This is a classic, indeed. Enormous kudos to Pinktilapia and others who have contributed. I played it when it first came out, and now finally got to the new version, which is a substantial improvement over the original. Id like to share my experience and also hopefully add some strategies and tactics that would be useful to those who are still experimenting with the mod (highlighted bold). I thought best to walk through the game I played and add comments as I go along, although many hints will be applicable throughout the game. My apologies in advance for the length of the post I am new to the forum (my first post), and I am not aware of a possible etiquette to stay brief. I used easy at consul, and it proved to be so. I did hard in the original with a similar result.
At the start it is obviously paramount to wipe out Pyrrhus ASAP
in order to eliminate war weariness. Also sign up ROP and military alliances to get money as soon as available. Prepare for a two-front war, North and Sicilia (a two-front war will be the case most of the game, so always balance your armies for the task at hand). I start with Civil Engineering research, although others recommend First Punic War to get Mare Nostrum. IMHO, getting balistas and aquaeductus outweighs this. Absolutely micromanage workers, as pointed out before at the forum. This cannot be overemphasized. By the end of the game, ALL of my land was fully upgraded (except overused portion of the West). Also position/use workers strategically to replenish city pop (especially important later with building legio mercennaria and at the outset of a civil war).
275 Pyrrhyss army in the filed annihilated
274 Tarentum falls
273 Croton falls
I decided to take the Western Greeks early. I am not sure whether this is right, but it did not damage my reputation with other Greeks much, which I feared. The North army guards against Western Greeks from Massilia). Make sure that you have consular armies and enough velites to subdue Bovianum.
268-264 Bovianum and Syracusae fall
First Punic War
Soften up defenses with velites. This is a general strategy always use concentrated bombardment, whether to take cities, or to defend. Mostly build balistas and improvements (not to loose pop), or some velites when a city is ready to gain one pop (no support). Guard Sicilian cities carefully (amphibious attacks). Military alliances with the Greeks and Egypt, if possible, are a must to counter the naval supremacy of the Carthage. Some alliances might cost you money, but some might yield it. Moving both consular armies to Sicilia is a must. Keep a force in the North (build roads and forts and rebuff any Carthaginians that might show up).
262-251 Agrigentum, Panormus, Lilybaeum, Carales fall
Start the second front with Galia Cisalpina and keep engaging Carthage. The plan is to get Sardinia and Corsica, so that the bulk of the army from Sicilia moves across those islands to join the Northern front. Further degrade Western Greeks. Build roads as you go in the North. Keep defending Sicilia.
248-235 Genua, Olbia, Ravenna, Aleria, Massilia, Narbo, Aquileia
My first mistake I thought that I could get Mediolanum to prevent Hannibal from appearing (in the old version I would rush to Carthago Nova to do that), but was not aware of the 900% defensive bonus. Having to deal with Hannibal adds a nice historical accuracy, anyways. In retrospect, Id just build roads up to Mediolanum. Peace with Carthago, on to Ilyria. I think that I made the second mistake by signing a military alliance against Ilyria with Macedon. Before I could get there, they took two cities from Ilyria, which made them more powerful later. It was not too bad, because by then I had a formidable army. Im still not sure which is better go alone and struggle, or enlist Macedon and other Greeks. If I had not wasted time with Mediolanum, maybe it would have been better to go alone. Beware of the Ilyrian pirates (amphibious attacks and landings on Italia)
229-225 Salonae and Narona
Second Punic War - Time for Hannibal
Simple tactic: Let him attack and destroy a couple of cheap pieces (velites), then bombard him into smithereens and take him out with the consular army from the rear guard. Same for his brother. A nice touch is to sign a military alliance with Western Greeks in order to bleed Carthago at Saguntum a bit, while you enter Taraco and start breaking down Iberians. Slaves arrive just in time for their improvements. Battle Carthago and Iberians simultaneously (it is important to gain Celtic cities to build Castra Celtica (I decided that after conquering a city, to wait one turn, then rush build it to increase spawning before expiration; same later for castra hoplitarium and castra foederatorum). Iberians are a nuisance, but they dont have mobile pieces yet, which makes them a balista fodder. A note on naval strategy: of course, always keep your ships in port between turns; almost never build units (rely on what Mare Nostrum, and later Imp. Extraord. Pompeianum give you); Try to use corvuses for battle as much as possible to enslave quinqueremae, which will provide the bulk of your navy later on (you will have to disband the supported units at the end of the Egyptian war); use fast units for scouting and remote battle.
215-203 Mediolanum, Taraco, Saguntum, Val.Edetanorum, Carthago Nova, Palma, Malacca, Gades
Second Punic War Africa
I advise against signing a military alliance with Numids. They are too powerful, and will take many cities before you can get there. If you wait until at the gates of Carthago, they will attack and bleed (thats what you want), but they will also pillage improvements and slow you down (thats what you dont want). One future idea is to send a ship early in the game to meet the Numids and sign a military alliance while Carthago is still strong in the I Punic War? Continue with Iberia (bombardment breakdown of valluses and opporbiums is a must; beware of Numantia with both improvements). Make sure that you have enough artillery to bombard Carthago (there are nasty units on HP-steroids garrisoned there, which even army legios alone cannot defeat).
202-185 Cartenna, Numantia, Cirta, Hippo Regius, Utica, Toletum, Carthago, Hadrumetum, Leptis Magna, Asturia Augusta
Numidian War
These guys are a pain, and you have to degrade them while being in the neighborhood (think about the Vandalii invasion later on). I lost and had to reconquer three cities before finally finishing them off. Here is the first classic example where one has to deal with a massive stack force: wait for the attack, bombard and destroy, then counter attack. A nice practice for what is to come. Battle them until they give up one city, which you will abandon. It will help a great deal during the Vandalii invasion. Got more of Iberia, but could not finish it off completely (3 cities left), as more units were needed in Africa. Get some cities from them for the peace deal.
179-172 Scallabis, Lambaesys, Hadrumetum, L. Magna, Thelepta, Siga, Maxys (destroy), Emer. Augusta, Pax Iulia, Hispalis
Macedon and Greek Wars
I am confused because I am researching at 12 and I am on the timeline, but that seems still a bit late on the research scale, as I have already passed Macedonian Wars research (doesnt matter). Move quickly from Africa to Southern Ilyria, attack Macedon, while signing military alliances with as many Greeks as you can (in my case Aetolia and Pergamum). Macedon is strong, but the key to victory is the standard tactic: protect a stack of artillery underneath armies, which are almost never attacked. Their hoplitae melt under bombardment, and most cities you can enter without a fight (i.e. artillery destroys all defenders and you simply walk in). Maybe a purist would see this as cheating, but I dont see why not. Generally, I played by the rules set out by Pinktilapia and the development team. After Macedon, finish off Byzantium and Athens before your military alliance with the Aetolians expires, and then get them, too. Buy Pergamum, Rhodus and Bitynia (go into diplomatic screen and initiate propaganda). Clean up the Mediterranean (up till now you had to hide your ships in ports because of the pirates). In my case Side was gone to the Seleucids early, so no worry there.
163-110 all of Greece, Pergamum and Bitynia, Rhodus, Crete
Pontus and Gallic Wars
While battling in the East, a new army is recruited in the West for the Gaul campaign. The game flow is designed brilliantly here, as it mirrors what really happened with Pompeius and Ceasar. In my case, I wiped out Pontus before it could spawn Exercitus Mitridatis. Again, maybe considered a cheat, but what was I supposed to do sit there and wait? I signed up Armenia and Galatians in a military alliance, which helped a lot. At the end bought the city of Dorylaeum from Galatians, but not the other two, as not to widen the front with Seleucids in a few turns. Get those after you advance on Seleucids far enough. This is a general rule, which comes straight from the real-life military book: try to shorten the front as much as possible. One further tactical note: use funditores (if you have enough) under the army for the first attack, as you will move faster than with balistas. Finished off Iberia, and attacked Gaul. A note on research: I decide to do Education, Drama and Philosophy after Triumvirate in order to get three Ceasars armies. Adjust Dictator Perpetuus to be finished just on time when Dictator is supposed to start. I think this is warranted, but would like to hear opinions. Then, I went for Jul/Claud/Flav Dynasties instead of Commerce to upgrade the massive number of hoplitae to miles auxiliaries, but it seems not a good idea, because castra celtica becomes obsolete
Also prebuild appropriate wonders (I am not sure here, but it seems that some Great Wonders might not be prebuildable, especially in Constantinopolis later? Maybe I sold some improvements and spoiled the cue?).
98-76 Amastris, Sinope, Olispio, Trapezus, Satala, Flaviobriga, Dorylaeum
Seleucid and Egyptian Wars
Same tactic as before: take 1-2 cities in a blitz, wait and wipe out the counter-attack, then proceed to take other cities. Enlisted Armenia as an ally (Edessa actually changed hands a couple of times as a side-show). When you advance to Gaza, buy Jeruslaem and Petra (for some reason, it took two offers to buy Petra). Use transport ships to move troops along the Egyptian coast in order to conquer faster (their stacks pillaged roads a bit). Egypt is a tough nut make sure that you prepare for the naval battle, especially keep some fleet on Crete and even Leptis Magna in the West, just in case they show up with some ships. The bulk of the fleet is in Rhodus. In this game they did not have an all that powerful navy, because they had fought Greeks a lot (and I enlisted them against Carthaginians), but I remember a much bigger fleet in my previous games. After you own the seas, dont forget to use naval bombardment of cities. When Egypt is finished, disband all supported navy (except 2-3 corvuses, which you will use to enslave more quins from pirates, and 2-3 fast moving ships for ship detecting), and send the bulk of the fleet to the Bosphorus. It is very important to keep the Bosphorus in check and not let ANY pirates enter the Mediterranean! Do not keep the ships outside a port, but simply station them in Byzantium and later Tomis, where triremes and liburnas radars will reveal the incoming threat). Keep the remainder of the fleet in the Western Mediterranean until you build the Gibraltar city to let ships pass to Brittania. Buy the rest of Galatia.
Gaul war continues unabated with road building by legios a key tactic. A problem is on the horizon: Germans are descending on the Gauls and taking their cities (Argentoratum, Gesoriacum, Duroctorum
).
74-8 All of Seleucids, Egypt, Galatia and a good portion of Gaul
Dacia, I German/Scyth War and Brittania
The two-front war continues. The Eastern army ships to Ilyria to attack Dacia, and the Western one finishes Gaul and attacks Germania. The reason for attacking Germania is twofold: first, they have taken some Gallic cities, which means less castra celtica, and also creates a German monster later on when nasty units start spawning like crazy in each city; second, Germany must be tackled for most of the remainder of the game, as it needs to be constantly depleted of units and cities. This is a war of attrition, and keep going until one or more things occur: you have conquered all Celtic AND foederati cities; you have to switch to a high war weariness govt note: maybe it is a cheat, but I keep Triumvirate as long as possible, much longer than historically. I just dont see how one can finish all prerequisite wars in Principate; or, finally, Germany is ready to give you a city for peace (in my case Alemmania Inferior). A possibly important strategy: when getting barbarian cities for peace, they are bound to be in inaccessible terrain, which makes them hard to defend. Instead of simply abandoning them (barbarians will rebuild them after 325AD), use a legio to settle nearby where you can connect with the rest of the empire. I did not use this, and I was lucky that Germans avoided attacking Alemmania Inferior in the II German war (I had to rush castra, moenia, and a bunch of cohorts urbanae), but this is not a given, as I have seen attacks in other instances. While battling the Germans, slowly advance on Brittania with one army (after subjugating Londinium, a long battle with incoming units before further expansion to get the Brittish goods and conquer Eboracum in time for Hadrian Wall). When signing peace, get one Picti city and destroy it. With Dacia, beware of the defense of Tibiscum and Sarmizegetusa, which are on hills. It took me quite some bombardment to get them to surrender. At the end of the German campaign (68AD), wiped off Transalpinii. This should/could have been done sooner, because Limes Rhaetiae was delayed.
While battling the Germans, Scyths declared war, of course. However, they were remote, and they showed up with a massive, but weak (low HP) force around Salonae. I was ready, as I had built forts just behind the river on hills, and also I could flexibly use the Dacian force, which was just a few tiles to the East. Do not forget about the Scyths, however, because they will slaughter unsuspected cities very quickly, as they move fast.
4BC-127AD All of Dacia, Transalpinii, Brittania (except Picti, of course), and the Northern border with Germany pushed beyond Franci Rheani and Alemmania Inferior.
Persian War
Timing was important here, to beat the appearance of much stronger Persian units in 175-225AD and to finish the job before required civil wars and the crisis of the III century. In principle, and more historically accurate, a Persian campaign after Egypt and before Dacia would have been in order, but I wanted to get Dacia before too many of their nasty falcatuses showed up (follow what the game rules allow, remember?).
Same as with Galatia and Seleucia, not purchasing Armenian cities, and not signing them up as allies against Persia, serves the purpose of having a short front (Armenian cities in the flatlands would fall quickly). In addition, having peaceful Western borders (especially thanks to the I German war) allows for amassing a huge army against Persians. Again, use funditores under cohortes imperatoriae to attack front cities (which are very poorly defended), and other stacks with catapults to crush the very strong counterattack by Persian cavalry (their stacks are up to 40-50 strong). Terrain helps here only one road to Palmyra, and then in the opening move a huge artillery stack on the hill in front of Dura Europos (at least that was my front, as Persians took Seleucid cities up to there). Just in case (not needed this time, but surely needed in some other games I played), while the army was assembling, a limes was built from Damascus to the hills behind Edessa, and all passes have been plugged with limes forts on hills all the way to the Black Sea. Micromanage limes build-up with munitors, legia, and servuses working in sync not to waste extra turns. The limes was not necessary, because in ONE DAY Palmyra, Dura EU, Babylon, and Seleucia all fell, while at the same time their stacks of cavalry vanished under bombardment and Roman cavalry and infantry mop up.
The tactic has one nuance that will be very important later on with the monster barbarian units. First, judge the size of the stack vs. available artillery and attack units. The primary goal is to eliminate the stack so that they dont come back to fight another day. The secondary goal is to get some fighting time for your units with 1-2HP opponents in order to get promoted and to enslave. Therefore, if you have plenty of artillery (more than 1.5:1 for a 4HP opponent) and enough attack units, then use catapults first, then funditors to reduce to 1HP, but not destroy units, as you would like to combat them for training purposes. In this case, you also want to save bombardment for the second target instead of firing all guns on the first stack. For example, the sequence is: one stack destroyed, then cities occupied, which reveals another accessible stack, move the remaining artillery and attack. If you dont have enough artillery, attack first with strong units (armies and imperial cohorts, and in the case of Persia some strong cavalry) to reduce the stack, then use artillery. Of course, do not use infantry units on >1HP mobile defenders, as they will escape. If you dont have enough units, do the same, but invert catapulta/funditores, because you want to reduce first, and then save catapults for the lethal bombardment.
I moved to the Persian heartland to eliminate them altogether. This is historically not accurate, but it makes the game more fun, and probably easier to win (although I had won with a severely weakened Persia and a good limes in the past). One needs 50-60 artillery pieces to eliminate the huge defenders, but it works in a couple of turns, if necessary. I then purchased remaining Armenian cities.
A Note: Limes Persidis and Via Ad Orientem were built on the small island of the coast of Athens, rather than in Damascus or Petra. The help was that this new city was much less corrupt and therefore the small wonders were built earlier, plus Via has been more productive throughout the game (and arrived as soon as Greece was done and long before Damascus was conquered).
160-223 All of Persia and Armenia
Peace and Crisis of the III Century
Before the empire can resume war, a period of peace is necessary to go through two civil wars (Constitutio Antoniniana and Rennovatio Diocletiani), and the crisis of the III Century. The huge treasury (~60,000 talents) helped a great deal, as the budget was in the red up to 1,200/turn (to correct for all those unhappiness with the luxury slider). Military adjustment and outright downsizing is necessary, too. Upgrade most of the legios to mercennaria (my rule of thumb was to keep the elite ones, but Im not sure whether this is optimal), but keep in mind that after upgrading they cannot found new cities, cut forest, or build limes fort. Failed to mention earlier, replace all ballistas with catapultes at the appropriate moment. Keep enough servuses in the legio mercennaria producing cities (all moderately to high producing ones) to replenish when a legio is produced and at the onset of civil war. You should end up with ~125-150 of these units, including upgrades. Use legio merc. to build roads, and cavalry to fight slave unrest. Pair cavalry with servuses, as often one servus cuts the cleaning by one turn.
Start emphasizing terrain improvement in the East, as Western lands become overused, and the capital will later move to Byzantium, where all of a sudden Asia Minor and Dacia provide the bulk of the money and production. Cut down the forest in front of the limes to prepare for attacking Germans in the open field.
Two critical aspects are worth mentioning. First, make sure that you are planning all wonders and government changes appropriately, so that nothing becomes obsolete before changes are made. At the same time, I use whatever time is available to postpone nasty events (for example, I make Persecutions just in time to finish Constitutio). It might not be historically accurate, but those are the rules. The game can probably be won even with more historical accuracy. Second, micromanage your cities be ready to accept civitas (dont get caught with half-finished units/improvements in cities that need one), and sell obsolete improvements on time (so that you use shields, too). When latifundia becomes obsolete, I look carefully at the cost/benefit analysis, and eliminate all slave-related units in some cities. This will greatly reduce slave unrest, which is a pain later on, and also saves $ on custodia urbis (I am not sure whether custodia should be left alone in order to further reduce slave unrest that happens even without slave bldgs?). Something I have failed to mention earlier: when important improvements are coming, pre-build them in key cities, so that you get the benefit on day one.
A note on Picti: Place 6-8 artillery pieces plus one cohortes imp. (or another 2-3 offensive units) next to Luguvallium, and there is no worry, but if you fail to do so, bye-bye Brittania.
223-311AD rebuilding
To be continued...