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GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#1: Jul 4th 2010 at 5:58:58 PM

This is an announcement that the Europa Barbarorum Liveblog will get underway tomorrow, as I've finally figured out how to install it.

I'll be putting up the usual list of factions for me to lead to their glorious destiny. (or, in this case, a more likely glorious defeat.)

My first thoughts on this are... this is freaking hard. The game is like Total War on steroids. Even the moderate difficulty factions make the hardest of the Rome vanilla factions look forgiving and even the murderously hard Alexander campaign reasonable. So this is going to be interesting, as I'm effectively going to be doing a legally blind liveblog.

In any case, see you tomorrow, and lets hope this one sticks.

edited 4th Jul '10 6:00:42 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#2: Jul 5th 2010 at 10:56:15 AM

Ok, in slightly less of a panic now that I've actually looked over some of the factions and realised where I went wrong on the initial runs.

Now, for those familiar with Rome Total War but unfamiliar with Europa Barbarorum, there are some major changes. For starters, you can't just conquer an advanced city halfway across the map and expect to train your best troops there. For starters you can't use foreign military buildings, you have to start from scratch. Secondly, it depends on the kind of province and government available. You see you get government types that grow up, I being the most advanced and IV being the least like your faction. Type I can only be established in homeland provinces, your core factional provinces, and it is here you can train your factions best troops. As you go down the government types, you get less and less of your factions forces. However, this is offset by the fact you can train local forces unique to those areas as you go out, which means a Seleucid leader can potentially train Gallic units if they possess such provinces. Its much more realistic in this aspect!

This isn't the only difference. The traits of generals have been revised and new ones have been added. The big ones are the age tropes. Elderly generals are weaker and slow down their armies.

Finally, the major change that affects everything is the season influencing the campaign map. Soldiers marching in the freezing north or roasting south in the wrong season suffer a movement handicap of 45%, which can be decisive in the wrong circumstances.

Finally, the factions have changed. Particularly the barbarian factions, who are now divided and much weaker, with the lands of Total War vanilla being mostly rebel. The Gauls have also been split into the Aedui and Averni, and both hate each other. The Parthian, Pontic and Armenian factions also have a tougher time of it, and the Thracians are similarly disunited, only existing as the Getae, who if you'll remember were their strongest infantry. The other Thracians are rebels.

Finally the "civilised" factions are much stronger. Carthage no longer has a faction called Numidia to worry about, while Rome is united, even if it doesn't have southern Italy just yet! Ptolmaic lands have been expanded south into Ethiopia, which has been added to the map, while the Seleucids now stretch right up into the steppe lands. And finally, the Scythians have been split into the Sarmatians and the Sakae.

Finally, the map itself is larger, extending southwards to cover the whole of the Arabian penninsula, much of the Sahara, and of course Ethiopia as mentioned previously. It has also been extended eastwards, now stretching as far as the tip of the Indian subcontinent.

Now that we've got those differences out the way, lets take a look at the factions...

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#3: Jul 5th 2010 at 11:49:21 AM

First three factions.

Seleukia (Seleucids)

"We're like the Egyptians, only poorer and less organised."

Location, Stretch from the south of Asia Minor to almost the Indian subcontinent, and from the border of the Arabian peninsula to deep into steppe lands.

Advantages:

Being one of the few factions to actually start off earning money, and being the largest faction in the game, the Seleucids have a lot of potential strength, especially considering their formidable technology tree with a variety of units. Their neighbours are technically considered allies which will give them time to organise their strength if they move quickly, and the fact that unlike their smaller neighbours they actually have money coming in, means they can train units where they are required, and have some control over their development. There are also numerous rebel provinces which should fall to a Seleucid assault, but the Seleucids attention should be on their neighbours, who are all looking for a piece of the largest faction, allied or not.

Disadvantages:

For all their size, the Seleucids are incredibly vulnerable. You'll note later on that my game plan for the other factions is essentially "take advantage of the Seleucids weakness." The Egyptians to the south have a greater concentration of military forces and more money than them coming into the treasury, and to match them there, the Seleucids will have to take forces away from their eastern and northern cities, which are severely understaffed as it is! This will allow nations like Pontus, Armenia and Parthia (all renamed to their native names) to seize multiple provinces ath the Seleucids expense. The eastern side of the empire is even more vulnerable. The Bactrians and Parthians will face not much opposition if they decide to invade. But all is not lost. The Seleucids do have the potential to put together both an eastern and western army, and deal with the incoming threats. It just requires skill, speed, and a bit of luck to do so!

Finally, the Seleucids suffer from unrest in the north in their steppe lands. This is not a big problem at the moment, but combined with the incoming Saka, could cause difficulties for the Seleucid Strategos' in the area.

Difficulty

  • Games Verdict: Very Challenging. Start off in a difficult position but get better with time.
  • GC's Verdict: Moderate. The worst threat is in the West, ironically, with the massive Pontic and Armenian armies threatening to deal my northern lands a fatal blow while I'm away dealing with the Egyptian Ptolemy dynasty. But its nothing I haven't done before...

Baktria (Bactria)

"How is it that our erstwhile protectors the Seleukids are weaker than independent rebels?!"

Location: City-state near Seleucids eastern border, slightly enveloped by their southern regions.

Advantages:

The Baktrians do have one thing I like about them, and this is ironically their size. I usually prefer smaller factions to big established ones because I like to set up my empire in an organised, careful fashion, rather than be handed a pre-made one that is usually in a complete and utter mess a la Seleukia! The Baktrians also have an easily defendable position, they only have Rebels and the weak Sakae to the mountainous north and the Seleucid leader is weak out here, making the Baktrians the natural authority in the region. Rebel provinces also abound to the east and south-east, allowing the Baktrians to build their own little power-base out of the way of their nominal "masters" in Seleukia, as the Seleukids are not really in any position to take more lands. Not at the moment anyway!

Beyond that, they have a formidable armed forces, even if it is way beyond their current ability to pay for. They will solve this situation by violence!

Disadvantages

The Baktrians economic position is bad, and due to their single settlement and relatively large army they are losing money fast. Being in debt is never fun, especially as I tend to take a progressive attitude towards my kingdoms and empires. That said, the Baktrian financial situation is far from hopeless and a few well-made conquests will leave them financially stable, if not rolling in money.

These conquests may be tricky however. The rebel towns of any major size are well defended, and the weaker ones are of smaller size, so either a bloody assault for which victory is not guaranteed or a lengthy siege will be necessary to build the Baktrian empire up into a worthy rival for Seleukia. Progress will be slow at first. Unless, of course, I decide to get stuck into the weak Seleukid garrisons straight away! This may be the best strategy, as anything taken from Seleukia is something they can't use against their weaker neighbours in the future should they achieve victory against the Ptolemaioi.

Even once victory is achieved, long distances mean that good roads will be necessary to respond to threats. It will be necessary to deal with the Saka and Parthians at some point for this reason; like the Seleukids, the Baktrians cannot be everywhere!

Difficulty.

  • Game Verdict: Challenging. Starts off tough, gets easier.
  • GC's Verdict: Are you kidding? Challenging? This is as close to ideal as you'll ever get. I get a surprisingly solvent, powerful city with which to take out a retreating empire with, with rebel provinces to fall back on for expansion. This is perfect!

Hayasdan (Armenians)

I am not remembering Hayasdan... oh what the hell, I'll pick it up.

"Big empire to the south, massive angry Pontic army to the west, angry Parthians with massed horse archers to the east... ok, gonna stay quiet now."

Location: Just slightly to the south of what is now the borderlands between Georgia and Turkey.

Advantages

Once again, all roads lead to the Seleucids! The Seleucid habit of leaving four or five unit, or even two or three unit garrisons in their towns and cities is a weakness the AI seldom remedies, and I have a big army that is strong enough to take on the more formidable defences of the rebel provinces buffering me from the much more vigourous Pontics and Parthians to the West and East of me... such buffers I am very grateful for as they ensure that by the time the two smaller rivals bust their way through to me I will hopefully be in the Seleukid capital and hopefully be on my way to destroying the Egyptians as well. I could also cause Parthia some serious problems if they go to war with the Seleukids or the Sarmatians and Sakae catch them napping. But I must go somewhere, and once again, the rich lands of the Seleukids beckon... though I could also go for the rebel provinces, I must just be prepared to defend them!

Once again, single state means I can customise my empire.

Disadvantages.

Being the weakest of four factions all on each others doorstep militarily really isn't helping the fact that I'm still losing money faster than the Baktrians. The Pontics have a larger army, the Parthians and Seleukids more land and money. So action will have to be taken fast!

Difficulty:

  • Games Verdict: Nigh Impossible, but apparently it gets easier if you survive the start.
  • GC's Verdict: Moderate. The Seleukids are ripe for conquest and in terms of the later complications of dealing with the Ptolemy dynasty and my rivals, I've seen worse.

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#4: Jul 5th 2010 at 12:30:41 PM

Sab'yn

"Lets build an empire!"

"But we're in the middle of the desert!"

"Uh... who cares! We'll build one anyway!"

Location: Based around a single large town at the base of the Arabian peninsula.

Advantages

Well, they have the whole of the Arabian peninsula to expand into pretty much unchallenged. The Ptolemaioi may decide to snag a few independent cities in the far north, but they will probably be too occupied with the Seleukids in the north, so occupied in fact that they probably can't guard their Ethiopian lands too closely... snatch. Being right down south almost off the map behind several layers of rebel territories makes it unlikely that the Sab'yn will ever be driven to the walls of their capital unless the Ptolemaioi manage to drive through the whole peninsula... something any competent Sab'yn commander should be able to stop dead! Sab'yn is also near several coastal towns, so the potential to set up a wealthy trading center within the Arabian peninsula is perfectly possible.

The Sab'yn soldiers are mostly light troops with lots of skirmirshers. This, of course, means that heavy infantry will have interesting days trying to get to grips with them, especially the Ptolemaic phalanxes!

Once again, I personally perform better at building up small factions into large ones than I do maintaining other large factions, and this faction is nothing if not small! I'm in my element here.

Disadvantages

Impoverished like the Hayasdan, the Sab'yn need to either shrink their army or conquer lands. As their army is already almost inadequate to expand into rebel lands, expansion is the only remedy, and butchering populations may be necessary to fill coffers in the early days. Having a restrained hand will only leave my characters looking even more noble!... and possibly starving hungry as well. As mentioned the nearby rebels are better protected than the Sab'yn are, as they are very weak militarily. It is just as well the Ptolemaioi are far away...

Any lands taken promise to be fairly weak as well in terms of basic production due to being, you know, in the middle of a desert. This faction also has a limited tech tree, and their infantry are not particularly awesome.

Difficulty

  • Games Verdict: Challenging. Starts off easy, gets much harder.
  • GC's Verdict: This is a very safe choice as I am unlikely to be threatened by sudden incursions as long as the Ptolemaioi remain occupied with the Seleukids. Winning as this faction will take determination and picking out where to strike next carefully. Nonetheless, fairly easy, at least early on, though overcoming the Ptolemaioi will be tough.

Makedonia (Macedonia)

"Hang on a second, weren't we in charge a second ago?"

Location: Central and parts of southern Greece and a few Greek islands in the northern Aegean.

Advantages:

The Macedonians are in an interesting and perilous position. On one hand, they are just about ready to strike down the Spartans and Athenians who have forged a desperate alliance against them. On the other hand, they are also about to be struck down themselves by Pyrrhus of Epirus, whose massive army is marching on Pella to subjugate the Macedonian capital. So they threaten to be struck down in a moment of triumph. However, their military position is not hopeless. Despite the presence of Pyrrhus's elephants and disciplined forces, the Macedonians have a chance to double back and destroy their hated foe, driving him back to Epirus. They then have the opportunity to either dismember the weakened Epirus or then return south and destroy the hapless Greek city-states. But they will need to do something fast...

From a purely jovial perspective, this will probably have the most early action. Despite the dangers, this campaign will be fun, expensive, possibly disastrous, and most definitely glorious!

Disadvantages:

Copious. Aside from the fact that my faction is losing thousands from the treasury per turn and will go bankrupt quickly and probably unavoidably, I'm beset by enemies on all sides, so disbanding my armies is frankly not an option if I wish to retain my faction! Beset by enemies on all sides and with the Epirotes at my capitals gates, only a determined effort will save the Macedonians from certain destruction!

Difficulty:

  • Games Verdict: Challenging
  • GC's Verdict: Brutal. If the Epirotes don't finish me off my own soldiers will when they realise I've run out of money.

Qarthadastim (Carthage)

"The oracles say that we will be able to exist with the Romans in perfect harmony... of course they also predicted two meteors colliding at 2:13 this morning so I'm not sure whether they were being sarcastic or not."

Location: Based in North Africa around... Carthage, funnily enough, but also have control of West Sicily, Corsica and Sardinia, the Balearic Isles and Southern Spain.

Advantages:

The Carthaginians have without a doubt the games most powerful navy, and they can also potentially muster an army that would make Rome turn green with envy, even if it is scattered throughout the known world. If their strength is gathered in one place it is unstoppable, and this may allow the Carthaginians to outmaneuver the Romans by dealing with their problems in Spain and then moving on to Sicily for seconds! And may the Gods help the Romans if they try to get their mits on Corsica and Sardinia, because Carthage will repay the damage with interest as they bring the whole might of their empire army to bear on the uppity city state! Despite the historical events, Carthage is not in any immediate danger outside of Spain, and its nature as a very spread out nation means that it cannot be wiped out quickly even if things do go south on one of its fronts. They start with a large reserve of Mnai (replacement for denarii) and, while it takes some effort, they are at least capable of starting out making money, even if it requires halting growth for a while. One of the stronger factions and more flexible than the Ptolemaioi.

Disadvantages.

Aside from me being a liability as a naval commander, Carthage is spread out militarily with many poorly defended regions and one pirate attack in the wrong place could doom an entire front. The Spanish lands in particular are horribly vulnerable with a rebel army marching towards it as the game starts! Population growth is very slow in the colonies and has been slowed by the need for heavy taxation to support the formidable army and navy. So the Carthaginians are not without problems.

They're still fricking awesome, but evacuating Spain may be a necessary step unless help arrives soon.

Difficulty:

  • Games Verdict: Moderate (Equivalent of easy)
  • GC's Verdict: Easy. It will take time to strengthen all fronts, requiring good use of the navy, but Carthage will prevail given enough time!

edited 5th Jul '10 12:31:59 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#5: Jul 5th 2010 at 1:05:17 PM

Romani (Rome)

"We march for the Senate and People of Rome!... and on a bad day, the people can slide..."

Location: Central Italy, though the far north and south remain in others hands.

Advantages

Financially stable and with a large military, the Romans are indisputably the masters of Italy, and will soon be adding southern Italy to their already not-inconsiderable lands. They are a young faction yet to develop their better units, but they are not in desperate poverty like so many other factions and have a growing population that would make the less vigorous Carthaginians weep with envy. The Romans will probably prove unstoppable on the Italian peninsula, anywhere their armies can walk to is not safe from their approach. They also have an impressive tech tree.

Disadvantages

In naval terms, things are very different. Rome does not have an impressive navy and no navy at all on its east side, meaining Epirus will have no problem harassing it while all the Romans can do at the start is beat back the attacks. The construction of a port in southern Italy or at Arretium may remedy this. On the west side, the Romans are foiled by the presence of Carthage. This mighty empire is a serious threat and may crush them if they decide to focus their attention on this upstart nation on the Italian peninsula.

Besides its weak navy, some of Romes best upgrades are extortionate and time-consuming to construct, and being surrounded by water means that threats can emerge suddenly while they are occupied elsewhere...

Difficulty:

  • Games Verdict: Moderate
  • GC's Verdict: Easy. Roma Victor!

Pontos (Pontus)

"Why are we named after the sea? We have no navy and a very powerful army!"

Location: Central Northern Asia Minor.

Advantages:

The Pontics have military strength far in excess of the size of their lands, and are itching to do something with said strength. If only something could be said for the Seleukids and Hayasdan to the south and east! Even the Ptolmaioi have reason to fear for their possessions in Asia minor which the Pontics will have no problems with seizing from them in their desperate quest for cash. Why take rebel provinces when the developed factions lands are so much more poorly guarded? The chance for wealth is there for the taking, a chance to drive straight through the western Seleucid and Asian Egyptian lands and seize these prosperous regions for ones own. A lightning campaign is not just an option, it is the option. Beyond that, they are once again a single city, which is always a good thing for those wanting to build a custom empire...

Disadvantages

Well, they're going to go bankrupt by turn three. sad Beyond this rather major problem, they also suffer from low population growth in their capital city, something that taxes will only exacerbate. They have a... "unique" tech tree... in the same way Quark has a unique fashion sense. And they don't have any real troop production base to start off with, so they must preserve their early strength at least for a while.

So I'm already getting out my razing stick. Don't ask me how a stick razes things... although I suppose you could set it alight...

Difficulty:

  • Games Verdict: Nigh Impossible, not getting any better.
  • GC's Verdict: Pussy. This will be challenging, but if anything the Pontics are in a better position than the Hayasdan in that they will only have the Seleukids and Ptolmaioi to worry about, at least to start off with, and have a chance to consolidate western Asia Minor. For all their apparent weaknesses, the Pontics are still a formidable faction, and they can thrive if they are ruthless enough. (So expect a Pontic commander to be Ax-Crazy.)

Pahlava (Parthia)

"The Pahlavas are attacking!"

"What a pulava..."

Location: Eastern edge of the Caspian sea.

Advantages

The Pahlavans have powerful armed forces with troops excess to their needs, including awesome, awesome cavalry. (Cataphracts have a charge rating of 44!) Shielded by a ring of rebel settlements to the north, the nearby Sarmatians are not an immediate threat, and the Armenians are weaker and separated from the Parthians by a rebel settlement. Which leaves... yeah, you guessed it. Seeing a pattern here?

Disadvantages

They're losing money quickly like the Macedonians and will probably go bankrupt quickly if nothing is done to remedy this. Burny burny burny... sorry, where was I? Oh yes, the need for funds. The Pahlavans also suffer from slow growth so they won't have an infinite supply of troops from their home provinces, and getting their best troops may prove difficult. They also have limited infantry.

Difficulty

  • Games Verdict: Very Challenging.
  • GC's Verdict: Moderate.

edited 5th Jul '10 1:07:52 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#6: Jul 5th 2010 at 2:01:22 PM

Halfway through!

Saka

"We are the Saka, who ride eternally westwards in the hope of finding new homelands for ourselves!"

"So... in other words, you lost to the first group of guys and are still running from them in the hopes of finding a weaker group of guys because you kinda suck at this game.

"Well... yeah, thats pretty much it."

Location: Single city hidden in the mountains on the far north-eastern map edge.

Advantages:

Well, as mentioned they're pretty darn hard to find unless you know exactly wher you are going. On top of that, they have some pretty awesome cavalry, including medium cavalry who can shoot and melee quite effectively. Beyond this, they have archers who will give you a seriously bad day, and archers are far more effective in Europa Barbarorum as far as I can tell. They start out with good leaders, which makes a change from my leadership malfunctions in Medieval Total War (Three stars against five stars is not fair!) and finally, there's no one who is really in a position to do anything too nasty to them unless the Baktrians are feeling particularly like a very long march up north. They are yet another faction with an eye on the Seleucid pie, though the Pahlavans are an equally tempting target, especially if they are away at war... and if they want to avoid bankruptcy they'd better be!

Disadvantages:

The Sakae are nigh-penniless, starting with a deficit of 4000 mnai, and only 5000 mnai in the kitty to start off! There are some rebel settlements to take the sting away, but like the Alexander campaign, drastic measures are necessary to wipe away the red ink before the soldiers start getting too irritated about their missed paychecks.

The Sakae have a serious lack of infantry, and this reduced my options when it comes to assaulting towns to slow sieges which burn up my income like newspaper... or whatever the equivalent of it was in those days. Expect things to move furiously quickly in the field but for things to seriously slow down while sieges are being conducted. The Sarmatians and Parthians are also likely to pose a difficulty, particularly if the Parthians decide not to go south to Seleukia for whatever reason. In short, the Sakae will have to try to slip in under the guard of more settled factions. The Sakae will have to deal with their opposing nations, as the rebel provinces to the south and west are rather... well defended, to say the least. A Saka general must be patient, cautious, and relentless.

Difficulty:

  • Game Verdict: Nigh Impossible
  • GC's Verdict: Challenging. Its possible, certainly, if the money problems can be resolved and the Sarmatians and Parthians beaten.

Aedui (Gauls of Central Gaul and Northern Italy.)

Location: Central Gaul and Northern Italy.

"It could be worse."

"We're penniless, fighting a massive war with a stronger foe, split clean down the middle with rebels separating us from our lands in Italy, and now the Romans want those lands as well? How could it get any worse than that?!"

"The British could land as well."

Advantages.

The Aedui are in a truly woeful position, but they do have a chance, if a very slim one. They do have a very large army if it can be gathered into one place and if it can be maintained through conquest long enough to rescue the tribe from total bankruptcy. And they are the largest of the barbarian tribes. Not that that means much now...

Disadvantageous

Where do I begin? For starters, they'll be bankrupt within the next turn. They have an almost hilariously bad starting position, being split in two by a faction with no less than three not-inconsiderable Arverni armies closing in on its gates, just a turn away, and the Romans will no doubt soon take interest in the lands in Northern Italy. And the game says this is a strong starting position, and that things get harder. How the hell could things get harder?

Oh yeah, the British could land. Fuck those guys.

Difficulty:

  • Games Verdict: Challenging. Starts off good, gets harder.
  • GC's Verdict: Malevolent. An almost irredeemable position combined with a hilariously large deficit with the Romans moving in for the kill sometime later means that this is probably the hardest faction in the game to win as.

Sueboz (Suebi Germans)

"We're poor, its wet and damp, and there are rebels everywhere."

"So, we're still better off than the Aedui?"

"Oh yeah, much better off. Don't go crazy!"

Location: Northern Germany

Advantages

The Germans have a growing population, much to my surprise, and they also have one of the safest positions in the game, rivalling the Sab'yn when it comes to security. They start off with a full army at their disposal meaning there won't be any holes in their battle line when they start hammering on the door of their rebel neighbours, not content to remain isolated from the world. And there are many such rebels, allowing the Suebi to potentially build not just a kingdom but a small empire just by absorbing other rebel states. As long as they can deal with their financial situation, the Suebi can expand gradually, consolidate their strength, and continue on to glorious victories once the time is right!

Disadvantages

Doesn't change the fact they'll also be going bankrupt in a turn.

Difficulty:

  • Games Verdict: Challenging. Starts off tough, gets easier.
  • GC's Verdict: Fairly Easy. This shouldn't pose a problem once the money situation is dealt with.

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#7: Jul 5th 2010 at 2:40:25 PM

Sauromatae (Sarmatians)

"I was sent by saur-"

"OH GODS, SAURON IS UPON US, RUN!"

"Uh... message from sa-"

"PLEASE SPARE US SARUMAN!"

"Oh for crying out loud, is there anywhere that hasn't read that book?! Just so you know, orcs aren't real, you Roman nerds!"

Location: North of the Black and Caspian seas.

Advantages:

The Sarmatians are in a pretty safe position, like the Suebi being too far north to really be in any danger. They also have a powerful starting army if it can be gathered, and there are lots of easy pickings nearby. Beyond that... its a steppe nation people, you know the drill. Lots of heavy cavalry and mounted archers, though the emphasis is on the heavy cavalry side of things.

Disadvantages.

The Sarmatians are losing money, if not at the appalling rate the other factions are. Dispersed like the Seleucids they will have to gather their forces, though at least they aren't in any immediate danger. This gathering costs time, and every turn more money drains from the treasury. Beyond this, they are unlikely to attain a very high population unless they expand south as soon as possible or enslave a lot of people. Like most steppe nations they have a problem with sieges.

Difficulty

  • Games Verdict: Very Challenging.
  • GC's Verdict: Fairly Easy. Thanks to their safe position, the Sarmatians really only have their wallets to worry about in the early game, and once they have a decent empire in the north, further expansion shouldn't be a problem.

Casse (Southern Britons)

This faction carries GC's stamp of approval! Conquering the British isles should be fun indeed, and I've always wanted to lead a Briton faction to victory!

Location: Southeastern Britain.

"I'm so brave I'm charging naked into battle! Look!"

"In other words you're an Attention Whore too stupid to wear armour. Will you stop reinforcing the stereotype that we're all woad-painted savages? Also, middle of winter."

"...its cold and I'm scared..."

Advantages:

Besides being a city state, which lets me develop my empire with a degree of customisation, the Casse units all have javelins, so they have a serious advantage over other units in defence. Any attackers are going to be met with a wall of pointy death unless they think long and hard about the potential ramifications of their actions. They have a rather formidable roster of troops once the whole of the British isles is subdued. The high king of the Britons will have a wide and bewildering variety of different infantry to choose from. Not all of them clothed... They have a growing population in their capital, and, with the Aedui under severe pressure in Europe, have no threats to their security until later in the game. Protected by the sea, once they've disposed of their rivals on the mainland, the Casse will have plenty of opportunities to lead their fellow Brits into battle with the independent rebels of the mainland, and in doing so, perhaps unite the entirety of the Celtic and Germanic peoples under one banner for the first time in history...

Disadvantages

These rebels, however, are not the humble offerings Vanilla Total War offer factions to fatten them up and give newbies a tutorial into the game. They're tough, independent tribes just like the Casse, and will take determination to take down. The Casse have money problems, though these can be helped by disbanding the navy for the time being. As mentioned, they don't have enough to maintain their current forces. The danger is not immediate but conquests must be made somewhere at some point. While the British have a variety of infantry they are not particularly great infantry, especially on the attack where their javelins may not be so effective, and their cavalry... well, except for chariots the British wholly lack cavalry! Chariots, however, are good at keeping cavalry at bay if they hit first. Once the Casse take their first city, however, they should have no problems turning themselves into a prosperous nation.

Difficulty:

  • Games Verdict: Very Challenging. Starts off difficult, gets easier.
  • GC's Verdict: A moderate challenge. This faction appeals to me, I'd enjoy doing this faction.

Getae (Northern Thracians)

"The Sauraumatae..."

"SAURONS ATTACKING!"

"No, no, Sauron is not attacking, you can sit down. The Sarmat-"

"SARUMANS ATTACKING!"

"Oh for the Gods-"

Location: Northern Thrace, up on the Dacian border.

Advantages:

The Getae have it made militarily. Full army, cheap soldiers, lots of weak rebel provinces and no threats nearby to speak of. Well, there's the Sarmatians and Macedonians, but they're away to the south and the latter are fighting for their lives. The Getae will be able to carve out a small empire for themselves, and don't even need to take on another faction to do so.

Disadvantages:

They are going to go bankrupt by next turn, a familiar lament by this point. They're also not the best soldiers in the world, and at some point, these guys are going to have to take on the heirs of Alexander and then the Romans. Maybe we should head north instead...

Difficulty:

  • Games Verdict: Moderate.
  • GC's Verdict: I agree.

edited 5th Jul '10 2:41:11 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#8: Jul 5th 2010 at 3:18:13 PM

Almost done...

Hellenes (Greeks)

"We are the guardians of democracy and civilisation!"

"We're led by a dictator in Sparta, we use slaves, and only citizens can vote in Athens anyway. Thats not a democracy."

"...We're still the guardians of civilisation!"

"The Romans have reached representation while our bosses still throw babies off of cliffs. Thats not very civilised either."

"...Damn it Sparta, will you get with the times? Baby murdering is not cool!"

"But... but... aww..."

Location: A handful of cities in Southern Greece + Rhodes

Advantages.

The Greeks may only have three cities left but they still have formidable manpower, and are still strong enough to defeat the Macedonians and drive them back into northern Greece where they will hopefully be finished off by Epirus. Being a small faction, I can customise my empire to a degree as it grows, and uniting the Greek armies should be an easy task, as long as Athens can be rescued and then Corinth taken off the Macedonians. This also promises to be rather fun...

Disadvantages.

The Greeks are currently going bankrupt... but that seems to be a given for small factions in this mod. The Macedonians are right outside Athens, which isn't exactly what I call a good situation, and without ships helping them the garrison in Sparta is blocked by a second army to their north from getting to them... and obviously leaving Sparta unguarded isn't optimal either! Rhodes is also rather isolated, meaning a sneaky Ptolemaic or Seleucid army could sneak in and pinch the island. Caution is required.

Difficulty:

  • Games Verdict: Challenging. Starts off challenging but gets better.
  • GC's Verdict: I agree. Should be fun though.

Ptolemaioi (Egyptians)

"Oh Gods, Governor, the nile has flooded our farmlands!"

"Wouldn't worry. Happens every year"

"But, won't we starve?"

"You haven't been in Egypt long, have you mate?"

Location: Egypt, but also Palestine, Southern Asia Minor and Ethiopia.

Advantages

One of the few factions to be both solvent and growing at a reasonable rate, the Egyptians are much stronger locally than the hapless Seleukids, usually having garrisons of four or five where the Seleukids would only have two or three in a town. They're at war with Seleukia, but unless the Seleukids respond immediately and aren't distracted by any of the many factions high in troops and low in money along their border, which isn't very likely, the Egyptians will have little trouble picking their northern opponent off city by city. As if this wasn't enough, there are many rebel provinces available to them in Ethiopia, Cyrenacia and the Arabian peninsula and only the weak Sab'yn to counter them if the Ptolmaics decide to focus their strength in that direction. They have well developed cities and their solvency means they can potentially raise troops quickly when needed. Finally, although they lack a navy, all the groundwork for building one is there, so they need not permanently remain separate from their lands in Asia Minor, which are quite capable of causing mischief in their own right.

Disadvantages

Not many, frankly. I could grumble about being smaller than Seleukia, but really, that would be rather petty after getting everything handed to me on a plate.

Difficulty:

  • Games Verdict: Moderate
  • GC's Verdict: Trivial. Probably the easiest faction to win as on the map.

Arverni (Southern Gauls)

"The whole of Gaul will soon be mine..."

"Chess, chieftain?"

"Er... maybe later. I'm kinda planning world conquest here."

Location: Located in the title.

Advantages

Not many given their in the same mess as the Aedui, but still, at least they're united and have the bigger army, which is always a comfort, and is more than you can say for their northern cousins. As always, barbarian countries have great infantry, and the Arverni also start off with formidable light cavalry with which to further ruin the Aeduis chances of survival, at which point the Romans can mop up. Beyond that, there are lots of rebel provinces around. Looks like another job for mr axe and mrs torch... and how are an axe and torch supposed to fall in love anyway?... unless it was a forced marriage... or a diabolical genetics experiment.

Disadvantages:

Bankrupting, debilitating costs like the Aedui that threaten their survival, but hell, at least the armies are well paid for. Time to go ask the bank for an extension...

Difficulty:

  • Games Verdict: Challenging. Starts off easy, gets tougher.
  • GC's Verdict: Brutal, but an improvement over the Aedui.

edited 5th Jul '10 3:19:39 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#9: Jul 5th 2010 at 3:36:19 PM

Final post, I promise!

Lusotana (Lusitania)

"Chief, the warriors are wondering where their paychecks went this month. Some of them are getting a bit angry."

"They're in the post, I swear!"

Location: Central Portugal.

Advantages:

The boss of the Lusitanians clearly went a bit overboard with the military budget. The Lusitanians are losing money at approximately 7000 mn per turn, but at least they've got a full army of some of the meanest barbarian troops in the game. Won't be paying for them for long though... not much to send them against however, seeing as the closest thing they have to a threat is a Spain full of rebels and a few weakly defended Carthaginian settlements... time to disband a few of these guys I think.

Disadvantages

This is financially unsustainable. Some of these guys have to go.

Difficulty:

Man, you really can be a complete bastard in these games, can't you? I managed to disturb myself there.

Epirus

"We've been from Rome, to Sicily, back to Rome, over to Sparta, back home and now we're in northern Macedonia. Could you possibly make up your mind sir?"

Location: Southern Balkans and Southern Italy.

Advantages:

Pyrrhus is in position to crush the Macedonian capital and possibly the city just south of it as well with a very scary army, and the Macedonian army will be rendered helpless by it. Taking the Greek peninsula should bring wealth enough but Pyrrhus could also take down the Romans as well with his vast army. The destruction of both major powers should leave Pyrrhus in total control of the centre of the map, and suddenly make the Egyptians and Carthaginians not looking quite so tough after all... and Pyrrhus' nation has a powerful army to accomplish this with...

Disadvantages.

Of course, the southern Italian lands happen to be cut off completely from help, recruited locally or brought in from abroad... and the Romans are just about to take that last city off them. But this isn't even the worst problem.

Like the Lusotana, the Epirote financial situation is untenable, and unless pyrrus is willing to slaughter his way across Greece and Italy, it will leave him bankrupt. This means that the army will essentially be acting as a horde army until this vast financial gap can be closed up as threats are eliminated or resolved through defeat on that front and the army shrunk down to a sustainable size. The war on two fronts means that unless diplomacy is deployed the Romans and Macedonians are in a serious position for crushing Epirus between them if Pyrrhus doesn't move quickly and deal with at least one threat, even if he can't stop the other. Epirus has a weak navy, so it may prove difficult to stop the Romans if they develop theirs before the financial crisis is dealt with.

Difficulty:

  • Games Verdict: Challenging
  • GC's Verdict: Brutal. This won't be easy by anyone definition.

Thats it! Now we go to a vote.

edited 5th Jul '10 5:13:22 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
DrRockopolis Rock On from Barsoom Since: Sep, 2009
Rock On
#10: Jul 5th 2010 at 3:43:44 PM

Well, as much as I like Rome, they already won. Time to give Carthage their time in the sun, or maybe the Cassae; I tried playing as the Pictii in ParadoxInteractive's Rome, but I never got anywhere in that game.

[[tvtropes.org/pmwiki/lb_i.php?lb_id=12919183980B30760200 Liveblog of]] John Carter Of Mars
KillerRabbit Just wondering from In the Ning Nang Nong Since: Jan, 2001
Just wondering
#11: Jul 5th 2010 at 3:50:00 PM

Ahhh, EB, I have some fond memories of this one. A suggestion: as a result of the home/auxiliary recruitment division and the AI having money pumped into its coffers, the game can turn into a grind after a certain size, articuarly if you play out the more tactically rigorous but slower battles. This is always a problem with TW, but its far worse with otherwise excellent EB. Unless the game has been radically revised since I played it, I'd advise setting yourself a modest and achievable goal if you want to get this sucker finished in your lifetime.

I'm voting for either the Casae/British or the Lusotans/Iberians.

They give birth astride of a grave, the light gleams for an instant, then it's night once more
C-Person Since: Mar, 2010
#12: Jul 5th 2010 at 3:56:42 PM

At first I was thinking Carthage, but now I'm not so sure. Personally I prefer more civilized factions and their rosters, but what I like to play and what I'd like to see you play are obviously not the same thing.

I suppose... You could take Macedon, unite Greece and then reconquer what Alexander the Macedonian already conquered.

Eh, Avernii or Macedonians I say.

"I forgot to recreate the glasses" ... And the fandom wept
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#13: Jul 5th 2010 at 4:02:08 PM

Hmm, so thats 2 votes for the Casse, a vote for Carthage, a vote for the Iberians, a vote for Macedon and a vote for the Arverni (thank you for not voting Aedui, thats the one nation I don't have a hope of winning I think!)

The AI gets money pumped into it? Oh Gods... as if this wasn't hard enough already!

EDIT: I'll leave the voting open for at least a day.

edited 5th Jul '10 4:02:49 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
Kinkajou I'm Only Sleeping Since: Jul, 2009 Relationship Status: Hiding
I'm Only Sleeping
#15: Jul 6th 2010 at 3:29:08 AM

Carthage - reverse history, I say.

INT is knowing a tomato is a fruit. WIS is knowing it doesn't belong in a fruit salad. CHA is convincing people that it does.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#16: Jul 6th 2010 at 5:26:39 AM

The Carthaginians carry the day 3-2!

Which means the Casse still did better than the English at the world cup.

edited 6th Jul '10 5:31:48 AM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
KillerRabbit Just wondering from In the Ning Nang Nong Since: Jan, 2001
Just wondering
#17: Jul 6th 2010 at 5:35:50 AM

And EB's Gauls are a divided mess set up for a humiliating, crushing annihilation. The more things change...

They give birth astride of a grave, the light gleams for an instant, then it's night once more
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#18: Jul 6th 2010 at 6:10:48 AM

One last thing to settle before we start: the difficulty level.

Now the difficulty levels have changed since Medieval I, just in case any audience members who haven't played the later games are present. There may also be details here that surprise more experienced players.

First of all, the basics. You get two different difficulty settings, one for the campaign map, and one for the battles. The campaign difficulty affects the quality of the AI. The battle difficulty... doesn't. What it does affect is the actual stats of the opposing units. On Easy, I get a bonus to my units morale. On Normal, no differences from normal, what you see on the unit cards is what you get. On Hard, the AI gets a morale bonus of 4, and that goes up to 7 on Very Hard. This is how you get cavalry riding over phalanxes on the hardest difficulties.

For the strategic map things get more complicated. The AI on Medium is fairly laid back, which is good for players who just want to relax and have the occasional peace time. It might leave experienced players like me feeling a bit unchallenged though, but even a medium AI can suprise in my experience. Hard mode makes the AI genuinely agressive; everyone will be out for your blood but don't expect unreasonable levels of it. On very hard... Kamikaze AI. They don't just want to beat you, but they want to beat you specifically, and they'll start to go out of their way to do it. Of course, the cunning player can play this to his advantage. Further more, on Hard mode the AI starts with 4000 more Mnai and rebels can besiege your cities (not unreasonable.) On Very Hard the AI gets 10,000 Mnai and, to make matters worse, you can't make trade agreements easily. So, to summarise.

Battle:

  • Medium: No difference.
  • Hard: +4 morale.
  • V Hard: +7 morale.

Campaign

  • Medium: Relaxed AI.
  • Hard: Aggressive AI, rebels will attack, AI +4000 mnai.
  • V Hard: Crazy AI, rebels still attack, AI +10,000 mnai, can be difficult getting trade agreements.

Thats it. I'll only be taking a brief vote on this. I'd advise campaign Hard for the most realistic experience and campaign Very Hard if you want to see my strategising stretched a bit. I can't guarantee victory on Very Hard. Equally I'll have to really use my brain in battles on Hard and Very Hard, so expect to either see some Hannibal Barca moments or some real humiliations for your blogger. Up to you guys! For most realism, I'd suggest Campaign Hard and Battle Medium.

EDIT: Ah, apparently the AI in EB gets pumped with all the mnai they need anyway. As Killer Rabbit mentioned earlier. Cheating bastards. So difficulty doesn't really affect the AI's finances. Bastards...

edited 6th Jul '10 6:22:53 AM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
C-Person Since: Mar, 2010
#19: Jul 6th 2010 at 6:26:36 AM

Battle medium and campaign hard. That's the way to go.

"I forgot to recreate the glasses" ... And the fandom wept
Kinkajou I'm Only Sleeping Since: Jul, 2009 Relationship Status: Hiding
I'm Only Sleeping
#20: Jul 6th 2010 at 6:39:15 AM

B-Medium/C-Hard. Battles are more even and the campaign is challenging enough.

INT is knowing a tomato is a fruit. WIS is knowing it doesn't belong in a fruit salad. CHA is convincing people that it does.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#21: Jul 6th 2010 at 7:28:54 AM

I think thats enough to decide.

Alright! Lets play Total War, EB style!

Introduction

Carthage...

Jewel of the western mediterranean, and a bastion of peaceful civilisation in these dark times of battling Greek successor states and endemic tribal warfare.

For centuries now, this empires glorious dominance has gone practically unchallenged. The Numidians have been reduced to a mere vassal. Alexander, the greedy warlord of Macedonia who, not content with what he had already earned, in his God complex had intended to challenge Carthage and subjugate it too. But his own men turned around and stopped him, and in a scene of global carnage left in the wake of the collapse of the Persian empire and the security it provided, Carthage is an island of sanity in a world gone mad. Expanding its settlements slowly, and with the aid of one of the few navies of any significance in this dark world, it has managed to expand out into the Mediterranean, taking the west of Sicily, Corsica and Sardinia, the Balaeric Isles and even setting foot on Iberian soil. Carthage had the wisdom to look outside its own landmass for glory and riches, and it now has plenty of both at its disposal.

But this has left them complacent, and with no real threats to its supremacy for so long, who can blame them? And large empires have always had one major problem, the problem of communicating quickly orders to and from provinces separated by vast seas. It can take up to a year to get a message to the senate if the weather is bad, and such times can be decisive.

It is during a debate in the Senate, that fateful debate on whether or not to send troops to Sicily that would eventually touch off the 1st Punic war and send Carthage spiralling towards defeat, that our tale begins...

And now I need to go load up the game so I know what our faction leader is actually called.

edited 6th Jul '10 7:47:58 AM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
Kinkajou I'm Only Sleeping Since: Jul, 2009 Relationship Status: Hiding
I'm Only Sleeping
#22: Jul 6th 2010 at 8:00:31 AM

And it is up to you to change history as we know it.

INT is knowing a tomato is a fruit. WIS is knowing it doesn't belong in a fruit salad. CHA is convincing people that it does.
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#23: Jul 6th 2010 at 2:07:21 PM

It is 272 BC, eight years to the historical outbreak of the Punic war, and one of the current Shophet, or high judge of Carthage, Mago, is engaged in a fierce debate with his opponent, his fellow Shophet, and the rest of the council. Mago speaks in favour of going to Spain, to relieve pressures on the colonies there. His opponents say that they should go to Sicily and gain glory there, apparently ready to abandon their foothold in Spain that others had fought so hard for.

Mago is a young Shophet, considering the prestigious nature of the post. At the age of 44, he has already climbed to the top of the Carthaginian ladder as a chief judge. But this leaves him less respected by the older men in the senate, and the debate is not going his way.

"So you would just abandon our fellow citizens in Iberia, Kanmi?" Mago

"We shouldn't have gone there in the first place, Mago. Those are savage lands filled with angry barbarians, and besides, we don't even know how great the danger to the colonies is. The scout reports tell us little other than that there is a threat there." Kanmi, 2nd Shophet of Carthage.

I couldn't find any details of who the second Shophet of the time was called, so I'm afraid Kanmi is a made up character. If history hasn't recorded him who is to say he didn't exist?

"There are 3000 people in the town of Gader, where the Turdetani are supposedly marching. 3000 of OUR citizens. If we do nothing, and instead go off taking lands we have NO claim to while our own citizens are killed and enslaved, then what signal does that send to the Romans on the worth of Carthages word!" Mago

"And if we don't go to Sicily, the Romans will just snap it up like they do everything else. Talking of honour as if those barbarians have any... seriously Mago, for someone who has climbed to the lofty perch of Shophet... you're a little naive." Kanmi

(Laughs from the council. A few derisional sneers.)

"To Sicily!"

"Down with the foolish Barca clans pet project!"

"Whats wrong Mago? Afraid your incompetent brother will let us down?"

"Do not talk about Hasdrubal like that! He left for Spain under the promise of support! Support from this council!" Mago

"But he won't get any, Mago, not while I'm here..." (To council) "this meeting is dismissed. The army will leave fo-" Kanmi

(A deafening crash stuns the entire senate as something heavy enough to shake the whole building comes down and lands smack in the middle of the clear area of the Senate around which the senators are seated. Senators dive for cover, a few completely losing their dignity by screaming hysterically that the sky is falling. The dust settles)

"Is it over?" Elderly Senator

"What in Baals name?" Mago

"Its... uh..." Kanmi

(The two Shophets head over to the peculiar item which has appeared in their midst.)

"It appears to be a square metal bo-" Kanmi

(The senators suddenly jump back from the box as it begins to unfold quite violently, splitting open to reveal that it is actually a folded up contraption of some kind. It opens again and again, sending unwary senators fleeing for their lives, expanding rapidly, for about 16 folds, before, upon the last unfolding revealing a flat metal surface, hidden contracted metal legs extend up, leaving a table roughly the size of the space between the senators seats, more or less filling the floor.)

"A gift from the Gods?" Kanmi

(Blankly) "A table. The Gods have sent us a collapsible table. A one of a kind table certainly, but unless it has some magi-" Mago

(Before the judge has finished speaking, the table surface begins to glimmer, before flashing white with light.)

"WHAAAAHH!!" Mago

"Greetings, judges and senators of Carthage. I am Hannibal." Voice

(Just imagine him talking with Marcus' voice from Total War Vanilla.)

"Funny, my son was going to name his firstborn Hanniba-AAHH!!." Mago

(A translucent figure in full lamellae armour appears on the edge of the table. It is apparently the source of the voice.)

"AA Ahh... uh... nice to meet you Hannibal... please don't eat our souls!" Kanmi

(in shock) "The tables still glowing..." Mago

(Matter-of-factly) "Ah, yes. The map is loading up. Must still be getting our master observational device up and running." Hannibal

(What, you think the Carthaginians had a word for Camera?)

(faintly) "Observational device?" Kanmi

"The master observational device is our means of observing events on large portions of a planet at a time. If you look... now, you will see what I mean." Hannibal

(The white light clears to reveal a top-down view of the known world, stretching from the atlantic ocean to the beginning of Siberia and the Indian subcontinent from west to east, and from the halfway point of Norway down to well into North Africa, almost encompassing the entire Sahara)

"Ok... I'm... gonna go lie down for a while." Kanmi

(Kanmi faints, along with a few other senators.)

(Taking this in stride somehow) "Er... its a very pretty map! But... what exactly does it do? Beyond being handy for geography lessons!" Mago

"Look, there are cities marked on it!" Senator

"Well observed. Hardwired into this device is the collected geographic and political information of your nations people. Or rather, what we have deduced is the extent of your total knowledge. Of course, its just a static image at the momen..." Hannibal

"Stop right there. What do you mean 'what we DEDUCED is your total knowledge?'" Mago

(smiling) "That would be telling, Shophet. Look in the box, at end of the table" Hannibal

(Opening it) "Some kind of metal device? Looks a flat panel... and some wierd insect shaped thing with wings... but only one eye. There's about... I don't know. How deep does this box go?" Mago

"There are approximately 80 secondary observational devices within that box. Each is comprised of a monitor, which is the flat device with the glass screen... not glass in your sense mind you, but its a bit beyond your understanding what exactly the screen is made of and especially what makes it work... and the recording device itself, that "insect shaped thing" as you call it." Hannibal

"And what does all that mean Hannibal?" Mago

"Its a voice operated, mobile, recording and observational device. If you tell it to fly off somewhere on the map, telling it the coordinates or speaking the name of a location, it will do so. However, naturally you need someone to operate it. Once its reached the individual... well. Talk into the monitor and tell it to "Activate Local Recording."" Hannibal

(Feeling silly) "er... Activate... Local Recording?" Mago

(The monitor flashes to life with the flyers point of view. Which unfortunately at the moment is a rather elderly senators groin, in mid-scratch.)

"Whoa... ewww..." Mago

"Can we tell it to watch something else?" Senator

"Of course. Tell it to elevate twenty feet off the ground." Hannibal

(As Mago does so, he jumps back in shock as the device jumps off the ground and flies twenty feet up as indicated, angling down to observe the senate house. A few more senators faint. The monitor now indicates a fairly good view of the entire Senate.)

(entranced) "What kind of sorcery..." Senator

"Hmm... Hannibal, would there be a way of getting one of these devices to my brother Hasdrubal within the day?" Mago

"They can't move that quickly, and besides, require stored energy from the sun to operate at night. Best bring the flyer down before it runs out. However, we had the hindsight to send devices to several figures in critical positions with advice on how to use them. If I do not doubt my hypothesis..." Hannibal

(Areas of the map in Spain, Sicily, North Africa and the Western Mediterranean Isles light up, showing areas of the map observed by several secondary devices that have gone to observe several towns, as well as to various agents and army leaders on the map. But one area grabs Magos interest.)

"Gods, look! Is that a Turdetani army just outside the walls of Gaders?" Mago

"There's a name underneath the figure... Eskutino... who is that?" Senator

"Eskutino. Leader of the Turdetani tribe. Hypothesis, currently marching south with about half an armies worth of soldiers, that is, approximately 500 men. Destination estimate: Gader. Will be there before the turn of the next season." Hannibal

"Gaders only protected by around a hundred men, and is our only source of recruitment in Spain! If it falls Mastia is helpless!" Mago

(Silence)

(grimly) "Well, looks like the threat was real after all, wasn't it? Spain is about to fall, and you "great men of Carthage" were going to send our sons off to fight in yet another theater, when we were facing certain defeat in our current one! Now, you see the consequences right in front of you. So, as the only Shophet still standing, with this new information, I once again propose that we go West to Spain and save our people before it is too late! And I, Mago, Shophet of Carthage, will lead this myself if necessary!" Mago

(Gasps from the council at the idea of a Shophet, who was normally kept at home, going out to deal with a threat personally. But then steady nods come as the gravity of the situation sinks in.)

"That will not be necessary, Shophet Mago. I have already picked out several men of merit in the area. Perhaps the most capable of these is Hanno, who is currently in Sicily. I suggest you send him instead." Hannibal

(As cries of "Save Gaders!" and "Beat back the barbarian menace!" ring out across the senate floor, Mago, smiling slightly, calls the senators to a new meeting, not to discuss the ifs, but the whens, of an expedition to Spain. And Hanno, who would have originally become the tragic hero of the 1st Punic War, will be at the head of it.)

"Is it possible to communicate with other device users through the overall map?" Mago'

(Yes, I needed a way of explaining how the senate would have known about a barbarian menace coming seemingly out of nowhere, and also how they would know about the status of cities halfway across the known world.)

(If I'm at risk of Jumping the Shark by adding this in please tell me. Its one Retcon away from being fixed. I thought Giving Radio to the Romans was a good opportunity for comedy.)

(And yes, the tribe really is called Turdetania. I don't think that will stop them from kicking my ass.)

Now, its time for the audiences turn...

Senate meeting 272BC

(Sorry, couldn't find the music for Carthaginian factions, so it'll have to be the Roman theme for the campaign map.)

Every few turns or so I'll call a senate meeting where I'll put a few proposals to the audience so they can act as senators, and propose a few pressing issues. These come under military issues, which are to do with threatened areas and opportunities for conquest as well as requests from generals for recruitment, economic issues, which are to do with money and investment, and social issues, which are to do with growth and the well-being of the people in Carthage and its provinces. For the moment, there's not a whole lot on the military side, as we're currently going to war in Spain. That said there is the opportunity to start preparing for a war in Sicily, if you so choose. Libyan spearmen are certainly formidable, and while getting reinforcements to Spain is too tricky to do for only a handful of units, Sicily is just a ferry away, which means for a bit of investment, the Carthaginians may well see returns on two fronts.

List of issues for Senators to consider this turn.

  • Camera (already resolved)
  • War in Spain (already resolved)

Threats.

  • Roman Threat to Sardinia.

The Romans have a bireme positioned in port at Arretium and a major army there. Unless the garrison is relieved or an army made to attack the Romans to the north first we are liable to lose this province. The options are as follows.

  • 1) Reinforce the island with a few bands of cheap Poeni citizen militia, making it expensive to take.
  • 2) Prepare for launching an attack on Romes northern provinces to secure our interests there once and for all.
  • 3) Keep a ship nearby so we can evacuate our soldiers in short order.
  • 4) Other suggestions.

Opportunities.

Expansion into Sicily

The peoples of Syracuse and Messana are not particularly strong militarily, and a determined siege of the two cities could probably yield two new provinces in around two years once the men were raised. As Sicily already has a sizeable military there, the troops could be raised naturally for this endevour in around a year for Messana and a year and a half for Syracuse, or perhaps even sooner if Carthage also dispatches recruits.

  • 1) Raise an army to attack Messana. (8 units)
  • 2) Raise an army to attack Syracuse. (10 units)
  • 3) Mobilise whatever reserves are left over to help attack Messana.
  • 4) Mobilise whatever reserves are left over to help attack Syracuse.

Expansion into Numidia

There are numerous dangerous Numidian towns in the area. With the army moving away to Spain, dealing with these threats will prove difficult, but there are a few options available and the chance to train units in Africa at two per turn to besiege the threatening rebel cities.

The cities of pressing interest are:

  • Garama: A fair distance south of Carthage and a threat to lands in Southern Tunisia. Only a lightly defended town with 7 units. Preparation will likely take three seasons.
  • Kyrene: Tip of Cyrenacia. Could send an army west to threaten the same lands Garama is threatening. Possesses 10 units. Preparation could take as long as a year.
  • Kirtan: Immediately south of the town of Ippone. (I think, can't read my own handwriting.) Major threat with 13 units, but will also be hard to take. Will take a year and a half to prepare for.
  • Siga: Large town well west of our African lands. With 11 units, it will take around a year to prepare for but much longer to reach. Not an immediate threat.

  • 1) Prepare to attack Garama.
  • 2) Prepare to attack Kyrene.
  • 3) Prepare to attack Kirtan.
  • 4) Prepare to attack Siga.
  • 5) Leave them be for now.

(Note that exploiting both opportunities may prove extremely expensive, but the payouts will likely be great if they can be afforded.)

Colonies in Southern Gaul.

The city of Massilia, an old Greek colony, is a ripe target for invasion, and it would be a shame to let the savage Arverni get it first, wouldn't it?... guarded as it is, it will take three seasons preparation or the help of the Sicilian garrison (delaying the Sicilian operation) and a seasons preparation to launch an invasion.

  • 1)Attack without Sicilians support.
  • 2)Attack with Sicilian support.
  • 3)Leave them be.

Surprising the Romans.

An attack on Rome now would certainly be unexpected, and the simple fact of the matter is... these people are our only major rivals now. The Greeks and Epirotes are gone from Sicily now, leaving only one enemy to challenge for supremacy. War with the Romans now may catch them offguard as they struggle with the Epirote remnants in their south, and if the Romans are also wary of the Aedui to the north, it may be possible to damage or even seize Rome itself while the Romans eyes are elsewhere...

Attacking another faction is a major endevour, and all other issues with the exception of the Spanish expedition would have to be cancelled. That said, it would probably prove decisive if Rome, Carthages major rivals, could be overcome so quickly.

It would also be expensive. Besides the six units on Sicily, a minimum of nine units would have to be raised, and this would be small force to send. However, an army of Libyan spearmen and elite Cartheginian heavy cavalry to support them could be prepared in just three seasons, but all other operations would have to cease.

  • 1) Attack Rome itself and try to take out their principle production centre.
  • 2) Home in on Capua and the shipyards before moving on to wipe out the southern army fighting the Epirotes.
  • 3) Head north and relieve the pressure on Corsica by striking down the army at Arretium before either securing Ariminum or going straight for Rome itself.
  • 4) Have you gone crazy, Mago? We don't have the resources to take on Rome! Not yet anyway...
  • 5) Have you gone crazy, Mago? We still have an alliance signed with the Romans! At least cancel that first!

End of military proposals.

Economic proposals.

(We currently have a treasury of 10,000 mnai.)

Concerns.

Deficit.

We currently have a deficit of 2368 mnai per season. This will leave us bankrupt in four turns. We can alleviate this by taxing our empire punitively, but it will stall or even reverse growth in our colonies. Some flexibility may be possible for the smaller provinces whose growth is still uncertain. Alternatively we can disband some garrison, but this will not be enough by itself as most of our soldiers are needed for war in Iberia.

  • 1) Raise taxes to Very High across the board. Will result in small surplus but will halt or reverse colony growth.
  • 2) Raise taxes to Very High in major cities but spare smaller colonies. Will stabalise finances.
  • 3) Try to disband as many units as possible to minimise tax increases. Will stall military operations outside Spain.
  • 4) Run a deficit for a while, alleviating it a bit with moderate tax increases. May make raising an army difficult.

Opportunities

Low-Level Economic Development.

Not much for the moment, but the council will be notified on opportunities. For now, the town of Lepki in South-Eastern Tunisia could do with coastal clearing for the construction of a port. Any major upgrades are too expensive, but for a small investment we could probably do some work out in the provinces. This may, again, interfere with military recruitment.

  • 1) Build the coastal clearing.
  • 2) Build the coastal clearing and try to look for opportunities for low-level investment.
  • 3) We don't have the money right now.

Social Issues.

We are currently growing well in our cities... however, the colonies require attention. Growth is possibly excessive in Carthage, and requires attention, but recruiting soldiers there will help.

Colony stagnation.

Our colonies are growing too slowly. The towns in Southern Tunisia, along with our colonies on Corsica, Sardinia, and the Balaeres, along with the town of Lilibeo on Sicily, are stagnating. The ways to deal with this vary. The easiest is cutting taxes, but our finances are in a parlous state. The major cities can easily make up most of the deficit, but slashing taxes across the board will be expensive. We can also invest in hygiene, building basic drainage and the like in the colonies.

  • 1) Grant immunity from excessive taxes (high and very high). Drop taxes for areas where growth is under 1%. Will likely end in a stable treasury, but no extra money for new investment.
  • 2) Slash taxes and promote growth. Will likely end in a small deficit.
  • 3) Slash taxes and invest in hygiene. Will end in a small deficit and cost mnai, but will speed up colony growth.

The floor is open to the Senate to vote!

(I'll go into the individual characters and cities tomorrow. Thats it for today. Thoughts and advice are very welcome.)

edited 6th Jul '10 2:11:51 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.
C-Person Since: Mar, 2010
#24: Jul 6th 2010 at 3:02:30 PM

/Senator hat on

Roman threat to Sardinia:

I feel that Sardinia is of little importance. Ignore for the first 2-4 turns, then send a few poeni citizen militias to deter Roman aggression. Alternatively just ignore it: it is an undeveloped small province (ie. small income), you would lose very little in the event of Roman aggression, and you could retake it at a later date.

Expansion into Sicily:

I strongly urge that we move to Sicily. Train or gather from existing forces: 10 Libyan spearmen and two or more Poeni citizens to take over Sicily. First siege first province (I don't care which one), capture it. Place Poenis as garrisons, retrain Libyans, then proceed to capture the other province.

Expansion into Numidia:

I am against expansion into Numidia at this time. The provinces are comparatively heavily defended when considering the potential gains (no ports, no mines, diminished income opportunities in comparison to coastal provinces in the Eastern Mediterranean or mineral rich Iberia).

Expansion into Southern Gaul:

I am against expansion into Southern Gaul at this time. While the province(s) would be rich compared to Numidia, we would be exposed to more fronts than we can feasibly support at this time. First capturing it we would have to divert forces there, and after capturing it we would need to keep a considerable garrison to ward off any barbarian attacks. More trouble than it's worth, says I.

Surprise attack on the Romans:

I am against this proposal. I say we first consolidate our positions in Sicily, coastal spain and on the African coast. Improve our economy, military facilities and our armies before going willfully in the way of the Romans. If military actions against Rome are to be taken, at least attack through land, conquering Sicily and Southern Italy along the way.

Battling budget deficit:

I propose we disband our Elephants and fleet (aside from one ship to ferry troops between Africa and Sicily or Spain). Other forces should be gathered to conquer Sicily asap.

On taxation: I say we put taxes as high as we can while still keeping population happy and population growth at 0,5% minimum (this is why I encourage health/popboost improving construction projects).

For construction projects, I recommend building trading and public health improving buildings (cheapest ones first). Farms are optional.

In short:

Gather a force of 10 Libyan spearmen and proceed to capture Sicily, moving to capture independent South Italian cities after this is optional. Try to concentrate on improving public health (pop boost, more taxpayers, tech advancement) and trade (major income boost, gives more freedom to do things after you get it up).

/Senator hat off

Now that turned out longer than I anticipated. Keep it up, I'll be watching this.

"I forgot to recreate the glasses" ... And the fandom wept
GameChainsaw The Shadows Devour You. from sunshine and rainbows! Since: Oct, 2010
The Shadows Devour You.
#25: Jul 7th 2010 at 12:36:07 PM

Er, I got the name wrong. Its Hasdrubal not Hanno, who will be leading the Spanish operation.

Well, here we go again. But first of all, while the senate is making up its mind, there are a few things you should know about Carthage in 272BC...

Carthage has the 2nd largest army in the world at the moment along with the largest navy. It also has a rather... eclectic, group of leaders with which to lead it to glory. But first of all, lets take a look at the actual ground.

Cities of Carthage.

Africa.

Its our sacred homeland, the location of our most beloved holy sites, and where we've had the most success granted to us by the Gods... and we can't leave it fast enough.

Kart-Hadast (Carthage)

Carthage will rule the world... if we can ever decide which part of the world to rule first. And assuming the Libyans don't decide they want to rule it instead...

  • Size: Large city.
  • (Capital!)
  • Province: Zeugitana (Homeland)

Located on the northern tip of Africa, just south of the colony at Atiqa, Carthage is the glistening jewel of the Western Mediterranean. Fighting for the claim of being the largest city in the known world with the Egyptian cities to the far East, Carthage is possibly the most advanced city in the world, being about the equivalent of Americas New York in modern terms of global importance. Not only does it provide access to almost the top-tier of ancient soldiers and ships within a single city, Carthage is also a cultural and economic powerhouse, boasting a vast port, with exports and imports flowing to and from everywhere in the western mediterranean, and also a great temple to Baal. Even if it is not the largest city in the known world, Carthage can easily boast to be the greatest.

The Senate is here, and it is here that Mago can make decisions affecting the policy of the entire empire with the aid of his fellow senators. The Liby-Phoenician infantry, an example of where the normally socially distinct Poeni and Libyan populations have mixed, are formidable elite troops easily the match for all but Romes infamous Triarii, but by far the most devastating troops are the expensive and utterly lethal Liby-Phoenician cavalry. Do not underestimate the Carthaginian military, they are far from wholly dependent on mercenaries.

Carthages military is made up primarily of the native Libyans, who live harder lives and are recruited as heavy spearmen. The Carthaginian citizens themselves are not nearly as formidable, but can bring themselves to fight, and fight bravely, if their lands and colonies are threatened. There is a remarkable sense of nationhood in Carthages population, a national spirit only surpassed overseas in Rome.

That said, there is a dark side to Carthage. The Libyans and others are essentially second class citizens, and even those who are half Carthaginian, the Liby-Phoenicians, are seen as inferior. That said the natives do make up the majority of the army, so Carthage had better not treat them too badly! The two ethnic groups generally keep separate from each other, though the presence of the Liby-Phoenician elite military units indicates that considerable numbers of citizens on both sides are becoming a bit more enlightened on the issue... this is still the bad old days however, and any move to raise the Libyans up to the status of social equals is blocked by fear from the Carthaginians, as well as your typical vested interests.

Atiqa

Its like Carthage, only smaller and less useful. Oh, and the blasted senators send all their rich kids up here for the holidays on the family boats. Obnoxious brats, the lot of them.

  • Size: Large Town (Homeland)
  • Province: Atiqa

Located just to the north of Carthage, just a few weeks march away, Atiqa lacks the shipyards of Carthage but is an important trading post and can train the same elites Carthage can. All types of soldiery available to Carthage, including the lethal Liby-Phoenicians, can be trained here, allowing Carthage to draw their best native soldiery from no less than two settlements.

Adrumeta

If you're a Liby-Phoenecian in this city you travel in large groups, if you know whats good for you. You could cut the tension with a knife walking through the wrong neighbourhood...

  • Size: Large Town
  • Province: Byzacina (Homeland)

A Poeni settlement where Libyans and Carthaginians live well apart. There is a good deal of social tension here. Libyan spearmen and Poeni militia can be trained here but the citizens live well apart from each other and Liby-Phoenician mixes are rare.

Ippone

Whose idea was it to take responsibility for a town just a months march from the Numidian capital?!

  • Size: Large Town (Alliance)
  • Province: Mashiliem

Located to the far west of Carthage, dangerously deep into Numidian lands, the town is rather underdeveloped and is unable to raise its own defenders. It may prove a bit of a liability but may also provide an opportunity for further conquest if it can be defended...

Lepki

Nothing ever happens here...

You just had to say it, didn't you?!

  • Size: Town (Expansion)
  • Region: Syrthini

Located in Southern Tunisia, on the border with Cyrenacia. Slightly safer than Ippone as at least there isn't the presence of large numbers of Numidians right outside the doorstep. Nonetheless, the garrison is small, troops cannot be recruited yet and the population is stagnating. Effort will have to be made to develop this town.

Sicily.

Three corners of a small island, all waiting for one to make a wrong move so they can divide it between them. Add the Romans into the equation and you've got a diplomatic disaster waiting to happen.

Lilibeo (Lilybaem)

We're hoping this one doesn't turn out like we did for the Phoenicians.

  • Size: Large town
  • Region: Elimiya, or West Sicily. (Homeland)

Located on the west coast of Sicily, Lilibeo is the pride and joy of Carthage, being its largest colony outside of Africa. Rich in trade itself, and capable of training infantry of its own to defend itself, the town is a power in its own right, and as long as Carthage looks after it, it will look after business for Carthage. Assuming those pesky Romans don't get too interested... it may still need Carthage to supply cavalry to beat the Roman heavy infantry.

Corsica and Sardinia, and the Balaeric Isles.

Doing what nations do best, fighting major conflicts where civilisations are thrown down, navies scattered and armies of thousands annihlated for... a couple of windswept rocks?

The ones off Spains coast are awesome though.

Karali

Will you colonists hurry up and make babies already?!

  • Size: Town (Expansion)
  • Region: Sardinia

Carthages less-than-prosperous colony on Sardinia.

Alalia

There's only 600 people here, the Romans are a seasons sailing away, and... what exactly does this island produce for the empire?

Well, we're supposed to trade...

Trade?! The garrison and navy protecting it cost more money per season than this place will ever make in a year!

Weathers nice though...

  • Size: Town
  • Region: Corsica (Outlying Region)

Carthages second project on the islands to their north. They may be beginning to regret that now...

Bocchoris

For a small lump of windswept rocks in the middle of rough seas they sure are important.

  • Size: Town
  • Region: Balaeres (Expansion)

The Carthaginian settlement on Balaeres, and possibly the best move they've ever made since Sicily. Aside from being surprisingly prosperous and a way away from the nearest organised threat that isn't currently beating someone elses brains out presently, it also functions as a reserve for Carthaginian possessions in Spain. Troops can be ferried out as appropriate, or evacuated to the island if things go south.

Spain

Whose idea was it to come over and fight hordes of screaming natives perched on the edge of the world again?

Yours sir.

Yep, yours

Definitely yours, Hasdrubal

... dammit!

Mastia

We tell everyone we're setting up a trading post. Really we're just making sure we have a quick getaway available when the inevitable happens and the tribes notice there's someone here waving a different flag to them... who aren't as well defended as the other tribes waving different flags to them.

  • Size: Town
  • Region: Bastatania (Expansion)

Carthages naval base in Spain, and about as well guarded as the rest of it. That is, not very.

Gaders

Well, we made it to an arbitrary population level classing us as a large town before we got slaughtered... we had a good run.

  • Size: Large Town
  • Turdetania (Ever well named.)

Carthages main colony in Spain. Possibly an act of genius. Possibly an act of sheer stupidity. Maybe a bit of both. But its not in a good position now... Can at least train basic infantry, which is something at least.

Next up, the men who run this wonderful empire... or try to keep this divided, overextended mess going with some degree of safety, depending on your interpretation...

edited 7th Jul '10 12:42:12 PM by GameChainsaw

The term "Great Man" is disturbingly interchangeable with "mass murderer" in history books.

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