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Thread: Faction difficulty ratings (your help is needed)

  1. #121

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

    Qart-Hadasht (2.35A makes the Barcid reforms MUCH easier to achieve thanks to the increased likelihood of Barcid FMs)


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


    Army/unit


    Carthage was famous for hiring diverse mercenaries from around the mediterranean, and EBII does that fact justice. I can't possibly write down every one, so I'll just list the notable ones

    African

    Numidian Noble Cavalry begin the game with 9/13 stats. Above average for skirmishers, but should you achieve the Barcid Reforms and then wait for the Renewed Panoply Reforms, both of their associated armor upgrades will increase the Numidian Noble Cavalry's stats to 9/15, making them on-par with Gallic Noble Cavalry!

    Libyan Swordsmen and Late Libyan Infantry are two post-Barcid Reform units that are above-average swordsmen and spearmen, respectively. The swordsmen in fact gain an armor upgrade after the Renewed Panoply Reforms, making them a 10/21 swordsman unit - on-par with Polybian Principes! Well, except for the tomahawk missile javelin attack...

    African Elephants are a smaller breed than the famed Indian Elephants, and as such should NOT be used. They are almost as expensive as the Indian variant with much lower health, meaning a much higher chance of running amok from taking damage. Only use if your playstyle maximizes the use of the elephants' terror.

    Libyan Cavalry now wear armor, boosting their defense by 2 points and morale by 1 point. Now their stats are 5/10, about on-par with both variants of Celtic Light Cavalry.

    Hellenistic

    By investing colony points into Syrakousai and Lilybaeum, you can train all the generic Hellenistic troops. Of note are the Late Hellenistic Heavy Lancers after the Thorakitai Reforms which are one of the heaviest cavalry units you can train.

    Tyrrhenian

    Liguro-Corsi Slingers are a 2.35A gem. With 7/13 stats, they can plug holes in the frontlines much better than most slingers. Sardinian Warriors also have 7/13 stats, but with more defense coming from armor than shield. Thus, they are better at defending from missiles on the move than while stationary than say, Ligurian Spearmen. Both the slingers and spearmen are fine light troops.

    Celtic

    Gallic Swordsmen and Mercenary Gallic Swordsmen now gain armor upgrades after the Thorakitai Reforms. Rhaetic Axemen are back on the menu, and can be recruited south of the Alps using the revamped foreign military colony recruitment. They are almost identical to North Arabian Thureophoroi stat-wise.

    Iberian

    Lots of new and revamped Iberian units! A lot of Celtiberian units had their armor reduced by one point initially in accordance with the new Scutarii Reform armor upgrade which restores them back to their original values. The Celtiberian Riders unit, though, is different. They still have their initial 8/12 stats, which become 8/13 post-reform, making them a rather study light cavalry unit.

    The Celtiberian Mercenary unit is very strong, but sadly recruitable only when the Celtiiberian capital of Sekeiza remains under their control.

    Blastophoenicians are a spearmen unit with similar stats to Libyan Late Spearmen, but with a mass of 1.1! They will absorb cavalry charges admirably.

    Use. Iberian. Medium. Swordsmen. They have identical total stats with Polybian Principes, but with more points in defense skill than armor. Unlike the Libyan Swordsmen, however, Iberian Medium Swordsmen pack soliferrum javelins! They can also be recruited all around the Western Mediterranean including Nurri (as settlers).


    Campaign

    Let's talk about the new starting situation of Carthage in 2.35A. There's a new popup scroll entitled "Fall of the Eagle" referring to Pyrrhus's failed attempt at taking Lilybaeum and later death. However good news his death was, his legacy still lives on in the form of heavily damaged buildings in Lilybaeum requiring instant attention. The Syrakusian stacks will capitalize on Lilybaeum's situation by besieging it on turn 3. The new Libyan Garrison script will sap away your Libyan unit pools periodically as well as some maintenance cost. All the while Numidia seems much more eager to betray you by camping large armies at your borders.

    Carthage will rise again from the ashes of the Pyrrhic Wars though, and forge a new Barcid destiny. Achieving the Barcid reforms thus should be your primary goal. 2.35A makes it much more likely for Hanno (your starting Barcid Rab-Mahnet) to force his political views upon his children, meaning you no longer have to keep him alive to the age of 73 to achieve the Barcid Reforms ASAP.

    Anyways, start by negotiating a ceasefire with the Epeirote diplomat groveling near your capital for 3500 mnai. This also bumps up your FL's authority to 5.

    Begin your military moves by consolidating your forces under Hanno to wipe out the easy Syrakousian stacks and taking Syrakousai. Make sure to have your Faction Heir on standby to govern Syrakousai. His excellent traits and max influence will keep the city under control once you've enslaved it.

    Next, train a unit of Lithiboloi and recall your full stack back to Africa. Train up some reinforcements as well. Your mission now is to wipe out the Numidians so that you can focus on achieving the Barcid Reforms without a thorn in your backyard. Besiege and take Capsa and Kirtan on the same turn, then make your way towards Sigan and starve the remaining Numidians out. This will activate their hording, so use your spy/spies to track down each surviving Numidian stack and family member and crush them. Numidia is destroyed once all family members are wiped out. This is where those reinforcements come into handy - you can use them to either garrison your core settlements in case the hording Numidians reach them before your main army squashed them, or use them to replenish your main army.

    Now that your backyard is clean and all you have to deal with are small Numidian raids on your capital every 40 turns or so, you can focus on achieving the Barcid Reforms. Begin by orchestrating a series of political "assassinations". Every male of the Faction Heir's family tree must be sent on a boat to Krete where the natives will take care of them. For roleplaying purposes you can also "suicide" every anti-Barcid FM, though this isn't required. Once Hanno becomes FL, his family tree of Barcid cronies will forever be in the line of succession. You now have two options: either use your navy to perpetually blockade Massalia/Emporion or the Romans so that Hanno remains Rab-Mahnet for life, or squeeze in a period of peace to manipulate one of his Barcid sons into becoming Rab Mahnet. The second option should only be pursued if said sons are Charismatic and Barcid. If they rebelled politically against their father, then you must keep Hanno alive. Anyways in order to rig the elections, right before you declare war and the Rosh demands a Rab Mahnet, have all family members evacuate all settlements with a Council Administration building (Qart-Hadasht begins with one, but you can also build it in Atig, Adrumet, and Lilybaeum), save for your Barcid crony. The next turn, assuming that he is old enough and has enough wealth (station him in well developed settlements such as... Qart-Hadahst for several turns to build up wealth), he will become Rab-Mahnet. Once one of Hanno's sons becomes faction leader while Rab Mahnet you will have finally fulfilled the most annoying requirement for the Barcid Reforms.

    The other requirements are easy. Fight at least 6 large land (11+ units) against roman armies. They don't have to be lead by family members, nor do yours, and it can be defending or attacking. Fight 10 battles anyways just to be safe in case you're going with the "prolong Hanno's life indefinitely" route. To do so send spies into Italy, and wherever you spot a sizable stack, send in a strike team to defeat and RELEASE them as many times as it takes to reach 6-10 battles.

    You also must have taken Mastia (it'll be renamed Qart-Hadast), and held onto Gadir and your starting capital.

    Once all of these requirements are met, the Barcid Reforms will activate a little after turn 140. Congratulations, you've unlocked MUCH better government options and MUCH better troops!

    From here you can expand in Iberia first to save the Romans as the final boss, or knock out the Romans early to put down a sleeping beast before it awakens. In any case, once you've secured the western Mediterranean, the Epeirotes will be the post-game boss. Their king Pyrrhus's actions will forever remain a grudge point, and they must be punished.

    As a side-quest you must contend with the infamous "Desert Wars" where the Ptolemies will send armies upon armies across the Libyan Desert. Have a large sum of money handy to quell them into peace once they've taking Cyrene and triggered the treaty-war script.

    You should also NOT use ANY colony points to build or upgrade Phoenician Settler Colonies until you've used them to build Council Administrations in Lilybaeum, Atig, and Adrumet. Each requires a City-level settlement and Waystations and Garrisons. The reason for this is that Council Administrations each generate 1 colony point every 16 turns. Play the long game by developing those cities to City level ASAP, which means upgrading their farms, putting a good family member to govern them, and building and upgrading Temples of Tanit.

    Carthaginian family members are the best by far at converting the cultures of rebellious settlements. This is thanks to the Wealth trait line. Stay in well-developed settlements for a few years and your family members can advance all the way up to Fabulously Wealthy, which grants a hefty +3 influence! Combined with all the offices that FMs can achieve, as well as the aforementioned Phoenician Settler Colony buildings, and you can Punicsize foreign lands in a matter of years!

  2. #122

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

    Kimmerios Bosphoros (2.35A)

    Difficulty:

    Difficulty played: Hard/Moderate

    Early (Turns 0-60): Very Hard
    Mid (Turns 61-200): Moderate (If allied with Sarmatians)/ Hard-Very Hard (If Sarmatians are hostile)
    Late (Turns 200+): Easy

    Changes from 2.35:

    New Ethnicities and old alike:

    In short, most of them are quite good for you but others are a mixed bag as follows:
    • Leukonides (Main ethnicity, very good admin and politics but branches of this house are prone to disloyalty, +2 influence and +1 fertility)
    • Pantikapaites (Good at admin, trade, oratory, more likely to be tolerant and loyal, +1 influence)
    • Phanagorites (Good for admin, trade and politics, more likely to be loyal +1 influence)
    • Theodosites (Good for admin and trade, will not shy away from a fight but are more likely to be disloyal)
    • Khersonesites (Good for admin, trade and politics, will not shy away from a fight but are more likely to be xenophobic)
    • Hellen (Good infantry commanders and Administrators but prone to xenophobia and hedonism)
    • Sindos (Loyalty may be suspect but are good cavalry commanders and politicians)
    • Maiotes (Good cavalry commanders but will do better governing nomadic/pastoral regions rather than ruling over Hellenistic cities)
    • Skythes (Good cavalry commanders but inept at governance for the most part except in trade, +1 influence)
    • Sauromates (Skilled cavalry commanders but prone to being untactful and poor at governing settlements,+1 confidence)
    • Tauroskythes (Good military commanders if brutal at that, not to be trusted as governors, +1 confidence and -1 influence)
    • Galloskythes (Good infantry commanders and traders but may not fare as well governing Hellenistic cities, +1 confidence)


    New/Altered units of note (Only the ones that concerns you as KB):
    • Hippeis Bosporitai (New: Well equipped Citizen Horse Archers): They are well armored and very hardy for a unit of their class and station with free upkeep but are only available after the Thorakitai reforms (Turn 200+) and trainable only in the capital.
    • Bosporitai Logades (Altered: They have been downgraded from elites to professionals but that does not make them any less dangerous)


    PS: Quite a few units in this patch got reskins but you have to play the patch yourself when it lands!

    Changed/fixed mechanics:
    • Hellenistic offices: The 'eternal Eirenarchos' issue has been fixed, that means significantly less cruel rulers!
    • Colonization: The foreign colony pools have undergone quite a change across the board ! The Hellenistic Reformed colony is now available at large city level along with the prerequisite 1st tier of land reforms at the aforementioned level as well.
    • Mercenaries: A few mercenary pools got changed for better or for worse.
    • New Rebel scripts (This is a big one!): Instead of the measly rebel quarter stacks of 2.35, you now get the potential to experience half-stacks with good commanders which can punish you hard if you do not sufficiently garrison your settlements (Your Public Order gets punished accordingly as well...). Troublesome Regions have had their rebel spawns increased to reflect the inherit historical instability that they had.
    • Nomadic invasions: The eastern migrations have been quite generous to the KB but they still get hit by it via raids by the marauding Alans (Starting turn 450, but the raiders will not sit by as you deny them their rightful plunder, retaliation in the form of a determined assault is a very real danger for you).


    New Mechanics/Trait-lines:
    • Wife/Family backgrounds: The great men of your faction now have spouses that have their own character and their family backgrounds now affect the fortunes of your Family members for better or for worse.


    There are other fixes in the works, the team has really been working hard for you.... so be grateful and wait your turn! Your patience will be repaid in kind .

    Campaign:

    Compared to some of the other factions affected by 2.35A, most of your opening few moves will remain mostly the same.

    You have three initial targets that lie before you:
    • Skythiapolis
    • Khersonesos
    • Paranadis


    Of these three, Paranadis is the one that is most likely to get you slaughtered by the Sarmatians while going for Skythiapolis is the safest of the three as the Sarmatians will have a crack at it and will most likely fail, weakening the garrison and any relief army for you. Khersonesos is also a possible target but not as your first one as sieging it takes time and you will go into debt very quickly from Turn 1 onward.

    Once at least 2 of the 3 targets are taken, leave the final target intact so you can raid the province it resides in for much needed cash that you need to replenish your forces, you may never know if your grandfather Eumelos truly finished the job...

    You have two early choices to make in the meanwhile:
    • Investment opportunities (Option to pay money to immediately upgrade the market in the capital).
    • Opportunity for the trading of Maeotian slaves (Option to permanently add a trade bonus to your capital but be careful what you wish for... )


    Once all that is done, consolidate your control over the Northern Pontic Shore, you have several avenues of expansion to consider:
    • The northern steppes: Personally, ill-advised at this stage but go ahead if you have a death wish...
    • Anatolia: Valuable Polities await but be prepared for retaliation from the existing regional order if you do.
    • Thrakia and Getia: A rich region with enough investment but the natives will attempt to thwart your ambitions every step of the way.
    • Caucasus: Personally, also ill-advised at this stage but you do get quite a few exotic units.


    Caution: Your enemies have also obtained their share of upgrades.

    Governments:

    Your administration is not as versatile compared to the ones hosted by the Diadochi but you do have some unique advantages and disadvantages:

    The Good:
    • You can build more of your top tier governments (Satrapeia Basilike) than the Diadochi but in select settlements (Of note: Kabula, Nikala, Kotais, Pantikapion)
    • Native recruitment for your factional governments is a LOT better then most of the Diadochi as you can get regional semi-professionals and in some cases, regional professionals AND elites. The Diadochi however can only train regional levies at best from theirs.
    • You are the ONLY Hellenistic Faction that can convert camps to settlements (camps in pastoral regions) and your nomadic government line (Symmakhoi Nomades (Allied Clan) - Nikamenoi Nomades -(Subject Clan) - Satrapeia Hellenon kai Nomadon (Helleno-Nomadic Satrapy (Settlement only)) ) reflects and facilitates this development.
    • Both Arkhe Paradynastou and Royal Satrapy will give you the ability to train as many Peltastai Logades and Epilektoi Thorakitai as you could possibly wish for given that you Hellenize enough provinces.


    The Bad:
    • Your factional governments are available based on % Hellenistic Polities (HP) which hinders you in regions with low starting % HP as opposed to the Diadochi which only require minor polis and 1st level Hellenistic military colony to get an already very good government in the form of Epistateia epi Hellenas (Supervised Hellenistic Administration). This is troublesome as your equivalent, Arkhe Paradynastou (Paradynastic Rule) needs 45% HP and minor polis to implement. To compound these issues, your factional government tree is quite linear (Occupation - Puppet Tyrant - Oligarchic Rule - Paradynastic Rule - Royal Satrapy) compared to most of the most of the Diadochi who can transition to Epistateia epi Hellenas from Larrchia provided that the minor polis and 1st level Hellenistic military colony is built.


    Diplomacy:
    Your neighbors are many but not all are them are friendly and some cannot be made to see reason. There are those that you should be made especially aware of:

    Sauromatae:

    The new dominant power of the northern steppes within your immediate periphery, if hostilities are initiated with this power, be prepared for a lot of grief and a lot of lost profit, however, if common cause can be found with them and the resulting treaties hold, your entire northern flank will be secured and you can sleep easier at night.

    Getai:

    The Daoi of Getia dominate the lands directly north of Thrakia and are the main guarantors of the autonomy of the Hellenic colony of Histria. This is complete and utter nonsense. A Hellenic colony such as this will do much better under your aegis, however, a pragmatic approach may also suffice in your dealings with the Tarabostes if the need ever arises.

    Pontos:

    The Pharnakides who rule within their stronghold of Amnesia rule the namesake of their realm, they may be small now, but if left unchecked will greatly threaten your push to unite the Hellenic Polities of the Pontos Euxine under one banner. If your ambition of uniting the Polities of the Pontos Euxine is ever to succeed, they must be completely eliminated or pushed out of their ancestral homeland.

    Pergamon:

    The Attalidai who reside in the noble Polis of Pergamon may currently be content to govern the city under Seleukid suzerainty but beware that the very same resourcefulness that initially landed them access to the 9000 talents that was Lysimachos' treasury could also fill them with delusions of grandeur. These delusions may push them into either Thrakia or Pontos or even both! If that occurs, they must be dealt a swift and bloody blow lest they push you all the way back across the Pontos Euxine.

    Hayastan:

    The house of Yervand is another who rules under Seleukid suzerainty. However, the Caucasus have never experienced the full might of the armies of Megas Alexandros and have not undergone the same degree of Hellenistic and Persian Hybridization as the rest of the Achaemenid Empire that is now being squabbled over by the descendants of the Epigoni. The Yervanduni may see this as a prime opportunity to unite the scattered tribes of the Caucasus under one ruler. This effort should concern you down the line as you have a genuine claim to the long neglected polis of Kotais and the house of Yervand will most certainly contest control of the city if you choose to press your claim.

    Lugiones:

    There is much we do not yet know of these Barbaroi but the traders who have braved the Amber Route speak of these people and paint a picture of a confederation that is potentially on the rise. One potential member of this potential confederation, the Bastarnos who reside in the province of Tyragetia should be carefully monitored lest they make devastating raids on Megale Skythia or even be daring enough to attempt an attack on the polis of Olbia which we should be honor-bound to protect.


    Closing remarks:

    From there, the sky is the limit, rule wisely, Arkhon kai Basileos and our people will prosper!



    Last edited by realm56; March 17, 2021 at 10:55 PM.

  3. #123

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

    Great writeup! Fun fact, the Sauromatae are GUARANTEED to accept an alliance on turn 1. You can further help your chances by reloading on AI turn 1 until the Sauromatae are beaten back by the defenders of Skythiapolis, essentially securing all of the crimean peninsula for yourself. Also, Painardis provides 1 Bosporitai Logades for a Hellenistic Poleis and another for a Paradynastic Rule there. Combined with their recent "demotion" to professionals and therefore unit size of 160, Bosporitai Logades now have legion-like numbers!

  4. #124

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

    Pahlava (2.35A)

    Difficulty:

    Difficulty played: Hard/Moderate

    Early (Pre-reform turns 0-120): Moderate / Very Hard (If Seleucid eastern army does intervene )
    Mid (Post reform 121-200): Moderate / Hard-Very Hard (If Seleukia and/or Baktria and Saka Rauka are hostile)
    Late (Turns 200+): Easy/Medium-Hard (The nomadic migrations can apply some pressure in the east if you are unprepared)

    Changes from 2.35:


    New/Altered units of note:
    • Daha Wazdatæ (New): A nifty medium horse archer unit that is fast and well able to make a good account of themselves in close combat against anyone lighter than themselves.
    • Mazsaka Baragata (New): A rather well armored heavy javelin cavalry, they will do a serviceable job in a supporting melee but don't expect them to do any wonders in a skirmishing role.
    • Aswar i Sakastan + Asana Ashwabara (New): Essentially the same unit but with a very dangerous trade-off compared to their nomadic competitors. They trade what little melee they have in exchange for a disgusting missile attack of 8. Any lightly armored and unshielded unit should really be wetting themselves in fear if they were not previously scared already... These cavalrymen are only avaliable after the 2nd Tocharian wave (Or earlier if you are the Saka).
    • Tura Drunabarata (New): Tough foot archers that are a definite step up from Saka Guhadurnabara but are only avaliable in Turan enclaves and foreign colonies in Dahyu Haomavarga and Kangha after the Torcharian migrations are well and truly underway.
    • Nezagdar (Altered): They have been relegated from trained to untrained. Combined with their middling mass of 0.9, they will not stand up to the steppe horsemen as they once had.



    Changed/fixed mechanics:
    • Colonization: The changeed foreign colony pools have greatly benefited Pahlava in a few key ways, play the patch to find out how !
    • Mercenaries: Your local pools received a few welcome changes ! You will be in for a treat.
    • New Rebel scripts: The new quarter and half stack forces means no more bare garrisons!
    • Nomadic invasions: The eastern migrations have been quite harsh to Pahlava, you have the potential to be slammed by the Turan, Torcharians, Juki and Alans. Even the dreaded Xiongnu can make an appearance if you intervene in the Tarim Basin Shahrdar....
    • Mercenary Adventures: There are now new locations for mercenary service where your younger family members can go and prove themselves.


    New Mechanics/Trait-lines:

    • Wife/Family backgrounds: Your wives and your in-laws now add new spice to your dynastic experience!



    Campaign:

    Compared to some of the other factions affected by 2.35A, most of your opening few moves will remain mostly the same.

    You have two options:

    • Go north towards Bukhara and Khoresmia
    • Go south and raid the thinly stretched satrapy of Parthyene.



    Of these two, why go to the trouble of going north when there are rich settlements that are ripe for plunder and settlement! But time it wrong and Seleukos and his royal eastern army will come knocking! But the reward is much richer than the risk! Let none stop you!

    If you decide to go south, capture these 4 settlements ASAP:
    • Assak
    • Heckatompylos
    • Europos
    • Ekbatana


    These 4 settlements must not be sacked or exterminated as they are crucial if you ever hope to gain and maintain your status as the successor to the Achaemenid empire of old, grow each of them to city level and construct Large Scale Farms. Every other settlement is fair game for your warriors though.

    From here, your path is limitless. However there is one excursion that is especially worthwhile:

    India!

    This bountiful land is such that a special administration is required to reap the rewards! To facilitate this administration, a politically influential representative of Clan Suren (5+ influence) must be sent to any of these provinces (Zarangai, Rakhvad, Paropamisadai, Gandhara, Trinakarta, Saptasindavah, Sauvira and Saurashtra). The minute your viceroy has been appointed, follow the following government pathway in Taksashila and Patala (Evertz-Pahlav Vuzurgan-Pahlav Shahrab-Indo Parthian Kingdom). Once implemented your viceroy of Clan Suren will now become a semi-independent king in his own right so that he can govern the new territories in your name.

    Governments:

    Your administration is one that can transition from a nomadic to an imperial system of governance, it does have its benefits and its hiccups.

    The Good:

    • You can get excellent nomadic recruitment from your Subject Nomad Territories which can include Sakan Noble and Cataphracts!
    • Your characters get great bonuses if they reside and govern lands that they are supposed to govern, combined with settled traits, you will have an easier time maintaining public order than most other governors in other factions.
    • Your Philhellenic Satrapies can give you interesting recruitment and construction options in certain provinces (Note Baktria, Oskobara especially!)
    • The Indo-Parthian Kingdom equals the Royal Satrapy in prestige and construction/recruitment options, ensuring a soild base of operation once India is integrated into the empire.



    The Bad:

    • Your precursor government (Êvarz) takes a whole year to build and although your nomadic governments can be set up quickly, your Shahrabs take a while to get going, so newly conquered settlements must be well defended until these administrations are in place.
    • Your Royal/Allied clan lands and Parthian Satrapy/Royal Satrapy has strict rules about who can govern them, this may pose a problem if you are short of either Arshkânîg or Allied clan members...
    • In most non-satrapy/royal provinces, Pahlav Vuzurgan is the best you can get, this stinks because the best foreign colony you can get is Phrourioi Loan and your infrastructure in these territories are middling as the years go by.



    Diplomacy:
    Your neighbors are numerous but none of them are to be fully trusted, you must be made immediately aware of the following my lord:

    Arche Seleukeia:

    The king of Syria is distracted by his war with the king of Egypt, this presents a golden opportunity to launch intrusions into his exposed Satrapies, who knows what glory may be had...However, if the king of Syria triumphs over his Egyptian adversary, he may turn his armies right around to deal with us. Do not disregard his threats lightly...

    Saka Rauka:

    Although we may share many a custom and lifestyle, we have more often or not exchanged blows with many lives and livestock expended. Word has reached us of the changing fortunes of the tribes beyond the Heavenly Mountains, If fate may have it, the losers of these fortunes may seek to displace the Saka and put us at odds with each other. When that happens be prepared for any eventuality.

    Baktria:

    The governorship of the Satrap of Baktria is all but autonomous from his master, only paying lip service to his dominion. This may present an interesting proposition in that he also seeks to capitalize on the absent gaze of his master and perhaps enlist our help doing so and in thwarting the Saka raids that trouble both him and us. But a man as ambitious as he cannot be trusted fully lest his gaze moves to our pastures!

    Closing remarks:

    Shahrdar, our hour of triumph is at hand! May Ahura Mazda bless you and deliver to us the riches that we so richly deserve!
    Last edited by realm56; March 31, 2021 at 01:59 AM.

  5. #125

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

    Arche Seleukeia (2.35A)

    Difficulty:

    Difficulty played: Hard/Moderate

    Early (Turns 0-60): Very Hard
    Mid (Turns 61-200): Hard
    Late (Turns 200+): Moderate

    Changes from 2.35:


    New/Altered units of note:


    • Daha Wazdatæ (New): A nifty medium horse archer unit that is fast and well able to make a good account of themselves in close combat against anyone lighter than themselves.


    • Nezagdar (Altered): They have been relegated from trained to untrained. Combined with their middling mass of 0.9, they will not stand up to the steppe horsemen as they once had.



    Changed/fixed mechanics:


    • Hellenistic offices: The 'eternal Eirenarchos' issue has been fixed, that means significantly less cruel rulers which is very good for the AS as they do truly get some horrid traits as governers…
    • Colonization: The foreign colony pools have undergone quite a change across the board! The Hellenistic Reformed colony is now available at large city level along with the prerequisite 1st tier of land reforms at the aforementioned level as well. For the AS, these changes make it easier for them to field versatile units and the relaxed reformed colony requirements makes it quite a bit easier to Hellenise your perimeter Satrapies.
    • Mercenaries: The local mercenary pools got changed, mostly at your benefit.
    • New Rebel scripts: Instead of the measly rebel quarter stacks of 2.35, you now get the potential to experience half-stacks with good commanders which can punish you hard if you do not sufficiently garrison your settlements (Your Public Order gets punished accordingly as well...). Troublesome Regions also have had their rebel spawns increased to reflect the inherit historical instability that they had. For the AS, this has bumped up their early and mid-game difficulty by no small degree.
    • Nomadic invasions: The eastern migrations have been harsh on the AS for mostly the same reasons as Pahlava.


    New Mechanics/Trait-lines:



    • Wife/Family backgrounds: The great men of your realm now have spouses that have their own character and their family backgrounds now affect the fortunes of your Family members for better or for worse.
    • Satrapy/Strategoi positions: Your Satrapies and various other key strategic regions of your empire has some value now! Your governors can either faithfully serve as your proxies or harbour seditious intentions and even act on them! How you deal with either is up to you!


    Campaign:

    Compared to some of the other factions affected by 2.35A, some of your opening moves will have changed. Major territorial expansion will be the least of your concerns at present. You should be mainly concerned with keeping your large but underdeveloped and overextended empire from tearing itself apart from the seams and collapsing under its own weight.

    I will divide your realm into several theatres of operation:



    • West Anatolia+ Killikia
    • Syria + Syria Kolie
    • Mesopotamia + Adiabene
    • Persis + Karmana + Gabiene
    • Media + Media Rhagiana.
    • Parthyaia + Zadrakata + Assak
    • Areia + Zarangai + Margania



    West Anatolia+ Killikia:
    Your order of business in this region is drive Ptolemaios Nios and the Misthophoroi accompanying him out of Mikra Asia and to secure the polities that dominate the region. The Attalidai will not concern you for a quite long time although their backing cannot be guaranteed for the coming confrontation with Ptolemaios Nios. The Galatai cannot be ignored as well as their ever-present demands for tribute and their penchant for raiding and pillaging are usually forthcoming while their promises of mercenaries to support your cause are not. Losing this region will be most detrimental to your prospects of accelerating Hellenistic colonisation throughout your empire.

    Importance – Significant to critical

    Syria + Syria Kolie:
    Basileos, you are fully engaged with the Misthophoroi hired by the hated Ptolemaioi over control of the wealthy port of Akko and lasting control over Damaskos. Retaining control over both will be crucial to stemming the Egyptian tide. However, caution must be advised as the Ptolemaioi will do all in their power to ensure that you are unable to savour your prize. The Nabatu, who have allied themselves with the Ptolemaioi must be closely monitored lest they provide the Ptolemaioi with much needed support in the form of raids in regions where you and your army are not present. If control of Syria Kolie is lost, expect frequent attacks on Antioch by both the Ptolemaioi and the Nabateans. In the meanwhile, while the Ptolemaioi may have naval superiority in the region, seizing the island of Kypros from them will hinder their operational capabilities while simultaneously relieving their pressure on your Anatolian possessions.

    Importance – Critical

    Mesopotamia+ Adiabene:
    Your heir Seleukios, although less than ideal is leading the royal eastern army stationed in this most prosperous of regions. Order him to repeal the Chaldian army located eastward of your position. Once done, redirect him east to deal with the lingering rebel armies that dot your eastern satrapies and to help repel a possible attack by the Daha confederation who has continuously raided these lands for centuries. Do not forget to station a sizable force in this sector as Arabic raiders may launch incursions from time to time. Lose this region and all will be lost.

    Importance – Critical

    Persis+ Karmana + Gabiene:

    A wealthy and relatively well sheltered part of your empire at present. However, as time goes on, the covetous eyes of the Uparaja of Taksashila and the ruler of the Saba will surely stray on to this land. Defend it well lest Mesoptemia and Elymais is exposed to direct attack from the Zagros.

    Importance – Significant

    Media + Media Rhagiana:

    Another relatively safe region, although less prosperous than Persis, its serves as a strategic connection between Mesopotamia and the Upper Satrapies. If lost, the former will be dangerously exposed to any power rising in the east.

    Importance – Moderate to Significant

    Parthyaia + Zadrakata + Assak:

    An immensely rich region that is as of late underdeveloped and underdefended.
    To rectify the situation this dire situation, redirect the royal eastern army to this sector
    ASAP after dealing with the Chaldean force in Mesopotemia. Seleucus’ objectives in this
    region are twofold:

    • Deal with any roaming tribal warbands and Pro-Achaemenid remnants in the Upper Satrapies.
    • Deter any attack or slow down any intrusions by the Daha into this territory.



    If the Daha confederacy, the Uparaja of Taksashila or heaven forbid even a renegade Diodotoi Satrap now self-deluded king of an independent Baktrian ‘kingdom’ claim the Upper Satrapies for themselves. Congratulations! You just lost the richest part of your realm.Alternatively, you may have to sacrifice the region to slow down the advance of an enemy with local military superiority until reinforcements from the heartland can arrive to reclaim what was lost.

    Importance – Moderate to Significant


    Areia + Zarangai + Margania:

    See the above for the key details.

    Importance – Moderate



    With all that said, if you do manage to generate a surplus of funds, do not neglect your infrastructure! Prioritize mines in Persepolis, Aspadana, Susa and Heckatompylos. Doing so will provide the funds needed to simultaneously train troops and build infrastructure while generating a small profit afterwards.


    Governments:

    Your administration is one inherited from the Achaemenid empire for the most part which has its benefits, but you have also inherited the difficulties that the Achaemenids faced.

    The Good:


    • Hyperchia and Satrapeia give relatively good regional levy/semi pro recruitment and decent infrastructure options (Especially Hellenistic Metropolis with a Hyperchia governemnt) within the former Persian empire. Their colony prerequisites are also relaxed (Hellenistic or Foreign 1st level).


    The Bad:

    • Although the reformed Hellenistic military colony can now be built at large city level, the places where they can be built is still limited compared to the likes of the Attalidai, Antigonidai, Ptolemaioi, Pharnakidai and the Aiakidai.
    • Your Epistateia epi Hellenas is available at city level compared to most of the other Hellenes who can get it and their equivalents at large town level.



    Diplomacy:
    You have also inherited the foreign policy dilemmas of the Achaemenid empire of old as well as some of the lingering teething issues that came as a result of the wars of the Diadochi. There are neighbours and allies that should concern you as of now:

    Satraps and Vassals:

    Pergamon:


    The Attlidai who lord over the polis of Pergamon do so for your benefit. The scions of Lysimachos’ last effective lieutenant Philetairos may be currently content to serve your interests in Asia Minor. However, if they sense that your grip over the region is loosening, they may be tempted to try the diadem on for size at the expense of your interests and that of the Ptolemaioi. Give them no reason to try it if at all!

    Baktria:

    The current Satrap of Baktria, Demetreos has served you faithfully for years gone by since the death of your father Seleukos Nikator. Unfortunately, Baktria has always been a hotbed of resistance against intrusive foreign rule, and you are no different. Our royal agents have discovered that Demetreos’ brother, Diodotos harbours ambitions of his own. Should he succeed his brother as Satrap, it may be to our benefit that his disappearnace be engineered and a more pliable Satrap be found.Alternatively, he may be persuaded at the very least to continue his duties as Satrap lest the marauding Saka and Daha spell the end for both him and us.

    Independent powers:

    Pontos:

    Mithradates Kitsies, who so narrowly escaped death at the machinations of Antigonos Monophalamos has holed himself up in the stronghold of Amnesia. He is of scant importance to you at this time as he deals with the threats of the Galatai, Kappadokians and Paphlagonians. However, if he deals with these threats, you may want to encourage the Yervanduni to move against him, especially if he manages to wrestle Mazaka from the Ariarathid dynasts who rule the region.

    Hayastan:

    The house of Yervand as of now has stayed neutral to your suzerainty of the Caucasus at large but is open to an alliance. The treaty is yet to be ratified and this should be one of the first orders of business as far as diplomacy is concerned. However, should he overstep his boundaries, deal with them as you deem appropriate.

    Taksashila:

    Susima, the eldest son of the late Mauryan emperor Bindusara has largely continued his governance of Taksashila. However, word has reached us of his struggles with his ambitious younger brother Ashoka. Regardless of the outcome of this succession crisis, watch the borders of the eastern satrapies carefully for the mobilisation of any significant number of Indian troops in Arachosia and Gerdosia.


    The Diadochi and other Hellenes:

    Ptolemaioi:

    Your ever bitter rival Ptolemaios Philidelphos has once again risen to contest your control of Syria Kolie whilst also having the nerve to enlist the help of the Nabateans! He must pay for this most grievous of insults! He has also sent his son Ptolemaios Nios to contest your dominion over Mikra Asia while paying sell-swords and sailors based in Salamis to both trouble the southern shores of Anatolia and buttress the cause of the Koinon Hellenon, this supposed ‘league’ of the Hellenes. Are they not all aware that they are merely puppets in a greater conspiracy?

    With all that said, a decisive conclusion to the Syrian wars will both greatly humble Ptolemaios and send an indisputable signal to your satraps and allies that you are at the height of your power and are destined to remain in power for a very, very long time.

    Makedonia:

    Although our relations with the Antigonidai have not always been cordial, our current alliance was ratified in response to continued Ptolemaic interference within our respective spheres of influence. Antigonos Gonatas, the rightful Basileos of the Makedonians is currently troubled by intrusions by both the Koinon Hellenon and the ever mercurial and fickle Pyrrhos, both supported by Ptolemaios. However, he like his detested grandfather may yet harbour dreams of reclaiming the Antigonid Kingdom of old. Any such move in this direction will always be at your detriment, so be prepared when that day comes.

    Konion Hellenon:

    This new confederation of Hellenic city states trouble your Antigonid allies as of late with the assistance of Ptolemaic money, naval support and mercenaries. If they manage to expel both the Antigonidai and the Aiakidai from the Peloponnesos, they may repay their backers by meddling with our control over the Ionian polities by stoking renewed yearnings for Autonomia and Eleuthera.



    Nomades:

    Pahlava:

    The Achaemenid realm had a troubled relationship with the Daha Confederation and that has yet to change for the foreseeable future. They may be content to raid your eastern satrapies for the time being. But they see themselves as the torchbearers for Ahura Mazda. This may give them pretences to claim the east for themselves fill their own coffers and bellies. A coordinated campaign with your Baktrian Satrap may help to keep them in check.

    Nabatu:

    These desert dwelling people are not one to be to be underestimated. They once repelled a punitive incursion by both Perdikkas and the Antigonidai under Demetrios. They may currently enjoy support from the Ptolemaioi, however, with careful diplomacy, they can be turned against their Ptolemaic masters. This opportunity should not go amiss!

    Saka Rauka:

    Demetrios, your Baktrian Satrap has noted the presence of these Nomades. They raid his Satrapy and he cries out to you for help! Regrettably, you are preoccupied with the Ptolemaioi and are unable to send support yourself. However, if Seleukos and his eastern army can be spared to assist, this will do much to quash the murmurs of dissent stirred up by Diodotos and his ilk.



    Closing remarks:

    Khaire, Basileu! We are most relieved that you have returned to us in these most trying times! The situation in our realm has taken a turn for the worse in your absence. With your help, perhaps what once was may yet again happen. Lead us to glory and prosperity and you may yet be fit to retain your title of Soter!
    Last edited by realm56; April 12, 2021 at 08:15 AM.

  6. #126

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

    @Shoebopp Carthage reform only require Barcid as Rab Mahnet (war leader) but doesn't need to be faction leader

    Just declare war after all requirement are met and make your Barcid general Rab Mahnet and it should triggers the reform

  7. #127

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

    Quote Originally Posted by eyelurker View Post
    @Shoebopp Carthage reform only require Barcid as Rab Mahnet (war leader) but doesn't need to be faction leader

    Just declare war after all requirement are met and make your Barcid general Rab Mahnet and it should triggers the reform
    That's fantastic! This really makes the reforms less of a PITA to achieve

  8. #128

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

    Any good strategies for Baktria?

  9. #129

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

    Quote Originally Posted by leongiannakos View Post
    Any good strategies for Baktria?
    I personally don't think there is a definitive strategy for Baktria due to the sheer number of variables to consider when there are 4 factions around you constantly expanding and dying. The only stable goals are to reap all 6 colony points from the missions and to gain independence from the Seleucids once you have a stable footing.

  10. #130

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

    Epieros (2.35A)


    Difficulty:

    Difficulty played: Hard/Moderate

    Early (Turns 0-60): Very Hard
    Mid (Turns 61-200): Moderate-Hard
    Late (Turns 200+): Moderate

    Changes from 2.35:

    Government changes:

    Gone are the old staples of Hellenic and Supervised Hellenic Administration, instead, your administration has been reordered, the details of which will be explained down the line.


    Campaign:

    You have recently made your intentions clear to restore Kleyonemos to his rightful place on the Spartan throne as is your latest adventure. However, this has not gone down well with both the Antigonidai and the Konion Hellenon who favor the current king, Areus. As such, your first order of business is to capture Sparta and put Kleyonemos in charge of the place, perhaps the Agoge will still serve its purpose of crafting tough, resilient men out of your young Family members. With this done, your attention should now be devoted to expelling the Antigonidai garrison of Korinthos from the city and claiming the Peloponnesos for yourself. Athenai is a city worth capturing although attention may have to be devoted to keeping the renewed advance from Antigonos or the interventions of the Aeolian League in check. Either way, your immediate short term goal should be the subjugation of all Hellas, do not make the mistake of leaving unfinished business there! In the meanwhile, Ambrakia's defenses should not be neglected as your successes may invite unwelcome attention that you would ideally care not to associate with for the time being.

    With Hellas under your banner, you may now find that your current administration is not up to the task of keeping a unified Hellas together for very long. The question of which path to take is now upon you. Do you entertain a return to Sicilia at this time ? Perhaps so, but it must be done at a time when both Roma and Karthadast are distracted with conflict with each other to allow a landing party an opening to bypass both Roman and Carthaginian Naval Patrols. The rewards will be great if Sicila could be yours once more, maybe royal authority could finally be imposed on all Apeirotai.

    Word has reached your ears that not all the Apeirotai are content with your influence within the Konion Apeirotan and would very much prefer to see you and your sons gone. We have discovered their intentions to strengthen the Konion Apeirotan in your absence that would have us abandon all prospects of colonization in exchange for a more inclusive administration. Although their intentions to strengthen the Konion Apeirotan are well intentioned, they cannot be allowed to stand as they directly contradict royal edicts. How you deal with them is up to you.


    Governments:

    Your realm as of now is still by all definition a tribal one held together by your sheer strength of will. A decision will soon have to be made on the subject of reforming your administration but for now, your options are not looking all that dire.

    Current options:

    Strategia:

    For locations that already hold both a polis and a Hellenistic military colony, this is the only option available to you. It may suffice for now, but will become a liability as these locales grow in size and importance.

    Laarchia:

    A good option for non-Hellenic locales but a little short of infrastructure options but at the benefit of keeping the natives pacified.

    Konia Symmakha:

    This is a good option for Illyria Hellenike, Ambrakia already starts with this government. It will allow most vital infrastructure to be built, but a reformed administration will be required to bring the best out of both these settlements.

    Basileia Xena:

    Similar to Larrchia but with a slight improvement to infrastructure and recruitment options but with one important caveat, do not displace the natives in favor of Hellenistic settlers, tensions will boil if you do.


    On the topic of reformed administrations, note that both are difficult to obtain and one in particular will require a particularly harsh sacrifice from you and your sons.

    Centralization:

    Pros:
    • Allows the retention of the Aiakidai.
    • Allows continued Hellenistic colonization.
    • More lenient requirements (lvl 1 polis and military colony VS 29% Hellenistic culture for federalization governments)


    Cons:
    • Will cause massive unrest if you decide to transition to Federalization later down the line.
    • Restricted (Hellas, Italia, Hellenized Anatolia (Ionian coast + Paphlagonia + Bithynia))


    Federalization:

    Pros:
    • Superior Public Order benefits
    • More widespread as opposed to centralisation
    • Superior Native recruitment
    • More possible locations for Sympoliteia Apeirotan (5 vs 3 for Centralisation BP)
    • Less risky to build native colonies.
    • Governments now provide culture conversion.


    Cons:
    • Colony point generation will be all but lost, you will have to make do with the points you have accumulated beforehand.



    Diplomacy:

    Your fickle and mercurial approach to statesmanship has time and again nullified the military gains that you have made in your previous ventures. Perhaps this is the time to correct it, is it not ? Take heed of the situation that our neighbors are in compared to our own. Perhaps your keen eye on military matters may yet prove useful in keeping pace with the machinations of both friend and foe alike. We lack international goodwill so listen carefully !


    Makedonia:

    The son of your former rival Demetrios Polioketes, Antigonos Gonatas has managed to raise a mixed army of Makedonians, Hellenes and even a few Keltoi bands due to the abuses committed by your Galatai Mercenaries upon the royal tombs of the Argaidai. In years past, you were able to convince many of these troops to defect from the Antigonidai cause. However, this time your attempts to do so have been rebuffed. Antigonos now seeks to reclaim Pella from the garrison that you have installed in the city and looks likely to do so successfully. He must be made to suffer on other fronts. Loosening his grip over the Peloponnesos would be an excellent place to start. Be warned though, Hellas will never be truly be yours unless their cancer is completely cleansed from the land.


    Konion Hellenon:

    This coalition of the Hellenic polities of Athenai, Rhodiai and Spartae among others has not taken kindly to your offer of support for the disposed king of Sparta, Kleyonemos. They have always suspected your motives on the mainland and are not intent on changing their minds. Although the defenses of Athenai remain strong, Sparta's defenses are looking a little too light as of now due to Areus' ill advised recruitment trip to Krete. Ensure Kleyonemos and yourself hold to the agreements that you have brokered with each other for his backing once Sparta is taken. As for Athenai, if the opportunity presents itself to take the city with minimal losses, it should not be passed up. The Rhodians may attempt a landing to aid their allies, but they can be dissuaded with enough patrols on the Attican shoreline.

    Roma:

    Roma never forgets nor forgives. This fact is all too obvious from the lack of compromise that the Romanoi have shown thus far on the negotiation table. Even now, a consular army is being assembled to expel your remaining allies in Magna Grecia. However, an opportunity may present itself in the form of the tumultuous and fragile alliance she currently holds with the Carthaginians to counter your failed incursion into Sicilia. Should they go to war, perhaps a well timed return to Sicilia could within the realm of possibility. As you yourself have noted, that island may be the death of them both. Perhaps that accursed city could even finally be burnt to the ground and salt sown on its remains. But for now, patience is advised.

    Qarthadast:

    These children of Elishat had previously repelled your incursion into Sicilia, but they have done so at a high price. Although their navy has no equals in the Western Seas. The peddlers who sit on the Council of the Hundred and Four are not without vulnerabilities. Their gaze is currently fixed on the city of Messena, currently held by the 'Sons of Mamers'. They are anything but that. They are mere italic mistophoroi left to dry by the tyranoi of Syrakusoi, Agathocles and their self-serving nature will betray them. This could be a potential fault line in Carthage's already frayed relationship with Roma. Should the Mamertines trigger a diplomatic row between these uneasy allies, an opportunity could arise for you to once again pose as a liberator to the Hellenes of Sicilia and perhaps your troubled relationship with them could be mended by posing as a restorer of order amidst the coming conflict between Carthage and Rome.


    Closing remarks:

    Khaire, Basileu! Although past blunders, horrible misfortune and acts of providence has so far thwarted your ambitions, your kin still look to you for guidance and leadership. May your current course bring success and glory to us all !

    NB: This guide was written using a campaign played prior to the public release of 2.35A.
    Last edited by realm56; May 17, 2021 at 08:28 AM.

  11. #131

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

    Great writeup @realm56! I admire your persistence in your long campaigns - how do you keep yourself motivated past turn 100? I quit 90% of my campaigns before reaching even the Thorakitai Reforms.

  12. #132

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

    Quote Originally Posted by Shoebopp View Post
    Great writeup @realm56! I admire your persistence in your long campaigns - how do you keep yourself motivated past turn 100? I quit 90% of my campaigns before reaching even the Thorakitai Reforms.
    For most of the factions that I play, 100 turns is not long enough a time to get to the good stuff (ie. military and panoply reforms, certain faction reforms), at this stage, maybe your initial situation starts to stabilize enough to focus on improving your faction's administration and infrastructure in earnest. I would also usually go for sustained economic growth and play defensively. In most of the campaigns that I have played, I usually get bored at around turn 200 to 250. It also helps that you don't expand too fast and mark certain regions for conquest within a 50 turn period (Ex. For a KB campaign, turns 0 to 100 would be focused on dealing with my initial dilemmas, up to turn 150, I would get a foothold in Anatolia at minimum and from here to turn 200, maybe I expand a little more in Anatolia and maybe launch an expedition into Getia and Thrace). The chances of seeing out a long, fulfilling playthrough would also be aided greatly by vibrant faction RP mechanics, strong late-game enemies and major, sweeping late campaign events and reforms.

    That's my opinion at the very least .

  13. #133

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

    Just to add, this is one of the reasons I resist any suggestions of changes to "speed up" the game. Good things happen when you're patient and one of my overriding gameplay goals is to stop you getting to that mid-game soon.

  14. #134

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

    Quote Originally Posted by realm56 View Post
    For most of the factions that I play, 100 turns is not long enough a time to get to the good stuff (ie. military and panoply reforms, certain faction reforms), at this stage, maybe your initial situation starts to stabilize enough to focus on improving your faction's administration and infrastructure in earnest. I would also usually go for sustained economic growth and play defensively. In most of the campaigns that I have played, I usually get bored at around turn 200 to 250. It also helps that you don't expand too fast and mark certain regions for conquest within a 50 turn period (Ex. For a KB campaign, turns 0 to 100 would be focused on dealing with my initial dilemmas, up to turn 150, I would get a foothold in Anatolia at minimum and from here to turn 200, maybe I expand a little more in Anatolia and maybe launch an expedition into Getia and Thrace).
    For what its worth, when I get past the 200 turn mark I'm usually invested enough to keep going. Further I ever got was a bit past 400 with Rome, albeit that was to get the Marian Reforms. I usually find the logistics and minutiae of managing a large empire to be engrossing enough to keep playing, with late-game reforms (I usually play Hellenic factions) being the cherry on top (that's actually why in the next release I mightn't reinstall the expanded movement mod - I just find that it makes empire-management far too easy when units can zip across the map). I love seeing the "modernisation" of my forces over the decades, from phalanxes/hoplites in the early game, to thueros professionals and exotic regionals in the late.

    Quote Originally Posted by realm56 View Post
    The chances of seeing out a long, fulfilling playthrough would also be aided greatly by vibrant faction RP mechanics, strong late-game enemies and major, sweeping late campaign events and reforms.
    Interesting ideas.

    1) The problem with the first one is that certain factions do have vibrant RP mechanics, but thanks to the Med 2 engine, in the late game they're nothing but an annoyance (looking at you Rome). It's a fine line between playability and historical accuracy.

    2) I usually encounter fairly strong enemies in the late game, but fighting them can quickly turn into a grind. The trick is making them an actual threat when you have an empire the same size.

    3) Reforms are an unqualified good, but again historical accuracy raises its ugly head, especially with factions that historically either didn't exist or remained undeveloped by the end of the game's timeline.

  15. #135

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

    Quote Originally Posted by QuintusSertorius View Post
    Just to add, this is one of the reasons I resist any suggestions of changes to "speed up" the game. Good things happen when you're patient and one of my overriding gameplay goals is to stop you getting to that mid-game soon.
    Fair enough. Guess I won't be sharing proof of my Imperial/Independent Hayastan by turn 39. That would be unbecoming of the spirit of this mod. And after reading a bit more history I now fully agree with your new rebellions script idea. Turns out internal revolts happened all the time, making maintaining an empire much more tedious than building one.

  16. #136

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

    Quote Originally Posted by Shoebopp View Post
    Fair enough. Guess I won't be sharing proof of my Imperial/Independent Hayastan by turn 39. That would be unbecoming of the spirit of this mod. And after reading a bit more history I now fully agree with your new rebellions script idea. Turns out internal revolts happened all the time, making maintaining an empire much more tedious than building one.
    Nothing to stop you sharing it. The only question I'd ask is what you do from turn 40 having rushed to that point?

    Alexander did the easy stuff, conquering the already rotten Achaemenid Empire. He left the more difficult task of governance to other people.

  17. #137

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

    Quote Originally Posted by QuintusSertorius View Post
    Nothing to stop you sharing it. The only question I'd ask is what you do from turn 40 having rushed to that point?

    Alexander did the easy stuff, conquering the already rotten Achaemenid Empire. He left the more difficult task of governance to other people.
    I tend to achieve EI-religion reforms ASAP in order to both transition to a more maintainable culture long-term. It also unlocks more buildings and thus more units to play around with.

    Guess Alexander didn't want to handle the "business side"

  18. #138

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

    He defeated an army, "founded" a city, then ran off without doing any of the real work.

  19. #139

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

    What form of government would you recommend for the settlements of rodos and Knossos?and in general which forms benefit Makedonia the most as a faction

  20. #140

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

    Quote Originally Posted by leongiannakos View Post
    What form of government would you recommend for the settlements of rodos and Knossos?and in general which forms benefit Makedonia the most as a faction
    For Rhodes and Knossos and every other Hellenistic Settlement (In Hellas and West Anatolia anyway...), Hellenic Administration (Pre-Imperial Antigonidai) and Supervised Hellenistic Administration is the way to go (Once Imperial Antigonidai is achieved).
    Last edited by realm56; May 28, 2021 at 08:59 AM.

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