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Thread: Re-Establish the Eastern Roman Empire in 10 Turns

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  1. #1
    Bruce the Silver-Tongued's Avatar Civis
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    Default Re-Establish the Eastern Roman Empire in 10 Turns

    While playing Byzantium (H/H or VH/VH) during the Dark Age Campaign, I have repeatedly (more than 5 times) been able to completely restore the Eastern Roman Empire within 10 turns. Specifically speaking, I mean that Byzantium owns all the settlements bordering the Eastern Mediterranean, except for Tarabulus, Acre, or what-ever-you-choose-to-name-it South of Antioch by about the end of turn 10.

    I have (selfishly) held off on letting SV know about this situation because I have a lot of fun with the scenarios that can be created with this imbalance/glitch/whatever. But... since the new patch will probably change to circumstances that allow this to happen, I figured I would spill the beans.

    Using Byzantium, I immediately prepare for war with the Seljukar Sultanate (the Muslim faction in the Eastern Mediterranean) on the first turn. I purchase some mercenaries in central Anatolia and then the Adana region, and take the Seljuk forts that control the entry to that region. Mobilizing those mercs, and my central Anatolian starting troops, I have a decent-sized force that can win in a siege against Adana.

    At the same time (second turn or sometime shortly after) I summon up a merc and starting troop army from Greece, the Thracian provinces, and Nicea, put either my Faction Leader and/or his Heir in charge, and march them off (or sail, whatever is fastest) to Adana with a follow-up offensive.

    Since the Seljuk faction seems to love to throw their Faction heir into the fray (in at least the 5 times I have done this), I find a way to cut him down in battle, or lay siege to where-ever he holes up (like Antioch or the city to the east of Antioch). After killing that faction heir, or at least putting two stacks and two generals in the Antioch/Syrian regions, something strange happens: the other Faction leader will throw in the towel.

    I sent a spy to check on him in two different instances, and I found traits like "Tired of Violence" or something like that... maybe "Tired of Losses". Either way, after I send in a Diplomat, to where-ever I can get him to fastest, I demand a Ceasefire and every one of his faction's cities. They accept every time.

    So: this does not bother me very much. It is difficult to get all the taxation and funding in order to raise that second, Thracian mercenary army to a sufficient strength, and without Kaisar Alexandros, or whomever, leading a full stack into the maw, they won't give.

    Is this a common thing that everyone knew, or is this news to anyone? Your thoughts gentlemen/women...

  2. #2
    Bruce the Silver-Tongued's Avatar Civis
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    Default Re: Re-Establish the Eastern Roman Empire in 10 Turns

    I'll post pics to prove it at the end of January if I must, but I honestly don't know how to take screenshots with the computer I am using for MTWII.

    It is pretty simple to replicate this anyway.

  3. #3

    Default Re: Re-Establish the Eastern Roman Empire in 10 Turns

    Keep in mind, the darkage is still technically beta. I already have made some big changes for the ere. The recruitment of tagmatic vs thematic units has been changed, and I think is more realistic now. Mercs are a big problem, the are just too many available there. I am thinking of reworking this. And adding a Mercenary Camp building line, appropriately named...of cour.se


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  4. #4
    Bruce the Silver-Tongued's Avatar Civis
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    Default Re: Re-Establish the Eastern Roman Empire in 10 Turns

    Quote Originally Posted by SicilianVespers View Post
    Keep in mind, the darkage is still technically beta.
    I don't mind at all. Dark Age is definitely, hands-down my favorite era, followed by Early Era.

    The little glitch/gap or w/e-it-is hardly takes away from the campaign at all: it is very easy to avoid. One just doesn't demand every city the Seljuks possess, haha. Actually, I have had a lot of fun trying to consolidate those territories and then use the increased cash flow to barter and shape the Byzantine Empire's frontiers, etc. The game is still challenging even after the takeover - defending from the Armenians, Khazar, and the Sicily/Tunis Muslim faction is tough on those fronts. Not to mention power projection being more difficult with the in-field unit cost vs. garrisoned in fort unit cost.

    The Byzantine faction is really great for campaigning in the Dark Age. The area of recruitment for the Byzantines in Anatolia pretty much matches the zones that were still predominately Greek and Armenian during this period of 800's - something ignored in all other mods. Being able to re-fortify the Greek Orthodox populations of Anatolia before they disappeared gives the Dark Age a very interesting feel, with a Christian people ruling so close to the more predominantly Muslim areas.

    I think I tried this trick with a 3.3 ver. of SV:Chiv 2, and I don't think it worked. That was over a year ago tho.
    Last edited by Bruce the Silver-Tongued; January 13, 2011 at 02:47 PM. Reason: Wrong mod #

  5. #5

    Default Re: Re-Establish the Eastern Roman Empire in 10 Turns

    This will all be taken to a higher level in 4.0, which will include a new Anatolian AOR with Anatolian units.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

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