Hey everyone,
I'd like to know what you think is the shortest possible time to get a long victory for any faction. I think 8 turns with the turks.
Hey everyone,
I'd like to know what you think is the shortest possible time to get a long victory for any faction. I think 8 turns with the turks.
If you expect us to believe that you won a long campaign in just 8 turns, you are wrong.
i didn't expect anyone to believe it. I'm trying to beat Grogs blitz record of 21 turns for all 106 provinces. So far I'm at turn 8 and have 52 provinces on VH/VH turks. I'm recording it all for evidence too. I can print off a screenshot if you want. I achieved victory this turn.
post the video I'd like to see![]()
you can get from mosul to arguin in 13 turns with the right logistics.
I will when i finish. I think I will get 106 provinces by turn 18. At best turn 16. I'm going super efficient. Nothing is going to waste.
http://i45.tinypic.com/xdy0df.jpg
Here I am at the start of turn 8. I expect to be at 53 provinces by the time i hit end turn.
IMG]http://i45.tinypic.com/xdy0df.jpg[/IMG
![]()
Last edited by Gigantus; December 19, 2012 at 07:45 AM. Reason: multiple posting merged.
You forget this is TWC, we here are not newbies, if you think you can fool us with this gibberish "53 regions in 8 turns" you are only fooling yourself. And quit that spamming multi-post.
what is rubbish? 53 provinces in 8 turns? because its now 54 in 8 turns.
I just realized that the video I saw was about killing every AI faction, which took 20+ turns. (getting from Adana to Edinburgh is more then 8 turns)
But "long campaign" can be actually easier: 45 regions and 1 or 2 key city. Should be doable in less then 20 turns (with jihad abuse and careful planning of course).
Give uo your movement secret!There just isnt enough movement points to take that many cities in 8 turns, even with Jihads.
the secret is to keep moving, no matter what. If a city is in your way just bypass it and let someone else deal with it later, or leave a tiny force to siege it, expecting the enemy to sally out. Then you defeat them and take the city without an assault. And if you troops are on jihad, you'll probably expect to lose them without the general, who has left them behind. But you just suck it up and keep moving, maximizing every step you can. Purchase mercs whenever possible. Aim for to draw the enemies out of their city by attacking an army outside its walls and crush both. If there are no armies nearby you can do a little trick. If there is another army nearby, but not next to the city (has to be an actual faction, not rebel) you send one unit you don't need to siege the city and the main force to the other army. Beat it to 84% or under casualties, so that it runs back to the city afterwards. but since its under siege it will wait outside the walls. Drop the siege and attack the small army you just beat for the draw out. I'll explain it all in my videos when im done. It'll probably be a few weeks before im done. It tends to take me all day to do 1 turn.
Yup, with that exploit it can work, although it isn't exactly in the spirit of the game**. The AI only looks at numbers, not if he should just sit in the castle and laugh at the attackers.
** cavalry is overpowered in vanilla anyhow and sniping away at infantry with horse archers just adds to that.
It kinda takes the fun out of the game if you use exploits. It's an experience, but not for the serious player.
Exploits (actions not available to the AI) like these are also the reasons for mods (to restrict them --> I think the "XAI Project" took care of the siege exploit) and 'house rules' (self imposed restrictions). Other exploits would be the 'merchant fort' and the 'killer peasants' - the latter a group of nine peasants that are used to kill (squash) agents.