Well, we did everything we could. Wait for the Gauls.
Well, we did everything we could. Wait for the Gauls.
Just as all is going good, and the town is about to surrender... Your soldiers sound the goat horn. You've been ambushed. But.. Not by The Gauls, or Hellens. Scouts report these ambushing forces are Greeks. Real Greeks. The Hellenic motherland has finally awoken to rise against you and assist the Hellens. The Greeks are organised, employing a killer phalanx formation, along with 25 foot long sarissa spears.
Your army numbers:
1. Militia (Spears, x80)
2. Militia (Spears, x97)
3. Militia (Spears, x72)
4. Militia Archers (x60, 30 arrows per-man)
5. Free-rider cavalry (Spears, x60)
6. General (Sword, x1, Attached to [Unit 5])
7. Saber branch archer cavalry (x30, 50 arrows per man)
Use the archers to fire, while Getting Half of your Spearmen to form a Semi-Circle
Have the archers and mounted archers fire, then send your soldiers in a line formation. Have them make plenty of noise with their shields and weapons to reduce the enemy's morale.
Your archers march forward with your infantry, and begin barraging the phalanx. Although the arrows do next to nothing to the shielded pikemen, the flank guard regiments are taking punishment. Their own arrows sail into the air, bombarding your militia, whom are taunting the enemy with yelling and spear pounding.
Have the free-riding cavalry unit move down the west of the Greeks to try to ambush them whilst they are distracted by the eastern snipers, and charge forward with the spearmen militia in the line formation to try and break up the enemy.
You charge your horses into one of the flank guard formations, easily tearing into them, however you militia are not so lucky.
The strong, well trained Greek hoplites tear up your troops as easily as Alexander the Great did to Persians but some 50-70 years ago.
Pull back your mililtia and move the archers a little bit closer to get a better shot, and try to split up the formation using your horses.
You pull back your injured unit, and your horses come in full power, splitting the flank guard's ranks, and hitting the side of the Greek phalanx hard, though they are very well trained soldiers. They bring decent opposition to your cavalry. Your arches march up and take shots directly at the phalanx. It will take a little more shooting before any arrows fly past the huge shields that they are bouncing off, and hit a soldier.
I say retreat and train up your army. One loss isn't gonna hurt us.
You withdraw your forces from the enemy region, and the Gauls begin withdrawing as well when they hear the news.
(I made a typo there by coloring the Greek Cities Army as a Hellenic Colonist army. That'll be fixed next update.
Well, like I said train your army.
You begin re-drawing troops to replenish your army, as well as finish Professional Army development.
THEN TRAIN AGAIN
Also make a new army
You begin training a new army. It will take a while.
Meanwhile, word is getting back that your colonist soldiers may have arrived at Asia already..
COLONIZE THE SHIT OUT OF EVERYTHING IN SIGHT
Your soldiers arrive on land, and build a small settlement, establishing a small region of control in Asia... Or is it Asia?
Word gets back to the Peninsula that the soldiers have not reaches Asia, but the Middle East.
(Note, hollow square denotes a non-combat agent such as a spy, diplomat, or assassin.)
It would likely be a good idea to go engage in diplomacy with the Seleucids to solicit map information from them in order to get a feel for your surroundings further than the current.
Get spies in put fake commands in Greece's military. It orders them to attack Hellenic.
Your assassin, in attempts to sabotage the alliance between the Greek cities and the Hellenic Colonists failed to tie up loose ends in his sabotage evidence. He was caught attempting to pit these allies against each other, put down in a violent manner.
[TIP]: It's a good idea to create a reasonable story, and relay that to your spy so he has a better chance of sabotaging an alliance.
Engage in diplomacy with the Seleucids to solicit map information from them in order to get a feel for your surroundings further than the current.
The seleucids are eager to offer you map information in exchange of an alliance.
You gain regional map info. When you wish to proceed with any actions at the Peninsula, both regions will be shown.
Take a boat near that little island near your settlement. Claim it all and build a city there. Also create an army.
(The hollow square near your island denotes a ship. Ships will appear throughout the game. Like this one, they will be colored appropriately to their Faction.)
You sail over to the island, and establish a settlement, there being not much any other people there. Your colonial army exits your settlement.
(You want to build an additional army? Remember that you have that colonial army.)
Trade income: 2000
Internal income: 2000
Income from flowing economy: 1000
Expenditure: 1000 (Army Upkeep)
Send spies to capture resources from the PURPLE GUYS.
Make sure that they don't spill the beans about who hired them. If they get captured that is.
Those are your allies. You sure?
But that's just if they get caught.
The foolishness of your enemies' treasurers has led well in your spy's method.
You have acquired various assets and have pocketed a fraction of your ally's funds too.
Current Trade income: 3000
Current Internal income: 2000
Current Income from flowing economy: 1500
Current Expenditure: 1000 (Army Upkeep), 500 (Corruption)
1. Insiders [Seleucid Empire] (Provides graphic information on holding faction.)
2. Friends in far places [Seleucid Empire] (Increases your merchants' income in target faction territory, also makes it safer for agents and armies to march across target faction's land)
3. Life Line [Seleucid Empire] (Allows you to borrow money from corrupt leaders in target country when you are in financial trouble)
Research technology. Try to level up all of your armies.
Your researchers, confused on your exact ambition on these strange devices decides to engineer a giant slingshot, capable of flinging projectiles at high speeds, and even capable of busting through smaller stone walls.
(Gunpowder not invented yet)
Use the slingshot to take down a Greek army. ENGAGE IN BATTLE
Gunpowder, and THEN cannons.
GET IT NOW, I WANT TO SHOOT THEM WITH MY BALLS.
Ugh. I want to join in. Is it possible, OP, that a small little country just starts up, just a bit north of the seluecenids? I would like to control them. (i'm aware we are controlling one country. Just wondering if I could start a different one)
And, get the spy out of the Selus. I don't like that spy.
Next, are our sailors scared of sea monsters? I say get our great atheist country to think for a second on the likely-hood of a sea monster.
Don't get any spy out of anywhere.
Send more spies to Greece. Steal everything you can find. Mostly find how to build the tech they have. We should steal their weapons and make them our own.
Spore, if that spy is found, we are going to be in deep ****. They will find out that some gold is missing. If I know anything, treasurers may not protect the gold, but they sure are able to count it. And Greece? They had Greek Fire. The first napalm. So I say get all cosy with their generals, and get the information out of them over a glass of prime Daniel Jackson's Special Whiskey.