The First Ten Years, Part I
Summer, 536 A.U.C. To Winter, 536 A.U.C.
Developmentally, the first ten years of a Roman game are critical. You can thank Tone for that. They're critical because you can waste a lot of resources and money and weaken your Republic fighting Hannibal and the Roman Rebels and the Macedonians and … yeah. You know. We've all done it.
So before we even get started, let's define some goals. What do we really want to do in ten years (20 turns)?
First, we want to drive Hannibal out of Italy. That's a no-brainer.
Second, we want to put down the Roman Rebellion. Another no-brainer.
Third, we want to begin to establish our economies and prevent our governors from getting negative traits (as much as possible).
Fourth, we want to recruit four full Roman Legions as the base defense of the Republic.
Fifth, we want to be making money by the end of ten years. Because money is what keeps us alive in RSII (and you thought it was all those armies …)
Sound like a good set of goals? Great. Let's get started.
Turn 1:
Pick your settings, load the game and we're off. The first think you probably notice is Hannibal's waiting for you just east of Arritium. Don't worry about him right now. We have other things to do.
The very first thing I do is move my navy – towards Emporiae, like this …
… until it ends up here.
This is one of those things that occurred to me the very, very first time I played RSII. (This is why I say things seem obvious to me that don't seem obvious to others.) One look at Emporiae and I thought “money pit.” I mean, I can try to hold it, but I don't have a big enough navy or enough units to ship back and forth, and when I finally do lose the city, I'll lose that entire stack and one of my best generals. Maybe it's my background in philosophy and logic – or maybe it's just plain common sense – but I knew from the first time I played RSII that I'd never hold Emporiae.
And maybe you did, too? 
Give it up. It's cheaper to retrain units in Rome than to watch them die in Iberia. Saves money on so many levels. So we're picking them up and bringing them home. Kinda realistic, too, since wouldn't you want your best general to fight Hannibal?
The next thing I'm going to do is set all my taxes in all my provinces to Very High. I just toggle through the cities one by one, making the change. We'll worry about fine tuning in a moment.
That done, I start moving units. One of my guiding principles during this time of crisis is don't recruit if you can retrain. So I take the two units from Akragas …
… and move them to Messana. (Be careful you don't cross Greek territory and start some trouble you're not ready for.) Then I take a look at the stack near Lilybaeum.
Greek slingers. I've said in another thread that I think they're overpowered. Murderous would be a better word. Since the AI doesn't use them right, and since if I use them I slaughter the AI, I disband all Greek Slinger units. Besides, we want Roman units anyway, right? So bye-bye, Greek Slingers.
I move the two Allied Cohorts into Lilybaeum as city units (garrison units?).
The rest of the stack goes to Messana, including Publius Cornelius Scipio (not to be confused with Publius Cornelius Scipio). When I'm done, Messana looks like this.
I continue to move units. The single Republican cohort in Arretium goes south to Rome. I'm going to lose Arretium anyway and leaving that unit there won't change that outcome. Two of the units (usually the equites and a cohort) from Ariminum go south to Cannae, which has no units. Two of the units from Capua (usually the cavalry units) go to Cannae as well. When I'm done, Cannae looks like this:
Finally, I go over to Caralis and disband all the units except to the two Allied cohorts. This is to cut military spending. All I need are two cohorts to keep the peace; anything more – right now – is just wasted money.
The last unit move I make is a historic one. For some reason, I'm fascinated with the idea that Gaius Varro lost the Battle of Cannae in 216 B.C. Yeah, really … fascinated. Feeling sorry for him, I always give him a chance to redeem himself by bring him to Rome to command one one of my armies. So I move him up the coastline towards Capua.
As an FYI, my other generals will be:
Quintus Fabius Maximus, general of Legion 1
Publius Cornelius Scipio, general of Legion 2
Gaius Varro, general of Legion 3
Publius Cornelius Scipio (the young one), general of Legion 4
Before I'm done with units, I got to Roma and drop everything there in the recruiting queue. If you're playing an unmodified RSII and you moved the cohort from Arretium south, you should have 78 gold left.
Done with units, I go through and adjust the taxes until the little face beneath every city is yellow. This is a rule of mine. Keep the people moderately happy. Prevents all kinds of ugliness, including some very ugly traits.
Finally, I move my diplomat to north of Genoa to keep an eye on that city. Also puts him directly in the path of some diplomats from other factions.
My spy comes up from Cannae to take a first look at Hannibal.
And what a look that is …
… right, then. Double chevrons, etc. Compare numbers to your units if your heart can stand it (and if you don't do this regularly, learn to start – RSII, like most video games, is all about math).
The point is I've got as much chance of winning this battle as I do of swimming the Pacific. In fact, I've never won this battle. Others have. (If memory serves, Brusilov was one of the very first to win the fight with Hannibal, back in playtesting.) I know others on this forum have. Me? I won't recruit units to fight it and then risk losing both the new units and my money, so I make do with the units I have in that stack – and I lose. So if you always lose this battle, don't feel bad.
What I'm going to do is fight this battle on the battle map, and do the most damage that I can to Hannibal's army. Now, if you want to be historic – and I usually do choose to be a little historic, just try to move that Roman army in any direction. Hannibal will ambush you and you'll either (1) get ambushed or (2) avoid it. This time I avoided it.
I'm going to skip the battlefield tutorial for now, since I won't win this battle anyway. I take my loss …
… and the death of Gaius Flaminius Nepos, …
… and what's left of my army retreats to Arretium. Note (at the bottom of the image) I merge my units after the battle (I always try to do this.)
On this sad note, I end my turn.
Turn 2:
Of course, Hannibal immediately sieges Arretium, trapping what's left of Nepos's army there. Another Carthaginian army threatens Ariminum.
But it's not all bad news. Here's where I land financially:
Not too bad. 62K in one turn, with minimal military costs, is a lot of building. My goal, at the end of the first turn, is to have 60k in gold. Now I can go shopping. But before I do anything else, it's back to my boats.
See the Carthaginian navy? I need to keep my navy moving and DO NOT fight them. If I fight them, I lose. I don't move my navy, they attack me and I lose. Every time. Since I can't afford to lose those armies, I keep moving these boats every turn.
Move to Emporiae, pick up everyone including Publius Cornelius Scipio (not to be confused with Publius Cornelius Scipio). I end up about here.
Back to Rome, where I continue to recruit my first legion. I fill the recruitment queue and move on.
Before we start building, this is the rule: Buildings in queues are like money in the bank. Once you've bought your armies, etc., dump the rest of it – all of it if possible – into your building queues. I try to get my treasury balance as small as possible by keeping my building queues full. Less than a 100 gold is a very good turn.
In deciding what to build, I'm very aware that I'll need money later on. So Aleria, Caralis, Lilybaeum, and Messana all get Markets, for the trade benefits.
Akragas gets Government Determination, Roman Oppidum, Organization, and Land Clearance.
Dyrrhachium gets Tribal Justice, a Shrine of Jupiter Optimus Maximus and I'm down to 352 gold. I can live with that.
Wait a minute, Dani, you say. You didn't build a thing in Italy!
I know. I hate to lose money in this game. I don't know where or when the Rebellion's going to strike (okay, I have some idea, but not for sure), so the only time I'm going to build in Italy – until the Rebellion is quashed – is when I'm absolutely certain that I can build and NOT lose my building in a revolt. Since, I can't be sure of that now, I won't build in Italy.
Back to the map. As I said, Hannibal sieges Arretium at the end of Turn 1 and another stack of Carthaginians threatens Ariminum. I send my spy over to take a look …
… and discover this stack is nowhere near as tough as the first stack. Remember, always check your math. Compare the stats of your enemies units to yours, especially if your auto-resolving.
And we're going to be auto-resolving for the first ten years. The reason is (1) it speeds things up and (2) I've fought my way through these ten years so many times I'm frankly sick of them.
But if you're not sick of these first ten turns, please fight away. These first ten years of the Roman campaign in RSII is some of the most fun I've had playing a video game, especially once you've got your bearings and you actually put some risk into the battle map (for example, I rarely use reinforcements on the battle map, 'cause the AI drives me screamin' crazy).
Whether we auto-resolve or not, within ten years we'll have destroyed Hannibal, driven Carthage from Italy, and put down the rebellion.
Since I've spent all my money and done everything I can do, I end this turn.
The First Ten Years continues in Part II.