Re: Seleucid soldiers dont flee

Originally Posted by
Ramiro
First of all, hello to everybody, I am new to the forun although I have been playing RTR for a some time. I would like to apologize for my english in advance.
I dont think this problem is specific of seleucid units. I have seen many times 20 or 50 soldiers standing their ground in the central square of a city till death (and taking many of my own with them) when they have previously routed from the walls. This is VERY annoying as sometimes it takes a very long time to exterminate them. I dont know if this was a concient decision of the designers, but I would like to suggest to eliminate it.
Hardcoded, and an intentional feature from CA. If you're having trouble killing town centre troops, take advantage of their behaviour. First of all, remember guard mode uses far less energy than attacking. Secondly, the AI will try to have 2 units (of whatever size) guarding the town centre, meaning it will start with 1, but will retreat another to the centre when it sees things are lost on the outskirts. Thirdly, one of the units, usually the more mobile one, will peel off to attack any unit approaching within shouting distance of the centre, although this may not happen if the forces approaching are sufficiently concentrated and overwhelming. Fourthly, the remaining unit(s) will attack the first unit that enters the square, although care should be taken not to enter another unit from the other side until the defenders committed themselves.
So the plan of action should be as follows. Send a fresh, decent melee unit up front to approach the town centre. Its most important attribute is defence - it should be able to withstand attacks for a time, acting as the anvil. Meanwhile, send a couple of units to the other side of the square, one missile and one melee. This will be acting as the hammer, the missile unit should have plenty of missiles left, while the melee unit should emphasise attack. Make sure the anvil gets closer to the square than the hammer, so the hammer doesn't draw attention. Place the anvil close enough to the centre to draw the attention of one of its units, then put it on guard mode. The aim is to have the enemy unit exhaust itself attacking, before you pile in with additional troops. Once you've cleared a way through to the centre, advance your anvil into the square. This will attract the attention of all remaining enemy troops, so make sure it can stand the pain.
Once the anvil has got the attention of all the enemy units, enter the square from the other side with your hammer.Put your missile unit in a place where it can fire at the backs of the committed enemy troops, with the melee unit on standby to deal with anything loose. Once you've reduced the enemy by as much as is sensible, you will be left with a fresh anvil, a fresh hammer, and an exhausted enemy in between. Now take off guard mode, and squash them.
Others things that I would like to be changed.
Light cavalry takes very heavy casualties when pursuing routing pikemen. I think this is beacause they still have some kind of bonus when fighting cavalry for having a pike, even when routing. I would like to see that any troop that has roouted looses all shield and weapons bonuses (except peharps shirmishers). And sometimes the last soldier of a routing unit is almost inmortal!!!
Hardcoded. Your pursuing unit aims at the centre of the enemy unit, which may be open space if the routers are spread far apart. Also, if the routers are ever caught between 2 units with no way of escape, they will turn to fight to the death mode, with 0 defence but full attack (AFAICS). This isn't a problem if the pursuers are infantry or heavy cavalry, but light cavalry is naturally weak, and even weaker against spears and pikes, hence they take casualties.
In the strategic map. I am sick tired of destroying tha big bad boss army (a general with 5 6 or 7 stars) killing every one of their men, except the general and two or three guys just to see them make an impossible retreat move (even passing near to my own cities and armies) and I being unable to pursuit. I know that it was common in the ancient times for the general of the loosing side to escape whe n the battle turn against him. But sometimes this is very very frustrating.
This is what light cavalry is for. Use your missile cavalry to throw their javelins into the back fo the enemy melee, then withdraw them a distance away on the enemy side as a reserve to catch the enemy general. The good thing about general's cavalry is they're compact, meaning your light cavalry won't have any problem wiping them out once you've caught them.
Why every time a side that you have a ceasefire treat is going to attack again proposes you a commercial agreement or some sort of diplomatic treat just to attack in the next turn???
Also, why EVERY time you manage to make an alliance your ally turns back on you??? Sometimes, when yo do not have a diplomatic contact with that faction it does not bothers you, but in others game, when you do make an alliance with the same faction sooner or latter it will attack you, even when there was no threat from your side.
The AI will attack you sooner or later if it borders you, whatever the diplomatic status. The only way of ensuring you have a quiet border is to put a strong force nearby to deter attacks. If you are prepared, the AI won't attack, but if you aren't, it will.
And the more important thing for me: Why sometimes you conquer a city, you set the taxes to very low, spent enormous amounts of money building temples and other structures to increase public order, you keep your best administrator or even your faction leader in the city with a hevy garrison and still it revolts after 20 or 25 years... I know that every King of Kings have his own babylon, but stills it makes a global conquering campaing like Alexanders almost impossible. beacuse you spent all of your resources keeping the peace in the two or three first citys you conquer. MAybe I will just loot them all in the future.
Enslave. Careful management of governors to send the slaves to the correct cities, enslaving every captured city to reduce its population by half, and armies of peltasts accompanying you to act as cheap garrisons. Gallic warbands are even better, with a similar cost per man but more men in a 20 unit roster. In the east, Tylis is an important city as it gives you access to gallic warband garrisons, gallic slinger fort garrisons, and Gallic noble cavalry which is both poweful and widely available in the west where you'll be going.