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Thread: [AoD AAR]"Age of Discovery" (9/19, French treachery in Ennery!)

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  1. #1

    Default [AoD AAR]"Age of Discovery" (9/19, French treachery in Ennery!)

    So, I decided to do one of these "AAR" things to maybe drum up some interest for my mod, found here: http://www.twcenter.net/forums/showthread.php?t=381499

    Short version, it's set in the "Age of Discovery" from 1454-1604 and focuses on making a renaissance era game mixed with a improved americas map and factions. But, before I decided to just start off I thought I'd ask what faction I should do this as. I'll play whatever people say they'd like to see, but a European nation would probably represent the theme better (although they are all certainly playable).

    Here's the map:


    And here's the list of factions:
    FACTIONS
    -Old World (European/Christian):
    [Northern European] Kingdom of England, Kingdom of Scotland, Kingdom of Ireland, Kingdom of France, Kalmar Union (Denmark/Norway), Holy Roman Empire, [Southern European] Papal States, Republic of Genoa, Republic of Venice, Kingdom of Spain, Kingdom of Portugal, [Eastern European] Kingdom of Hungary, Polish-Lithuanian Union (Poland/Lithuania), Teutonic Order, Tsardom of Muscovy (Orthodox faction)
    -Old World (Middle-Eastern/Islamic):
    Maghreb Sultanate (north african union), Mamluk Sultanate, Ottoman Empire, Golden Horde
    -New World:
    [Sun God/pagan] Aztec Empire, Inca Empire, [Great Spirit] Apachean Tribes, Caribbean Tribes

    I'll give about a day or so for answers and if no one really responds I'll just go ahead and start with one myself. This will also be my first time doing one of these, so should be interesting to see how it goes.
    Last edited by General Malaise; September 19, 2010 at 09:20 PM.

  2. #2

    Default Re: "Age of Discovery" AAR

    Maybe you should try the moors, it would be very interesting to see them in action in the americas.
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  3. #3
    cisse's Avatar Civis
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    Default Re: [AoD AAR]"Age of Discovery"

    I'd say either Portugal if you're really good (cause it look like a weak starting position), or Genoa (really interesting starting position with lots of options).

  4. #4

    Default Re: [AoD AAR]"Age of Discovery"

    Looks like an interesting mod, to say the least. My vote lies with Genoa as well.
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  5. #5

    Default Re: [AoD AAR]"Age of Discovery"

    Hmmm...Genoa or the Kalmar Union.
    --- Theseus1234
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  6. #6
    dezikeizer's Avatar Campidoctor
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    Default Re: [AoD AAR]"Age of Discovery"

    Personally, I'd find it very interesting to see an Incan aar. As far as I can recall there's never been on before. If not the Incas then I'd go with the Kalmar Union as well.

  7. #7

    Default Re: [AoD AAR]"Age of Discovery"

    I decided Genoa was a pretty good pick. They have the option to go south and attack the Islamic Maghrebs, try to expand their colonies in the east into Orthodox Russia, the Ottoman Empire, or the Mongol Steppes, try to take Italy and reproduce the "Italian Wars" which occurred during this period, or simply try to hold onto what they have while using their good navy to sail past Iberia and into the New World. The last *seems* like the safest option, however, in this mod, once you contact the new worlders some other major european powers pop up over there too, which means I could then end up getting into a war in Europe by fighting over colonies in America.

    Before I start, I'll say I'm very good at the tactical aspect of Total War, however, past MTW1 at least, I have never been very good at the campaign map. Still, I'm going with Very Hard on *both* choices to try to make this more interesting. If I mess up then I mess up, no reloading here. Although, since Genoa is not a monarchy at the time, it would be pretty neat if you readers played the "council" and gave me, the Doge, some advice ;-). I'm also selecting the "short" campaign, which is to take any 20 regions whilst holding onto my core Italian provinces. Factions with larger starting lands have to take more provinces to win the campaign, and the long option, in addition to requiring one to take more provinces requires you hold onto more starting area.

    Spoiler Alert, click show to read: 

    Note: If the pictures look small Ctrl and + to make them bigger, they came out smaller on my end than I meant them to; will try to fix next update.

    Let's start off this AAR by taking a look at Genoa's unit roster and starting positions. Each (old world) faction has 12 units, plus 4 artillery units and 4 naval units, although obviously some factions' strengths lie in certain areas moreso than others. In this mod, "castles" (i.e. military centers) produce all types of units (with a few special exceptions) while "cities" (i.e. economic centers) only produce pike-type infantry, gunners/crossbowmen, artillery, and naval units. This is to represent the fact the majority of armies of this time were pushing towards the pike-and-shot model. However, you have access to all your units from the get-go, the emphasis is on winning on the battlefield like in the original TWs and not teching up. Higher level buildings grant experience bonuses rather than new troops.

    Spoiler Alert, click show to read: 


    So, as you can see, like the into screen said we have some pretty well-rounded infantry and some powerful crossbowmen. At the same time, the former is also a bit of a weakness, as all our melee infantry is militia grade and we lack any kind of two-handers completely, which are good for cutting into other pikes. We do, however have musketeers which is good as some factions only have arquebusiers and we have, along with the other Italian factions, the extremely powerful monster ribault. Our cavalry power is about average although we only have mounted crossbowmen and not dragoons, reiters, cossack cavalry, camel gunners, or mounted calivermen. In short, no mounted guns. We also lack a quick light melee cavalry, although that is not too big a loss really (imo). Our navy is pretty strong, second probably only to the Portuguese and Spanish and tied with Venice and the Papacy (iirc) and also like Venice we bear the Carroccio Standard (made only in a mayor's palace). Next, let's have a look at where our starting armies and navies are located and the area around them.

    Spoiler Alert, click show to read: 

    note: I realized I forgot to switch Duke to Doge after I started this, so that's one slight overslight caught so far, although it's easy to fix by opening up expanded.txt in the data\text folder and looking for milan_faction_leader_name (realized I needed to switch Russia to Tsar too, oops). Oh well, I did say in the mod thread this first release is a testing. Or, you can just download this quickfix: http://www.zshare.net/download/794507562789c482/

    So, we don't appear to have any armies nearby ours, in either our western or eastern territories, although we haven't constructed any watchtowers yet and all the roads in this mod are advanced meaning they can sneak up on us right quick if we are not careful. Our navy in the east seems to be alone as well, although there is both a french and a spanish fleet right below ours in our core provinces. The french one likely won't be any trouble as our ships our stronger but hopefully Spain doesn't have any eye on pushing farther north into Italy right now. Mostly at this point though, pirate ships are the biggest worry on the seas, as they are frequent and powerful in AoD, to represent the piracy present in the period. Back to the armies however, they're a decent mix of pike/halberd militia although we only start off with arquebusiers and not muskets. Since we've seen our armies, let's take a closer look at their leaders, our "royal family" (actually noble council, but Total War doesn't let you model those right so I had to model it like a family).

    Spoiler Alert, click show to read: 


    Doge Pietro di Campofregoso leads Genoa now, as he did during this period in history. He was succeeded by the only other member on our "tree" Prospero Adorno. You can also see the Faction overview here, and below our diplomatic stances (like most factions now, neutral), our relationship with the Pope (average), our overall financial status (solid but not spectacular), and the top cardinals/bishops (we have one on the college, further down). We can also see our settlement details (most are doing alright, but Caffa is a bit shaky), our agents (including our cardinal), and at the bottom more information about our leaders above (not too shabby fellas). You'll notice the mercenary screen for our generals which brings me to our next aspect, what kind of mercenaries we can recruit in this campaign.

    Spoiler Alert, click show to read: 


    There are three types of mercenaries in this mod, split up by regional areas (Germany, Italy, Turkey, North Africa, Britain, Eastern Steppes, etc.). The first are "western mercenaries" available in Europe "eastern available in the middle east, steppes, and north Africa, and the last "native mercenaries" available of course in the Americas (which we obviously don't have access to right now. This is to make the types of mercs available to each faction a bit more balanced as in the vanilla model you can't hire mercs unless you march an army into a certain territory which is not very realistic or fair. Former merc units that didn't fit into the model were given to appropriate factions, like Landsknecht as a unit for HRE and swiss pikemen for france (as they primarily served the french royalty in this period). The mercs regenerate at an average speed and number but because they are split up into large regions competition for them can get a little tough, especially if you need a specific one (like say, pikemen).

    We're sort of lucky though, because we have access to two types although getting the eastern ones to our western lands or vice versa will probably prove a PITA should we try it right now. As an aside, the generic mercenary units are also the generic spawning rebel units in this game (unless your own or another faction's army rebels or deserts), similarly split up by region and done for largely the same reasons. (BTW if you're wondering about some of the unit cards looking funny for their faction, they have the right textures on the battlemap, it's just I didn't unpack the entire vanilla campaign just to get a few unit cards although I might do that at a later point if people really want that). Now that we've seen our military capacity, let's have a look at our settlements.

    Spoiler Alert, click show to read: 


    The first three are our western core provinces, one of which is an island fortress, and the latter two are our eastern colonies. Historically Genoa did not hold Florence at this time, but there are no (old world) unheld lands in this mod to fit with the feeling of fledging empires dueling it out and because they inevitably kept conquered by the nearest faction in the first few turns anyway, so I gave "empty" regions to appropriate factions either because they held it at some point, logically could/would have or for balance reasons. Such is why Milan is currently held by our rival Venice.

    Most of the buildings are already constructed, and we're one level away from maximum growth (although we need quite a bit of population growth to get there), as it is with all settlements in this mod to represent the level of development of the era and to put the focus on colonizing. However, while building isn't quite as important as in vanilla competing for guilds in this mod is quite important, as they all grant useful and considerable bonuses. Especially important will be explorers guilds, as they grant morale bonuses to all units produced in the province with one, and a master's explorer's guild grants a very high level of such a bonus. Finally, let's finish off the starting tour by taking a look at where our beginning agents are placed.

    Spoiler Alert, click show to read: 


    They're all in our western provinces right now, which is largely fine as we can always recruit in the east, except that we should probably try to transport the experienced cardinal over to Caffa to deal with the islamic and orthodox populations there and to get him some more experience that he may hopefully become Pope. No real changes in this campaign to the agents though. I'd post information about foreign armies, agents, but we haven't spotted any to start. We can see a bit of information about our neighbors settlements in the west though above spotted by our agents. They seem undefended however every faction starts off with fullstack armies like ours near their borders so its probably rash to try to invade, especially the Pope.

    So, now that you've seen all the starting information about Genoa there is to see and been introduced to some (but not all) changes and features to the mod, what should The Most Serene Republic of Genoa do first to expand our empire and increase our glory Great Council? :-) (I figure I'll check in with you forumers every year, meaning two turns, for some "counsel", waiting about a day for responses, because I think participating in an AAR would be more fun than just reading one, but if that proves uneventful or slow I'll push it two two, three or four years).


    [Another Quickfix: Also realized sieges were bugged. Thought I had fixed it before uploading it but must have goofed. Here is another quick fix for that: http://www.zshare.net/download/7946357384bbffe1/ (copy it into modfolder's data folder overwriting old version)]
    Last edited by General Malaise; August 18, 2010 at 01:33 AM.

  8. #8

    Default Re: [AoD AAR]"Age of Discovery"

    Destroy the Pope. The previous Doge's of Genoa were fools, paying fealty to pave their way to the blessed kingdom is a lie generated by a fat fool in the Vatican. Kill the Heretic, and all those who stand with him.

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  9. #9
    cisse's Avatar Civis
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    Default Re: [AoD AAR]"Age of Discovery"

    Very nice! I might try out this mod. Is it compatible with other mods (like SS and TATW)?

  10. #10

    Default Re: [AoD AAR]"Age of Discovery"

    It is modfoldered so it doesn't interfere with vanilla or any other mods you have, assuming you install it properly.

    Also, planning an update later today so if anyone else has suggestions for what Genoa should be doing next say it now.

  11. #11

    Default Re: [AoD AAR]"Age of Discovery"

    TAKE EVERY CITY ON THE MEDITERRANEAN!
    Create the ultimate "trade empire"!
    --- Theseus1234
    Suum cique (To each their own) -Motto of the Kingdom of Prussia

    The Crown of Aragon AAR- The Iberian Supremacy
    Quote Originally Posted by Justice and Mercy View Post
    My opinion is 100% objective. That's how I'm so right all the time.
    ^Human hubris knows no bounds.

  12. #12

    Default Re: [AoD AAR]"Age of Discovery"

    I wasn't too keen on the, rash in my opinion, suggestions above so I decided instead to expand Genoa's colonies in the east, before they get run over by the Islamic or Orthodox factions there. First, I send the Doge over to Florence to garrison it and guard the border to the south while I move our merchant to collect some textiles in Milan. I then have my experienced priest board a ship to send him east to deal with the heathens in Caffa, while ordering the construction of more ships out of Florence (a Carrack, a Lanternas, and a War Galley). Recruitment slots start off smallish in this mod to keep with the goal of making battles decivise, to force the player to pick armies carefully, and to prevent the AI from taking advantage of the increased wealth to endlessly spam armies.

    Anyway, as the last things in our western colonies I send a diplomat to the Venetians to open trade rights with them and trade map information (which they accept), move my spy north and east a bit to get a better look at our surroundings, while construction a watchtower to the south. Finally, I recruit a unit of pikemen, halberdiers, arquebusiers, and musketeers in Ajaccio and and another unit of pikemen, musketeers, and a culverin in Genoa, while ordering the building of a mine there as well along with a grain exchange in Florence to recruit more merchants. Taxes in Florence and Genoa were also raised to High to help us get started. After all that, we can now see a bit more around our core provinces now, but still not much.

    Spoiler Alert, click show to read: 


    Now I take a look back over east. This is goign to be tricky as the border around Krasnodar and Caffa is very large and on top of that we have to worry about ships coming up from the Black Sea. I decide I need an army fast, so I recruit all the available mercenaries, minus the rockets and cannon, which amounts to one unit each of Eastern Gunners, Archers, Cataphracts, Cavalry, Halberdiers, Tribesmen, and Javelinmen. I then order the hired mercs onto a ship and move them towards Caffa to garrison the fort there while also recruiting a unit of Pikemen, Halberdiers, Arqubusiers and Musketeers in said province (as I said in an earlier post), pike and shot will make up the bulk of our armies).

    Over in Krasnodar, I build a Grain Exchange in Krasnodar but there isn't enough public order to raise taxes safely above normal now. I recruit a priest, a spy, and a diplomant from the city while building a watchtower at the border with the remaining funds we have left. I then march our army there up the road into the Mongolian-held Sarkel province as far as they can move. We end up right outside the fortress and it looks undefended! We'll have to be quick and lucky if we hope to take it without a fight as we're likely to have been spotted by any nearby mongol forces who will probably move towards us to defend the threat. Maybe though, they'll be distracted enough by Muscovy to their north to make our first expansion a bloodless one. For now however, this ends the first half of our first year.

    Spoiler Alert, click show to read: 

    As the season ends, the Doge takes eye of a young commander and decides to adopt him. He seems qualified enough and we need more commanders so he is approved. We also receive news that the Maghreb Sultanate has allied with the Kingdom of Portugal, that the Doge's retinue has expanded, and of course an overall status report (as seen below). Hearing of an alliance made me think we needed friends as well, so I quickly sent our diplomat in the west over to Milan to suggest and alliance with Venice, against the powerful nations of Spain to the south and the HRE to the north. Happily they accepted, and hopefully, though normally rivals, together we can keep Italy free of foreign control. That done, I move aforementioned diplomat south towards the Papacy to open negotiations with them.

    Spoiler Alert, click show to read: 


    Finishing up in our homelands, I send our spy to scout out Germany to see if it looks like they are amassing an army or moving troops towards our borders. I then ship our recruits in Ajaccio over to garrison Genoa, along with our newest commander. As the ship with our priest on it moved further around the boot of Italy towards Caffa he spotted a large spanish army at the border between them and the Papacy. It's unlikely even with their power Spain is so rash to attack the Pope now however, but still it pushes me to use our funds to further beef up our army in Genoa. I recruit another unit of Halberdiers along with our powerful Monster Ribault and a Carrocio Standard to inspire our new recruits. I decide we need some cavalry as well, so over in Ajaccio I order train some Broken Lances, Mounted Crossbowmen, and powerful Sequito Doge, but now we're getting low on funds once more.

    Spoiler Alert, click show to read: 


    Back east I move those mercenary troops off the fleet and into Caffa to meet up with our freshly-conscripted regulars. The garrison is still small though, so I order up a mortar (for shooting over castle walls) two of our powerful crossbowmen (one militia grade) and some swordsmen militia, however we now have no real funds left. At leat for now, the mongols seem to have drafted a small garrison for Sarkel but there is still no army in sight. I move our new spy in Krasnodar to have a look inside. Unfortunately however, he is killed attempted to infiltrate the fortress, which is doubly unfortunate as we must now rely on mortars for breaking the walls which are poor for such purpose. I am not wanting to to wait to construct siege towers or the like as no doubt a mongol army would come down the road with reinforcements should we delay and pass up this opportunity. Before attempting an assault, I move the new diplomat from Krasnodar towards the Ottomans hoping to create a peace with them to cover our arses while we war to the north. After that, we launch our first attack.

    Spoiler Alert, click show to read: 


    Unfortunately, it's windy and foggy as all hell out, meaning our general Count Adorno will barely be able to see what he's doing. He orders his infantry clustered up together as tight as possible for pushing through the gates and, for the same reason, his cavalry into wedge formation. Normally, the defensive towers would be taken down first as well, but as all we have is mortars we'll be good to get the gate busted open. Therefore, he orders his artillery to immediately open fire on the gatehouse, wanting to waste no time in this foul weather. Just in case the mongols try to be heroes and sally out however, he's commanded his arquebusiers to lay stakes in front of the mortars and to line up in rank and fire formation behind them.

    Spoiler Alert, click show to read: 


    Trying to bust open the gates with the mortars only destroyed the gatehouse and not the gate, so General Adorno ordered the artillery to switch instead to the wall to the right of the gate. Surprisingly, they took it down without too much effort. Therefore, they were ordered to bust open the wall to the left of the gatehouse as well, to allow the men two breaches to move through before moving forward. It is likewise done without difficulty, and so the pike and halberd militia are ordered through the left side while the cavalry and swordsmen the right. The mortars and arquebusiers are also pulled up to provide support fire if needed. We try to move quickly though and take the walls so we don't have to suffer too much tower fire. It seems the mongols instead however retreat to their inner courtyard rather than meet us in battle in the breach (so much for the might of the horde) so we'll have more walls yet to deal with.

    Spoiler Alert, click show to read: 


    Inside their fortress, we can see the heathens have been engaging in slave trading. Truly our cause here is just (nevermind that we didn't know this before we marched in, god must have willed us here besides!). Despite the wind, the fog, the dark, and the cold, we nevertheless march our men towards their inner walls. Our proud Seguito Doge were a bit too brazen in moving forward and took some minor casualties as the mongols shot fire arrows over their walls at us. In response, we opened fire with our mortars on the wall their archers were atop. The easily spooked cowards flee their ramparts of course, and in short order we tear their last remaining defenses down and order our men a final march into their town square, intending to claim this settlement in the barbaric east for Christendom.

    Spoiler Alert, click show to read: 


    We are in for quite a shock however. Thinking this will be an easy mop up melee, the mongols instead charge out through their inner gate once their courtyard wall is breached, with none other than War Elephants imported from their far eastern colonies! These peculiar beasts bear on the backs men armed with arquebuses. Felling these creatures will prove difficult no doubt, but we put our trust in God (and our legions of pikemen) to win us the day. The elephants are surprisingly fast though, and our pike troops cannot reach them before they charge directly into our expensive heavy cavalry! But these are men elites, and instead of fleeing as most would they instead boldly and inspiringly hold their ground, and the fight looks so far evenly matched. Still, one unit is taking heavy losses and the beasts look like they might run amok. With our pikemen finally reaching the combat, we order the weakened lancers to pull back, while the other unit to rush forward to own pike to attempt to lure the elephants to their death. Having to contend with these creatures makes the Doge certain he made the right decision attacking the Golden Horde before they could amass an army of these monsters. Eventually, our militia holds, though even with only a few elephants suffers heavy losses, but does kill them to the last in the end.

    Spoiler Alert, click show to read: 


    With that dirty business done, General Adorno decides to play it safer, and fire his mortar shells into the courtyard to finish off the barbarians. That sparks their general to attempt a suicide charge out of the gate at our arquebusiers, but unfortunatley for him our pikes lay right next to them. Our gunners retreat as our hardy militia moves into mow down their commander. The general seems intent on slaying as many of us as he can before he dies moreso than winning, and charges through the pikes and towards our mortars, killing some before a rout is ordered. Our swordsmen are behind them though, and rush to meet the horsemen. They make quick leader of the mongol leader, sending him rightly to hell and his unit rushes back towards the courtyard. Finally, our men push to finish this, marching into a hail of fire arrows. Our mounted crossbowmen ride up and fire back though, and the last melee engages for the fortress of Sarkel as the night nearly ends and dawn approaches. Some more losses are taken as the mongols refuse to acknowledge when they are beaten but we take the day in the end, adding yet another colony in the east to our empire.

    Spoiler Alert, click show to read: 


    As we need more money after our recent bout of spending, we decide to sack this settlement. Besides, the heathen slave traders surely deserve to be punished, yes? Still, our general respects the boldness of the captured Khan's Guard, and decides to spare them, as their ransom is but a pittance anyway. After occupying the fortress we ordered the drill square and walls repaired, which were damaged during the siege, with our new funds, merge our weakened units, and order what we can retrained. Finally, a chapel is comissioned in the fortress to spread the true faith and a watchtower is erected on the border to look out for any possible retributive counterattack from the Horde. As we do so, we spot the Khan inside our province. His forces are small though and we are confident they are no threat. For his victory in the siege and expanding our Most Serene Republic general Adorno is granted the Banner of Genoa, inspiring his now veteran troops to (hopefully) further success. So ends our first year Great Council and not a bad one at that for our future. Now, have we any reasonable suggestions on how to proceed, hm?

    Spoiler Alert, click show to read: 

  13. #13

    Default Re: [AoD AAR]"Age of Discovery"

    Quote Originally Posted by General Malaise View Post
    I wasn't too keen on the, rash in my opinion, suggestions above so I decided instead to expand Genoa's colonies in the east,


    Good update though.
    --- Theseus1234
    Suum cique (To each their own) -Motto of the Kingdom of Prussia

    The Crown of Aragon AAR- The Iberian Supremacy
    Quote Originally Posted by Justice and Mercy View Post
    My opinion is 100% objective. That's how I'm so right all the time.
    ^Human hubris knows no bounds.

  14. #14
    Desley's Avatar Praefectus
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    Default Re: [AoD AAR]"Age of Discovery"

    Very nice update, hopefully you'll go to the Americas soon! I can't wait! + Rep
    Will and act until victory

  15. #15
    Om noml's Avatar Civis
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    Default Re: [AoD AAR]"Age of Discovery"

    I like it, but I'm confused, as on your radar and campaign map you cannot see any garrison. Is this just a bug or am I missing something?

  16. #16

    Default Re: [AoD AAR]"Age of Discovery"

    Quote Originally Posted by Om noml View Post
    I like it, but I'm confused, as on your radar and campaign map you cannot see any garrison. Is this just a bug or am I missing something?

    Notice the different kinds of flags. Could just be that the pic is blurry and smallish.

    Anyway, will try to have another update today. Last chance for suggestions.

  17. #17
    Om noml's Avatar Civis
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    Default Re: [AoD AAR]"Age of Discovery"

    Look at the mongols, on the radar of those battles it did not detail any units. On campaign map they didn't seem to have any either?

  18. #18

    Default Re: [AoD AAR]"Age of Discovery"

    Quote Originally Posted by Om noml View Post
    Look at the mongols, on the radar of those battles it did not detail any units. On campaign map they didn't seem to have any either?
    Most of the pictures are cropped with the radar part cut off to save filespace. In the below one you can see the radar. As for the campaign map, the screenshot of the fortress had no garrison. What happened was at the end of the turn they recruited units and that's when I attacked but I took no screenshot of the fortress the turn before I attacked.



    (Update might be late today or not until tomorrow, btw, as I'm trying to re-upload the mod again to a different site and in a different format.)

  19. #19

    Default Re: [AoD AAR]"Age of Discovery"

    [Before I start I'll say I uploaded the mod over on rapidshare in .rar format, and that version contains all of the fixes along with some new tweaks, one of which is relevant to this mod in that I set Genoa and Venice to work as the Teutonic Order does as far as "family trees" goes which means they don't die out from lack of leader but rather just elect a new one, although they no longer can use princesses.]

    Anyway, the season was ended from where we last left off and it seems our Doge has taken notice of yet another young man (no, not like that...well, maybe not like that...hopefully). This one is loyal, pious, and chivalrous, although not too experienced in command. Still, that can be learned moreso than the other traits, so we decide to bring him on. Over in Caffa, the Knights of St. John's have requested to build a guild there. No doubt they have taken notice of our victory against the Mongols in Sarkel and our spreading of the true faith to this region. The Doge of course accepts this honor gratefully. Our nobles make noise about us contacting the Ottomans, but of course the Doge was already ahead of them and was intending to do that regardless. We also receive a report that, amongst other things, Count Adorno has been ruling over the newly conquered heathens with honor and fairness. However, this hasn't stopped the resentful Khan from launching a retaliatory strike against us, attempting to take back this fortress from its rightful owners and restore it to its barbaric practices. It does seem however his army is large and we may have underestimated the speed with which these nomads can mobilize a military force.

    Spoiler Alert, click show to read: 


    Before we deal with these hunnish curs however, we'll look to other business. Our mines in Genoa and our grain exchanges in Krasnodar and Florence have been built, which is well as we'll need the increased income to fight back the Horde. Furthermore, our chapel has been erected in Sarkel, hopefully keeping the population placated in the future and serving as a sign to both our allies and enemies of our intentions in colonizing. Up in the north we notice the English our sending a trader into Germany, although we do not consider that competition right now. More worrisome is what appears to be the vast size of the Imperial armies, which we notice as we order our scout further north. We order our new commander aboard the a ship and drop him off in Ajaccio to govern said province. We now have a governor in all our core lands. Our priest continues his sea voyage towards Caffa and we recruit a merchant in Florence with from our new market. Likewise, we feel we could increase our capacity for espionage and order the training of a spy and an assassin.

    Curiously, and somewhat concerning, is that our allies are marching through our lands, just outside Florence. Hopefully, they mean to attack the spainards to the south and do not have any foolish thoughts on betraying us. Between this development and the siege in Sarkel we feel we need to temporarily raise taxes to high in Genoa and Florence, justifying such by the precarious and potentially tumultuous situation we find ourselves in. With the expected increase in money, we recruit two units of our elite crossbowmen to reinfornce our capital further. We decide to save the rest for now, and look eastwards to our pressing predicament there, and further expand our military, calling up a unit of swordsmen militia, pikemen, and broken lances each, along with our 'secret weapon' a monster ribault. With only 900 or so florins left now, we can do naught else but afford to build a small grain exchange in our capital as well, but even any small future increase our profits could be useful at this point. With that done, we turn our full attention on our enemies.

    Spoiler Alert, click show to read: 


    Our only possible reinforcements for Sarkel are over in Caffa, and moving them would leave our borders undefended. The fortress can hold out for 9 turns, but in all likelihood that would give the mongols more time to construct siege equipment and bring up more of their own forces, as they are currently engaged in no other war. We aim to decide this now, although sallying out and pushing the invaders back will prove no easy feat, as their leader is not only their Khan but a highly skilled and practiced general. Nevertheless, Count Adorno seeks the Crown of Genoa for himself and winning here would almost ensure him succession to our present Doge. He spends the day preparing and praying, and makes up his mind to sally out at night, hoping the mongols will be caught unawares and demoralizing by having their rest disturbed. The outcome of this siege is likely to determine the course, if not the result, of the entire war with the Horde and the fate of both men, down to how history remembers them. As would expected of the a leader of such a bunch of glorified brigands, their rulers has a reputation for merciless towards his enemies, and we can can expect no chivalrous treatment. It is victory or death.

    Spoiler Alert, click show to read: 


    The weather seems to be with us, a sign of divine favor perhaps, as the pouring rain will hamper the enemies numerous arrows. True, our gunpowder will likely to be more ineffective as well, but the foe relies moreso on ranged attacks than do we. Although it is once again very hazy, we spy none of the dreaded war elephants this time, only lines and lines of horsemen. Our strategy here will be to hopefully use our, normally elite, cavalry as pawns to lure towards our militia pikemen and gunners. It is unfortunate that nobles must be sacrificed to save commoners, yet at the same time such is precisely their duty, yes?. We stack our pikes close and place our marksmen on the walls. Alas, the Khan is too experienced to be fooled by a simple lure and right as the battle opens pulls back his men far away from the walls. We instead try to rush out our lines as fast as possible to establish a pike line to keep their horse at bay. Nevertheless, we may yet have to grant our cavalry a glorious death in sacrifice as we spot what look to be asian rocket launchers off in the distance. We've heard rumours of these contraptions and they rival our own monster ribaults in power. The mongols spot our attempt to form up outside the walls, and rush forward with their mounted archers to harass us as we exit. This may prove even more of a difficult trial than we first thought, but our men have beaten these foes before and they can do it once again.

    Spoiler Alert, click show to read: 


    We send our smallest unit of Seguito Doge, a mere 3 men out to distract their horde while our men line up. Their names will be memorialized in Sarkel after our glorious victory here for such a display of heroism. Seeing however, our men have lined up, they try, in vain, to catch us by surprise and charge their lancers headlong into our wall of halberds in the front. It fails to break our line of brave men, but they wheel around and attempt another charge, but, god with us, it fails to afright out troops. General Adorno orders the remaining unit of Seguito Doge to wheel around our line and into the mongol left flank. Soon, he may very well have to rush the enemy himself if he has a hope of winning this day. Normally, such actions for a general our rash, but he will die regardless if he intends to sit back in this battle. Our noble cavalry smashes into the mongol horse and some break and rout almost immediately! True, their men are skilled riders that much must be admitted, but they cannot match the armor of faith our cavalry bears (or, for that matter, their full plate armor).
    Spoiler Alert, click show to read: 


    Despite their bravery the last unit of Seguito is likewise killed to the last, but they've done their work, killing and routing two units of enemy horse. We decide we can be passive no longer, and order our infantry line to march forward straight into, and hopefully through, the legions of mongol cavalry. Our mortars continue to arc shots over into the back of their lines whilst our gunners peel back and try to pick off what shots they can, taking advantage of the fact their foe is higher up and not level to them, allowing them to shoot over our own footmen. Seeing their lancers pull back after being impaled on polearm after polearm, Count Prospero Adorno knows now is his chance for glory and orders his unit to charge towards the dismayed mongol horsemen. They crash into them and engage in fierce combat. Seeing their archers getting chopped to bits, the enemy turns around a unit of powerful heavy lancers and charges them right into our general. We cannot afford to have him die now though, so he, without shame, calls back the melee, rushing back through our own lines and luring the over-impetuous enemy onto our pike! The general's adviser surveys the field as they pull back, surmising only half the enemy is left no less! Between volley after volley of gunpowder weapons, which are backwards enemies lack, and our advancing counter-cavalry footmen the enemy is now withdrawing, although we must be careful and not lose discipline as these deceitful foes are known for their feigned retreats.

    Spoiler Alert, click show to read: 


    Dire news though, it seems our joy may have been premature as some of are men are starting to waver and one has already begun to rout! They shall be disciplined for this should we survive, nay when we survive but for now our general peels back around and charges towards them and into the enemy hoping to inspire them to remember their honor. It works, and so Adorno withdraws, and our men continue their march forward, quite literally pushing back horse after horse with their simple yet effective weapons. Despite that, however we are losing many men, and even if things continue at the rate they are, this may turn out to be a Pyrrhic victory at best. Many of our men lay slain or are pulling back towards the castle. Only our gunners remain largely unscathed. We'll have to trust to our superior technology (of our, of course, superior civilization) to finish this for us.
    Our adviser informs us we are forging a worthy victory and are winning the day, although it is unwise to praise the day before sunset. But, the fighting has been going on long and sunset is near here and hopefully the end of this. As the men enter the walls our generals shouts over the gunfire, screaming men, pouring rain, and howling wind, attempting to draw out every reserve of strength and courage in our troops, hoping for them to rally. A a few units of halberdiers manage to guard the gates while the other men pass. Our arquebusiers and mortars remain in the field as the cruel mongols chase down fleeing men and finish off the wounded, although their bloodlust wounds them as much, if not more, than us, as they are continually shot at by our guns. One unit of artillerymen is charged at, but they retreat back through the castle and the enemy, the fools!, are burned alive as they attempt to chase them by our men manning the pots of boiling oil above the gates. Now that the enemy is trying to break through into our castle, we order our gunners to rush atop our walls as quick as they can move. Our halberdiers at the gate start to break and we order our mounted crossbowmen to drop their crossbow and pull out their swords for a charge. The situation seems desperate until we discover the enemy Khan has been boiled alive with many of his men trying to push through!
    Spoiler Alert, click show to read: 


    We've all but won now, and we command our mounted crossbowmen to use their superior speed to push past their armored foe and charge the only remaining enemy left, the devilish rockets which continue to hound us. Our skilled arquebusiers, now with a fine vantage point, fire from our ramparts towards what remains of the, now retreating, general's unit. Our horsemen are weary and shaken though, and they cannot force a rout from the rockets. If Adorno wants this day, he'll have to take for himself. He moves out from the castle and into the hail of rockets. He manages to rally the fleeing crossbowmen though, and orders them to fire what bolts they have left at the few remaining horsemen guarding the rockets before he charges home.

    As they move forward to do so, he remembers he has a few mortars left, and tells them to finish off their rounds as well. He'll take no chances dying now after such a hard won battle against mere peasants with fireworks. Seeing the mortars getting pulled up, the rocket guard rushes forward, but the general cuts them off and meets them midway in the field, covered with corpses and shell holes. They rout before contact is even made, and Adorno wastes no more time, pursuing them and crashing into the rockets behind them under a hail of fiendish fire. The retreat seems to have been a rouse though, as the enemy horse guard turns back around to crash into them, but by this time our own horsed crossbows are here to reinforce the general. The final fighting is fierce, but they rout the cursed foe together and end this hellish night once for and all. Adorno lasts the rabble flee, weary enough as it is and not wishing to chase them down and orders the few captured men to be ransomed to replenish our treasury (which we later find out cold-hearted foe rejects). But for now, he'll return to the castle and celebrate this heroic victory, though not without a taste of bittersweetness of many men have died here tonight. Still, the death of their Khan meant the death of the Horde, and we have won this war this day!

    Spoiler Alert, click show to read: 


    After the battle, the units are ordered to merge as best they can, and we retrain and repair what we can afford in Sarkel. The Pope has noticed our virtuous and courageous actions in the East against the infidels and agrees to trade map information and open trade routes with us, after which our diplomat in the west goes further South to perhaps broker a peace with Spain. Our diplomat in the east has finished his journey to the Ottomans, he informs us they would actually consider an alliance, although the implication of this must be thought out further. For now, we agree to swap trade and geographical knowledge with them, which they agree to, pleasing our noble council, who funds the recruitment of some crossbowmen for us to further our Most Serene Republic's efforts. Lastly, our newly recruit priest is ordered up from Krasnodar and into Sarkel. Both are rife with unbelievers both Sarkel could use the word of God even more at this point, only newly being brought into our empire.

    Spoiler Alert, click show to read: 


    It's only been a season, but the events of this day have led the Doge to call a counsel, asking what should be our next move now that our colonies in the East have been rid of the Mongol threat. Ought we to push into the bear to the north, Russia? Or will, despite their misguided lack of faith in our Holy Father, shared Christian faith prevent them from attempting to seize our justly won lands? Should we instead join with Christendom in fighting back the Ottoman Turks and preventing the spread of their heresies further, or finally, do we instead boldly attempt this curious theory some learned scholars are putting forth regarding the ability to reach India by sailing west? In this manner we might avoid having to deal with the Mohammedan empire but such a journey will surely prove dangerous. Who knows, we may even yet fall off the side of the world, hah!
    Last edited by General Malaise; August 20, 2010 at 02:10 AM.

  20. #20
    cisse's Avatar Civis
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    Mar 2009
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    Default Re: [AoD AAR]"Age of Discovery"

    Very nice. I did notice you uploaded a rar. version of the mod, I think I'm gonna download it and try it out.

    Also, I applaud you for taking the fight to the Mongols and sallying! Most players (myself included) would just wait it out inside the walls I think.

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