough experience, much tougher than playing very small factions on vh/vh in RTW vanilla or other mods (and I have my experience with that).
While I really like this epic mod very much I am a bit frustrated with the economic and social aspects of it. Whenever I played a small faction before I tried to keep a reasonable balance between expanding and developing the kingdom (and found that’s the key to success).
In my first longer EB campaign I found it near impossible to develop anything because of the very high cost of units and buildings – I just had to use my few precious units including the awesome Parthian bodyguards to defend against nearly overwhelming foes and strike back as possible. Nearly all sources of my income are just conquered (especially mines and harbours).
So I wonder whether I just missed the right moment to develop my economy because of military challenges and now have to run behind the events (what is also possible in RTW vanilla)? Are the caravan routes the key for Parthians? I build them whenever I had a few coins left, but I couldn´t see that they were too helpful.
Or is this cost barrier just as high as its feels and perhaps a bit overdone (at least for the small factions)? At first I was very fond of the idea that high building and unit costs would not only force you to use your few troops wisely but also lead to an epic game with slowly developing towns and fewer and smaller armies. It can be boring at a later stage of the game to have huge sites everywhere and an AI which lays 5 sieges every turn.
Unfortunately this seems to be only one part of the picture. As I learned in the forum the AI (especially the great factions) gets a lot of extra money every turn. And indeed the AI seems to build everything very early, develop large and huge cities everywhere and recruit a lot of full stacks and also can just bribe away a large city with a five units garrison (the Hai did in my campaign).
I had to fight back at least two dozens of full phalanx stacks of Ptolemeia in the region of Babylon and Antiochia (with about three full stacks of mainly cheaper troops but including several bodyguards) while I had also been at war with Arche Seleukia, Baktria, Saka, Sauromatae and now also Hai.
While I am not unhappy with a strategic challenge like this (victory is sweet then) there is another point which I found really frustrating. Everyone knows what happens when you try to hold a large or huge city with only a few troops, especially when you can´t build new structures very soon and fast. Yes, you get a civil revolt. And so it is in my campaign. First of all I learned that I have to exterminate most cities (what I hate) and then that I have to prepare for civil revolts nevertheless despite a governor and about a (at least) two units garrison. And then I exterminate the population again and get a short living relief. So I felt forced in a brutal playing style I don’t like – an ongoing bloody nightmare more than a developing kingdom. And my poor brave generals become “restless sleepers” because of that ….
If EB has a balance for this I couldn’t figure it out so far. You get your hard penalties (capital distance etc) and there is also a crowd of interlopers around. And then you look into your building list and see a “Persian garden” which gives you a small 5% bonus on happiness but takes 8 turns and costs 3000?
I also feel also insecure what to do with the buildings in a conquered town. Can I leave them intact or will they lead to unrest (e.g. foreign temples, hellenic school)? Meanwhile I destroy all granaries in conquered towns to hinder population growth and I wonder whether this is a good idea.
So if I didn’t just misunderstand the main game/Mod mechanics I could imagine that a few balancing changes would lead to an even more satisfying game experience.
- cheaper buildings (to allow a proper development of growing cities even in the times of never ending total war). Units and mercenaries could remain expansive to retain a harder challenge.
- much higher barriers for unrest and city revolts - they should reflect that you can´t recruit large garrisons.
- slower growth at all. The map is huge, so it would be great to have smaller cities for a longer time (would allow to improve them yourself not only conquer full fledged large and huge cities) and also fewer AI full stacks for a longer time.
I know balancing I tricky so please don’t be angry with me because of my suggestions just after my first campaign. But I wanted to give a feedback.
I am really excited with this mod and admire the huge amount of work in it. This large map, the fotorealistic landscape with those skies, the many factions and the historic units (except nude barbars in my honest opinion – thanks for the modesty patch) and the atmosphere at all. All is such a wonderful work!![]()




Reply With Quote










