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Thread: Faction difficulty ratings (your help is needed)

  1. #101

    Default Re: Faction difficulty ratings (your help is needed)

    Koinon Hellenon

    Early game difficulty: medium
    Mid game difficulty: easy
    Late game difficulty: easy


    KH has only one unique unit: the Epilektoi Hoplitai... and that's all they need. Epilektoi Hoplitai as mentioned by other posters are FAR too available after you've fully completed the KH reforms and built the top level government everywhere. With TWO per settlement you can pump out enough to form entire battle lines of elites. Imagine having phalanxes of Hypaspistai at your disposal.

    You should also be aware of the Hoplitai Lakonikai which are available to any Hellenistic faction after the Spartan Agiad Reforms, a reform that the human KH player can trigger more easily. That unit is somehow even weaker than standard Hoplitai, with less armor and morale. "Upholders of ancient spartan military tradition" my butt. Still, they have a cool looking skin and are a rare treasure for the roleplayer.

    At the beginning of the campaign you have very little cavalry, so a traditional hammer-and-anvil tactic is much more difficult to accomplish. Adopt a Battle of Marathon tactical doctrine and have a spread out and bare-minimum center with stronger flanks comprised of the rest of your infantry and all your cavalry. Use the flank infantry to challenge the opposing cavalry while your Kretikoi Toxotai assassinate the enemy general. Meanwhile, your meagre cavalry should be able to launch carefully timed rear attacks. Your Classical Hoplites are very tough for "generic" infantry, and will grind down the opposition regardless of what happens.


    At the start of the campaign KH is in a state of disarray. Two fleets have desperately sailed to Alexandria and Pantikapaion in a plea for aid, but it fell on deaf ears. Move those failed emissaries back to friendly docks to be scuttled, save for one ship from the fleet at Alexandria. A huge party of KH nobles are scattered around Athens. Move them all as well as some Epilektoi Hoplitai to Sparta to help repel Pyrrhus. Your faction leader is in Crete with a small crack team of elite troops. Bolster their numbers with even more mercenaries, which MUST include some Thessalian Cavalry, and beseige Knossos.

    You must win the siege battle at Sparta whether it's against Pyrrhus and his royal army or one of his generals leading a mob of crap troops. In either case the surviving army would piss off towards Aetolia, leaving only the Makedonians as your foe. Once Crete has been pacified, use your lone fleet of Triremes from Alexandria to transport the FL and his elite squadron to Sparta. Congratulations, you now command a full stack of nothing but infantry and a bunch of Thessalians (and that weird FM with an Hippeis bodyguard). Conquer Korinthos to acquire your second Metropoleis, and after the devastation heals you should be making a small profit.

    As leader of the emergent fellowship of Greeks, you have two reforms to complete: the KH reforms, and the Agiad reforms. The pdf guide explains how to achieve the former much better than I can, while the latter is accomplished through builting level 4 farms in Sparta, which requires a City level of development. Things to note about the KH reform process: Don't try to snag Syracuse or challenge Pergamon for your 3rd Metropoleis - conquer the City-level Thermon or Pella instead and build a Market followed by a Metropoleis instead. Or wait for Sparta or Rhodes to develop. Also, when building the unique buildings for some of the steps, DO NOT dequeue them once queued. The script would break and you'd have to wait till turn 400 for the fallback to occur.

    With a fully reformed KH you can finally train that 1 General 19 Epilektoi Hoplitai stack you've been dreaming of. Put off finishing off Epeiros or Makedonia as QS suggests if you want a more formidable final boss. In that case, your avenues of expansion include Asia Minor and Sicily. The former is immensely rich and provides fantastic heavy infantry and cavalry, while the latter requires much more investment to maintain due to Carthaginian presence, but offers a diverse selection of western Mediterranean mercenaries.

    You should rectify your cavalry shortage by hiring Thessalikoi Hippeis and Raskumezenai before the other Hellas factions do, as well as hog all the Cretans you can for elite light infantry and missile infantry. This will result in a more well-balanced force than that homogenous monstrosity.

  2. #102

    Default Re: Faction difficulty ratings (your help is needed)

    I played QUITE a bit with KH, so I have a few things to add.

    On the order of appearance:

    Epilektoi Hoplitai are, indeed, ludicrously available elites. While a BP can get you 5 elite infantry though, you will, as mentioned, get at most 2 EH out of every top level government. However, unlike Successors, you are not restricted regarding where you build this top settlement, so potentially, every one of the 26(?) ish poleis on the map + whatever the successors build can become a potential source of these fine men. However, while comparable to Hypaspists, they are still slightly inferior. Strategically speaking, though, doesn't matter.

    Hoplitai Lakonikoi are mediocre, yes, but they stand between the light levy hoplites and the more armored generic hoplite, with decent numbers. A pool of 3 (+3 with a CAD) is something you would be wise to not ignore, specially with KH. Indeed, I noticed their recruitment is actually a bit weaker than other Hellenes, specially as I think they can't access Idiotike Ge. However, their native government can be set up ANYWHERE, so if you liked playing Epeiros just to put up a bunch of Local Colonies in Italy to rack up locals, know KH can do the same. Mostly.

    Your cavalry situation is not great, but it should be manageable. You can get a Hippeis out of any poleis, 3 make a decent hammer. If you start running out of them, you can use mercenaries, that are very useful. The pool of Thessalians seems to max out at 2 with a replenishment of 0.6 to 0.9, which is pretty decent. I am not sure how that translates in turns, but I can guarantee between your local Hippeis and the merc Thessalians, you won't really need to tap into anything else. Of course, you get plentful hippoakontistai, but I refuse to use them.

    My campaign is usually using my two fleets (I keep them) to organize my army, and let Sparta go. I find that Epeiros will often fight harshly for Corinth and lose some good men there, often keeping even Pyrrho with a small garrison. Easy picking, I just siege down every settlement after that. Just be careful to not rush Epeiros while they are still organized in a stack in the south -- let them take the lands and divide their forces -- and the Macedonians in the north -- let them move that doomstack somewhere else and do some conquering instead of wasting your forces.

    So, all said and done, considering that KH even got a recruitment disadvantage compared to the successors, how do they make up for it? Money. Poleis generate Trade Bonus, your governors have many traits that improve trade income and general governance, and after all the reforms, you unlock A BUNCH of offices that aren't even covered in the guide. Use that money to pick whatever non-hellenic settlement and pump it up into a recruitment camp to supplement your mediocre native recruitment.

  3. #103

    Default Re: Faction difficulty ratings (your help is needed)

    Quote Originally Posted by Shoebopp View Post
    Great insights! I just want to add that historically Rome during the Polybian military era relied on a substantial number of mercenaries. In-game this can be implemented by recruiting gobs of high quality mercenaries outside of Italia. Even better is the fact that mercenaries can be retrained in the M2TW engine unlike that of RTW. They are logistically equivalent to factional troops. As a result you could for example recreate the Roman army that fought against the Seleucids at Magnesia by hiring Thureopherontes Hippeis, Thureophoroi, and Thorakitai as your Aetolian allies when operating in Hellas/Asia Minor. You don't have to rely solely on Italian troops, although you could of course challenge yourself by keeping your army composition as "pure" as possible.
    Thanks. Good note on Rome's historical use of non-Italic soldiers.

    Quote Originally Posted by Satapatiš View Post
    I only wish the AI-led Rome was better at, well, being Rome...

    All this time you've spent building and polishing your Iranic empire only to discover that by the 1st century BC the Republic still didn't made it to Macedon, let alone to Syria.
    How about a Zeroth Reich? The Sweboz AI is pretty good at building a European empire...albeit something that would look nothing like Rome.

    Quote Originally Posted by Jurand of Cracow View Post
    Has Antigonos Gonatas lost one eye in the meantime? Or is the EBII resurrecting a dead man?
    I have had Gonatas lose an eye, and replace his moniker with Monophthalmos...

  4. #104

    Default Re: Faction difficulty ratings (your help is needed)

    In most of my games in between turns 200-250 rome ends up beeing quite powerfull and are big in western europe, although I agree it'd be nice if they where a bit more "mare nostrum" focused in terms of CAI. I would have loved for my Pontic and parthian empire to fight a strong Rome which is encroaching on Greece/anatolia while having strong presence in terms of military might and settlement presence in western medditeranea for them to focus on the east or the opposite would carthage be the winner of the duel.

  5. #105

    Default Re: Faction difficulty ratings (your help is needed)

    Rome is doing well, especially after hitting their reforms, but I even had them conquering Ireland and Scandinavia whilst KH still had Athens...

    Raging farmers and shopkeepers, and their Epilektoi Invasion, are a different issue, though.
    Last edited by Satapatiš; June 09, 2020 at 08:28 AM.
    Furthermore, I believe that Rome must be destroyed.

  6. #106

    Default Re: Faction difficulty ratings (your help is needed)

    Saka Rauka :

    Difficulty IMHO:
    Early: very challenging (hard and grindy full cav vs full cav) turn 0-(50 ;80)
    Middle: Challenging (can require multiple front warfare) turn 80-(150-200)
    Late: easy Turn 200 and onwards


    The sakan campaign is usually considered to be one of the hardest campaigns out there. Indeed you are cornered in the top right section of the map, surrounded by full cavalry rebel stacks in the south and the west, as well as being relatively close to both Baktria (which boasts some very good cavalry) and two powerful nomadic factions (pahlava early and Sarmatia later once either them of you takes the Alan region). So in terms of campaign the difficulty « grading » is deserved however you will soon find out that you have some of the most powerful cavalry in the game and access to all type of it (light horse archer and medium horse archer as well as light medium and super heavy cavalry), in terms of infantry that depends on where you go after you unlock the first reform.

    Early campaign armies:

    • At least six tight formation horse archers
    • At least two light lancer for early battle raid on enemy light troops/ disorganised horse archers
    • Optionally 1-4 skirmisher cavalry for screening/generally taking losses form enemy horse archer or just harassing in front of infantry-based armies
    • 1 cataphracts in ONE of your 2 armies (just one as you can’t afford another early game)
    • Optionally a couple of elite/noble horse archer for their staying power
    • NO INFANTRY ever except if they are destined to join a town for garrison purpose : in campaign they will slow u down and given the movement buff your generals can have it’s a waste to have infantry in your armies (this comment also works in Sarmatian and pahlava campaign too

    How to handle such an army?

    • In front cavalry based factions : screen and occupy the attention of the enemy melee cavalry/elites with something while you attack the other part of his army in two steps (first group volley from HA to focus down and weaken them then charge with normal Horse archer and flank with whatever heavier cavalry that you have) it will be painful and you will take quite a bit of losses but you can’t do much more since you don’t have a mobility bonus
    • In front of infantry based option before we start keep in mind that horse archer if left on skirmish behaviour for some time will evolve over time into a long stretched low loss and even lower DMG formation in front of low movement units so try and micro them when possible even though it’s not a high priority this formation is vulnerable to high mobility cavalry charges too so beware it doesn’t need require intense micro to deal with just look into it from time to time
    • Now it’s a multiple step process:
      • cut off the legs (kill the enemy cavalry with HA or melee if you are far enough)
      • cut off the arms (kill the enemy range especially archers and slingers which can hurt you quite a bit,
      • chop the head (focus general if he is cavalry general otherwise see next step),
      • burn the fat off (finish the ammo of your units on the remaining troops which should be mostly melee infantry),
      • stretch the body, make sure that the infantry is not in a cohesive way by small charges from your light cavalry to disrupt cohesion and formation
      • pierce the body with a thousand lances (charge with light cavalry from front and flank and rear with medium/heavy/super heavy cavalry)

    For pure armies tactics, I usually keep the melee cav in reserve and leave my elite HA with my general in skirmish behaviour while I micro horse archers in a long column so that all of them shoot the enemy (picture a snake turning around rectangles) I found this to be extremely effective and can yield high damage versus enemy infantry and enemy lightly armoured cavalry since you will have short range high damage volley continuously it does require high micro (hence keeping melee cav in reserve and the rest in skirmish behaviour), this has the added bonus of allowing you take choose wherever you want to go and to keep map control as well as motivating small groups of enemy infantry to move out of formation to try catch you (it also works with javelin cavaly although I usually send them on skirmish tactics in front of the enemy in early harass to have more light melee cav soonish), keep the cataphracts in the back and use them if the enemy army is about to break as a whole or against isolated groups of troops (for cataphracts in full cav armies think of them as infantry in terms of movement speed and consider that if you want to use them for a long campaign without retraining they should charge twice or thrice in a battle although this is highly context dependant as they are extremely exposed once very tired/exhausted).

    Early game campaign: The problem with Saka early game I tend to find is cash. Indeed you will tend to find that your elite cav (royal horse archers and cataphracts) are quite costly to maintain and so I usually raid haomavarganu agu, chach shahr and tocharia, such raids often are enough for me to recruit another army; in the same manner you can migrate from rudhatarae early to get an extra stacks. With both armies I usually gather my forces and send one from Haomavarganu agu to attack Baktra from the north-east and another stack that attacks Samarkand in order to have a good pincer movement toward the capital of the Baktrians. Ignore oskobara (which you will take later and for which you don’t need a full stack) and send the two stacks towards Baktra once you have taken Samarkand, once you have the city either enslave or sack depending on the amount of troops you have left after the battle.
    From what I remember the battle for Baktra is quite challenging and by extension will yield high losses on your armies so do come prepared, once you have cut the head of the Yavana snake kill the body and take their settlements with small raiding armies.

    Middle point armies: I usually keep a similar army template as in early game with added median cav and east-Iranian cav and my horse archer are boosted with both alan troops as well as pahlavan HA. I avoid the dahae HA in my big stacks and usually just keep them around in small stacks for raiding purpose deep in enemy territory or to kill enemy small stacks as they are way less effective in both melee and quick range damage

    Infantry army for Indian campaign and harder terrain:

    • 5-6 units of good tight formation archer (I like east Iranian archer although pahlavan foot archers and sakan foot archers work two)
    • 6-7 Heavy infantry line holder (Iranian heavy infantry, Greek HI and the indo-hellenic troops further in the campaign)
    • 3-4 good medium cav (Baktrian cavalry as well as median cavalry work quite well IMHO)
    • a couple of generals to stay in garrison or to dispatch with indian mercenaries for tangent objectives for the Indian campaign efficient progress

    Army tactics: In this army defend the archer in India as such archers will be harder (I personally prefer them over their Indian variant) to find but you should be easily able to replenish such in army once your at the point in your campaign when you use such an army

    Middle point campaign: At that point you will have quite the revenue from the richest of the eastern satrapies and should be breaking even soon. Depending on how quickly you will have taken out the Baktrians you should have either been attacked by the Pahlava or be starting to eye their province to get to the first reform. At this point my advice is twofold, first take the northern Hindu Kush province and fortify it to withstand the impending Indian invasion (In most my game in the area as either the sakan or the pahlava they either go for Baktria or for the Iranian plateau if you strengthen the said province you might push them towards attacking the Seleucids first). This is the time to rush the pahlava, they have small amount of settlement (around 3 and even less if you cucked them from having Bukhara) and their military is not impressive compared to another nomadic army such as yours. In order to trigger the reform. I tend to leave my FL in Baktra to get good traits (even really good traits depending on the buildings that the Baktrians put there). Once Pahlava is taken care of I usually wait for the reform and brace myself for the upcoming rebellions. They tend to not stick around so long but just wait for them in order to have a good idea on which province you might lose to public order. Building the new government building in the core pahlavan territory should allow you to train/retrain your as well as the pahlavan best cavalry archers. By that point you be able to train irano-baktrian infantry base army to start campaigning in and around India. Leave FL or FH in Baktra (which should be your capital at this point except if you chose to push further into Iran). At this point you should aim for the second reform in order to do that take 8 settlement and leave your faction leader in Baktra if he isn’t settled anymore, if you don’t have enough authority and he is settled get him a full stack and start campaigning with him until he gets to 4+ authority (do note that the second reform doesn’t require specific regions so you can start leaving your lands in the east while maintaining at least 8 settlement and 4 Medium scale farming (4 large town iirc).

    Minding the big bear : the Seleucids are no big threat until around the turn 100 before attacking them check out if any of the eastern factions have been at war with them, if no one did then blitzkrieg them they most likely have little garrisons and little armies from Persia/media up until your common border otherwise they should have at least one or two mid-full stacks armies in either garrisons or armies so check it out. They can come with powerful stacks so be aware of them.

    Late game armies: depends on the AOR units of where you want to go/expend and which armies you felt comfortable with given that you soon have a large choice for recruitment.

    Late game campaign : At this point the world becomes your oyster and you can go where ever you want, I am reaching late campaign in my current campaign, I am at the moment migrating toward Egypt to get a presence there and fight the Mediterranean power I aim to maintain a strong faction government control over the levant and Egypt proper while letting the land between the two river up to the Baktrians lands to revolt and be hopeful taken by the potentially revolting pahlavan for them to create a strong Parthian empire (we’ll see) but you can settle strong government in India, Anatolia, even Europe if you are patient this depends on you, I love the Sakan roster and never really played in Egypt while I played in Iran to death with the Pahlavan hence my goal for Egypt roleplay wise I use a mixture of Yuezhi confederation push from the east and pahlavan pressure once they’ll start getting bigger as well as a getting pushed by Ashoka’s India out of India.

  7. #107

    Default Re: Faction difficulty ratings (your help is needed)


    Early game difficulty: challenging
    Medium game difficulty: challenging
    Late game difficulty: medium


    The Sauromatae, thanks to their geographic situation and extremely inclusive governments, can field the most diverse cavalry arm in the game. From Boii Noble Cavalry in Moisia to
    Sakan Cataphracts in multiple far-east provinces (more availability than the Sakans themselves!), these troops mean that you can live your roleplaying dream to the fullest.


    The core Sarmatian troops, consisting of cavalry and infantry from the starting Sarmatian regions, are an excellent mix of medium horse archers and medium shock cavalry. Don't let their "medium" moniker fool you - these units excel at both grit-and-grind and decisive maneuvers. The medium horse archers consist of Aursan and Siraces Riders, which can actually beat most medium skirmisher cavalry in melee. The cream of the medium horse archer crop are the Sarmatian Noble Cavalry, which are the most disgusting unit in the game. 28 charge bonus, 10/15 stats, and command effect? Imagine Hetairoi with a recurve bow sidearm and an even nastier charge. There's also medium skirmisher cavalry in the Izwag Riders, though they become even less available after the Thureos Reform, and their short range javelins are somewhat incompatible with the nomadic style of warfare.

    Sarmatian Retinue and Roxolani Lancers make up the medium shock cavalry arm of Sarmatian armies. Sarmatian Retinue at first glance have the exact same stats as Boii/Gallic Noble Cavalry... but they lack shields and as a result are less hardy than they appear. They also have rather weak availability. Roxolani Lancers though hide no such faults: they are a sturdier Xystophoroi, but can only be recruited in the isolated Sarmatian starting capital. Tactically these two horsemen are useful in battle but strategically good luck finding logistically-feasible use for them after defeating the Bosphorans.

    In Skythiapolic, you can train Scythian Noble Cavalry and Scythian Horse Archers. While the latter is rather flimsy, the former is anything but. Boasting 8/18 combat stats, they can grind enemy bodyguards to a paste. Their weak charge though means you should only reserve them for general-slaying.


    Once the Sarmatians get the hang of governing settled cities, they can install Urban Land of the Sauromatae, which grant access to even more infantry troops. Pontic Hoplites are even stronger than Spartan Hoplites, while West Anatolian Elite Infantry make for powerful, if surprisingly vulnerable to missiles, assault infantry. Of course you cannot discount the Xystophoroi whose availability is situated on Crimean Peninsula, meaning that they can be efficiently shipped to Black Sea theaters of war, unlike a certain sturdier version of Xystophoroi...

    Wait until the Thorakitai Reforms and you can add Hellenic Late Heavy Lancers and Bosphoran Horse Archers to your fine collection. The lancers are a slightly weaker Boii/Gallic Noble Cavalry, but the horse archers, with their 12/12 combat stats, some of it owing to their shield value of 3, can actually fight Hetairoi to a standstill! Or riddle them with arrows a distance. Definitely worth the wait.


    Once you've urbanized the northern Balkans, you can hire an amazing selection of both infantry and cavalry. Of note are the Tarabostes, a meaty heavy cavalry unit, Komatai Epilektoi, the barbarian equivalent of Peltastai Logades, and Boii Noble Cavalry, which somehow ended up in Moisia. The others are too numerous to list; check out EDB for the absolute buffet of troops you can train in the northern Balkans.


    You should conquer the Causcaus for only reason only: access to Iranian Heavy Cavalry. Also, Caucasian Lancers post-Thorakitai Reforms. These two units can end battles by themselves with one thunderous charge. The hard part though is defeating the Armenians - they can train Armenian Cataphracts which blow even your cavalry out of the water. Succeed though and you can develop infrastructure in the Causcaus enough to act as a strong base of operations.


    Okay, so the Armenians have cataphracts. Big deal, acquire your own by conquering Dahaean lands. You'll get Parthian Cataphracts and Dahae Horse Archers for your troubles. The cataphracts can be used against those of the Armenians while the latter are comparable to your own medium horse archers, but logistically closer to the frontlines.


    Want to make the Sakans jealous? Conquer Alexandria-Eschate and the string of settlements northeast into the mountains, and you can train the entire panoply of Sakan troops where the Sakans themselves can't. That includes the Sakan cataphracts, whose unit cards literally look like mounted Robocops.


    This may be the only campaign that gets harder the more you conquer. Taking the lands of one foe would just make you neighbors to two more. Regardless, you should destroy the Bosporans first to eliminate a dangerous foe and to stabilize your economy. From here you have massive freedom to expand wherever you like. The Getai are excellent targets - their skirmisher-basde army is EZ money for you nomadic hordes, and their capital is buffered by as many as two layers of rebel settlements from the nearest faction. You could also go west - there is a post called "Sauromatae to the West" or something like that and slaughter the infantry-based factions of Lugia and Sweboz for fun. Or, you could look south to Anatolia or the Causcaus for a challenge. Go east against the Parthians and Sakans to fight a mirror version of yourself. Your possibilities are endless, but with opportunities come enemies - just as you can intrude upon their lands, they can do so upon you, and hopefully not all at once! Choose wisely and decisively.

  8. #108

    Default Re: Faction difficulty ratings (your help is needed)

    Kimmeros Bosphoros

    Early game difficulty: very challenging
    Medium game difficulty: medium
    Late game difficulty: medium



    Bosphoros, as a hellenistic faction, relies heavily on the Hellenistic Poleis and Hellenistic Colonization buildings for recruitment. It also lacks development in both at the start of the campaign. With only a Hellenistic Poleis in Pantikapaion and a Minor Hellenistic Poleis in Chersonesos (both with rather low Hellenistic Polities culture), you won't have much in the way of Hellenistic troops and colony points. Still, Bosphoros enjoys a few key advantages over other Hellenistic factions. First, it can recruit the frankly overpowered Thureophoerontes Hippotoxotai after the Thureos Reforms (!). This horse archer unit is strong enough to fight Hetairoi to a standstill, or massacre them from a distance. Bosphoros can also recruit Xystophoroi almost everywhere with more advanced factional governments. Right off the bat KB can field an army of deadly shock cavalry and all-purpose horse archers. But wait, after the Thorakitai Reforms, things get even better! KB will be able to recruit Thureopherontes Toxotai, which are THE beefiest archer unit in the game. It can also recruit Bosphoritai Logades from both Crimean settlements, up to 3 from each! The Logades in particular compete with the Natraya Malkay for the title of deadliest sword infantry unit in the game. While the Nabataean Royal Guards have that armor-piercing axe, the Bosphoran Elite Skirmishers have a nasty sword attack of 11 (the Nabataean elites need to face enemies with at least an armor value of 8 in order to match the Bosphorans!) and a disgusting javelin attack of 20. It pays off to wait until the Thorakitai Reforms as KB.


    The Crimean Greeks cohabit the peninsula with the Maoitians, who provide the ONLY skirmisher infantry in the game with heavy javelins. The cavalry they muster though is mediocre... moving on. Should you expand north or east you'll be able to recruit the Sarmatian units that I've previously detailed under the Sarmatian faction review. Skythiapolis, though, stands out for being able to provide 3 (yes, 3) units of Skuda Azdata as long as you keep the nomadic herds building and build a Subject Clan. This unit is an absolute tank with defenses close to matching that of cataphracts. Did I mention the 8 units of Skuda Asparata? You'll never run out of horse archers - feel free to throw your Scythian Riders at the Sarmatian Noble Cavalry killbots until they've reached their kill limits.


    The EBII designed the Bosphoros campaign specifically to make it butt clenchingly hard. First off, your starting main army is poised to take Painardis, but following through with this attack plan is a recipe for disaster. Painardis is horribly underdeveloped, packed with unrest, and wiping out its garrison leaves it vulnerable to Sarmatian incursion from the east. You should instead spend a few agonizing turns marching your army west to take over Chersonesos. Before you do so, do make sure you recruit Spendonatai, Toxotai, and both units of nomadic archers. Use all those ranged troops to make taking Chersonesos a piece of cake - use the Pincushion-and-Anvil strategy to bloodlessly wipe out the defenders.

    As soon as you've taken over Chersonesos the inhabitants send messengers to the surrounding Scythian tribes requesting them to to ruin your day. You'll have to waste a few more turns hunting them all down. Make sure to locate the one hiding in the border between Chersonesos and Pantikapaion. Once you're finished though you can finally set your sights on the main prize: Scythiapolis. Even if the Sarmatians conquer it, you can still starve out the defenders to avoid fighting against nomads - cavalry in general have very little sway in auto-resolves. Upon conquering Scythiapolis, garrison it with hordes of Proto-Slav Spearmen and Scythian Foot Archers. Wait for the devastation to subside and congratulations, you've achieved Leukonide Stabilization for the second time!

    There is a ghost from the past though ready to haunt you. On turn 40, a large stack led by your cousin besieges Pantikapaion. For this reason you must not disband the remnants of your starting army. Only when you've destroyed all threats to your rule can you downsize your standing army and start building up. Convert Skythiapolis to a settlement, building mines there, and you're good to go.

    The Bosphoros mid-game is not as difficult as that of the Sarmatians who are beset by enemies from all sides. Your northern flank is secured by the Slavic garrison in Scythiapolis, your eastern flank by the defenders of Painardis (if the roving stack decides to join their garrisoned brethren, the settlement becomes impossible for the Sarmatians to conquer), and your southern flank by the Pontic sea. Go southwest and take over Getia and Thracia. They contain bountiful mines which will bloat your income, as well as serve as a launching pad for your invasion of Asia Minor. Why not Hellas? Well, Hellas is not considered part of the KB sphere of influence, so your government options there are limited. If you really need those colonization points, then do invade Hellas.

    Upon defeating Pergamon , you should rule the Western half of the Pontic sea. You now have scores of Hellenic settlements to raise superior troops, and booming sea trade. Continue working towards your campaign objectives, saving the Sarmatians for last. Trekking through their vast lands and fighting grind-y nomadic battles will be a fitting final boss.

  9. #109

    Default Re: Faction difficulty ratings (your help is needed)

    In the early game it's better to take Paniardis, destroy rebel army in the province and then move your army toward Skythiapolis, take it and secure the province. From my experience, before Sarmatian attack you still have at least five-six or even more turn to put garrison in Paniardis and Skythiapolis, which is quite easy with the Nomadic government. Then gather a big army, maybe hire some infantry clean up Crimea from the rebels and besiege Khersonesos. After you captured most of the North Pontic region you can develop Skythiapolis and Paniardis, have enormous income and prepare to expand the kingdom. I guess it's better to take few core Sarmatian provinces establish piece with them and then take Sinope and expend in Asia Minor.

  10. #110

    Default Re: Faction difficulty ratings (your help is needed)

    Quote Originally Posted by Paerisades View Post
    In the early game it's better to take Paniardis, destroy rebel army in the province and then move your army toward Skythiapolis, take it and secure the province. From my experience, before Sarmatian attack you still have at least five-six or even more turn to put garrison in Paniardis and Skythiapolis, which is quite easy with the Nomadic government. Then gather a big army, maybe hire some infantry clean up Crimea from the rebels and besiege Khersonesos. After you captured most of the North Pontic region you can develop Skythiapolis and Paniardis, have enormous income and prepare to expand the kingdom. I guess it's better to take few core Sarmatian provinces establish piece with them and then take Sinope and expend in Asia Minor.
    Well... who am I to disagree with an actual king of Bosphorus? You know best, Paerisades

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