Congrats once more seleukos!
Congrats once more seleukos!
Well, I gave it a try as Athens with 12tpy and mod for longer conscription, depending on "heaviness" of unit. Second one was technically not my best idea - AI seems unable to handle this really well. Well, it makes diverse armies (half of which are skirmishers as they are hired after just 1 turn), but I as player do much better. Was like beating a child. Funny but unsportive. Also, while in 12tpy seasons fell much more important, time feels weird - you do like "a lot" and then look - hey, it is just 3 years since the start. Might return back to default 4 tpy, and maybe add some "turtle" modules to slow a bit buildings and research.
Other than that, I liked what I saw. Romans did have problems with steamrolling Epirus, and honestly it was more like grinding. In one iteration they did lost most of Magna Greece and even got one town in their "capital" province "liberated". Siracusae conquered whole Sicily. You definitely did a great work with all this strategic balance. Now I'd remove all 12tpy related mods and look, where it goes when all units take just 1 turn to be hired.
Thanks Niko and good to see you around here again!
This time, though, there isn't much to congratulate me on as I've been quite lazy recently moding-wise.
For this new version I merely updated the mod to the latest DeI version and adapted one script that was sent to me by Jake a few months ago, which I thought might suite my concept.
All in all, the amount of modding I've done on this is what people like Jake or Dresden do every morning before they even sit down to have their breakfast!
Any of those mods chaning recruitment time for the AI is definitely not a good idea as it messes up its recruitment priorities and stack compositions and believe me there is a reason behind why all the units take only 1 turn to recruit. So you should definitely avoid using such mods.
Good to hear that Rome was having some problems with Epirus. That's what I like to see myself!
12TPY has its strong and weak points. For me the extended seasons make it for a really interesting gameplay with regard to waging war when you set off on the campaign in the appropriate season and pull back for the winter. That feels really authentic, but yeah then on the other hand it feels also like the time is running really slow and the characters age very slowely, too.
If you like to turtle in your campaigns you should definitely check Jake's mod Testudo. You can use it together with Age of Hellenism Lite.
Ok, now serious playthrough in "fair" conditions, as for AI. 4TPY, slightly longer building time and research, reforms take 1,5 times more turns to happen (always felt that vanilla DEI is "too fast" when it comes to reforming units). Epirus held in Italy for pretty long, lost in the end, but, that's logical. Still, again they managed to free someone and that OPM after fall of it's only ally immediately became protectorate of Rome, on par with Etrurians. Syracusae again throws Carphage out of Sicily and even manage to invade it's mainland. Macedon fell to one of Thrace neighbors, other diadochi seem to do pretty well (can't see, what exactly is happening there, but someone freed Judea). I'd try to check, what is happening in Crimea and Caucasus - could be earlier, but Tila declared war on me out of blue, which prevented me from succeeding in my naval recon mission to establish trade relations. Things in Asia Minor are hot too - someone is at war with someone, rebellions, civil wars, well, stuff like that.
Important question: how AI Epirus handle itself with Alternative economic submod and Age of Hellenism?
Yup, made a fast test run just to see, how Athens are played in this economy (just strategic mode and buildup, no wars). This time Epirus has failed to capture anything and lost Taras pretty quick, but they had a full stack in Apollonia (crappy quality, but, better than nothing) and Romans weren't that eager to invade there. At the same time, Romans declared war on me in approximately 5 turns after we discovered each other.
Also, interesting effect is the variety of expensive and cheap units. Romans aren't using stacks full of principes, triarii and pedites - can't afford that. Same for others.
Last edited by CrazyZombie; September 19, 2019 at 05:58 AM.
Excellent work, surprised I managed to miss it for so long.
find fault. on move 12 Epirus lost Taras, 14 Apolonia and flew out of the games, Can strengthen or even weaken Rome, it is without loss goes.
It is semi-random, but still better than without the mod.
In my game as Athens and with alternative economy submod I managed not only to secure Apollonia for myself but capture Taras right in fron of Romans too. Pretty good trick to leave yourself a foothold for backstabbing Rome a bit later. And I remind you - in Alternative economy you would build a descent army as any of Greek powers for much longer than without submod - and so, Epirus somehow managed to hold all that time.
Only hard mod.+ legend