Playthrough on the Great - finished

How are you handling the rebels? I see discontent of 4-5 in each of your cities, but no mention of rebels or any rebel units on the map in any of your screenshots.

In my recent Hardcore game, I was playing whack-a-mole with rebels rising up in different cities each turn by this point in my game with similar levels of discontent.

Discontent doesn't cause rebels, having negative family opinions is what creates rebels. If you look at the second screenshot up from your post, you can see their family opinion situation is stable with all families in the green.

Manage your families well and discontent won't be a problem. Freedom will also give you a lot of breathing room as Fragile prosperity is the only setting that has 5% rebel chance for upset families, which Freedom counters so you shouldn't see any rebels until angry opinion levels.
 
We start turn 78 with Persia coming to help Carthage in the war. I guess I could have done that last turn without becoming timid. This turn we get a bunch of orders for it instead. There a drought so I buy some extra food in case the price goes us, and start a Hunt project in the capital while the citadel finishes building.

t78 front.jpg


We kill an onager and a strength 5 tribal unit from Carthage.

Carthage responds next turn with killing our Chariot. We also find Persias army.

t79 persia.jpg


There is a new religion head for Judaism which improves their opinion of us a lot, and consequently every nation's opinion.

We also get an event where we can choose to give some troops to Rome and recieve Battle Line, which I accept.

We’re also doomed so I decide to finish the ambition while we have some units close to the front instead of retreating from the Carthaginian advance.

t79 front.jpg


We get our Free Onager and I decide to research Civics Boost. I also decide to choose the Neoplatonist philosophy student as heir instead of our bitter, vigilant and equestrian Hero. While Hero could be useful, I feel like the strengths will not.

Turn 80 Queen Madiqen the New takes the Kush throne. I decide that she’ll be an Tactician instead of another Zealot, in order to help us a bit with our research rate and to stun units in the frontlines.

Our frontline archers move back a bit and hit Sulci, maybe Hatti will move in and Carthage counterattack. Meanwhile we’re wearing down the westernmost city Saldae.

t80 front.jpg


There’s always a bit of politics to be played when a new ruler is installed. I decide to influence the head of Judaism. The Rising Star has an event and I decide to conspire with her and make both the Pagan Patriarch and Artisan Oligarch plotting against me, instead of becoming unpopular.

t80 exploration.jpg


Turns out the Vandals are not on an island.

I decide to assign a Chancellor to be able to imprison troublemakers and boost family opinions. I pick Phalanx over Metaphysics, even though it would be nice to do some High Synods on Judaism.

Next turn the plot is revealed and our sister, the heir is killed. I decide to execute the ones responsible which changes a lot of things in the internal politics.

t81 plot.jpg


The Eqypt queen wants us to adopt Judaism after it spreads to Kawa. To endear her I decide to do it, which also helps my relations with Hatti. I send a trade mission to Hatti to improve relations long-term.

We finish Phalanx and I take the Horse Archer to get around to Citizenship faster. Looking at the other nations, only Aksum and Egypt are still Erudite. None of them are much stronger anymore, and we are similar to all except Aksum and Carthage.

I also take on a new ambition, building the Circus Maximus. Napata will be legendary in about 20 turns and we have a lot of stone that we can use for a wonder or two.

Turn 82 the Drought ends. We get the Horse Archer and I decide to research Machinery to get some more siege units.

t82 front.jpg


We also endear ourselves to the head of Judaism at the cost of some legitimacy.

t82 back.jpg


In the back, I decide to start building the Mausoleum, now that we have a decent income of civics. Some troops are moved to greet the raiders. We also get an event where we get -20 relations for 20 years with Judaism and Kush Paganism in exchange for a bunch of research. The other options would give a little bit of legitimacy or an opinion boost.

We also start our first Beja Archer.

Next turn we kill more units from Carthage and they are now similar to us in power. I decide to keep Child Labor in the capital but have to declare war on the Numidians. Their marriage proposal is also rejected, since I want to marry one of the families.

t83 front.jpg


During their turn the Hatti actually capture the city.

t84 front.jpg


I decide to move our troops to the west towards the other Carthaginian cities and the Numidians.

Persia also captured one of Egypt’s cities, so maybe I’ll go south and help Egypt a bit.

On turn 85 we breach two cities and pay Hatti and their new ruler to keep our alliance going.

t85 front.jpg


Next turn a plague starts. We also receive a lot of resources and start researching Order boost instead of Metaphysics, Steel or Coinage.

t86 front.jpg


We received a marriage offer from Judaism with a Persian man but I want a match from one of our families so that they aren’t upset about not having a ruler from their family for so long. So I instead start a marriage mission with the Artisans.

Turn 87 a bunch of people get infected. We kill the Ballista from Carthage and move some units south towards Persia and the cities that it has breached from Egypt.

Instead of researching Hydraulics, Stirrups or Infantry Square, I go for Drama in one turn so I can start Citizenship next turn. The politicking has paid off and all the families are pleased or friendly.

t87 home.jpg


I’m also working on spreading Judaism and building more monasteries.

Meanwhile, the plague is taking its toll on our court. Next turn two in our council are infected as well.

t88 front.jpg


Next turn, Persia kills one of my archers, but in turn sets up a sweet rout chain.

t89 rout.jpg


We’re building some siege units but still need more roads to the frontlines. We’ll also need some Spears.

t89 aftermath.jpg


Persia responds with killing my chariots and we kill a Horseman, Slinger and a militia.

t90 front.jpg


I am starting to feel a bit overextended here. We have 10 cities and Aksum has 13 so we’re getting close to lead. Hatti is struggling a bit against Carthage on their own. I didn’t want to only focus on Carthage since that could lock Hatti in behind us with nowhere to go except at us. But our journey south is meeting a bit more resistance than what I was hoping for, and moving through all the forest is expensive in orders. There might be a better payout elsewhere.

We can spread some religion, build some more shrines and pyramids, and upgrade our military to more late-game ready units. Scholarship, Jurisprudence, Doctrine and a Dualism theology for Zoroastrianism seem like good targets for research, maybe with Infantry Square somewhere in between.

Going for Cathparacts and Holy War is another path, especially with Circus Maximus. In any case, Scholarship is probably needed to push our science to the rate needed to get all these expensive technologies in a timely manner.

Metaphysics should also be picked up to keep good relations with Judaism.

For more cavalry, a lot more farms will be needed. Right now our economy mostly supports ranged units. There is a lot of nice farmable land between the mainland cities, so that can be something to focus on next. With the number of siege units I’ve seen from Aksum so far, I believe some strong cavalry will be needed to win.

Looking at the records, we’re no longer so far behind in technology.

t90 records.jpg
 
We continue the game and even though we’re holding our archer line against Persia, Hatti is not doing so well against Carthage. Many of their military units are further back in their empire.

t91 hatti defense.jpg


We start some farms and position ourselves to snag the vandal site before an Aksum ballista take. I decide to not take another ambition, neither to build more wonders or to build 10 elder specialist. Citizen finishes and I go for the Free Settler, in order to get closer to Scholarship. Metaphysics will be taken at some point but right now our strong relation with Hatti means we don’t need to worry too much.

Enacting the Divine Rule law is nice since there are a lot of units to move around, things to build and enemies to hit. Every order is needed.

Turn 92 we manage to snag the city site at the cost of breaking peace. I had earlier decided to take peace from an event but I don’t think I ever got the follow up tribal invasion that makes them declare war again. Maybe the vandals were too weak.

t92 vandals.jpg


We’re also working on getting our rising star Spymaster to Friendly. Meanwhile the advance from Carthage continues, killing a more Hatti units. I decided to move some Macemen into the area to help defend, maybe going for Sulci after Carthage breaks it.

t92 hatti front.jpg


On our Persian front, they kill my mace but lose two horse archers for it.

The exploring sister finds forest druids, boosting our research. I decide to go for Hydraulics next. Mills are always strong for the economy and give some research as well, and Ballistas will be strong against all the infantry from Carthage. Happiness from Baths could be nice but there will be a lot of urban buildings to build already: both the Courthouse and Library line, and family opinions are still alright.

Next turn Carthage retreats a bit and we rain arrows on the Persians.

t93 persia front.jpg


We’re also close to starting the Circus Maximus, so we’re saving some money and resources for that.

Turn 94 we find a vandal island and found Amara.

t94 island.jpg


The doomed Aksum ruler wanted us to cancel trade with Hatti, but I declined.

Persia killed our scout and archer and it seems like it is time to back off.

t94 front.jpg


Next turn Persia moves even more troops into the area so we slip off into the forest.

t95 front.jpg


With Hydraulics done, I finally start Metaphysics.

Turn 96 and our alliance is on the defensive.

t96 front.jpg


I decide to research free Crossbowmen to aid our hold. We’re also able to pick an easy ambition.

Unfortunately, next turn the leader is ill. We finish the Mausoleum and start the Circus Maximus. On the front we kill both Hero leaders for our warring enemies.

t97 front.jpg


Back home, we build more farms.

Turn 98 is a bit quiet. We get our Crossbows and start Scholarship. Other nations are getting the Ruthless AI negative opinion “You are starting to win”. I decide to assign an ambassador and do a High Synod with Judaism.

t98 home.jpg


There’s two Vandal city sites and two Numidian sites that are close to us.

Next turn we’re Severely Ill and contemplating our place in the afterlife. Our court is still decimated after the plague.

t99 fron.jpg


We are massing some troops in the southern area. Egypt seems to be collapsing to Persia, they’re much weaker than us now.

Turn 100 and the queen is doomed.

t100.jpg


An event offers truce with Persia, but I decide to decline since I’d like them not to finish off Egypt and grow stronger from that. Only Aksum is stronger than us in military now.

Next turn a Diplomat Oligarch assumes the regent role.

We get the choice of adopting Zoroastrianism as state religion for 80 unhappiness each in our 7 jewish cities. There is still that Dualism theology that could be nice to do but it seems a bit too expensive to do.

All nations now have the -120 opinion because we could end up winning. If we keep Judaism very happy then that could counteract that.

t101.jpg


Scholarship finishes and Cartography would be useful to steal research and for Triremes. Aksum and Egypt are still Erudite. Doctrine is also tempting for the Jewish temples that give +1 order. Manor would open up Cohorts and Bodkin Arrow.

We seem to have the strongest economy in the game, but we still need to convert that into military might and points.

Our road network south is much better, but we could still link our southern cities together.

Overall, with us getting closer to a winning position, things are heating up.
 
We continue the game with becoming severely ill and Aksum declaring war. In the south things are calm.

t102 road network.jpg


In the north, I kill a ballista and move some units in to defend Amara.

t102 north.jpg


If I manage to go on the offensive, Aksum has three northern cities that can be defended on land through a narrow pass. The western seafront is still a problem, but I haven’t seen any ships yet.

t102 goals.jpg


Next turn we are doomed and Hatti makes a truce with Carthage. They are still at war with Aksum and Persia, but I don’t think they will be able to make much of a difference there. If our alliance comes to an end it might be time to try and go for the win with their land.

Meanwhile we are holding strong on both fronts.

t103.jpg


Turn 104 another regent takes place and according to the other nations we are now close to winning.

Next turn the war continues mostly in the south while we heal up in the north.

t105 war.jpg


While most of our troops are in the south, I think we would have a better chance of holding on to any new cities if we gained them in the north.

Aksum starts to advance towards the mountain pass between us.

t106.jpg


While I have many ranged units and starting have a respectable amount of melee infantry as well, I only have a chariot and an horse archer as mounted units.

Next turn I rout most of the Aksum units near my mountains and move in to start taking the Vandal city on the island. I also find an army in Carthage.

t107 buildup.jpg


Next turn the rightful heir takes the throne. She’s a Zealot because a Judge would upset all our Schemers which are right now about 25% of our research.

We also attack the Vandals.

t108.jpg


To improve relations with the Hatti, we’re starting to send some Caravans. For research, I go for Manor next to open up the research into most late-game units.

On turn 109 Carthage moves in and kills my road-building worker again.

t109.jpg


I take revenge. And apparently I’m now very close to winning.

Next turn Carthage kills a mace.

t110.jpg


We kill 2 onagers and 2 slingers and a militia. Internal opinions look much better than the foreign ones. We take on another ambition which shouldn't be difficult now that we have some legendary cities. For research, it’s time for Martial Code with Holy War.

Turn 111 Aksum is starting to move more in the north but now we can redirect our troops from the vandals.

t111.jpg


The next turn we move in, after a nice event gives us a well positioned horseman.

t112.jpg


Turn 113 we have to be stopped from winning. We breach the Aksum city in the north and move in to finish the vandals.

t113.jpg


Holy war is used to rush out a bunch of units.

t113 rushing.jpg


Next turn Hatti declares war on us. We continue the conquest of the northern Aksum cities. I go for tech Bodkin Arrow and send a truce proposal to Carthage.

t114.jpg


We’re similar in power now to Aksum. We also breach Sulci, the southernmost Hatti city.

After the alliance with Hatti was broken, relations with every nations improved. I believe that they were counting our combined score to see if we were winning.
 
Persia starts to move towards us next turn. They have a truce with Egypt.

t115.jpg


We have passed Aksum in points and are similar in power.

Turn 116 we breach another Hatti city.

t116 south.jpg


And another Aksum city. They have Cohorts, upgraded to a Swordsman.

t116 north.jpg


I also decided to build some city defenses in the south.

Next turn we find that there’s Danes in the game as well.

t117.jpg


We breach the Aksum city and ask for a truce in order to focus on Hatti.

t118 north.jpg


Hatti kills a ballista so we rout their attacking force

t118 rout.jpg


Next turn we continue to move on the Hatti together with Carthage, who declares war.

t119.jpg


Bodkin arrow finishes and I decide to go for Cohorts.

Turn 120 we get a truce with Aksum.

t120.jpg


Next turn a drought starts and we breach two Hatti cities.

t121.jpg


And then another one.

t122.jpg


And another one.

t123.jpg


And another one.

t124.jpg


Carthage is now the nation that likes us the best, because of our shared enemy.

On turn 125 the drought ends and we have in total breached 7 Hatti cities since the war started and they ask for truce. It is too late now though, and even with a distant tribal raid, there are not many distractions.

t125.jpg


I decide to research Vaulting to get Calligraphy to boost our culture in all the new cities.

t125 records.jpg


We have a quite nice ratio of units killed vs lost. Also first in population now.

The question now remains if we can be fast enough to get to the required amount of points before we get stuck defending against all other nations.
 

Attachments

  • t118 rout.jpg
    t118 rout.jpg
    644.5 KB · Views: 2
We continue the game by moving towards the Hatti homeland.

126.jpg


With Vaulting done I decide to go for Jurisprudence and another law for the ambition. 8 more orders a turn with Elites sounds nice.

Turn 127 starts with another Plague.

127.jpg


We also get a nice event with a lot of happiness and culture. Some troops are finishing the Numidians and settling their sites.

127 numidians.jpg


The happiness boost increased opinion with the families.

Next turn Persia wants peace and we take another Hatti city.

128.jpg


We’re close to winning again

Next turn we found another city on the ex-Numidian lands and close in on Hatti.

129.jpg


I decide to research Barding next.

Next turn we breach another Hatti city.

130.jpg


And on turn 131 the capital falls.

131.jpg


We are capturing 3 cities and have 7 cities going up in culture level within 4 turns. From our current victory points at 65, victory seems imminent.

After pressing end turn a few times and getting another culture event we get this:

win.jpg


:woohoo:

Some graphs:

Science.jpg

Military score.jpg


One reflection is that I could probably beelined Holy War faster when I realized that my gold income would be so strong. I liked how the families worked together, with the siege units benefiting from the Trader combat workers.

Do you have any thoughts on the game?

Did you enjoy the report and would like me to do another one? Any suggestions on what to show or write about that I could improve on?

Thanks for reading!
 
Thanks for the game reports, @Araneya. I thoroughly enjoyed it. :thumbsup:

I'm not sure if I learned anything by following your playthrough, but I feel like I should have. :lol: Very impressive win.
 
That's an impressive victory all in all. Mediocre science competently offset by sheer number of troops, well used on the defense and then offensively.

I would have expected the Hittites to put up more of a fight, I see them fielding mostly Spearmen and Conscripts fairly late in the game, so that's indicative of some serious economic problems for them.
 
That's an impressive victory all in all. Mediocre science competently offset by sheer number of troops, well used on the defense and then offensively.

I would have expected the Hittites to put up more of a fight, I see them fielding mostly Spearmen and Conscripts fairly late in the game, so that's indicative of some serious economic problems for them.
Thank you!

The Hatti has been stuck in wars most of the game and I'm sure that has taken its toll on their economy. Most of the more advanced units were already killed on the frontlines, but even then it was War Elephants or Ballistas at best.
 
Last edited:
What is your build order in the beginning? Do you build more scouts or do you use military units to explore nearby sites?
 
Unless I lose my initial scout I don't build additional scout until later in the game where I feel I have the orders for it.

Depending on starting resources and how the early fighting goes, I usually prioritize as many settlers as possible. After that builders if needed, then specialists unless military is needed.
 
Yeah, I feel I have been prioritizing scouts too much because I like to map the surroundings. Yet I feel it is a n00b trap.
 
Back
Top Bottom