RBC12J - Eastern Roman Empire

These games are both Demigod I think. I'm still unclear, are you saying that *ANY* time the AI settles they get a free defensive unit? If so, when on earth did this start happening? C3C? Some pacth? Scenario only? I've never even heard of a mechanism for this happening. If instead on Emp+ they get a bonus defender per *existing* city, that's good to know but not earth-shattering.

Aye, Gobi, the right number of independent barbs, and which, is a huge issue. Oddly, in this game you'll see the effect not of 'free Ostrogoths' but of 'locked alliance' Ostro, at least the way we are going, hell-bent on their rapid elimination.
> Adding them back in before releasing this more publically would
> be an obvious adjustment if you find this to be too easy.
If our game is too easy it won't be due to free Ostrogoths, but if we do handle things ok, it is probably a clear sign that forcing war with them is a good move. The effect of 'free Ostro' for the Western game will be interesting.

The locked alliance system doesn't really have that other player act as a full ally anyway ... if you can recreate some of that through fortunate trades that is actually a nice side effect.
This was my exact take on this scenario, a nice plus, whereas Doc had a very different view :P

Charis
 
@Gobi:

Re: Ostrogoths - You cannot contact them in the first turn, so the 'manipulation' won't be possible. I'd prefer them the way they are, no other potential ally to the East otherwise. And once the Huns and Sassanids march Westwards, the Ostros are dead meat anyway.



Re: Free spears - we're on Demigod; any way to get rid of that Spear? Since the only real chance for Rome is immediate attacking, it feels strange that this will work easily below Emperor, and propably not at all above.

Re: Of course, you can buy alliances against everyone with Techs, and that's fine. If you also can trick your Ally to actually trade with you, that's a positive side effect - nevertheless, the underlying problem is the same broken algorithm for power calculation like in the 8th conquest.

Thanx for the reply.
 
Originally posted by Charis
If our game is too easy it won't be due to free Ostrogoths, but if we do handle things ok, it is probably a clear sign that forcing war with them is a good move. The effect of 'free Ostro' for the Western game will be interesting.[/B]
I definitely think forcing war with them was the right move for your team. You had the legions to take it to them right away - if you hadn't declared war on them, your northwestern legions would have rotted and your initial advantage would have been wasted.

I think the side effect in our game is that the Visigoths are going to grow into a powerhouse, since if we had been at war with the Ostros, I would've signed the Vizi to an MA to keep them off of our backs. At the moment the Vandals are the largest and most advanced tribe (I get the bad feeling that the A-S got lucky and wasted some of the Frankish Migrants).

And with Eastern Rome's problems in our game, if we hadn't allied with the Ostros god knows how many Byzantine cities would have bitten the dust. I have a bad feeling we'll be seeing Sassanid Heavy Cavalry @ Carthage and Aquicum sooner than later.

BTW, nice turns Justus - way to take it to those Immortals! Though it pains a former Sassanid player to see the AI not properly use those Elite HC to pick off half of your legions :(
 
Actually just went and looked at the code to refresh my memory on this "extra spear" issue.

The code for this has been in place since PTW.

However, it only applies to games where one of these type flags is "on":
o Elimination
o Regicide
o Mass Regicide
o Capture the Flag
o Reverse Capture the Flag

In Play The World, games with VP Locations on also gave this bonus. We removed the VP Locations from this list of games that gave the AI this bonus for Conquests.

Fall of Rome is therefore one of the games where this will occur (because Elimination is "on" here). It is obviously intended as an additional handicap to help the AI out in these special game types.
 
Thanks for the info, Gobi Bear. It's nice to get an occasional peek under the hood like this. I can see why it's necessary, but it does present an additional wrinkle into the game.

As for the Ostrogoths, I think they should be at war. Yeah, it means the poor AI Vizigoths will not have even the barest beginnings of a prayer when the human is playing WRome, but them's the breaks!

=========================
In game, the WRomans are eschewing Garrisons almost entirely, under the theory of "There is no defense, only offense". That makes sense to my poor feeble mind. Any reason for us NOT to change over garrison production to something more useful? Ideally, IMO, that would be horses, but archers will do in a pinch.

How close do the Sassanids start to HCav? I fear archers/spears/horses very little in the AI's hands, but HCav will be a huge problem. Ideally, we'd wipe them out before they get there. But that might be a problem. Ostrogoths will die soon, I hope, and we can maybe make a dent in the Huns, too, before they get really rocking.

Arathorn
 
@Arathorn: The Sassanids start the game down Mapmaking and Fortification to the Romans. Of course, since they can't trade with them in this scenario it'll take them awhile to get Military Training.
 
@Arathorn: Regarding the Garrison/Archer question. I was trying to get at least one garrison per town for MP purposes, and to replace legions that I pulled for the offensives. Since we have so few barracks, they will all be regulars, once the barracks complete in our more productive cities, I would definitely focus on horses.

Speaking of which I started a purchased worker roading the horses near Constantinople, should be connected in 5 turns, before most barracks complete. BTW, I know it was mentioned that Legions can build roads, but I didn't realize it's only at 1/2 speed, just like a captured worker. And we certainly have more important things for them to do at the moment. ;)
 
Another quick point, if you haven't already started playing. I haven't seen a definitive answer on whether there are random 'regular' barbarians on the map. I know there were some barb camps near West Rome. Anyway, there is a reg legion on our Ivory colony to protect it from being pillaged. It can be replaced with a garrison, or if there are no random barbs, it can be pulled and rushed into action.

Also, tech-wise, we probably want to start real research soon. I have had a scientist or two when I needed them on Monotheism, but we can probably soon afford to do real research, which should be tradeable for Military Training when Rome gets it. 55-shield churches will help as our towns get larger again also.

Another thing, courthouses are only 50 shields, so they have a quicker payback timeframe, and might be worthwile in a few towns (I think Ephesus started one).
 
Just a reminder, I am leaving shortly, and will be out of town until Sunday afternoon. I hope to have at least limited internet access, but no Civ :( so if my turn should come back around, I would appreciate a swap. Hopefully, by the time I get back, we will have one or two less threats to deal with!!
 
Legate Arathorn came to power as Emperor in 344 AD with big ideas for the Byzantines. He was going to recapture the lost glory of the Roman empire. He was going to eliminate entire barbarian tribes (the Ostrogoths) and severely cripple upstarts like the Sassanids. No job was beyond his scope. He was a man with a plan.

His first considered action was to found Nicaea in the spot recommended by Emperor Justus II. It'll help for unit costs if not a whole lot else. It immediately starts a catapult designed to lob rocks of POWER at the evil infidels. He also performs the last bit of troop movement -- the legion in Constantinople boards a boat and sails east -- the Sassanids appear to be the most significant threat, initially.

Nobody has gold to pay for our wonder Byzantine maps, so nothing new on the diplo front. Cities look happy. MM yields very minor changes. Emperor Justus II left the nation running pretty smoothly, for a corrupt Imperialism.

Emperor Arathorn also debates, but turns science up to 20% (break-even rate). The cost is justified, he reasons, as it will hopefully eventually lead to a Golden Age for our people -- a rebirth of the power and glory of old.

The Franks are terribly unimpressed with the new leader of the Eastern Romans, however, and declare war on both the Romans. Ouch. The Huns are even less impressed and a bunch of Hun horsemen gallop into view of a city we have poorly defended. That night, Arathorn sleeps uneasily, dreaming of naked cities and enemy troops.

He shakes it off by 346, though. Cappadocia is the threatened town. It has one garrison and there are 3 horsemen in view. Ancyra, behind Cappodocia, is completely empty. Actually, 4 total cities behind Cappadocia are empty. That's scary. If/when Cappadocia falls, we'll lose as many as 5 cities with absolutely no recourse. Arathorn is unconcerned, however. "A single garrison should be more than ample to defeat such heathens" he muses. "I'll reconsider that issue once my advisors have reported in."

The advisors look bleak. We're desperate for cash to rush some defense but we have none or very little. Science can be turned down to zero but that won't help for a turn or two. We have an aqueduct in size 3 Antioch, with minimal two-food square sites. The should be very safe to sell, the advisors note. But it won't let us sell it?!? Why the heck not? Hmm...what else can go? They're loathe to let go of temples anywhere, because our happiness is still so iffy. The marketplace in Athenae could be sold, but it's only 25 gold. They will consider it, though.

Arathorn, meanwhile, has turned his eye to bigger and better things. In the north, our legions attack Dampstadhir -- both winning vs. spears and razing the city, one promoting to elite in the process.

In the southeast, vs. the Sassanids, the first legion to attack loses 2 hps taking out an archer. The second legion, spurred by the poor effort of its comrade, attacks a horseman and does one damage and dies. Arathorn is appalled at the lack of quality and training in his troops. He summons his military advisor. "Why are my attack 4 troops losing to defense one?" he demands. "Ummm...hps, perhaps?" the advisor responds, knowing in the back of his mind that both legions were elite and both defending troops were regular. "It's just a quirk of combat, sir. We can do nothing to control it." Arathorn is most distraught, but he doesn't slay the military advisor -- not yet, at least.

Arathorn then returns to see what his advisors say about Cappadocia. We can't rush anything in Cappadocia currently. Rushing a unit or walls would cost 76 gold and we have 42. Losing Cappadocia would cause a chain effect which would kill us and rapidly. Arathorn figures selling the Athenae market will allow him to rush something in Cappadocia. [Ed: I must have been too tired to play. 42 + 25 = 67, not 77.] One brave advisor points out the mistake and flees for his life.

Arathorn is not sure what to do. Cappadocia MUST be protected. A few troops were moved in that direction, but they'll not arrive for a LONG time, even with the minimal chaining we can pull off. With hearty sigh, Arathorn orders Alexandria's granary to be sold. Now he can afford to rush the garrison in Cappadocia, which he does. That was pretty expensive. With the ineffectiveness of his legions, Arathorn says a prayer for the health of his defenders and waits uneasily for reports.

The first report is from the north. An Ostrogoth warrior appears from the fog and wastes a legion without breaking a sweat. More good news comes to Arathorn next, as two more Hun horsemen come riding out of the fog. This could get ugly. The three Hun horsemen from last turn will be able to attack Cappadocia soon and have reinforcements for later.

Arathorn can only kill the offending Ostrogoth warrior in 348. The rest of his troops need healing and repositioning. NO WAY can Cappadocia get anything else. Not without selling everything, which even Arathorn fears to do.

The emperor can't sleep. What news will come from the east? Will Cappadocia hold? Will his name go down in the history books as the one who lost the Roman empire? This early? He fears to even hit enter.....

The north is quiet. Then, the first Hun horseman attacks. It loses a point, does a point, and then loses two more, dying to promote our garrison. The second is undeterred and attacks. It loses a point, rallies to do a point of damage, loses another point, and then retreats -- the city will hold! But at what cost? The third attacks our 3/4 vet and does no damage before retreating! We held WELL for one round. Two fresh horsies can attack next turn and three more fresh horsies the turn after. Reinforcements are on the way. Arathorn can only hope they get there close to on time.

350 is another quiet offensive year. In the north, one of our three remaining legions kills an Ostrogoth warrior. Everybody else must heal. Troops are also moving to reinforce Cappadocia. A garrison will arrive there in 352 and a legion there in 354. It's still dicey but Arathorn can at least sleep a bit.

The first Hun horseman is brave. His bravery results in two damage to our vet garrison his own death. The second Hun need not prove his bravery. He only loses a single hitpoint, while killing a garrison. Three fresh horsemen are in position to attack next turn. And three more appear out of the fog for the following turn. Will it never end???

352 probably marks the high point of Emperor Arathorn's tenure. VI Ferrata, a military leader of great renown, appears when an elite legion kills an archer down by the Sassanids. He'll hurry home to form an army. Arathorn, though, despairs of having enough legions live long enough to fill it. No picture of this event remains...some blame the lack of cameras but most point to Arathorn's exhaustion and slowness as the true cause.

In the north, three healthy legions (2 elite, 1 vet) move on the Ostrogoth capital.

Two healthy, fortified garrisons to defend against 3 horsemen in Cappadocia will be the odds. Two legions are actually nearby and can reinforce soon. "Once more into the breach!!!" cry the men and once more Arathorn can not sleep.

The first attack is a bit scary, as the vet garrison redlines before rallying to kill a Hun horse. The poor regular will have to rise to the occasion. It begins well, killing a healthy Hun horse with no loss. The victorious horse from last round, with only two hps, attacks next, getting in the first blow, but showing exhaustion and then dying. The regular then promotes to a 3/4 vet and Arathorn sighs in relief. It won't fall this turn. A third horse (this one healthy) attacks that same garrison, but is cowardly in the manner of all barbarians and retreats after doing a single point of damage.

Arathorn realizes how thin is the thread by which we've been hanging. Even more Hun horsemen appear -- another healthy trio. This is getting not only tiring but well and truly frightening.

The focus changes to the southeast. Things are dire there as well, as the MGL generating legion kills one attacking horse but succumbs to the second. Sassanids are starting to send horses in earnest now, as another two appear.

By 354, Arathorn wants to concentrate where he might do some good -- the southeast. An elite legion kills a Sass horse. But, in the true Roman spirit, a full hp vet legion dies to yellow-lined Sassy horse, promoting it. Sigh. That's two legions his one horse managed to kill. Another vet legion manages to kill a Sassy horse. That kill ratio does not favor us.

In the east, a vet legion finally reaches Cappadocia and retreats a full hp Hun horsie. They're retreating and healing and more and more are coming down the road, but we're starting to get a semblance of a defense in place there. Another legion will arrive by 356 and the situation may stabilize, at least briefly.

Reidhagotaland, the Ostro capital, is being approached by 3 full-health legions. Army heads to Cappadocia, where the fighting is most intense and legions are most able to fill it.

Arathorn's dreams are troubled, but the news from the front is good. A single Hun horse atttacks Cappadocia and retreats, doing a single point of damage. Only two more ride into position to attack.

In the southeast, the legions do better, killing one Sassy horseman and retreating two others in the desert. Arathorn just starts to relax of news of a good IT, when...

:smoke::smoke::smoke:

Constantinople riots. OUCHIE! Sorry. I missed city MM last turn and it shows. Bah.

Is the tide turning in 356? Legions kill two Hun horsemen by Cappadocia. They have only one healthy horse in the area. Arathorn considers that he maybe should've sent the army to help with the Sassanids. Oh well, it can be mobile before TOO long.

The news in the north is not as good, as the legions go 2-for-3 at Reid. 4 attack with 5 hps vs. 2 defense (2.2) and 3 hps and we lose one? Sigh. So much for Ostrogoth elimination. Survival might be more like it. They have, at the very least, been severely crippled.

In the southeast, Arathorn gets desperate. He does kill a Sassy horse in the desert that was red-lined. He had to use a yellow-lined legion for this duty, though, under the theory of better odds and not letting them retreat to fight another day. Dangerous move at best. We're getting overrun there.

In a predictable turn of events, three Hun horsemen ride into view. A Sassy horsie kills our wounded legion in the desert. At this point, Arathorn should've realized the southeast was becoming the danger region, but he was slow on the uptake.

The news of Cappadocia in 358 is of retreating Hun horsemen. Arathorn wishes his troops could kill them, but he has no fast troops around yet.

Arathorn also orders a retreat from Ostros and Sassanids with two and one living legions, respectively. He doubts they'll make it home, but staying where they are is certain suicide.

The next months are painful, as reports trickle in. Two Ostro warriors and one Hun horseman lose a combined three hps to take 9 hps from our legions, killing three.

By 360, Arathorn feels to be a shadow of an emperor, with not much left to do. He orders a rest in Cappadocia, a retreat from Sassanid front, and for his advisors to carefully check cities.

More good news troubles the emperor, who is starting to show the fatigue of his position. He has bags around his eyes that could hide a small chipmunk. Cappadocia's defense is starting to firm up, as the only Hun horsemen to attack perished.

BUT Caesera is approached by some Sassanid horses. We have one garrison there and very little gold. Yippee!

362 AD and Arathorn is frustrated. His sole surviving legion in the southeast attacks a Sassy horse and loses 3 hps to do 4 damage but does win. He knows it will die soon, though. The first Byzantine horse kills a Hun horse by Cappadocia. And that's it. We have very VERY few units.

As always, Hun horsemen attack Cappadocia. The first dies to redline a garrison. The second redlines and retreats. No losses there and the army will be in position next turn.

In the SE, as Arathorn knew, Sassy horsemen kill the legion in the desert and ride on Caesera, which will open up Alexandria and other cities to them. We have no recourse -- no cash, no units, nothing. Well, not quite nothing. A clever advisor smuggled cash to Caesera to rush a horseman, which can hopefully kill one attacking horse before it gets to the city.

364 and Arathorn is a shell of a man. He's not slept in years. He can barely order his few remaining troops into position. A horse kills a Hun horse near Cappadocia. Horse at Caesera kills Sassanid horse, leaving two to attack our two defenders (garrison and horse). NOTE: The horse is fortified here for the defense bonus, but he should attack if he's unhurt. Next leader, be aware!

As a last gasp, the army gets filled but is about out of movement, so it doesn't attack this turn. It is in Cappadocia for the next leader to use.

FUGLY

Disappointedly,
Arathorn
 
Wow! Something reeks in Constantinople, and it isn't the local fish market! Legate Arathorn's luck will go down in the annals (if there are any annalists to record it left) as simply and utterly horrific. While the easy way to shirk responsibility and blame is to always blame your predecessor, (Please look up "Politician" in the dictionary), Legate RJ will deflect the blame and lay it firmly at the feet of the council of Generals. The majoritiy of them will be sacked and used for target practice by the secret fire weapons being developed at the dromon shipyards.

Got it, but I think I'll be lucky to survive my round with no city losses.
 
Thinking about things overnight a bit....

Caesera may well need to be let fall. Change Alexandria over to military and defend it. Antioch, I believe, is the city just north of Caesera and may well be defendable. It's on a hill, has a garrison, and is within a few moves of Cappadocia. I believe about half our total army is now in Cappadocia. The Huns were really hitting it hard. And all the cities behind it are still empty. First 'pult is approaching.

Alexandria may be hard pressed to hold, but we can probably safely move up the defender from the other African city (whose name completely escapes me) to help. It would need to be done NOW, but....

One of my concerns is whether our luxuries from Arabia and Africa will make it back home without Caesera. It can maybe hold a turn or two, but it'll get really tough after that. And reinforcements are pretty much nowhere to be found. I didn't realize just how little production we really have....

Good luck, RJ! May your legions fare better than mine.
Arathorn
 
Wow, looks like you definitely faced the barbarian hordes earlier than I thought. I especially didn't think the Huns would arrive so soon. I knew our defenses were week, but I thouht we would have at least 20 turns before anyone arrived other the Sassinids, and by condcting our 'spoiling attack'I hoped to keep the fighting away from our cities.

Caesarea is key, not just for the Egyptian Luxuries. We have no harbor in Asia Minor, the only way our eastern half of the empire is connected to the capital is by road to Alexandria and then teh harbor to Constantinople. If you really think we willlose caesarea, we need to rush a harbor on the mainland (Ephesus maybe), as otherwise our horses are cut from asia, and we will lose our rep as our dyes wont reach the capital, trshing our deal with Rome. (Sorry tbe bleak, but our empire is held together by a thin thread, wthout a direct connection tohe capital) It might be worth sendin the Army south, an dtake our chances vs.the Huns.

One other thought, if you are selling buildings, IIRC thre is till a courthouse in the capital, I remember seeing it, but do't remeber selling it. There's 12g. :(
One hope is that we have een the Hun's startnig units, and tehre could be a pause before new builds show up. If so, try to get a defender NEalong the road, to block theinthe mountains. Pillage the road i we can, to ta least slow them down. The Sassinids will be tougher, as we have a long exposed front.
Sorry about the typos, I am on a hotel TV-Internet, not exactly the best keyboard ;) Good Luck RJ!
 
Legate RJ rose to power after the hapless Legate (edit) Arathorn (/edit) suffered a nervous breakdown from all his bad luck during his time in power. The smell of doom is in the air. It can be seen on the faces of the citizens, (not that those lazy $%*@(&%*$&%(@#!!! slackers would actually get up of their keisters and actually DO something about it besides drool, moan, bewail, resist the draft, and join sit-ins! But I digress...), and the works of the poets. (The aptly named "We're all gonna die!" rocketed to the top of the Pop charts).

Whatever people may say about Legate (edit) Ararthorn's (/edit) reign, no fault can be found with his economic plan. A small, low-cost memorial is created for the fallen legions who entered Ostrogoth-land and never returned to a man. An even smaller memorial is commissioned for the more spread-out remains of the legions who were slaughtered by the Sassinids. No changes are required. Legate RJ lit many votive candles, stole half the fortune of Legate-to-be Charis in a rigged dice game, and donated the proceeds to buy sacrifices for every god that even is remotely considered "lucky".

IT As expected, the Huns shun the army-protected town of Cappadocia and drive straight into the un-protected cities behind it. In the critical battle of Caesarea, the valiant garrison beats off and kills both Sassy horseman units and gets a promotion! (Those luck sacrifices must have worked!)

366 (1) Right. That Army is just scaring away the Huns from the killing field around Cappdocia. With Catapults soon to arrive there, the Army will be sent South against the Sassinids to initially quell their advance, and if another Legion can be added to it, sent as a deep raider into Sassinid territory to disrupt their economy and military production. I agree with the advisors that most likely the initial rush of the Huns should be nearly over, and we may get a respite soon. However, the "ugly green menace" will only steadily grow in strength and danger. Sell Courthouse in Constaninople and rush a Catapult in Caesarea. At Cappdocia, our Horsemen venture out against a unit of Hun Horses that have slipped past and barely survive an attack against them (redlined). The good news is our Gems colony is settled, and the new luxury seems to placate our surly citizens somewhat. Many entertainers are forced out into the fields to work as common laborers.

IT The Huns attack the now Army-less Cappdocia, and are easily repelled by the veteran Garrisons there (1 Hun Horsie dead, 1 Hun Horsie retreated). No others show up. 2 Sassinid Horse units advance against Caesarea and another 2 show up on the far border though.

368 (2) We get an Elite Horse unit while cleaning up the remnants of the Huns. At Caesarea, the new Catapult wounds a Sassy horse, and our Horse attacks and takes out the other horse (no promotion, but red-lined.) 2 newly produced Legion units in our core are heading towards the Sassinid front. (That's a hell of a long walk! One will take the sea route instead.)

IT Wounded Sas horse retreats, 2 more come in, 2 more at the border.

370 (3) Our Army is almost at Caesarea. Cat wounds another Horse. I gamble and send a scout Horse up the road towards the Caucauses. No Huns in sight! He will be able to pillage a Mountain road tile next turn.

IT Wounded Sas horse retreats, Other one kills itself upon the spears of Caesarea. The green buggers send a Spear towards our coastal road and the dyes to cut us off.

372 (4) Send a spare Horse down to deal with the Spear (hopefully) The Army arrives at the Caesarea battlefield and defeats a horse with a promotion. The Cat and Horse inside Caesarea combine to kill another horse. 3 Sass horseman are lurking on the border.

IT 3 Sas Horses advance onto hills near Caesarea. Another Sas spear appears Nisibis (pillage road to cut it off??)

374 (5) Army kills 2 Sas horses and loses 3 total health. Cat and Horseman manage to kill Sas Spear threatening our coastal road and dyes. Road is pillaged in Caucacaus Mountains. Rush a Garrison in Caesarea.

376 (6) Healing turn. Pillage another road tile on the Hun Expressway.

378 (7) Hun Raider appears. Army heals, adds another Legion, and heads towards the Sassinids with one Horse as a Scout.

380 (8) 3 Sas Horses and an Archer unit passes right by our Army and heads for Caesarea. I decide to let them go because now we have 2 Cats, 2 Garrisons, a Horse, and Legion there. It is time to do a little offensive of our own.

382 (9) Our Army gets in postion to attack Peshawar. The Hun Raider appears near Cappadocia.

384 (10) Attack and kill the Sassinid Archer near Caesarea and Horse promotes to Elite. Cats go 2 for 2 against the 3 Sas Horses near, and the Legion kills one (but is yellow-lined). A Horse kills another one. And the last wounded one will be allowed to retreat as two more Sas horses appear on the border. We have 2 more Legions one turn away in a galley.
I thought I'd be able to claim one razed town this round, but Peshawar was guarded by 4 Spears! The Army easily killed two with only one wound, and the horse a third, but a 4'th (unfortified) was revealed. It should fall next round easily though.

We lead Western Rome in VP by 9945 to 8440. We now have somewhat of a military force, with 5 Horses, 7 legions, and 8 Catapults (16 Garrisons). Tech is plodding along, supplied mostly by Specialists (we have 171 gold and +24 gpt - so I suppose we can start devoting some to tech now that we are out of dire threats.) Western Rome has just learned Byz. Ingenuity. The Visigoths are still our friends and are hanging tough.


The Game at 384
 
Phew! That sounded scary...
For balance sake, I think it would be better if the Ostrogoths were not in a locked war. WRome can buy the Franks, thus the AS and Vandals are busy, and the Celts can 'only' take 3 cities, while ERome faces the Sassanids (as it should be),and the Huns right from the start - even historically, the only threat that really lead to cooperation between several Germanic tribes and Rome(s) were the Huns, so Rome should be able to sign the Ostrogoths against the Huns here, too.
 
Yes, Doc, that is probably why I changed the Ostrogoths (and forgot to update the documentation). We'll see how this goes, but both games seem like they are challenging enough so far, without the Ostrogoths locked in as an enemy.
 
Ah, but we're essentially treating the Ostrogoths as a locked enemy. We're staying at war with them the whole time.

Great turns, jello of Rubber. I never in my wildest dreams thought we could be that strong on your turns. I knew we had some actual troops completing, but not that many. Excellent!

My recommendation: Keep using the army and very few other troops against the Sassanids in their territory. Raze everything, heal often, and hoep to get to 8 cities. Regular troops stay near home and defend everything. If we get another army, pair the two up for faster decimation.

Looking a lot better. Keep up the good work and luck!

Arathorn

EDIT:

ROSTER:
Justus_II
Arathorn
Rubberjello
Charis -- UP NOW!!!
Aggie -- on deck
 
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