RBC12J - Eastern Roman Empire

Wow, quite a pair of turns! I did NOT expect the results in either one (though in hindsight now I'm glad I let Arathorn swap! :lol: )
Having and army, and knowing most Huns were 'first wave' are two big pluses. I'll see what I can do now... (Oddly, I've been in major famine mode, and now that I have a game I have two very full evenings of activity ahead. Fortunately, tomorrow is Saturday :p )

Charis

PS - An aside... check out the RBCiv DIscussion thread to signup/comment on the Middle Ages scenario guys :goodjob:
 
Originally posted by Aggie
RJ: what does Arathorn's son have to do with the events?
What the ???? Uhmm....I didn't refer to his son in any way?
 
DOH! Me bad. My typo originally, and then lack of comprehension. Arathorn's darn avator picture threw me off when you made the joke - I was thinking I mistakingly made some reference to his RL son. :p I should learn my lesson and not complete my writeups at midnight after a long day at work!
 
Solid progress this turn, one nice plus, one setback. :cool:

Now and onwards, we're at war with Sassanids, Vandals, Celts and Anglo-Saxons.
The Vizigoths are our best friends after West Rome, and Frank are two faced allies.
They'll ally vs A-S for about 3gpt. Ostro have lost 3 cities. We're *already* 1/4 of
the way to victory by VP. By our choice alone, we're taking permanent war with Ostros.

We have serious colonies in the SW, and Caesarea is the 'gateway.' We have 21 cities,
5 of which are European. Our Legion army is close to razing Peshawar, and
Singara will follow that. Our Ostro-ward force is no longer there, and war seems
to be progressing vs Sass's alone. Cappadocia is a key Eastern city that bore some
fierce fighting and is closest to Huns, There arre **6** undefended cities behind it,
so if it falls, or they do a gast end-around' we're in the deepest of doo-doo. As our
future is in heavy cav, our horse production is strong. WRome's "reponsibilty" is
A-S and Vandals, and "ours" is Sassanids and Huns.

[0] 384 - Constantinople needs MM for one Legion per four turns. Marketplace in
Nicomedia? With an income of 5? Darn war-weariness. Tough call, but it can be a 10spt
city with the market, so I let it go. If Franks don't make peace, they'll either hurt
or be hurt by WRome, so I take peace now, with no alliance, then ally with them vs A-S
and Vandals for Iron, Silver, Horses, Wines, dyes. (I didn't want peace treaty tied in
with this deal)

[1] 386 - We kill three horses at Caesarea. :p Galley legions arrive at Antioch
with Huns we see on the way. Peshawar, with two spears, is razed. Horse retreats, two
loose Hun raiders killed. IBT - Raider impales itself on a garrison in a fort
(I'm going to try to hold that spot to slow down Hun arrival) - but Singidunum riots
even though I distinctly checked it. Vandals start Scourge of God (ruh roh)

[2] 388 - Legion beats a hun raider, army kills a horse, sees borders to south.
Hmm... there or Singara? To the fog! IBT Horseman moves next to Cappadocia.
Our hurt horse runs to a hill to heal.

[3] 390 - Two Sassy horsemen are in open. One in range of elite horse, and...
woo, Belisarius appears! He'll make an army but it's not to be filled until
we have Heavy Cav for it. It's in Antioch. Second horse cut down by a legion.
Army moves up... next to - Bablyon itself!?! :hammer:

[4] 392 - Two archers on flat ground are smoked by a horse and legion.
IBT - Sassy horse counter kills one horse and promotes a Legion. Archer loses to legion

[5] 394 - Two Legions who I want to stay home work on roads on high ground while they
wait. If you need them badly, wake them up. Two more spears killed at Babylon and...
that's it? It's razed! Army is hurt and will need to rest next turn.
IBT - Elite legion brought to 1hp, but lives. Our eastern horse scout, in mtn, dies 8-\
Vizi and A-S start Scourge.

[6] 396 - Healing, moving.

[7] 398 - We have Monotheism but WRome still lacks Mil Training. (Bah! Should have
self-researched MT.) I start MT, whether it's to lower price when West gets it,
or to get it ourselves if they're that slow. They do have Byz Ingenuity.
They won't sell the latter, and can only afford 8gpt+30 for Mono. We can get
MT in about 14 turns, at just 10% and many scientists. We can't afford a higher rate.
I make even more scientists in our most corrupt towns, now due in 11. Break-even.

[8] 400 - army is better, it moves South, captured workers make a break off the roads
to the west, seeing if they can sneak hom.

[9] 402 - Horse down south near colonies spies a white barb. Army pillages road,
moves onto dyes, pillages, and is next to Spasinu Charax. We take dmg, but promote
a member, killing one spear. Two hun raiders have moved toward Cappadocia, we bombard
then kill 'em. Thank goodness these guys aren't sending Marauders or (yikes) pillagers!
IBT OW! More raiders, enough to kill our elite garrison. Two of them are alive,
and a horse, closing on Cappadocia. We have two horse and a garrison to respond.
It might just be time where we see a new *stream* not just slow trickle, of Hun units?

[10] 404 - Legion hops over from Constantinople to help out at Cappadocia. I think
he went on short goto. Army kills two spears at Spasinu, at least one left (probably
not more than 2?) Careful! He's at 7hp and can probably kill 2 next round, but will
need to rest again, as we do NOT want to lose him.

Note - and it's a real problem - I think we'll have *BOTH* colonies rampaged
by barbarians - the white ones - on the interturn. If so, be prepared for a big
scrolling session to fix them. We're rather dependent on them and this is going
to set us back big time until they're reconnected and protected. I didn't
expect 'those' types of barbs, and even so, felt we needed our troops to guard
Caesarea (as did our last leader).

Sassy's have lost 3 cities, about to be four. If we can get 4 more BEFORE
they get Heavy Cav, we're on track to win, and can shift focus next on Huns.

Justus_II <-- On deck
Arathorn
Rubberjello
Charis
Aggie <-- UP

RBC12B Byzantines 404AD

Good luck Aggie!
Charis
 
IHT: Since we are going to lose two luxuries, I will not do a lot of MM-ing now. I surely will have to do that next turn!

IT: As expected, two colonies are overrun by nameless barbarians from the Sinai. The Sassanids send a spearman, acher and horse to Antioch to be sacrificed I assume.

Turn 1 (406 AD) A LOT of clowns have to be hired and this will lead to starvation. After all the MM-ing we are still number one in every important demographic category :) But Military Training now takes us 16 turns.

A vet legionary kills the Sassanid spear and promotes. A regular horse kills an archer and a 3 hitpoint elite horse kills the horse. I decide to send a slave to the luxuries in the Sinai.
Our Legionary army takes out two spears in a Sassanid town starting with Sparsa... But another one is revealed. Our army barely got a scratch though!

IT: Athenae: horse->horse. Pergamum: garrison->garrison. Anglo Saxons start SoG.

Turn 2 (408 AD) The army kills two spears in Sparsanu Xarax and we raze the city. It had silks within the borders, but our amries should be on the move, not quelling resistors!.

A hun spear is first redlined and then killed by our elite horseman.

IT: Thessalonika: horse->horse. The Huns come with three raiders, but the troops near Cappa have healed :) Anglo Saxons and Visigoths start SoG.

Turn 3 (410 AD) Two catapults have trouble reaching the target, but a vet horse, vet Legionary and elite horse have no difficulties with that:



Our next army is created. Waiting for troops. Since we need another 15 or so turns before we get Heavy Cavalry, it may just as well be filled with legionaries. Note we have two empty armies now!

IT: The Celts declare war on the Franks. A Hun spear nears Antioch.

Turn 4 (412 AD) We have serious cash flow problems. Science has to go to 0% and we have to hire taxmen instead of scientists. Military Training in 59 turns :(

Two Sassanid archers are killed, but for the rest this is a turn to heal our troops.

IT: The Franks start SoG. Two Hun raiders approach Cappa.

Turn 5 (414 AD) The two raiders are killed by a vet Legionary and elite horseman.

IT: 4 Sassanid horsemen try to invade our empire and end next to three horsemen and two legionaries.

Turn 6 (416 AD) Ouch... Two Sassanid horses retreat from the battle vs our legionaries and two of our horses are killed by Sassanid ones. The good news is that we repaired our incense colony. Military Training in 29.

IT: The Sassanids need two horses to kill a legionary and retreat their wounded troops. But refreshments come in the form of archers. We need more troops around Antioch and Caesara! The Huns keep sending raiders to Cappa. Caesara, Gortyn: Garrison->Garrison.

Turn 7 (418 AD) Elite Legionary and Horseman have an easy job killing raiders but don't promote. I forgot to tell that our Legioanry army is close to Susa. Well, it killed the first spear in that city now.

IT: Our horse near Cappa is killed by a Hun horseman. The Sassanid horses don't manage to kill our wounded Legionary near Antioch.
Nicomedia: Legionary->horse. Athenae, Nicaea: horse->horse. The Vandals finish the Scourge of God. They probably will target the Western Romans first. Antioch is hit by the plague :o Alexandria: settler->garrison.

Turn 8 (420 AD) We are losing so much money that all scientists have to be turned into taxmen. Settler goes to Sinai to settle close to the ivory. Our army kills two spear in Susa. There is still one there. Our Sassanid slaves are almost finished with the colony of silks. I remove our empty army out of plagued Antioch. Our army kills two spearman in Susa.

IT: Thessalonika, Constantinople: horse->horse. Salonae: walls->garrison. Syrene and Pergamum riot.

Turn 9 (422 AD) Smyrna founded. Starts with Garrison. We have gems hooked up again, but the silk road goes through enemy territory (Sassanids). Our citizens are the happiest in the world and we have MT in 10.

Army kills two spears in Susa, but still more troops are in that city.

:hmm: I miscounted somewhere and it is 424 AD already :blush:

We have 17960 VP's, Western Rome has 14070. The Sassanids now have lost 4 cities and the 5th should be about to fall.
We have two empty amries. One south of Antioch and another in Cappadocia. Charis's slaves safely crossed the desert are now ready almost in Caesara.

424 AD save
 
Looking very good. Keep up the defenses and maybe send a second army out to work on the Sassanids and then the Huns. Ideally, I think we'd have two armies in the east, dealing with the Sassanids and then the Huns and working through the Ostrogoths, if time/necessity dictate.

One army in the west (Europe) might well be necessary. I don't know how many cities WRome has lost yet, but I fear/expect they'll fall before TOO long, leaving us trying to defend against the whole barbarian tribes of Europe. An army focal defense/offense point across the Bosporus would have to be a solid defense.

Justus -- UP NOW (and hopefully back soon -- it's Sunday afternoon)
Arathorn -- ON DECK

Have we started a wonder yet? A GA would be nice. We might also want to have some corrupt fringe cities build settlers, just to increase our unit support, to help balance the budget. But only in SAFE places.

Arathorn
 
That's excellent news on the armies. I think that stationing troops in the fort outside Cappadocia was working well -- it cuts of the road, disallowing Huns from sending units south, and leaves Cappadocia itself a weak looking target inviting more troop trickles to come. But we should probably have several more legions and horses in that area in case a large group (or a pillager group) comes, as that city is crucial to our survival.

At this rate, an extra legion army is a good idea (as long as one stays empty for HC's), providing stellar defense and good punch, perhaps in Cappadocia area as that's the one most attacked. A second one attacking Sassy would also be good, and when opps get warlords or HC's we might need to send army out in pairs to keep one at full health to avoid attacks. As Arathorn said, at some point a European army would be good, when we get several more and by the time Rome collapses.

Bummer indeed on the colonies, we would have beem about 1 turn from HC right now - sorry agn about not considering 'barbs' were in the game, but you handled it well. Hopefully we can reconnect the other soon and see restore the economy. Can we spare a settler to found a city right between those two closeby colonies? (which in turn might spit out one or two more) They are important to our economy.

Good job Aggie, and good luck, Justus
Charis
 
Charis, I already hooked up one and founded a city close to the other colony. I first wanted to build a city that would get both in expanded borders, but that would require a temple, which we couldn't afford to have quickly.
 
I'm back, just in time to get a colony to the gems.. sounds familiar! ;) Great to see the progress against the Sassinids, and our continued killing of everything the Huns send against us. I agree with a Legion army near Cappadocia, vs. the Huns, and then be prepared for an HCav army in time to finish off the Sassinids. Actually, an army in Europe sounds like a good idea, and would need to be ferried over before we fill it. Also, the wonder would be great, a GA in time to face the full brunt of the barbarian hordes (i.e. warlords) would be most helpful! I haven't seen any mention of it, though, so I assume there wasn't a prebuild, I'll have to see how long it would take. Anyway, I should be able to play later tonight, so I'll check in after looking at the save if anyone has other suggestions.
 
A note on war weariness, that will apply to both of these Rome games...

A government type with Low war weariness (Republic in the standard game, Imperialism here) will never automatically collapse, but will eventually reach a maximum nonincreasing level of weariness. This state is one unhappy face for every citizen in a city including specialists (specialist citizens do not generate "normal" overcrowding unhappiness.) Once that maximum level is reached -- not sure if you're at it already, but it's likely -- any entertainer is actually doing nothing other than keeping himself happy.

IOW, growing any city that's at its happiness limit is useless, because the new citizen will just have to be a clown, because it contributes an unhappy face and thus must make itself an entertainer to balance that out. Better to work shield/commerce tiles instead of food, or if possible hire some economic specialists instead.
 
@T-hawk,
Thanks, that helps explain some situations, such as the one-city, one person islands that were OK at size one, but at size 2 needed both to be clowns (before luxuries).

Also, after looking at the save, we already have the gems connected, but there is a spice available next to our new silk colony, although we have to destroy another Sassanid city that is blocking the road. However, I also noticed (and haven't seen it mentioned) that somwhere along the line we trashed our rep with Rome. They will not accept any per-turn deals. We had a dyes deal, was it somehow broken? We are now selling our dyes to the Franks. Anyway, this is a "got it" and I will start playing shortly.
 
Emperor Justus II returns to the throne after 80 years in exile, and finds the Eastern Empire facing many of the same problems that plagued his first reign. Between corruption and expenses, there seems no easy way to balance the budget. Add to that how unhappy his people are, and it's a struggle to keep the people in line and fed. He is pleased to see much progress has been made in strengthening the military, although we are again at "lucky 13" legions, we now have many more garrisons, and a force of horsemen and catapults. We have even formed some of those legions into an army, that has driven deep into the heart of the Sassanids. All this progress comes at a price, however, as the treasury strains to pay all our soldiers and workers. Justus dedicates himself to improving the economy, while keeping the pressure on our enemies.

424AD (0) After looking over the save, our biggest problem is finances. Even with the luxuries hooked up, so luxury tax is 0, we have several cities that need entertainers. The other big expense is unit support, we are paying 55gpt, something has to give. We are still researching Military Tradition, but we won't be able to afford to upgrade any cavalry at this rate! So I make some changes to improve our economy and specifically unit support. Constantinople and Thessalonika start Aquaducts, to get the City bonus for commerce and unit support. The real solution, though, is more small towns, and Athenae, Iconium, Cappadocia, Pergamum, and Antioch all swap to settlers. I will place them behind our lines, along the coast mostly. Each adds 1gpt, 1spt (which is another gpt on wealth), and a citizen, who can be a scientist or a taxman, and another unit support. In effect, each town can generate/save 5gpt. Do a few more MM, most are good. I also switch Nicomedia to Palace as a prebuild for Hagia Sophia (BTW, we also still need Christianity after Military Training for the wonder/GA). It can do 9spt now, but with some worker focus, I hope to get it to 15spt soon. Speaking of workers, that is another concern. Part of our unit support problem is 14 native workers. Workers generally are worth the expense, but most of ours are working tiles in corrupt cities that won't help much. I wake several and move them toward core cities, merge a couple where I can. One exception is near Singindum/Sirmium, I use two workers to start irrigating grassland. If we can get these two corrupt cities to size 7, that gives them a defensive bonus and adds to unit support.

OK, now it's time to make some deals. I sell W. Rome horses for 6gpt, and trade our WM for their TM and 27g. Our alliances with the Franks are up, so I renew, but without the Dyes, hoping to trade them to Rome. This is where I realized that something happened to our rep, Franks will not accept any per-turn deals for WM, and Rome won't either. (Although later, I was able to get Rome's WM for dyes). I trade the Vizigoths Polytheism for their WM, which had a good picture of the Sassinids and the Celts, and then Currency to ally them vs. the Vandals. Move a cat+garrision from Constantinople near vandal spear, and hit enter.
IBT: 4 more Hun raiders appear, and 3 more Sass horses, near Caesarea. Also a Vandal raider near Sing.
Ephesus-Market>Duct, Sirm-Cat>wealth.

426 (1) Cat knocks a hp off the Vandal spear, legion kills him. I move a horse to scout along the Hun Highway, 3 cats move up and get 1hp on the hun raiders. Legion joins the Army, kills 1 raider, horse kills another. Quiet on the Southern front, as I rest the raiding army to heal, and move horsemen closer to Caesarea. Sell the Franks Currency for 2 Anglo-Sax workers (50 turns are up).
IBT: Huns kill the scouting horse in the fort with another horse, the remainging raiders retreat into the fog. At Caesarea, the Sassanids lose an archer to a garrison, then a horse kills a garrison. W. Rome attacks, killing a Sassinids Archer with their legion.
Antioch-Setter>Legion, Adrianop-Legion>Legion, Caesarea riots.

428 (2) At Caesarea, cats go 2 for 2, Horse loses 2, kills sass horse. Elite horse loses 1hp killing a wounded Sass horse in the desert. Vs. the Huns, cats go 1/3, horse kills a raider, Army kills another.
IBT: Huns attack horse w/horse, I lose 2hp, they die. 3 Sass horses appear. Caesarea, 1 horse loses an hp to a cat, and then attacks and retreats, another dies vs. garrison. Franks make peace with everyone :mad: W. Rome kills a sass horse!
Ancyra-Garrison>garrison, Athenae-Settler>Market.

430 (3) Ally the Franks again vs. Anglos and Vandals for Iron and Horses. On the Hun front, cats and a horse kill their horse, the new Legion army heads south to the Sass front. At Caesarea, a vet horse dies against a sass horse, then reg horse wins to finish him. An elite horse redlines killing a reg horse. The Army attacks Susa, killing 2 vet spear, losing 1 hp. Heraclea is founded NW of Antioch.
IBT: 4 new raiders approach. Sass kill the W.Rome legion, 2 more horse appear.

432 (4) 2 cats, elite and vet horse kill two hun raiders. At Caesarea, cats hit 1/2, horse kills archer, Elite Legion attacks a horse, and Theodosius appears, then runs back to Antioch to make an empty army.


Another elite legion picks off an archer.
Near Singidum, 2 cats and a horse kill a Vandal raider. Treboziond is founded on an Island E of Athens. Susa is hit again, the army kills 2 vet spears, horsemen rides in to kill off the last regular spearman, and Susa is razed. Unfortunately the new luxury colonies wont connect without Singara and the new capital, Ctestiphon out of the way. Gortyn is in a catch22, either disorder or starve, so I rushbuy a worker to get it back to 2 pop, and I will MM to keep it there.
IBT: Hun raider kills my elite horse, Sass archer dies vs horse, horse attacks garrison of Caesarea, and dies, promoting the garrison. Celts and Franks go to war again.
Pergamum-Settler>Temple, Gortyn riots but produces worker and is OK.

434 (5) At Caesarea, the clouds are starting to lift. Horse kills his horse, legion kills archer, and the 2nd Legion army heads to Singara.
IBT: 2 Hun raiders appear, the remaining Vandal raider heads to fight the Vizigoths. Paphos-Gar>Wealth.

436 (6) W. Rome finally gives up their WM for WM+Dyes. A new army with 2 legions is formed near the Huns with Theodosius' Legion on the way, and kills a hun raider. Rest of troops heal up, position.
IBT: Sass make strange moves, horses going around and leaving threatened towns. I have started using some captured workers to scout a bit, hoping to increase my map value as they head home. Rome starts Justinian...JUSTINIAN! That means they have Military Training, and we are just 1 turn away :cry:

438 (7) No sense wasting more research scientists, I am able to trade Monotheism for Miltary Training, the Roman WM, and a worker. Time for Max Tax to pay for upgrades, I switch all but 1 scientist to taxmen, getting income over 50gpt. We do still need to research Christianity, but I am taking a research pause till we get enough cash. Vs. the Huns, cats and the army kill both raiders. At Singara, the Northern Army kills 2 vet spears without a sweat, but there's still a regular left. The southern army kills an archer and maneuvers near Ctesiphon.
IBT: Wow, Zone of Controls really kicked in, hitting 4 units. Constantinple-Aqueduct>Heavy Cav, Thessalonika-Aquaduct>Heavy Cav. Ancyra-Garrisoin>Legion, Nicea-Temple>Garrison.

440 (8) Upgrade our first Heavy Cav. move an army in position to load. North Legion Army attacks Singarra again, kills a vet and regular spear, but there's still one left. Elite legion picks off a horse on the road S. South Legion army continues to march near Ctesiphon. The third, or Hun, Legion ARmy kills 2 horses, losing 1hp.
IBT: Sass have a few moves, more Huns come into view, only about 2/turn.

442 (9) Another vet spear at Singarra, although not fortified yet, so I attack, but the army loses 5hp, and I pull back. I also use my free pillage to take out his only known horse at the capital. Chalcedon is founded on the coast. Again, the cats and army take care of this turn's 2 Hun raiders.
IBT: Not as much, a Sass archer and Hun Horse come into view.
Thess riots (I missed growth with the duct complete), Misibis-Garrision>Garrison, Iconium-Settler>Temple.

444 (10) The army near the Huns kills a raider. I did most moves, a few troops are healing. I have already done the map trading for this turn, but not the happiness double check yet. I have been able to upgrade one HC each turn, with map sales. The HC Army (w/2 cav) is near Singarra also, another HC is in Antioch. We have 3 horses left, a vet in Thessalonika, an elite healing near Antioch, and another elite healing in the far SE, near the silk and spices colonies. There are some workers there also, to use for the colonies, or whatever, I have been using them to scout a bit before they move back. Singarra and Ctesiphon both have culture blocking the road.

Here is the situation around Singarra, we have two Legion armies nearby (the second is under the elite legion, healing) and a 2-horse HCav army, with a 3rd HCav enroute.


Our economy is still set to all taxmen, but as soon as we are done upgrading horses (2-3 left) we need to switch over to research. The Pre-build in Nicomedia is cruising along, at 14spt the Hagia Sophia will be done in 19 more turns, triggering our Golden Age, but we need Christianity first. (This doubles churches, which we don't have any yet, but also takes one unhappy away in all cities). We should be able to research it in 12-15 turns once we switch all our taxmen to scientists, and run 20% research or so, just get it done a turn or two ahead of Nicomedia hitting 400.

Our VP total is 21,945, as of turn 60. That's a gain of 4000 since the start of my turns, or an average of 400/turn. At this rate, we will be done in 30-35 turns. The Golden Age should hit about halfway there, and let us go out in a blaze of glory, putting the :hammer: down on our enemies. Actually, the Sassanids are still down 5 cities, we should get these 2 easy, and pick off one more and they are gone. The Huns have been a steady stream, 2-3 units per turn, but all raiders or horses. Vandals haven't been a threat. However, we know their SoDs are out there somewhere, so I still think the GA would be a good boost when we need it most. We also still have one empty army, which we could send to Europe, or hold until we start producing some HCav.

Here is The Save, 444AD
 
Looks great!

Hopefully I won't kill off as many troops this time. I got it and will see what I can do tonight. It'd be really nice to remove the Sassanid thorn from our side.

I plan on working on them heavily, trying to plan towards going after the Huns next. I will ship an empty army to the Europe side, especially now that we have 4 armies. I'll try to fill it with either HCav or legions (depends on what is produced over there), as either will make it a phenomenal force for holding what we have over there. And, really, that's all we need to do -- hold out in the west once the hordes appear. I'm assuming we can take out the Sassys and take the fight to the Hun front with our armies.

Looks like it should be fun!

Arathorn
 
A spot-on assessment of the situation and a great time making it so! :goodjob:

Twas rough being a turn short but we deserved that due to the 'great economic slowdown' brought about by the infamous 'white barbs' :p In both Rome games, both went for Monotheism and got 'stuck' when the other Rome went for Byz Ingenuity first. Going Mil Training first was the best way to get it quickly, but the plus side of what we did is a decent number of horses available for upgrade.

A question...
>Sell the Franks Currency for 2 Anglo-Sax workers (50 turns are up).
Did someone say earlier that you pay for upkeep of captured units even though it's not "shown"? Is that true/false, true for things like enemy catapults or Marauders, or what?

Things are looking good! If we keep up the killing (and we will) and especially if we finish off Sassy's, VP victory will be ours, and you say within 30? Sweet! Excellent idea to ship an empty army to Europe. Arathorn shoulf have an excellent turn, although given luck the first round, something tells me that it shall be his reign that sees a warlord onslaught either in Europe or Cappadocia. (I'm hoping defenses are/will be shored up defense on the latter, as that seems the only way to lose the game at this point) If you remember playing as a barb the numbers of warlords running around the map, it should give us pause! :eek:

Good luck,
Charis
 
Excellent progress! A long, uphill pull indeed. But once the Sassinids are gone and with Heavy Cavs., I feel we can withstand the Warlord rush much, much easier.

@Charis. It was partially my fault about the white barbs near the colonies. I actually saw a raider down there during the last part of my turn, but it disappeared back into the fog and I assumed it went in a different direction. I meant for one of the horse units down near Ceaserea to go on colony/Barb control once we were no longer fighting for our lives in that city, but I never put it in my report.

Also-I don't have any clue how our trade rep got trashed. I didn't make any trades on my turn, and no roads got severed it our end of things.

Is it just me, or does Eastern Rome seem to have a tougher row to plow than Western Rome? ;) I guess I should play both solo before jumping to any conclusions.
 
@Charis - I certainly hope! that we don't pay support for captured workers, that was the point. From the F3 screen, it appears that we are only paying for our native workers, and as soon as they finish a couple more core projects, we should probably start merging them in to cut costs, we are getting more slaves, and once the Sassinids are gone can actually get some more home.

Cappadocia-I have pushed out to the first "road fort" and made a kill zone, I have 3 cats and a couple garrisions in the fort, then a legion army that moves out to get the kills. The army has 2 legions in it currently, a third, elite* legion, just arrived this turn.

As for the army in europe, the empty army is near Antioch, but I would load it on a galley, as it moves SLOW when empty. There is a vet horse awaiting upgrade in Thessalonika, and both Thess and Constantinople will complete HCavs within the next 4-5 turns, so an HC Army is just waiting to be assembled. The only Vandals we had seen were before I realized the Vizigoths were not allied against them, once I bought them in, the Vandals turned on the Viz, so I think we still have some time. We do have 3 legions up around Sirm/Singindium as well as some cats. Getting them to size 7 for the unit support and def. bonus would be nice, I have been irrigating so they can do it.

Colonies-I have been moving the one garrision at Smyrna back and forth along the road, to keep any "blind spots" on the Sinai from turning into camps, but we really need a second garrison down there. I have also used a slave to go exploring, just for early warning so we would have time to rush one if needed.

Trade rep-The only thing I can think of is our original dyes deal with Rome, I don't see where anyone ended it, yet we had dyes available to buy the Franks into the alliance, so it had to be cut somewhere along the way. Maybe Rome sold a harbor at some point? We should have a road connection, although there are Vizigoth cities along the road, but I don't see where they ever went to war. Did we ever have any prior deals with the Franks?

Anyway, good luck Arathorn, and good killing! You should be able to take at least Singara and Ctesiphon, which will open the road to Silk and Spices, we should be in great shape!
 
E Rome definitely has to struggle more to survive early, but you actually have a chance to get something like an economy up and running, with the COM trait and several Luxuries nearby. E Rome can develop something like a core, while W Rome hardly gets a third productive city. And E Rome can fight the real opponents before they get huge.
Also, triggering a GA is much easier.
Conclusion: W Rome is easier in the beginning, but the situation cannot get really better for them.
 
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