Thread #2331508
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there are dozens of us, dozens!
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If they had to reskin a game why did they choose the worst game in their stable? EU: Rome was universally ridiculed when it came out and was dead on arrival. Imperator didn't even improve anything meaningful, except some slight and questionable graphical upgrades.
The worst reskin in gaming history.
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>>2331508
The game has infinite potential.
So, sad Johan fucked up so hard with the launch the damage could not be undone.
It's very much a No Man's Sky dilemma.
What they should do is take Invictus and Asia mods, integrate them into as the game, and release it as Imperator II. Then sell it at half price.
That would get rid of stigma.
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>>2331656
>>2331663
Paradox's business strategy for sequels is to keep 50% of old mechanics, completely remove all the old flavor and resell these as dlcs. They keep just enough mechanics to scam reddit into thinking the games are an improvement but all the flavor is gone until they can resell it. It's a fucking scam.
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>>2331986
>province based pop growth
I see what you are refrencing.
Historically, cities experienced limited natural growth due to their role as hubs for disease outbreaks. Therefore, the only way cities could grow was through rural migration. The countrysides were less prone to disease outbreaks, but offered less opportunties, which forced people to migrate.
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>>2332265
>Imperator is Paraslop in its most concentrated form. Shallow fodder for the midwit gamer.
I get that you’re mad, but this doesn’t even make any sense at all if you think about it for three seconds.
>Vicky 3
>CK3
>Stellaris
>EU4
>HoI4
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>>2332635
It's actually something I recalled from a uni course on urban evolution.
The same lecturer had this strict definition of cities, and argued that Gallic oppida were not cities, but "living faculties". I wish I could remember how he defined the difference. But I think his argument was on the premise that a city must have certain aspects of urban life, which were apparently missing from oppida.
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>they patched out nobles giving you extra trade routes
no wonder my cities were running like shit after building academies everywhere
ALso, what tech is best to beline towards? The siege techs and then then Gradual Economic Integration for the grand theater seems like it for me
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>>2333007
Grand theatre is good. Temple is more useful to get first depending upon where you're playing (wrong religion assimilates culturally more slowly than wrong culture converts religiously). Land by the Spear or whatever it's called, the last tech in the leftmost military tree, is extremely good for blobbing once you get beyond a certain point. Once you have a sizable enough levy base, starting experience techs are good if you want to exploit for quick tradition unlocks. Foundries are busted if you're playing without mods.
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>>2333006
>I wish I could remember how he defined the difference
"Because I say so"
t. had a professor who insisted Shanghai was the first Chinese city (and only from 1845 onward), and no prior urban area counts, because.
Faggots who teach urbanisation and urban-related subjects are bunch of stuck-up cunts, and each of them is always pushing their own narrative to sell their own books on (historical) urban planning. It's all big pile of shit in the end, always only interact with the doctoral students
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>>2333002
>Projecting madness to justify shitty game mechanics
>After already trying to justify it for himself
Let me guess - you've preordered and are coping to this day, all thanks to having no prior exposure to EU:R
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>>2333016
I've got a sneaking suspiction you don't actually grasp the difference between "Shanghai is the first city in China since ever, and only from the concession onward" and "Shanghai is the first city in the modern meaning".
And those things are impossible to confunse in my native, making him simply full of shit.
But he wrote three books about this claim (basically his Masters turned into book, his doctorate turned into a book and his PhD turned into a book), so clearly, the guy has a fixation.
But this went further - the claim was that there were no cities of any kind or shape east of Bosphorus (including Greek colonization of Asia Minor) until colonial powers came there in 19th century and established some. Those settlements there with urban planning? Not cities. Nu-uh. Edo housing over a million people? Biggest village in the world. Planned one, sure, but a village. But repeat afte the late professor: "Not. A. City"
If this is any help or consolidation, the guy teaching drone mapping was insisting that major North Sea and Baltic ports draw their origins from Roman colonisation, because - and wait for it, for this is what makes it really crazy - they didn't resemble Roman settlements at all, being an inside job to blend in with the locals and infiltrate their economies.
Urban Studies.
Not even once.
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>>2333047
no, I understand the difference fully well. but it sounds like he has some sort of reason for claiming that Asians are fundamentally unable to make any sort of advanced settlement on their own and it also sounds like it is not related to how they were building things
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>>2333282
>I:R
>Dynastic play
LMAO
O
L
This game has no such feature. It's just your brain trying to justify a 1:1 port of a non-functional mechanic from EU:R (once again, shocking, I know). Republic is literally the only government form with actual, functional subsystems and the game is build around it (so naturally, they had to fuck shit up and decrease number of factions to just 3)
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>>2333405
>Scytia this big
This is still manageable,.. but please, describe me composition of your legions.
Chances are, you made the "one size fits all" uber-legion, that has exactly one weakness: Scytian default levy and legion composition
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>>2333007
Fasters sieges are nice but no use if your enemy outbuilds and outfights you. Left branch gives you discipline, experience for faster traditions,legions and the foundry which is great as soon as you get any metropolis sized city
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>>2333015
You would be wrong in two ways. I never preordered, and I only played it after paradox backburnered it because fuck them and their perpetual dlc cycles.
Second the only one here who is mad seems to be you because you can't seem to let this one go. Supposedly you hate the game but you can't help but exist in a thread dedicated to it. So continue to cope and seethe in misery while the rest of us have a joyful life.
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>>2333450
During this war, I was using the levy law, so I relied on levies and mercenaries.
Cultural composition of Armenian levies (pic related) is fucking weird. You'd think there would be some heavy infantry instead of heavy infantry.
Also, an interesting thing is, as you can see from the other pic, I had plenty of money, it's just that Invictus limits the number of mercenaries you can hire.
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>>2333622
>>2333623
>Plays without even the capital legion
>At the same time, plays with Invictus
In such circumstances you have only yourself to blame, I guess
Still:
Scytian culture has as their levy the exact composition that counters HARD the otherwise space marines that is 2n HCav supported by n HInf and token 2-unit LCav on flanks. Easily 9 out of 10 cases of people being rolf-stomped by Scytia and other countries in that culture group comes from not knowing their legions get maximum penalty against them and they get maximum bonus on your legions, which leads to a rather fucking awful string of defeats of otherwise superb legions.
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>>2333007
Fasters sieges are nice but no use if your enemy outbuilds and outfights you. Left branch gives you discipline, experience for faster traditions,legions and the foundry which is great as soon as you get any metropolis sized city
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>>2333631
Don't confuse accident with premeditation. It was only discovered much, much later what the optimal meta legion is, and how it has that one caveat of being utterly useless against Scythian levies and legions. PDX is too fucking dumb to anticipate player meta, and each major update of the game was handled by someone else (the whole "muh Arheo" was a meme to pretend there is any actual vision, while the guy was barely involved)
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>>2331508
I want to play as Bambyce but I find the start dificult. The diadochi wars start so early and I need independence in order to declare war at the same time as Seleucids so I can occupy territory before they come in take all the territory around me.
Has anyone tried this start and got some tips?
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>>2331508
>Enemy numbers 70K
>I number 70K
>They rape me in every battle
>One of my disloyal governors hijacks 10K troops
>Every time the enemy is about to take a fort from me, they have to turn back to deal with my disloyal general who has penetrated deep behind their lines
>Despite winning every battle, they run out of manpower and their army shrinks to 20K
>Turn the tide of the war
Kino. I think this happens because AI can't manage the supplies, which is fair considering I, as a player, can barely manage them.
I don't get the obsession with attrition. Why not just make it so shortage of supplies decreases morale?
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>>2333778
>Yeah?
You don't roleplay in your game by using reasonable army compositions? What are you, some kind of faggot? Rome was famous for having not-great cavalry, and relied on local auxiliaries for it. Heavy cav in the game represents things like the hetairoi and cataphracts and such, there's no reason for Rome to use them other than being a munckin cheese faggot. I bet you use h*rse ar*hers and elephants and shit too, what a loser.
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>>2334180
Yes, you besmirched my e-honor by saying that my post expressing my sincere opinions about Roman army composition, in the hit game Imperator: Rome, was "trolling". That is why I am arguing with you. Have at thee, coward. I do bite my thumb at you.
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>yiffs in your general direction
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>>2334179
>You don't roleplay in your game
No, I don't.
>That army composition
>Reasonable
And then the rest of the post follows... nigger, are you even remotely aware you are playing a VIDEO GAME? One that operates in a way its devs intended, rather than whatever fucked up ideas you have?
That army is shit, plain and simple. Light Cav is only useful if you use it for flanks, and only if you have 2 units per flank (so 4 in total). And it's not even about meta, that's literally the ONLY thing this unit is good for.
And it's not even about meta, it's your own fucking army composition being contradiction of your own LARP as muh consular army, you dumb twat.
Fuck man, I will never understand people who larp in games that aren't explicitly RPGs. It's a special brand of idiocy that's just beyond my comprehension.
>inb4 but it's fun
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>>2334382
Sardinia. I mean, what's the worst that could happen on such a remote isla-
>Under the command and the auspices of the consul Tiberius Sempronius Gracchus, the legion and the army of the Roman people subjugated Sardinia. More than 80,000 enemies were killed or captured in the province
>Since Sardinian captives once flooded the Roman slave markets after a Roman victory over a serious rebellion from the mountain tribes, the proverb Sardi venales ("Sardinians for cheap") became a common Latin expression to indicate anything cheap and worthless, as Livius reported.
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>>2334382
>2.0.+
>Tall
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>>2334382
Greece and Asia has a ton of wonders. You can get crazy tech speed if you control those.
But the comfiest for me was forming Tartessia in Souther Iberia. Not a lot of cities at first so you get to develop the region to your liking. You also have some time before Rome comes knocking so you can defend yourself if they don't want to ally you.
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>>2334429
Imperator was indeed the best tall game.
But this is PDX, so no good things allowed. Since Marius update, not controlling a whole Region, along with not being a Regional Power means you are fucked and half of the mechanics is turned off for you..
We went from situation where small, but well-developed and populous entity could punch way above its size (say Syracuse with minimal expansion and some slave snatching) to the point where anything below a single Region is just pointless
>inb4 single region nation is "tall"
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>join an ally in a civil war
>my amies do not refill their supply stocks while in my allies land and start starving
>my war exhaustion goes up to max
>cannot peace out from the war because it is a civil war
>cannot delete my levies because I am at war so war exhaustion is stuck at max
sometimes you are reminded about how painfully unfinished this game is
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>>2334691
Not being able to disband levies while at war is weird.
Think they did it that way to stop you from disbanding your levies that are about to get annihilated. CK3 got around this by doing the whole "enemy is next province, so it cannot be disbanded".
Either way, the natural solution would have been to do gradual disbansion, where every month some of your regiment dispand.
Also speaking of war exhaustion, why is it capped at 20? The max cap isn't even that bad. I swear it is because AI can't handle more.
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>>2334691
>my amies do not refill their supply stocks while in my allies land and start starving
Just bring them home? Losing food takes time and your units dying of attrition also takes time. Literally just walk your guys home before they die.
>>2334737
I think a reasonable compromise would be to not be able to disband levies while there were enemies in your territory. That was you can't disband them while in a meaningful conflict but you could get rid of them if it's some distant civil war in an allied country.
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>>2334621
>>2334626
Nta, but you literally stop participating in small country mechanics if you go past local power status and your entire diplomacy gets re-evaluated. You can no longer be in leagues, your aliances work differently and you generally are forced to grow only bigger once you are no longer local power (and preferably jumb from 20-24 territories to 50+ in a single war, or suffer the consequences of being small, but treated like a big nation.
As far as the game is concerned, you either stay at max 24 territories and play an actual tall game (but without legions, since fuck you), or you just blow the fuck out. There is no middle ground.
And he is correct - prior to legions, this was perfectly viable and sensible to stay small ,because you wealth and population translated directly to military might. Once legions were introduced, you MUST be regional power or bigger, or else you will never get regions, because
>>2334621
Also
>playing tall
>but you actually just go play wide
You clearly didn't think this through
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>>2334621
>>2334626
>>2335002
In fact, this used to be an exploit back in the day when playing as a big blob or just rome. Very useful against leagues and league leaders, because if the leader was big enough, you could just trade them for nothing extra territories, bump them to 26 territories on the last day of a month, and on the first day of the next month, they were booted from the league, while the leage itself got dissolved. This left everyone in that league fucked, since before any sort of diplomacy could be re-established, they were already all at bunch of separate wars with you, unable to respond as an alliance and getting extensive defeat in detail
But I guess controlling all of Italy or Greece is actually playing tall, if you get brain-damaged with EU4 enough.
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>>2335005
>But I guess controlling all of Italy or Greece is actually playing tall, if you get brain-damaged with EU4 enough.
retard-kun... there's not a single region in the game with enough territory to get you to major power status alone. are you telling me you're playing wide when you can't even enact the legion law without the event?
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>>2335144
I think it's the mix of imperator rome having a relatively advanced economy (compared to ck2/3, eu4) which makes using economic wealth like that plausible but it's also simple enough that you can actually make it work and balance it (eu5 is currently struggling to not make the whole economy self immolate before 1500)
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>>2335157
IMP's economy is a degree above CK3's. In CK3 all money comes from buildings, while in IMP, money comes from pops.
I do kinda wish there was 2nd degree. Something like local wealth. It bothers me that money is generated out of nowhere.
If a pops of a city pays taxes for centuries, and the country never reinvests money back into the local economy, the city would become impoverished and eventually run out of money.
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>>2335009
>Controlling 100-120 territories is tall
>>2335022
>If you aren't major power, you are playing tall
>>2335051
>EU4 brain rot confirmed
>>2335070
>Just play wide, bro!
I guess if one is retarded AND stubborn, there is no way.
Especially not with a game that allowd you to play as a 2-10 territories country for an actual tall gameplay, with interesting diplomatic play and developing your economy... until they reworked military. But hey, apparently tall now means no longer being qualified by any fucking metric (including those in-game) as a small nation. After all, you "only" took over the largest unit of territory grouping, and not a whole Europe, so it's totally tall
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>>2335144
>>2335157
They actually nerfed how strong economic aspect was in the patch that added nobles. Prior to that, money was the only resrouce that mattered, finally dropping the whole mana bullshit...
... so they quickly had to nerf that, because nice things aren't allowed.
I:R is curious case of the game that stated as the epitome of all the bad things about modern PDX, then managed to shed it and became its own thing... only for the final major patch to fuck shit up and drop any further supprt.
Stellaris had similar story - they made distinctively different game, and then went out of their way to just make it EU4, but IN SPESS!
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>>2335187
>It bothers me that money is generated out of nowhere.
That's just PDX for you.
Last time they had actual economic model, a functional one, EU3 was wrapping up.
Ironically enough, despite all the memery, Vicky 2 was the first major dip in quality of their economic models
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>>2335270
>>you expand but limit yourself to a region? blobbing!
I mean... yeah?
Why did you took over ALL of Greece while playing as a fucking city state, other than blobbing?
>>you don't expand? blobbing!
Care to point out where that claim was made.
Pre-Marius I:R allowed you to play the entire game as a fucking city state, engaging with all its mechanics and having fun with it.
Post-Marius, you either take over a whole region, or you are fucked.
To put it in perspective:
I could play as Syracuse the entire game.
I HAVE TO form Magna Graecia now.
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>>2335273
>It's not tall when you control area occupied so far by 20+ different nations, because... um... it's just not, ok?
24 territories is what the game itself sets up as a limit.
How fucking hard to grasp is that?
Do you go to EU4, unify Germany and insist you are still playing as OPM?
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>>2335264
Taking one region is not blobbing in a time period that was all about huge empires. Sure you can play as a city state and never take another territory but what else are you going to do? If you win a couple wars your city is stacked to max pop and you just sit there on speed 5 doing nothing while watching a show on your second screen?
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>>2335278
>I could play as Syracuse the entire game.
>I HAVE TO form Magna Graecia now.
Why?
Why isn't Sicily sufficient? Or is expanding to cover the whole island too wide?
If territory count is the issue, why can't you just control the rest of Sicily through subjects and stay under 24?
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>>2335285
How many times will I need to repeat that you can't get a legion if you aren't at least a Regional Power?
Do you even play the game at all, or I need to explain the most basic fucking mechanic like you are a layman?
If you don't have a legion in post-Marius game, you are DEAD. Especially when sitting right next to Rome.
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>>2335293
BUT YOU CAN'T DO THAT IF YOU AREN'T AT LEAST A REGIONAL POWER, YOU DUMB FUCKNG MORON!
YOU MUST BE A REGIONAL POWER, THEREFORE YOU ARE NOT ALLOWED TO PLAY AS A SMALL NATION WITH A STANDING ARMY.
BEING A REGIONAL POWER DISABLES ALL THE ACTUALLY USEFUL TOOLS FOR PLAYING TALL
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>>2335294
>why are you trying to go on the offensive against Rome anywa
Who said anuthing about offesnive, you absolute retard?
How the fuck you plan to defend yourself in a post-marious against 2-3 legions AND levies going your direction, while all you have are a levy (1) and mercenaries.
Do you even play this game?
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>>2335299
>>2335299
>BUT YOU CAN'T DO THAT IF YOU AREN'T AT LEAST A REGIONAL POWER, YOU DUMB FUCKNG MORON!
>or
>has_variable = had_military_reforms
there's an entire event for the Marian reforms you know. which doesn't require you to be anything
>>2335301
>How the fuck you plan to defend yourself in a post-marious against 2-3 legions AND levies going your direction, while all you have are a levy (1) and mercenaries.
>build boats
>Roman troops can't cross
it's that easy bro. mad because bad
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>>2335305
>Retard has no idea what's the difference between Marian reforms event and fucking Marius patch
>Just build and maintain a fleet of 200+ ships, but god forbid if you had a starting army.
At this point I've got to ask one simple question:
Which patch did you start playing I:R?
And if that's too hard to answer - which year?
Because either you are unironically retarded, with room temperature IQ, or you never played this game pre-Marius overhaul of military and research that utterly fucked anything even resembling tall.
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>>2335307
>Just build and maintain a fleet of 200+ ships
yeah it should be easy if you have a good trade income, which you should from investing all of your political influence into more trade routes
also I didn't say anything about a "difference between the Marian reforms event and the fucking Marius patch". I said that there is a Marian reform event which is extremely easy to get (see pic) that allows you to enact the "legions in all regions" law as a republic regardless of your rank. please consider learning to read in the future
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>>2335318
>I played this game pre-Marius
>I will now insist post-Marius didn't disable tall
>The new systems are fine!
>They work so great for small nations
>Just build navy and take over 100+ territories, bro
I'm done here.
Same way how I was done with I:R post Marius.
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>>2335321
>take over 100+ territories, bro
Where are you getting this from? Sicily definitely does not have 100 territories.
Or are you too blind to actually read the requirements for the legion law and event? Do you need me to spell them out for you plain as day?
Fucking fine.
14 military advances.
OR you wait for Rome to unlock the Marian reforms, by EVENT and not PATCH you fucking reprobate, in 520 AUC. Which should be early enough that even a fifth-rate navy can hold them off.
You do not need to be tribal but you do not need to worry about that because you are NOT A TRIBE.
When that fires. Which it can do regardless of your rank. It unlocks the final legion law for republics. Regardless of your rank. You can have literally just a single territory. Just one. City-state status. And you can still get the fucking law. It does not require 100 territories. It does not even require 2. And it lets you build legions! In any region, even! It's significantly better than the one locking them behind power status for that reason!
READ.
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Were they playing tall?
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>>2331508
I love the late game in this game.
>share a huge border with Seluks, which spans from Anatolia to East Iran
>send 60K troops to capture Mesopotamia, hoping to cut them in half
>send 15K + Anatolian vassal to handle the western front
>manage to capture the Seleucid capital during the first year
>but my vassal loses a major battle in Anatolia
>30K Seleucids occupy half of my vassals in Anatolia
>another 10K attacks my empire from the east
>I cannot afford to split my armies in Mesopotamia, because the Seleucids keep trying to recapture their capital (which at this point is my only leverage)
>because the frontier is so distant and traveling from Mesopotamia to Anatolia takes months, many forts will fall before reinforcements can arrive
It's much more fun than I have ever had in CK3 or EU4.
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It's pretty remarkable that leagues of six OPMs were able to assemble 70K troops.
I guess they have nothing to spend their money on after a certain point, so their treasury is just loaded, and they hire all the mercenaries they can.
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>>2335268
that patch also really made freemen useless since you can't raise levies or legionaries from non integrated pops but they still give you manpower. So you end up with more manpower than you will ever need and it's better to make them all into slaves.
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>>2335615
Also, something they also threw away with military rework was assigning troops to governors.
You could assign troops to governors to increase province loyalties at cost of making governors more powerful. Granted it neeed balanacing, because loyalty buff scaled relatively to region population, so you had to assign shit ton of troops to make any meaning impact.
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>>2335677
>Granted it neeed balanacing
which really was the great problem with 2.0 wasn't it? They needed more time to work out all the little faults of the game but since the player base pretty much cratered instantly after release there was no more time
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>>2336227
>>The player is never affected by any feature in this mod.
Dunno, I feel like telling AI not do X only because history is kinda contradictory to the soft simulation approach of the game.
Soft approach, I feel, would make a mechanism where non-tribals cannot annex land that is below a certain civilization value. Forcing them to do what Rome did: vassalize tribes and gradually civilize them until annexing them.
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>>2335810
NTA but I don't really think it needs balancing. Mainly because the only really competent AI is Rome and they fall apart every 15 years, so even they are easy to conquer. Nah joking every IA does that.
Personally any Paradox game that allows me to go from a OPM to a massive empire thought seer competent decision making is a great game. I like map painting, what can I say.
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>Late game
>Most territories have reached their pop cap
Reminds me that this game desperately needed an epidemic mechanic.
Maybe not on the same autistic level as CK3, but something could kill half of your population unless you build hospitals.
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Reached 1 AD as Armenia.
The situation is weird. Besides me, there are 4 great powers.
>Rome
>Indians
>Ptolemies
>Carthage
I don't know what's up with these, but none of them are declaring wars. Rome and Carthage haven't fought a single war in the entire game; Rome just decided to let Carthage rule Iberia and North Africa.
I can't really expand because Seleucids hold Syria and Mesopotamia, and Rome guarantees them.
The Ptolemies control west Anatolia. I lost a major war against them; they still had fewer pops than me. Now they are probably unbeatable.
Neither the Ptolemies nor Rome seems to suffer from civil war. So I have no idea how I could beat them.
I'm kinda tempted to keep playing and trying to destroy them. But this really seems impossible.
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>>2336978
What's your goal? If you don't have any restrictions on where to expand couldn't you eat Persis and Parthia along with those Black Sea minors? That way you can maybe outscale Ptolemaios.
If you haven't already then inspire disloyalty in enemy governors to make them defect or their provinces might rebel. This might not be as effective late game if the AI techs into loyalty boosters.
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>>2336978
I think it is paramount as any anatolian power to expand into Cilicia to guard your southern border make use of the mountain range at its east and west.
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>>2337049
>What's your goal?
To form Iran.
> If you don't have any restrictions on where to expand couldn't you eat Persis and Parthia along with those Black Sea minors?
I could do that, and I guess I have to do that before Tamilakam does it.
I didn't do it before because I found the current borders defensible.
I tried to inspire some loyalties, but it didn't change anything.
>>2337057
Destroying the Seleucids would be great, yes, but Rome guarantees them. Also, that small exclave in Syria is Roman; I think they got it from an event or mission.
>>2337061
If I recall correctly, because Rome is a great power, they will become the war leader for the countries they guarantee.
Even if not, I really don't think I'm able to occupy all of their holding before the 500K Romans attack.
I also believe the Seleucids will be able to put up a decent amount of resistance, even without Rome.
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now what the fuck are these barbarians up to
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Something I noticed late game is that the number of pops in annexed territory increases the war score cost, but not AE.
E.g. it took me 60 war score and 4 AE to take a single territory.
The result is that every war will cost a million casualties, and result in a loss of territory province.
I have been thinking the solution to this is just carpet sieging provinces without capturing the capital/fort and let them flip back and repeat, until most of the population has been killed/enslaved in order decrease the war score.
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Conquered all of Iberia. Build up cities, mines and plantations and had a gigantic surplus of gold, iron and spice that none was within range to buy from me
Also are any wonders but wooden ones a scam? They'll upgrade in rank over time anyway
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Like a battered wife I am returning to try again and see if it's better. Any suggestions for a good start in anatolia or the near east? Should I try doing an barbarian run and migrate into anatolia?
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>>2337662
Africa awaits
Or perhaps you should go to Britain, I like the idea of Sarmatian King Arthur and Celto-Scythian civilization
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>moving from one shithole to another
I will invade Egypt and say that's close enough
also horde are fucking bonkers in this game. easily get thousands of light infantry you can march anywhere you want before declaring war
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>>2338016
This was the easiest shit I have done this game, no fun at all. I am retarded
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>>2338019
After 800 hours into this game I still haven't played as tribe or horde. What happens when you conquer Egypt can you turn into a civilized nation fast or are you stuck with shit tech and massed cheap units for a long time?
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>>2331646
>What they should do is take Invictus and Asia mods, integrate them into as the game
I wish Invicta was modular instead of bloatmaxxed, there are systems I'm interested in but I don't want the massive jewish opm mission tree
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>Senate demands I ascend X culture to citizenship
>5 years later senate demands I demote same X culture to freemen
I hate democracy so much it's unreal.
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Fun little game. Though the way it lacks balanec, tribals can pull hundreds of units out of their ass and legionary spam, as well as everyone outside of the greeks, punics and romans being filler makes it clear it's really unfinished.
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>>2341562
To play devil's advocate:
The simulation WORKS perfectly fine. It's the goals of said simulation that are boring as fuck and unfun to interact with
I'm betting a fiver than in 2 years top, PDX is going to mismanage and fuck up how the simulation works, without making it any more fun to play
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>>2341679
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>>2342459
I also had a child ruling my nation for like 13 years. You would think the highest rated pretender would inherit instead or the child's mother would rule until they turned 15. But you simply have a tiny baby issuing orders and your country suffers no penalty.
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does anyone here actually build wonders before you've practically already won the game? Not that the game is hard but at one stage you've to actually think carefully about how you diploy your armies and at the next you just set your armies on independent operations and watch your colour on the map grow and affording to put down wonders seem to fall in latter territority
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>>2342675
I build them as soon as I can, they're extremely powerful. I find that my assimilation machine doesn't really kick off until I have expanding culture. Then I usually get the governor loyalty and general loyalty ones to trivialize the whole character system.
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I only now discovered naval raiding, wtf is this a mechanic?
>Regardless if you are at peace or at war
>You can move your fleet next to an unfortified port
>And press the fleet raid button.
>It will give like 3-5 slave pops in your capital at a cost of 1 AE >And you can keep doing it to all unraided ports.
What the actual fuck? 1 AE is absolutely nothing. You can get solid 100 slave pops when you are waiting for manpower to recover.
And of course, AI never uses it.
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>>2342957
It's bullshit that you can't fight off the ships when they come to raid you. But since the AI doesn't do it it's not a big deal. It's like the EU4 raiding mechanic they added at some point where Berbers could fuck up your coastline and you weren't allowed to fight back.
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>>2342999
The only way to protect coastal provinces is by building forts.
Either way, naval AI is just wow. There are surprising amount of naval mechanics, like heavy ships can occupy ports. But AI will (almost) exclusively use them as convoys. They rarely block ports. And they keep their entire fleets together at all times.
It's especially stupid when they detect an enemy ship and still choose to convoy.
E.g.
>I blocked the Indus River with 16 ships, thus preventing 200K Indians from marching west
>Indians have 400 ships
>Instead of attacking my ships and opening the river
>AI decided convoy 30K soldiers from India to Anatolia through the Canal of Pharaohs
And they did shit like 3 times.
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>unite greece in invictus mod
>get the vanilla mission to conquer the Aigan sea and get some black sea colonies
>play as Bithynia
>starter mission is about conquering the entire world (everything between south italy and mesopotamia)
did they have a turk from that region on the dev team or what the fuck
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>>2343363
That's what happens when players can add whatever they want. I'm currently playing as as Phoenicia and it's pretty fun but the mission rewards are overtuned. There's no boss on the project that can tell people to not make their pet country unrealistically overpowered.
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>>2344373
It really should have.
Characters are important and ignorable at the same time. On one hand, so much of the gameplay relies on having skilled non-corrupt governors, and at the same time, your ruler is so irrelevant that I often don't realize the old ruler died 20 years ago.
Then you have all the insane diadochi stuff that the game has to railroad with events because there are no real succession mechanics. Like way fall of the Antigonids is handled fucking sucks.
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>>2345548
>It's going to need a lot of imported food if they all fill up with people. And any settlement with a mineral resource would be more effciently upgraded with a mine.
I play invictus. I piss out import routes so Ill be fine
>But most importantly it would look bad
Fair point
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>>2345917
Speaking of forming cities in Invictus, does anyone else struggle to get enough PI? I have so much money in every game, but I can't form enough cities because PI gain usually is around 0.3 per month. You need 40 PI for a city and 100 for a metropolis. So, I end up getting most of my PI from events.
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>>2346034
take the relevant techs
keep the corruption of your ruler and office-holders low
keep your office-holders and spouse from becoming disloyal
spam the ruler scheme to promote influence
0.3 a month early game is completely understandable but if we're talking that amount late game it's pretty rough
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>>2346034
>I can't form enough cities
I rarely form more than a couple in a game. I tend to destroy cities instead. I only want 2-4 cities per province and fill those up with people. I hate when the map is full of cities with almost no pop.
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>>2346145
You should give it a try.
Late game in late game is fun, because AI slops are so fucking hard.
Taking a single territory will require 10 years of war, and 2 million casualties.
Granted, the stability is kinda annoying, and I don't think AI is aggressive enough.
I heard people praise some mods that have late-game mechanics like disease outbreaks and an increased number of barbarians.
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am I using the wrong version of invictus or is late republican rome a paper tiger because they don't have the assimilation law that gives you infinite levies and legionaries?
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>>2346446
Yeah only monarchies get that law. You can still get a great assimilation machine going as Rome though. The expanding culture wonder, grand theaters, and the coloniae modifier do a lot. I like to fill up all of my coloniae with foreign slaves to get them all converted and assimilated.
You can also accept other cultures and avoid assimilating entirely but this tanks pop happiness a bit.
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>>2346495
two most important things early-game:
if you use a levy led by your ruler (for monarchies/republics this is your capital levy; for tribes, you'll have to keep track of them) to occupy a city, you get an event to kill some of the pops there for money
upon annexing a country, take the option to enslave and then sell everyone into slavery
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>>2346495
Export routes are good money so anything that produces more goods are nice. Focus on your capital region first since governors take a 25% cut of earnings in other regions.
Going to war for slaves is good economy if you have no wars for expansion to do at the time. Especially Egypt is prime territory for that. Lower Egypt is absolutely stacked with pops just waiting for you to enslave them. As other anon said if you start as a small country and annex lots of other small countries selling their leaders as slaves nets you money that's very relevant in the early game.
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>>2346718
>Bulgars didn't arrive for that area until late 7th century AD
Doesn't seem to stop them from insisting on some kind of LARP connection, much like Albanians with Illyrians, FYROMians with Macedonians, or Romanians with Dacians
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For me, it's the Bronze Age mod.
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>>2331508
Looking at the game file for modding is fucking depressing. It is full of "TODO" and comments like this:
>#In the future we might add support for entirely custom scriptable factors like EU4 has,
>#or otherwise make the factors freely exchangable. There may always be a degree of
>#hardcoding due to performance however.
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>>2346718
Such kind of larping isnt unknown to turks
>There is some historical evidence that, 10 years after the conquest of Constantinople, Mehmed II visited the site of Troy and boasted that he had avenged the Trojans by conquering the Greeks (Byzantines).
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>>2347745
I think that unless you do what anon above said ajd butcher the population of every unwalled city around mediterranean and in the middle east you wont have enough money to build any wonders before you already won the game. Maybe do it for the larp aspect.
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>>2348319
You have the Ilion from the mythical Iliad that may or may not be inspired by real events. Then you have the historical Ilion that existed during the game's timeframe.
I think people at the Ottoman's time would have known where the historical Ilion had been located but they didn't have any concrete proof it was the same city/location as the mythical Troy.
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>>2346750
Romanians are actual descendants, thou. The rest are migratory Slavic and Turkic people. And ironically, because Ruskies took over what is today Moldovia, the non-Dacian parts of Romania are also out of its modern borders and ethnic composition.
Nothing really beats Northern Macedonia in terms of LARP, since they aren't even located in the right place to try to pull it off (hence why they were forced to change the name eventually). Extra ironic, given the fuck-huge effort their politicians were putting into the LARP in the late 00s and early 10s, only to piss off everyone, own population included.
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>>2348319
Nigga, Troy as a city was going till 500 AD. Within the radius of 3 km, there have been NINE cities of Troy, each continuing the previous settlement. The whole "discovery of Troy" by Schliemann was to locate the "right" troy, the one from Iliad, in that small radius
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>>2341335
>you have to recalibrate everything every 4 year
Let me guess - gavelkind is the worst aspect of CK2 and 3, right?
Republics are fantastic - even past the nerf - precisely because you can re-calibrate. You can always put your guys in the right spot and make sure you get the best people for the job. Monarchies meanwhile are about managing the RNG of family members.
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>>2348373
>You can always put your guys in the right spot and make sure you get the best people for the job
scorned families start hating me just the same as with monarchies but now I got to worry about Oligarchs or Populists getting assmad at me as well
>RNG of family members
I can tutor my family members and I can anoint good ones. Republics are completley random and I got no control over whenever I get a zero military leader in the middle of an important war
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>>2348432
Unironically skill issue.
Why do you have scorned families?
Why are you having issues with Populists?
You can tutor one person at a time, you need 50. Oh wow, this is so useful! Especially since you can reshuffle already good people to the job
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>>2348439
>Why do you have scorned families?
because they
>Why are you having issues with Populists?
because they are not in power and there are no scorned families
>Especially since you can reshuffle already good people to the job
How do I select what leaders I get? How is selecting for other offices any different from a monarchy?
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>>2348373
>>2348387
>within a 3 mile radius
they were literally built atop of each other. People just threw old stuff onto the floor, flattened it and build higher walls, the sheer amount of compact trash creating several layer of cities through the millenniums
one of his controversial acts he did was to blow his way through the troy of greek times with dynamite
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Pharaoh of Canal is fucking stupid... Everyone in India can just move through it regardless of how Egypt feels.
How hard would it have been to make it so that the canal is a special sea zone that required military access?
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>>2348520
probably needed it so Egypt wouldn't be AI-cucked by having two separated sea zones and the game got canned before they could add special mechanics for military access.
Same shit with rivers, you can move your whole fleet up them no matter how many forts there are on each side.
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>>2348524
This is pretty much how excavations were done in Iraq during occupation - at least two Sumerian sites got intentionally shelled with mortars via bribery, to make it easier to dig through 3 millenia of mud to the actual interesting stuff Made quite a splash back in the day, but everyone knew that more sites got "accidentally" shelled, too
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Has anyone tried the Rivers mod?
Seems pretty insane to have so long rivers, especially since naval AI can't use rivers.
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>>2331508
I don't get how territories gets stolen randomly.
>play as Bithynia
>go to war with Pontus
>they occupy the territory of Byzantion
>make peace where they give me some of their stuff
>they somehow get Byzantion
How? It was not a diadochi war. And no, Byzantion was depopulated, and its population was 16.
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>>2352805
I usually only play Rome and blob in an autistically historical fashion. Last game I tried a modded very hard difficulty, and I was shocked to see an AI declare war on me (Carthage + their ally Egypt). Was virtually unheard of.
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>play imperator
>its actually kinda fun
>get excited for rome to really ramp up its conquests
>game hits end date
sad! but it's kino, are there events for the rise of jesus or is it just the normal stuff now?
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>>2354301
>>2354324
On second glance:
Why the fuck half of Crimea is Egyptian?
Why is Ferghana outside of the Ferghana valley?
Why is Armenia north of Armenia?
And why the fuck Rome didn't go after Gaul, when it's literally scripted to do so by AI and will do that tree as a priority, along with having it prioritised, too.
Like what the fuck happened here?
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Is there any good mod other than Invictus?
I never got the hype with that mod, and at this point I'd rather play vanilla than still bother with it, but is there any real replacement for it, or it's basically either vanilla or Invictus?
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could someone give me a download link for this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=2858320715
"TE : Crisis of the third century"
I'm not able to find it anywhere, and i'm NOT paying paradox for a game they abandoned so quickly just to download mods that make it actually feature complete
thank you for your attention to this matter
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>>2355837
How?
You mean, how noble/citizen pops barely contribute taxes and manpower and mostly contribute research, which becomes kind redudant in late game?
But you still need an integrated culture because legion/levies are based on those?
I think it's kinda interesting depiction of Rome's problem in 5th century, where they had granted citizenship to everyone and were running low on slaves, contributring lack of manpower.
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>>2356049
AI absolutely integrates cultures, but I don't think it ever unintegrates them (outside of maybe the republic agenda), so it generally only integrates the first few of decent size that it comes across. Even if it comes across something like Punic or Macedonian later
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>>2356049
You can easily verify that the AI integrates cultures by checking its territories for pops. I asume it does not adopt foreign military traditions but I don't actually know for sure. I don't remember ever noticing an AI country with the happiness penalty for doing it.
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>>2331508
Another tense war.
>play in Anatolia
>Egypt declares war
>they heavily outnumber me
>focus on defending the coastal war goal, at the cost of letting Egypt occupy my Anatolian territories
>get max war exhaustion
>Armenia declares war on me
>however Egypt agrees to make white peace only a month later
>Armenia beats my weakened army, but continues fighting
>Seleucids declare war on them
>think Armenian armies will fuck off to fight them
>but, no, they stand besieging my forts in Anatolia, let Seleucid lightning war them
>Seleucid annex half of Armenia, while Armenia continues fighting me
>take my last savings and hire mercenaries to turn the tide of war
>barely able to force white peace
Solid 20 years of war. Fucking Armenia behaves like a spiteful player.
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>>2357751
Actually I like that thing about imp rome. The AI seems to act like a spiteful player against you specifically.
It's also the only paradox game I played where the ai will declare war at you if you go into a protracted war
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>>2358333
The Macedonians hellenized many parts of the world and the Romans greatly influenced people within their empire. It makes a lot of sense that your empire has a primary culture that affects your realm but of course the current system is not perfect.
I think its flaws are most apparent in Egypt where the rural desert regions turns fully Macedonian every game because the AI doesn't integrate the Egyptian culture that lives there.
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>>2358333
>A feature added in an overhaul 2 years after the game was released doesn't mesh well with everything else
Unironically is this your first PDX game?
>>2358705
But that was concieved after they stopped developing Imperator.
Not that it really matters. The whole culture and pop system is pants on heads retarded.... which is precisely why retards masturbate to it so hard
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>>2360614
The difference between freemen and citizens in Rome would be what rights they had. In the game you can view citizens as generally more educated and well-off than freemen.
>Slaves
Either actual slaves or lower class depending on what country you play as.
>Freemen
Low to middle class.
>Citizens
Upper middle class to upper class.
>Nobles
The aristocratic elite that can hold office and rule areas.
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>>2360614
it's very specifically based on Roman law, so citizens are a higher class than freemen (peregrini, as the term came to be used) enjoying such rights as:
>being exempt from torture during interrogations (at least on paper)
>trial by court instead of by whim of the provincial legate
>exemption from poll tax
>right to serve in legions beyond being auxiliaries
>hereditary land ownership
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>>2360614
It makes sense in historical roman context (this is, after all, a sequel to EU:Rome, where you either played as a Rome or uninstalled the game out of sheer frustration)
Freemen are non-slave subjects of your country, doesn't matter who or where they are
Citizens are people who have Roman citizenship, which means they either come from specific regions, were granted it as a prize or bought it for a price
The system doesn't makes any sense whatsoever in the game, since they just exist to provide you with (respectively) manpower and tax income - while it should provide you with tax income and manpower from BOTH, but more so from citizens. And it only makes sense for fucking Rome to be organised this way in the first place, but they've just blindly ported EU:R mechanics 1:1 and called it a day, so then you have this fucking system when playing as fucking Greeks or fucking Pajets
It's a bad combination of poorly-though game mechanics compounded by copying a system of a single country plastered across the whole game. It's as if you tried to have British 18th century peer system put into CK games Which, unsurprisingly, they were considering to do in CK3
But my actual gripe with this system is just how fucking obtuse for no real gain it is. You have classes of pops that are all single-issue pigeonholed (except for late addition nobles and tribals for non-civ countries, as they would croak without having a special pop) that represent purely abstract number of people that generates non-abstract values to keep your country running. You have incredibly dull culture and religion conversion systems, further compounded by even more retarded pop growth system. And then there is the migration system and its own quirks, to say nothing about slave/tribal resettlement
It is perfectly possible for the game to waste 20 years on converting a pop that migrates 15 years into the process, while breeding you an odd tribal pop (despite suppressing their culture) for 50 years
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>>2361686
It would be a bit better if, instead of levy composition being proportional to culture, it were based on pop type. To be like a maniple structure. E.g. for Roman culture province levies would be:
>nobles = heavy cavalry
>citizen = 80% heavy infantry, 20% light cavalry
>freemen = 20% archers, 80% light infantry
That way even if you get useless citizens that barely contribute taxes and manpower, you can at least raise better units.
>>as if you tried to have British 18th century peer system put into CK games Which, unsurprisingly, they were considering to do in CK3
What is that?
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>>2361837
Or you could just have different pop types contributing different things, you know. Consider this
>Your ENTIRE production is build on slaves, no other pop ever works (because who are fucking freemen)
>Your ENTIRE manpower comes from freemen (because who needs citizens that serve)
>Your ENTIRE trade is handed by citizens
And so on and forth.
You mean the peer system? How English, and later British, nobility is handled - the whole internal structure, their direct loyalty to the crown (direct result of Norman conquest and completely unique to England), how the titles are handled and how they are all "equals" (only maybe Poles developed something similar, and in completely different context). Also, the start division between peers and landed gentry (so non-noble landowners). Which, again, is almost entirely unique to England, as the aftermath of how Norman conquest reshaped land ownership previously set by Saxons.
In practical terms, it would mean that each and every of your vassals is directly under your command as a king, and there is no sub-division, while you grant titles for life if you see fit, rather than for lineage, and anyone below a duke can be instantly sacked.
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>>2361879
So, Quia Emptores?
>how they are all "equals"
I think I know what you mean.
England did not really have counties; it had shrines, but they did not have a lord.
Rather England was divided into baronies. Holding a barony made you a baron, and holding land from a baron made you a lord.
Barons could then be given further titular titles like earl, marquess, or duke. But they would still function as barons.
In France, I think it was mostly the same except that, instead of baronies, there were counties (that were larger than English baronies).
I'm not even sure medieval France had barons. Seems like every reference I come across either counts or seigneur (a vassal of a count).
Either way, CK3 is really hurt by the lack of tier between landless and barons. But instead of addressing that, they decided to just add another tier above the empire.
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>>2361686
>It's a bad combination of poorly-though game mechanics compounded by copying a system of a single country plastered across the whole game.
It's true it's poorly-thought system, but considering how abstract everything is in the game and the kind of stupid stuff you can do it works to some degree. Remember I:R was supposed to be a somewhat small game, at least compared to the other Paradox heavy hitters.
Unlike in EU5, whose pop system is basically a child of Imperator: Rome, it's absolutely retarded and fails utterly to reflect the intrincacies of societies in the early modern period
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>>2361930
CK3 is extra hilarious if you consider that on release, they had a map corresponding more or less with area covered in I:R, except it had half the number of land holdings I:R has. This means you can only fucking blob.
Once they expanded the map all the way to Japan, there is an actual equal number of holdings/territories in the game.
And the funniest part is that in theory, you could easily have barony sub-division, handled the same way how CK2 handled counties - there was a county on the map, but baronies were just a menu feature. You could easily have menu features for baronies in that exact same way, but hey, better just have kingdoms consisting of 9 counties spread over 3 duchies, that's gonna be so fucking epic!
Completely wasted opportunity. And I'm saying that while being one of the few people who actually enjoy CK3 on general principle.
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>occupy Egypt in late game
>get 300 slaves
sweet
I do wonder what I'm supposed to do in the late game when every settlement has reached max pop cap.
Am I just supposed to form cities and metropolises to cram to pops into?
Won't that mean this game will have ridiculous urbanization levels?
Like Italy was the most urbanized part of the world of the time, and even though it was only 20% urbganized.
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>>2364127
The addition of lordships would be interesting.
Like if every barony was split into 3-6 lordships.
The best part of CK3's gameplay is the count gameplay.
Then again, I feel further division would create more complications. It would need an hourly tick to account for shortened travel time.
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>>2364273
Wouldn't. They are just inner menu option, rather than something that operates on the map, so there is FAR less drag on resources.
The main issue CK3 has is that it's a 2D game that got turned into 3D half-way through development and they never managed to do it right, since they would have to rewrite the game from scratch. People bitch and moan about adventurers and nomads slowing the game, but that's the result of the game having to render them on the shit-tier map with shit-tier graphical script, not because they are just more characters in the game.
>>2364376
Like I've said, it's not a problem with resources. The main issue is the amount of redundancies the game and it save system creates (it tracks a lot of overlapping data few times in a row), further compounded by the shitty 3D eating resources like crazy.
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>>2364491
And to further explain the issue:
CK3 made a retarded decision that every county is represented on the map. Except it didn't account for the fact that once there is something build in an empty county, it requires additional memory and additional processing power to handle it. This could be easily solved by removing the purely "aesthetic" display of counties or simply design the stress test with max build-up and adjust things around that. This means the game wastes enormous amount of resources on each and every county that has any holding build in it, and then further wastes more when the main holding building is upgraded.
But inner menu doesn't require any additional CPU or GPU resources and is handled entirely by your RAM, which CK3 surprisingly doesn't use that much. And it wouldn't be much different than CK2 inner county menu, handling baronies. Here you would have baronies split with such menu.
What this does is offering you a proper play as a baron, since you actually have access to people under you, rather than being barred from even using councilors
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>>2364127
can you elaborate how blobbing is an issue of provinces per square mile and not the underlying economy and population dynamics being non existant?
in eu4 you at least had trade and development, in ck3 nothing such thing
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>>2364514
Ok, let's try the easy comparison between I:R and CK3:
Sardinia is:
>26 territories
or
>5 counties with 5 baronies to hold, and only two of those counties are actually worth anything at all: 4 baronies in (still weak) and one having mining settlement
26 territories is just enough to be a regional power and engage with full extent of IR mechanics.
5 counties means you are barely a duke, still need nearby Corsica (which is even more shite) to form a tiny-ass kingdom and fully engage with game mechanics. Meaning you have no choice, but fucking blob out to even fully play the game. If you aren't at least a king (or really, an archduke), you are fucked
But hey, let's try different thing: CK2 vs CK3
>CK2
Each and every county can be eventually heavily developed into 6 holdings, representing the settlers, the land improvements and general state of economy and importance of that region within your realm
>CK3
Each and every country had pre-defined number of holdings, so tough being you if it only has 3 or even 2 and happens to be entire region like that. Never mind the game has now actual economic counter that keeps track of how well developed your land is, 90 dev Argentiera is still going to have just 3 holdings, while dev 5 Kashgar is going to have 5 holdings, because.
This in fact prevents you from medieval-era urbanisation, because you are permamently in a world from circa 850, even if you fill-up empty holdings
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>>2364499
It's not even the map, it's water. And even if you set it to the lowest setting, the game STILL consumes enormous amount of resources and memory to properly model waves.
Same issue with Vicky 3, which on top of that had idiotic idea of having evolving rail network represented on map, with moving trains that aren't just a simple graphic display, but fucked-up script that tracks them as physical in-game objects.
But in devil's defense, Vicky 3 also had originally an idiotic tracker that kept track on each and every pop, even if it consisted of just 1 person, and any pop below 10 people was physically impossible to assimilate, being a rounding error value (but if they grew to 11, that 11th guy was then assimilated post-haste). This was removed to allow the game process at all, but didn't solve the other issues
They went full 3D, because hey, it's 2020s, but they have the grasp of it straight from early 00s.
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>>2331508
>Raise levies
>One governor has 30K levies and becomes disloyal
>Reach max war exhaustion
>End the war
>Can't disband levies because the governor is disloyal
>No options to increase his loyalty
>Fail to assasinate him
So, I'm just stuck with the war exhaustion and paying the bill for those raised levies until the fuck dies?
I don't get why disloyal governors' levies can't be disbanded.
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>>2364606
>Because they are loyal to their general and not the country's leadership.
That's supposed to be for legionary cohorts, not levies. That doesn't sound like it's working as intended. The levies want to fuck off and go home to plant their crops.
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Recently, I have been thinking that levies might be better than a professional army.
Essentially have to choose between 200K levies or 50K professional troops. And they essentially won the game. They have discipline, experience of professional troops is stored, but it still doesn't have much impact. I guess you can't have engineers, but who needs them when you can just throw mercenaries at sieges?
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>>2365003
I got the complete edition for like 20€ a couple years ago and it has been very enjoyable. 130+ hours in an counting.
You could try it out for free because it is on GoG and buy it later if you like it.
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>>2365147
As someone who really, really likes HPM I never found Invictus that interesting.
Probably because I play I:R on ironman and go for achivements.
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Newbie's first successful war against Rome!! I think I just orgasm'd a little. First game where Rome didn't completely stomp all over me. I've had some decent rng tho + Rome was lowkey a bit weak this game. They fought a war over Sicily with Carthage who was allied with Egypt and couldn't quite defeat them. And the only major power that had a foothold in Iberia was Carthage whom was mainly peaceful with me besides the one time they backstabbed me while I was attacking some Northern Iberians which ended with my capital being occupied and a bloody war. But in the end I repelled them and was even able to clear out the foothold they had in the South.
I think if I understand meta gaming correct, the most sensible thing to do would be to keep Latium intact and integrate them to steal Roman tech... buuuut I think sacking the city sounds funnier tee hee, I already desecrated the holy sites around Latium.
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>>2373632
Ok so in this run I discovered something interesting that propelled me to try a run as Massila: there's this neat little button on my marine that allows for... SLAVE RAIDS!!! I didn't know how I got them as Iberia so I looked it up and it turned out that certain military traditions such as the Ibero-Celtic allowed for it.. and the Greeks just so happened to also have it (in Invictus at least).
So anyways, I tried Massila before because I thought playing Greeks in Western Europe would be interesting and I quickly ran into the problem of low pops. This run I had a MISSION, now that I knew of slave raids. From previous runs I learned (a little) about integrating and assimilating cultures. I could a) integrate some Gauls first for bigger armies and then b) try to assimilate people into my primary culture. The problem: People from other culture groups take longer to integrate.
SO HERE'S THE IDEA. Early game I played as usual, conquered some coastal provinces etc. ONCE I GOT SLAVE RAIDS, I went straight to the Greek coasts and I started raiding them for slaves!! They are from the Hellenistic culture group and as such should assimilate rather quickly.
I did it a bit (and also along Rome's coast just to weaken them) and... I landed somewhere above 130 aggressive expansion which lead to my stability tanking to 0. And the only thing I knew to cope with it was intentionally get tyranny for faster AE decay. So now I sit here at 40 AE, 0 stab, 40 tyranny, little senate support, trying to buy off discontent people and handing out holdings left and right to avoid a civil war while also having constant illoyal provinces declare independence... BUT the idea still stands! Once I get my internal stability figured out, the raids will continue. That's how I'll get Massilan culture to grow frfr!!!
Also, on the fun side effect: since the slaves get shipped to the capital, I could hit 80 pop very fast so now I got a metropolis before Rome even knows what that is!!!
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>>2374045
I think what also helped me is the fact that Rome focused on expanding eastwards (aka luck). It seems like every game they decide either east or west, and this time they left me alone. And there is still this tribe between me and Rome as a sort of "buffer".
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>>2374045
tyrannymaxxing is broken in this game. "correct" gameplay is to individually sell every character you can into slavery after every war so that you have max tyranny and a bunch of moneyat least in invictus, i've never played without it
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>>2374089
"broken" seems like a overstatement because it makes everyone illoyal as fuck and I already struggle with that + it put me in a huuuuge long deadlock since tyranny is a big nono for democrats. Only Oligarchs like you when you gain tyranny so yeah. Anyways check this out. I'd say they might be assimilating rather fine :D also I got 2 Persians from raiding Anatolia waow
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>>2331508
How do releasable nations actually work?
Like I forced Rome to release Boeotia, and they own random parts of Greece and like one third of Crete.
I don't think this country existed in this campaign. So, it raises so many questions.
EU4 had simple systems:
>provinces had cores
>cores could be released in war if country didn't exist
>cores would remain forever if the provinces shared dormant tag's culture, and 50 years otherwise
To me, it seems cores do exist in Imperator, but they are hidden for some reason.
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>>2374659
if they owned that province they get it back, also if they had a claim they also receive it, doesn't seem to be 100% of cases, probably due to territory culture, but since claims stay until the end of the game, it is used a quasi-core system for releasing
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>>2374111
Okay so (due to unpopular demand, just me rambling) quick update: The pops do NOT really assimilate as fast as I expected. Or maybe they have children before they assimilate because the number of Macedonians stayed consistently at 11 while the Massalian population grew to about 400. Maybe it's more about the colonies I founded than the Greek slaves.. also I raided a bunch more so I got like over 30 monkeydonians here now and I built a bunch of cities in my capital province to spread them around + now I need to import grain to support all the people. Maybe I should also aim for more metropolises?
In other news, Rome attacked Taurinia and annexed a bunch of territories bordering me and I got very nervous. I STILL can't muster a huge army even though I tried spamming barracks+training camps so I clustered like 20 forts on the border which tanked the shit out of my income + I did the military modernization law which heavily reduced my levy size and I think I need to revoke that long term wise.. mass above class or sth.
I didn't really move any further into Iberia even if the mission tree kinda demands it because I didn't want to bother with more pops that hate me.
BUT, I did attack Rome! Not because I was strong enough to do so but because I smelled an opportunity. Rome was busy fighting some Greeks in Anatolia ("Pergamon", sounds like a Digimon amirite?? XD) so I decided now was the time to try and take Sardinia (I need it for a mission + that would consolidate my rule over Corsica).
My assumption was right, Rome was too busy down South and I could easily occupy the island + some bordering provinces. Eventually they settled for a peace where they only took a few provinces and turned their attention towards me. I was able to win a few initial battles against the still disorganized forces, albeit with great casualties for me. So I sued for peace and took only Sardinia before they could turn my armies into minced meat with their returning soldiers.
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>>2374759
The core system is kinda weird for any paradox game honestly. Does core mean just integrated into the government apparatus? Does it mean the people in cores love you and won't revolt? Does it mean a state is happy with being part of your realm? A "claim" is more vague instead. It means rebellion/unrest is ok and control over a province is contested. That being said, I got NO idea how releasing nations work in IR. I have an idea of how it SHOULD be but I bet it's not like it. Imho IR's release nation should allow for like a customizable puppet state where you can assign the provinces that it shouod hold, like you click some kinda "create client state" button, then you can design logo and name and then just pay regular AE + war cost for assigning provinces to it
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>>2374783
... why would you be getting Macedonian pops as Messalia? Your default culture is Messalian, so whatever you are integrating will turn Messalian. The non-Mess pops that are accepted simply aren't turned into Mess, but that's it. And because both Mac and Mes are in the same broader culture group, when assimilating locals, your default culture is picked (whereas, say, Seleucids in their empire have locals integrate to Persian as long as said locals are within the same group as Persian culture). So in your case, you could get pops integrate into some of the barbarian culture if you made it accepted, but having two Greek cultures accepted means you are integrating into your default one.
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>>2374862
What region do u usually play in?
>>2374875
>>2374875
wdym why am I getting macs???
>And because both Mac and Mes are in the same broader culture group, when assimilating locals, your default culture is picked
Wdym?
Ok I will try to explain again why I kidnap other Hellenistic pops: with Massilia I struggle with a) low pops in general and b) low primary pops.
I had to make Salluvians (and some other celtic pops) citizens just to muster a still rather small army.
Whats the solution? ASSIMILATE people! Since the Hellenistic (mac, ionian etc) slaves are already hellenstic religion and are the same culture group, they should IN THEORY assimilate way faster into Massalian compared to the bum fuck swamp goons down in Southern Iberia.
Also I need to look into what a "military colony" is compared to normal colonies bc I unlocked it but didn't use it yet.
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>>2374871
Levies are not that bad. I honestly think I could not match Rome if it had legions instead of armies.
Maybe I would do a bit better in battles, but I don't see how it could possibly be worth it. War exhaustion from levies is kinda annoying though.
>>2374887
>What region do u usually play in?
Around Iran.
I have played many games Parni, Greater Armenia, and Bithynia.
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>>2375029
>10th civil war
Skill issue unrinically.
Civil wars are stupidly easy to avoid once you get it. In my early games, I too suffered many civil wars, but after +200 hours, I typically suffer maybe 1 civil war in 400 years.
Keeping loyalty up is pretty easy, you just:
>Give Freehands
>Give holdings
>Bribe
>Give Triumphs
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>>2375097
Yeah no I think I got better at it too now. Haven't had any civil wars as Massilia yet. I always make sure to siphon funds for bribes :D
Also new developments: The assimilation is coming along quite well.
Rome attacked me in a war trying to take back Corcisa and (admittedly) i saved right when they attacked so I could retry a bunch of times. My armies were smaller and shittier but eventually I managed to hold my ground long enough for a white peace. The 20 forts on the border helped too!
Anyways, I got over 1000 Massalians now. My population is about 3000, whereas Rome's is over 10000. I was thinking of attacking them since I need Sicily for a mission but I don't think I can quite fight them unless I get a strong ally.
I revoked the military modernization act in favor of having more levies but the 1st legion I created still exist which is nice since it has siege engineers :D
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>>2331508
This is such a weird situation.
As Bithynia, I declared war on Rome, and mustered 400K troops.
To my surprise, they gathered 600K that are of a higher quality.
The war has lasted 20 years, and they have completely raped me.
But they can't cross the strait because I have naval supremacy.
The conflict has become frozen. While we are both at max war exhaustion. It isn't bad, my population isn't too unhappy, and I'm making a good amount of money.
So, I can keep this war going forever.
My plan:
>keep war going for decades and recover
>wait for areas occupied by the Romans to revolt, exiling Romans and allowing me to keep them
I'm kinda tempted to let a bunch of Romans into Anatolia, cut their existence just stackwipe, but I cannot remember that Shattered Retreat was immune to blockades.
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>>2375842
I'm not sure. I don't think so.
I'm the attacker, and I don't control the wargoal.
Technically, a defender can enforce white peace, but that's all they can do it. But they don't do it, becau AI rome wants stuff.
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>decide to try Bithynia myself
>Chalcedon forms a defensive league with Thrace immediately
>well that's annoying since you need to go to war with them to progress down the mission tree beyond the very start
>restart
>happens the next three times too
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>>2376008
>>Chalcedon forms a defensive league with Thrace immediately
How is that a problem?
Beating them both isn't hard.
>save 200 gold for mercs
>hire mers
>wait for their morale to tick up
>declare war
>let Chalcedon besiege your capital
>relief siege with levies and mercs
>you should be able to shatter them before the Thracian army joins
>besiege Chalcedon
>continue the war in Thracia
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So, naval supremacy is kinda pointless.
Blockades give a small amount of warscore and money, and that's it.
It doesn't actually disrupt trade, because trade routes just teleports.
Would be so cool if you could starve entire cities by blockades.
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>>2376236
It's mainly relevant for troop transport. Stopping the AI from sending troops to your territory and sending your own troops to their vulnerable heartlands.
For warscore and economy it's not super relevant. The traditions that let you steal slaves or build big ships that can destroy coastal forts are nice.
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Imperial challenges wars are fun concept. I just learned you can unlock them from tech.
I just kinda wish the transfer of territories had happened only after you took the capital of the area.
It's kinda tiresome to occupy 100 provinces back and forth, especially since each costs .1 AE.
I also noticed my enemy didn't get AE from it. So, either AI or the defender doesn't get AI from the imperial challenge.
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>>2376972
>It's kinda tiresome to occupy 100 provinces back and forth,
this is exactly why the carpet siege automation option exists
keep a few big manual armies for the key territories and battles, and let a shitton of tiny ones loose
and yeah the stupidly low AE from defending in wars of that variety is one of the reasons that the Antigonids are the strongest start once you have an idea of how to play
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>>2374887
>Also I need to look into what a "military colony" is compared to normal colonies bc I unlocked it but didn't use it yet.
... how new to this game are you, exactly?
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>>2377008
erm... very.. new? I literally said it in my first post. But I tried it out and they seem kinda poopy. Yes, waow I can create ONE Massilan pop from thin air but it zaps away manpower AND makes the province considerably less loyal. It's... probably not worth.
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>>2331508
How to fuck is Rome lightning fast assimilation?
I lost 100 pop metropolis to Rome that my own culture.
Before the 10-year truce even ended, they had made it 80% Roman.
Meanwhile, when I conquer shit assimilation decades.
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>>2377509
first thing is skill issue
2nd is they most likely triggered an event for a roman colony (through missions) and chose that specific territory for the buff (+1 assimilation iirc + romans move there)
also since it's a metropolis you most likely have a grand theater + marketplaces + roads there
if same religion, that removes the wrong religion malus on conversion as well