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[Let's Play Democracy]Total War: Rome II - The confederacy expands. Join our Council!
FaranguI am a beardy manWith a beardy planRegistered Userregular
edited September 2013
Update #2: We looked right into their eyes, and we said, "SHIT"
We begin with sending Retaba South, to start scouting our enemies. We won't be repeating the mistake of our Northern campaign. Next turn, he should be able to give us some intel. While he moves, Nerf and Kadoken begin some mustering action:
Meanwhile, with the Council wanting some improvements but unsure about which city, an executive decision is made: Bibracte will house a Horse pen. It adds a nice shot to the economy, provides more food, and most importantly, will enable us to begin recruiting some Light Horse in Bibracte. Given that we haven't seen any cavalry that weren't bodyguards or mercenaries up to this point, this will be a nice feather in our cap when it finishes, although it takes a good chunk of our reserve.
In the meanwhile, we finish the research that allows Champions, and begin the research into more tribal economy. Also, a nice little surprise comes out:
For the price of 1 unit of freemen, we get an agreement that keeps Massillia out of our hair while we move towards a port. It's a good deal, so I accept it on behalf of the Council. Meanwhile, the Pictones confirm receipt of their target, and (hopefully) begin mobilizing. In the meanwhile, we take a look at how happy our people are:
Here, we can see what contributes to our people's overall satisfaction in life. Good to know for future plans. But more importantly, Retaba is finally in visual range:
A well mixed force, with the beginnings of backup forming with those other generals. He also sees that the garrison is quite strong, about 10 units. This will be a tough nut to crack, but we were outnumbered before, and we can do it again. Retaba moves forward to see what he can do:
Snatching orders reveals an as-yet unknown enemy army or settlement. Wrecking the baggage train removes any bonuses they gain from equipment, and you can all see what poisoning does. Considering that we can see they only have one settlement, and that (hopefully) they don't have too many upgrade buildings, we attempt to poison them:
Well, shit. Without wanting to lose eyes in the region, and while Kadoken continues recruiting(possessing only about 5-6 units at this time), Nerf hires a few mercenaries to bolster his numbers, and moves forward to threaten. We receive a message that we are trespassing in the Vivisci lands, but they make no moves for now.
I had hoped that they would be as docile as the Aedui. I was wrong.
What seems to be a repeat of the Aedui battle. However, since we are in a light forest, Nerf and I remain hopeful that we can use the same strategy as-
If we're in a forest, WHY ARE THERE NO TREES ANYWHERE IN OUR ZONE
So that plan goes out the window. Our zone is pretty barren, in fact. The only feature of any note is a large hill in the rear center. Hoping to gain any kind of advantage, we station our general and mercenary light horse on top of it, to more easily turn the flanks, while the remainder of the forces set up in a triple line, skirmishers - levies - warriors:
As soon as the battle begins, the enemy horde becomes visible:
And we see that their deployment almost mirrors ours. So it will be a game of who can turn the flank the fastest. As they approach, the spear warriors maneuver to the left side to counter their cavalry. Right as the enemy closes to skirmish range, our mercenary horse goes first, into the lines of skirmishers.
Unfortunately, the Volcae are smart. They immediately withdraw their skirmishers behind the sword troops. What follows soon devolves into a mass scrum, with no real thought to flanks or tactics:
After a grind, we begin to drive the enemy away. Unfortunately, the battle bought time for the two reinforcing generals to catch up. While each had nothing but their bodyguard, both were heavy infantry, and most of our missiles had already been thrown by this time.
The end result? The definition of a Phyrric victory.
And the loss of a general.
While the other two mini units were destroyed, the main force was not, and will begin to recover. Unfortunately, we are in no position to pursue. Nerf begins to fall back to friendly territory so he can begin to reinforce his army. In other news, the faction of Epirus was destroyed completely, far away, and Retaba had healed, and returned to duty. We also hired a Warmaiden, who is our Champion agent. He can boost the recruitment rate of any army he is stationed with, and can also slightly interfere with enemy armies. Our Warmaiden, in particular, adds to the experience gain of her parent army.
While both forces continue to heal, another faction is destroyed completely: the Sequani, and Frei's army is completely healed. The question is: what now?
How long a trip would it be to bring Frei to the front? Probably longer than to reorganize what used to be Nerf's army. And chasing is probably not the smartest option anyway.
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
0
FaranguI am a beardy manWith a beardy planRegistered Userregular
edited September 2013
Military:
A replacement general is hired to replace the fallen Nerf. Nerf performed so valiantly, that in honor of his fallen predecessor, the man took his name and kept the army name intact. (There's not anyone to replace @Nerfthatman right now, so he goes right back into command unless he doesn't want it)
His army is in tatters. Although a couple of turns have taken place since the battle, his army will take three turns to fully heal. Meanwhile, @Frei's group is ready for action.
Each army has either 9 or 10 units, and each army has about the same makeup: 50-65% melee, 35-45% skirmishers.
Meanwhile, the enemy main force will be at full strength again within 2 turns, and another army has already been created, and they are actually mustering men this time.
The most important thing to note is that this war has nearly completely drained our reserves. Any further recruitment shall have to be prioritized.
The Pictones have a large, 20-unit army, just sitting in their capital. It has also become infected with some unknown plague, which might be a factor if they decide to march through our territory.
The big question to the generals(@Kadoken) and Council: Is this war worth the cost? If it is, how should we plan from here?
Note: Given that generals were decided to be able to pursue their own initiative in the last vote, this debate should be led by the generals, unless the Council can put a majority vote forth to rescind any earlier given rights. [/img]
Finance:
As you can see, we have mere hundreds left, and our income has dwindled in the face of paying all our soldiers.
Council - what should be done about this?
Technology:
Here are the military tech trees we have unlocked:
War Exercises(Reduces recruitment costs and upkeep costs for both army and navy. Further progress increases movement rate)
Warrior Code(Increases army attack and defense bonuses, along with other various add-ons. Further progress increases replenishment rate for soldiers)
Siege(unlocks artillery units, reduces attrition losses and siege time. Further progress reduces siege unit costs)
We currently have one turn left in our economic research. After that, Council and @Stilts, we must decide where to focus.
Diplomacy:
The non-aggressive pact takes a small load off of our shoulders. The main question for the Council and @JusticeForPluto: Is this war with the Volcae something we should continue to pursue? Or should we cut our losses, and aim for a more attainable target?
Going for a bit of a more free-form approach this time. Instead of forcing particular responses, I'll let you debate and decide. State of the tribe is updated, and I'm hoping to get more detailed tech trees down tomorrow.
While it would be nice to research new tech or give bonuses to our current units, I don't think we have enough of an army to make much use out of either of those options. Right now, we need more units and we need them fast. I suggest we research War Exercises.
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FaranguI am a beardy manWith a beardy planRegistered Userregular
How long a trip would it be to bring Frei to the front? Probably longer than to reorganize what used to be Nerf's army. And chasing is probably not the smartest option anyway.
Frei can get to Nemossos in 2 turns. However, when he leaves Bibracte, the public order there will begin to decrease slightly.
Also of note: If I'm reading this right, our tribe will increase in size and capacity when we recruit 1 Dignitary and 2 Fleets.
No, those are simply the caps on those kinds of units. The tribe increases in size and capacity when it reaches a certain number of cities (or maybe full provinces).
0
FaranguI am a beardy manWith a beardy planRegistered Userregular
I pledge 5 hides of land and 100 gold pieces for the interment.
::edit:: update dropped. Oof.
10 hides and 150 gold.
Do the Vivisci have allies? They may be a softer target than the Volcae, and their city could provide a base for attacks.
The Vivisci have two military allies, but we have not met either of them yet. This probably means that they are somewhere on the Iberian peninsula, as they aren't the British Iceni.
Obviously continue the war. We need to lower upkeep costs and be able to hire mans faster. So War Exercises it is.
Budget wise, I suggest we win. Conquest always solves budgetary issues!
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
0
Fleebhas all of the fleeb juiceRegistered Userregular
edited September 2013
I would suggest that we put hostilities with the Volcae on hold, and focus attention on acquiring territory that is adjacent to our own. Scout for easier targets that don't require long marches. Take slaves to boost economy. Is there territory around Bibracte that looks vulnerable? Cenabum may be a good target.
The Vivisci have two military allies, but we have not met either of them yet. This probably means that they are somewhere on the Iberian peninsula, as they aren't the British Iceni.
How big is the Vivisci military? Burdigala or whatever their city is called could be a useful stepping stone to attack the Volcae.
I propose a vote to the council, yes or no, shall we keep the Volcae as our main target? Anyone second?
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
I say lets continue the war. However, until the armies are at full strength, we must be more defensive. Lets put our most stocked army near the enemy's and our border, and set him to fortify himself and his troops. In this way, we can draw out the enemy riff-raff while on our terms, and unless their friendly with their neighbors, they won't be able to get in easily.
While this is going on, we can recruit more for our current armies, and if they are foolish enough to send a majority force against us and lose, our back up army, or our fortified army, could make a grab for their city.
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Fleebhas all of the fleeb juiceRegistered Userregular
edited September 2013
Problem there is the Volcae don't share a crossable border with us. We need to cross either Massilian or Vivisci territory. Every time we cross they like us less and less. Unless we want to set up some treaties with them first, which we've started with Massila.
Problem there is the Volcae don't share a crossable border with us. We need to cross either Massilian or Vivisci territory. Every time we cross they like us less and less. Unless we want to set up some treaties with them first, which we've started with Massila.
I think we should take Burdigala.
A port can be worth an entire province. They crank out money, they give us a quicker transport, and let us meet those inferior to us to give them our less desirable products, or trading as you will. We must conquer this city. It will make up for the money we lose right now, and to my knowledge, if Massillian gets less pissy about our crossing of their lands, then why bother with the Vinci at all? They both are basically buffers for us, unless they have given our enemy military access?
Spend only what is necessary to rebuild our armies to fighting strength.
Finance:
We need to focus on the economy first and foremost. We clearly can't afford to support a large number of military units at the moment so we should consolidate, build some economic buildings and position our armies for defence for the time being. Yes I know this is terribly boring for everyone who wants us to do all the things, all the time, but its better to spend a few turns doing nothing now while we build our economy than run out of money completely and be forced to spend a few turns doing nothing. Build the farms in Bibracte, build the Artisans workshop in Nemossos. When they finish, we should get a nice boost to our yearly income.
Research:
Military exercises. Anything that lets us field more troops for less money is a win-win at this point.
Diplomacy:
If we're going to be seriously prosecuting a war against a non-adjacent neighbor, we definitely need to hammer out a military access agreement with whoever is between us and them.
0
FaranguI am a beardy manWith a beardy planRegistered Userregular
@NerfThatMan if you would like to jump to another position feel free, it's not like we're swimming in recruits right now.
Problem there is the Volcae don't share a crossable border with us. We need to cross either Massilian or Vivisci territory. Every time we cross they like us less and less. Unless we want to set up some treaties with them first, which we've started with Massila.
I think we should take Burdigala.
A port can be worth an entire province. They crank out money, they give us a quicker transport, and let us meet those inferior to us to give them our less desirable products, or trading as you will. We must conquer this city. It will make up for the money we lose right now, and to my knowledge, if Massillian gets less pissy about our crossing of their lands, then why bother with the Vinci at all? They both are basically buffers for us, unless they have given our enemy military access?
Burdigala is a port it just faces the wrong ocean. Also it's a much longer trip to Volcae through Massilia. Anyway I belabor my point, I'll say no more about it.
Continue the war. The Council has decided that port on the Middle Sea is of great importance, and I must agree with them.
I'll sign up for general duty if Nerf does not want to continue. Up to him.
Does include rejecting any peace offers from them, if they should arise?
If they offer a white peace for a peace in our favor, I say we take it. Just so that we can rebuild ans strike again.
I am agreed with this; if they offer a free or cheap peace, then we should take it
In other news, I got the game and had an awesome heroic victory - defending vs town attack, outnumbered 2-1 with just garrisons, lost 50 troops, killed 1500
FaranguI am a beardy manWith a beardy planRegistered Userregular
So far the opinion I'm gathering is if they offer a peace, take it, but keep the war going on a more defensive footing until we can acquire more men. Should this entail @Frei leaving his comfy northern post, or staying up there but reducing his army size to allow the budget to accommodate more troops in the South?
@JusticeForPluto apparently you are being offered a military position. Will you take it?
I recommend that @NerfThatMan be moved to a Council or Advisory position until more spaces open up.
So far the opinion I'm gathering is if they offer a peace, take it, but keep the war going on a more defensive footing until we can acquire more men. Should this entail @Frei leaving his comfy northern post, or staying up there but reducing his army size to allow the budget to accommodate more troops in the South?
Yes, accept peace if they offer it.
What I typically do at the start of any total war game is amass a lot of cheap disposable units and throw them at the nearest enemy so that I have 2 provinces as soon as possible. The game usually gives you enough resources to begin with to do that, if you throw everything at them. Then I make sure I'm doing all I can for the economy, then I start thinking about the basics like higher tier troops, cavalry and upgrade buildings. We've made the landgrab, so now I recommend we just make sure we're not lacking any unit particular (like cavalry and champions, which we're about to gain access to) and open up trade routes with everyone.
Mr Ray on
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FaranguI am a beardy manWith a beardy planRegistered Userregular
edited September 2013
Ok. Pretty much the last big question is what should @Frei be doing - guarding the North and making sure Bibracte doesn't turn ugly, or moving south to help out.
Also an important note: I'm fairly certain the Volcae don't have a port on their city. Just because a region borders the sea doesn't mean a settlement has a port.
Ok. Pretty much the last big question is what should @Frei be doing - guarding the North and making sure Bibracte doesn't turn ugly, or moving south to help out.
Also an important note: I'm fairly certain the Volcae don't have a port on their city. Just because a region borders the sea doesn't mean a settlement has a port.
Really? Than screw it, lets find an easier target up north with a port and sue for a white peace.
I think we should focus on taking our entire province, we have 2 of the 3 areas currently, right?
This too. First this, then the port would be a good idea (To me)
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FaranguI am a beardy manWith a beardy planRegistered Userregular
Actually, Bibracte was part of another region entirely. Our original region is us, the capital held by the Vivisci, and the settlement held by the Pictones. Bibracte is the capital of a whole other region, which comprises the settlements even further north of the Pictones.
Also, the Volcae are not in a very peaceable mood right now.
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
Random hermit suggests:
Leave Volcae alone. Let the Pictones deal with them. You'll get their settlement anyway if/when you can get the Pictones to join your confederation. Make besties with Massilia. Now is the time to regroup and build large armies (3). One stays near home to protect from other raiding factions. This is a very hostile area. The other two campaign together to ensure swift and decisive battles. For this reason, you don't need quality troops, just lots of them
Fine, put me on the council! Someone needs to lead this shit show!
j/k
But yeah, add me.
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KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
Actually, Bibracte was part of another region entirely. Our original region is us, the capital held by the Vivisci, and the settlement held by the Pictones. Bibracte is the capital of a whole other region, which comprises the settlements even further north of the Pictones.
Also, the Volcae are not in a very peaceable mood right now.
Damn the Visci then! We will get the Pictones and Massilians to join us if we are on good terms later. If we can own another capital, then it is better for our tribe.
Yeah, if there's no port in the Volcae territory, there really isn't much point in actually conquering them (for now). Play defense, rebuild our forces and economy, let them come to us, crush them, and force a peace. Preferably with large amounts of tribute.
The idea that your vote is a moral statement about you or who you vote for is some backwards ass libertarian nonsense. Your vote is about society. Vote to protect the vulnerable.
Posts
Meanwhile, with the Council wanting some improvements but unsure about which city, an executive decision is made: Bibracte will house a Horse pen. It adds a nice shot to the economy, provides more food, and most importantly, will enable us to begin recruiting some Light Horse in Bibracte. Given that we haven't seen any cavalry that weren't bodyguards or mercenaries up to this point, this will be a nice feather in our cap when it finishes, although it takes a good chunk of our reserve.
In the meanwhile, we finish the research that allows Champions, and begin the research into more tribal economy. Also, a nice little surprise comes out:
For the price of 1 unit of freemen, we get an agreement that keeps Massillia out of our hair while we move towards a port. It's a good deal, so I accept it on behalf of the Council. Meanwhile, the Pictones confirm receipt of their target, and (hopefully) begin mobilizing. In the meanwhile, we take a look at how happy our people are:
Here, we can see what contributes to our people's overall satisfaction in life. Good to know for future plans. But more importantly, Retaba is finally in visual range:
A well mixed force, with the beginnings of backup forming with those other generals. He also sees that the garrison is quite strong, about 10 units. This will be a tough nut to crack, but we were outnumbered before, and we can do it again. Retaba moves forward to see what he can do:
Snatching orders reveals an as-yet unknown enemy army or settlement. Wrecking the baggage train removes any bonuses they gain from equipment, and you can all see what poisoning does. Considering that we can see they only have one settlement, and that (hopefully) they don't have too many upgrade buildings, we attempt to poison them:
Well, shit. Without wanting to lose eyes in the region, and while Kadoken continues recruiting(possessing only about 5-6 units at this time), Nerf hires a few mercenaries to bolster his numbers, and moves forward to threaten. We receive a message that we are trespassing in the Vivisci lands, but they make no moves for now.
I had hoped that they would be as docile as the Aedui. I was wrong.
What seems to be a repeat of the Aedui battle. However, since we are in a light forest, Nerf and I remain hopeful that we can use the same strategy as-
If we're in a forest, WHY ARE THERE NO TREES ANYWHERE IN OUR ZONE
So that plan goes out the window. Our zone is pretty barren, in fact. The only feature of any note is a large hill in the rear center. Hoping to gain any kind of advantage, we station our general and mercenary light horse on top of it, to more easily turn the flanks, while the remainder of the forces set up in a triple line, skirmishers - levies - warriors:
As soon as the battle begins, the enemy horde becomes visible:
And we see that their deployment almost mirrors ours. So it will be a game of who can turn the flank the fastest. As they approach, the spear warriors maneuver to the left side to counter their cavalry. Right as the enemy closes to skirmish range, our mercenary horse goes first, into the lines of skirmishers.
Unfortunately, the Volcae are smart. They immediately withdraw their skirmishers behind the sword troops. What follows soon devolves into a mass scrum, with no real thought to flanks or tactics:
After a grind, we begin to drive the enemy away. Unfortunately, the battle bought time for the two reinforcing generals to catch up. While each had nothing but their bodyguard, both were heavy infantry, and most of our missiles had already been thrown by this time.
The end result? The definition of a Phyrric victory.
And the loss of a general.
While the other two mini units were destroyed, the main force was not, and will begin to recover. Unfortunately, we are in no position to pursue. Nerf begins to fall back to friendly territory so he can begin to reinforce his army. In other news, the faction of Epirus was destroyed completely, far away, and Retaba had healed, and returned to duty. We also hired a Warmaiden, who is our Champion agent. He can boost the recruitment rate of any army he is stationed with, and can also slightly interfere with enemy armies. Our Warmaiden, in particular, adds to the experience gain of her parent army.
While both forces continue to heal, another faction is destroyed completely: the Sequani, and Frei's army is completely healed. The question is: what now?
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I pledge 5 hides of land and 100 gold pieces for the interment.
::edit:: update dropped. Oof.
10 hides and 150 gold.
Do the Vivisci have allies? They may be a softer target than the Volcae, and their city could provide a base for attacks.
His army is in tatters. Although a couple of turns have taken place since the battle, his army will take three turns to fully heal. Meanwhile, @Frei's group is ready for action.
Each army has either 9 or 10 units, and each army has about the same makeup: 50-65% melee, 35-45% skirmishers.
Meanwhile, the enemy main force will be at full strength again within 2 turns, and another army has already been created, and they are actually mustering men this time.
The most important thing to note is that this war has nearly completely drained our reserves. Any further recruitment shall have to be prioritized.
The Pictones have a large, 20-unit army, just sitting in their capital. It has also become infected with some unknown plague, which might be a factor if they decide to march through our territory.
The big question to the generals(@Kadoken) and Council: Is this war worth the cost? If it is, how should we plan from here?
Note: Given that generals were decided to be able to pursue their own initiative in the last vote, this debate should be led by the generals, unless the Council can put a majority vote forth to rescind any earlier given rights. [/img]
Finance:
As you can see, we have mere hundreds left, and our income has dwindled in the face of paying all our soldiers.
Council - what should be done about this?
Technology:
War Exercises(Reduces recruitment costs and upkeep costs for both army and navy. Further progress increases movement rate)
Warrior Code(Increases army attack and defense bonuses, along with other various add-ons. Further progress increases replenishment rate for soldiers)
Siege(unlocks artillery units, reduces attrition losses and siege time. Further progress reduces siege unit costs)
We currently have one turn left in our economic research. After that, Council and @Stilts, we must decide where to focus.
Diplomacy:
Going for a bit of a more free-form approach this time. Instead of forcing particular responses, I'll let you debate and decide. State of the tribe is updated, and I'm hoping to get more detailed tech trees down tomorrow.
@Phyphor @enlightenedbum @Vic @Mr Ray @firewaterword @Fleeb
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Frei can get to Nemossos in 2 turns. However, when he leaves Bibracte, the public order there will begin to decrease slightly.
Chicago Megagame group
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Chicago Megagame group
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Does include rejecting any peace offers from them, if they should arise?
Chicago Megagame group
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No, those are simply the caps on those kinds of units. The tribe increases in size and capacity when it reaches a certain number of cities (or maybe full provinces).
The Vivisci have two military allies, but we have not met either of them yet. This probably means that they are somewhere on the Iberian peninsula, as they aren't the British Iceni.
Chicago Megagame group
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Budget wise, I suggest we win. Conquest always solves budgetary issues!
How big is the Vivisci military? Burdigala or whatever their city is called could be a useful stepping stone to attack the Volcae.
I propose a vote to the council, yes or no, shall we keep the Volcae as our main target? Anyone second?
While this is going on, we can recruit more for our current armies, and if they are foolish enough to send a majority force against us and lose, our back up army, or our fortified army, could make a grab for their city.
I think we should take Burdigala.
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A port can be worth an entire province. They crank out money, they give us a quicker transport, and let us meet those inferior to us to give them our less desirable products, or trading as you will. We must conquer this city. It will make up for the money we lose right now, and to my knowledge, if Massillian gets less pissy about our crossing of their lands, then why bother with the Vinci at all? They both are basically buffers for us, unless they have given our enemy military access?
Well, after my performance I feel it's only fair to rotate someone else in, so @JusticeforPluto can take it away. I'll still be reading though!
Military:
Spend only what is necessary to rebuild our armies to fighting strength.
Finance:
We need to focus on the economy first and foremost. We clearly can't afford to support a large number of military units at the moment so we should consolidate, build some economic buildings and position our armies for defence for the time being. Yes I know this is terribly boring for everyone who wants us to do all the things, all the time, but its better to spend a few turns doing nothing now while we build our economy than run out of money completely and be forced to spend a few turns doing nothing. Build the farms in Bibracte, build the Artisans workshop in Nemossos. When they finish, we should get a nice boost to our yearly income.
Research:
Military exercises. Anything that lets us field more troops for less money is a win-win at this point.
Diplomacy:
If we're going to be seriously prosecuting a war against a non-adjacent neighbor, we definitely need to hammer out a military access agreement with whoever is between us and them.
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Burdigala is a port it just faces the wrong ocean. Also it's a much longer trip to Volcae through Massilia. Anyway I belabor my point, I'll say no more about it.
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I am agreed with this; if they offer a free or cheap peace, then we should take it
In other news, I got the game and had an awesome heroic victory - defending vs town attack, outnumbered 2-1 with just garrisons, lost 50 troops, killed 1500
@JusticeForPluto apparently you are being offered a military position. Will you take it?
I recommend that @NerfThatMan be moved to a Council or Advisory position until more spaces open up.
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Rebuild your armies, generals. We shall see to a stronger economy to aid you.
Yes, accept peace if they offer it.
What I typically do at the start of any total war game is amass a lot of cheap disposable units and throw them at the nearest enemy so that I have 2 provinces as soon as possible. The game usually gives you enough resources to begin with to do that, if you throw everything at them. Then I make sure I'm doing all I can for the economy, then I start thinking about the basics like higher tier troops, cavalry and upgrade buildings. We've made the landgrab, so now I recommend we just make sure we're not lacking any unit particular (like cavalry and champions, which we're about to gain access to) and open up trade routes with everyone.
Also an important note: I'm fairly certain the Volcae don't have a port on their city. Just because a region borders the sea doesn't mean a settlement has a port.
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Really? Than screw it, lets find an easier target up north with a port and sue for a white peace.
This too. First this, then the port would be a good idea (To me)
Also, the Volcae are not in a very peaceable mood right now.
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An update will probably be underway today, since everyone is asking for more defense.
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Leave Volcae alone. Let the Pictones deal with them. You'll get their settlement anyway if/when you can get the Pictones to join your confederation. Make besties with Massilia. Now is the time to regroup and build large armies (3). One stays near home to protect from other raiding factions. This is a very hostile area. The other two campaign together to ensure swift and decisive battles. For this reason, you don't need quality troops, just lots of them
Damn the Visci then! We will get the Pictones and Massilians to join us if we are on good terms later. If we can own another capital, then it is better for our tribe.
How powerful are the Visci?