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View Full Version : Koinon Hellenon Gameplay Guide, by Teleklos Archelaou - *SPOILERS INSIDE*



khelvan
12-26-2005, 00:46
Borrowing heavily from Tom's format, here's a first shot at KH. Comments or advice would be appreciated.

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Koinon Hellenon Guide

It’s the spring of 272 BC. Your faction leader Areus, the Spartan king, is in Krete with a few soldiers recruiting mercenaries. His son Akrotatos is in Lakonia with some other soldiers, but with no large army. In Athenai, the statesman Chremonides holds the ear of the exhausted Athenians, and on the island of Rhodos, Agathokles is your most capable leader, but neither man is experienced on the field of battle. This is the situation you will face as you begin to lead the faction of the great old poleis of Sparte, Athenai, and Rhodos.

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Controlling the Koinon Hellenon (Alliance of the Hellenes) and its various united poleis will be no easy task. Before you move one unit one cursor, you will need to make a number of decisions and changes if you wish the Hellenes to survive the decade as a free people. Your first objective should be to ensure a healthy profit comes into the coffers of the koinon. That is, it will be your first objective once you initiate the script that is necessary to begin the game. This action will ensure that we have four turns a year and that countless other things are being done behind the scenes to make the game more enjoyable. You will have to do this each time you start a new game or load a saved game, but you only have to do it once, at the start of the game/load.

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When your advisor pops up at the start of the game, click on him. He will then ask you to click on the “Show Me How” button. Click on this, then the script will be activated. This action is especially crucial. Plus, if you don’t do this, he will continually pester you until you do. You cannot escape him by turning off the advisor, so go ahead and do it now.

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Finances
If you do not adjust your troop numbers and work with your finances from the start of the first turn you will spiral endlessly into debt and never be able to recruit new units or build new structures. Your first objective is to make money and to survive. For some factions this is easy, but some very hard decisions have to be made if you play as the KH. First, it would be advisable to increase the tax rates in every city you control. Place the tax rate at “Very High” or “Financial Build Policy” if there is no character in the city.

https://img510.imageshack.us/img510/6571/09taxes8kd.th.jpg (https://img510.imageshack.us/my.php?image=09taxes8kd.jpg)

You may additionally set the AI Spend Policy to “Save” if you like. It’s better to micromanage the first few turns than to wind up in serious debt within one turn. You must make sure your “Projected” totals are in the positive (unless you can bear a deficit for a few years while you make important moves).

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Now you need to make the first big decision. Do you bring Areus home from Krete or take Akrotatos and some men to Krete in order to attempt an attack on Kydonia. Unless you are a divine tactician, there is probably no way to take Kydonia with the men Areus commands at the start of the game. It might be possible if you take Akrotatos to Krete to aid him though. However, if you bring Areus home to Sparte, you may stand a better chance of holding off the Makedonians. Additionally, you could take Areus to Athenai and try to aid the Athenians. If you do nothing to help Athenai, chances are the city will fall to a Makedonian attack within a year or two. You might even choose to evacuate the city or at least Chremonides and bring him elsewhere.

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Back to finances: You will now need to decide if you will decmmission any units. You simply cannot keep troop levels at their current settings and expect to stay out of debt. You have the option of disbanding any of your troops, but keep in mind that your ships are by far your greatest expense. And you cannot destroy them unless they are in a port, so keep this in mind when you are pondering a good initial strategy. Further, the level of piracy in the Aegean at this point in time is very high. Between the Makedonian fleet, the pirates, and a small Pontic fleet (which you will probably find hostile soon enough), you will be hard pressed to keep your small fleet afloat very long even if you do decide to retain it.

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It is not a good start to be caught at sea on the way to Athenai with your faction leader on the first turn of the game, only to lose all hands in a Makedonian attack. I might also advise that as Rhodos is relatively safe, the soldiers there can be decommissioned without much worry. If you must maintain your fleet for a turn or two (until you make your troop movements), you can go into debt briefly as long as you get rid of the ships before many turns have passed. You simply must focus on making money.

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Diplomacy:
The Koinon Hellenon is in a tricky situation diplomatically. While it would seem as though Epeiros would prove to be a natural ally in the face of the Makedonians, the Epeirotes are bent on conquest. They might try to attack Lakonia or your ships, but it will be hard to maintain a good alliance with them. One reason is that if they attempt to take Delphi and the city of Thermon, it would be unacceptable to your peoples. This would cause an immediate state of war between your factions. Remember that if you attempt to ally yourself with them or even obtain trade rights.

https://img510.imageshack.us/img510/676/06alliance1nx.th.jpg (https://img510.imageshack.us/my.php?image=06alliance1nx.jpg)

The Makedonians are your natural enemy. Their troops in Korinthos and Demetrias have terrorized you for years and they may set out to seize your lands and cities before the first year is out. The diplomacy of RTW 1.2 is not one of its strong points. You may (unrealistically) be able to obtain a ceasefire between them and the KH in the first few turns, but I would think that seeking one out would be a cowardly and unhistorical way to approach the situation. Hopefully porting to 1.5 may solve this problem, but for now I would hope a player would not try this way out of the situation. If you increase troop strength in Athenai, you may be able to hold out. Sparte is in a better situation, but it is very easy to let both cities slip out of your grasp within four turns. If this happens, take heart! Try to rebuild and retake your lands from Rhodos. Evacuating your people there is another possibility though it is very easy to be overtaken at sea and you could lose the best of your troops that way if you are not careful.

It also might be good to try and get some longer distance trade rights in motion. The Romaioi and even the Karchedonians might be good possibilities. It won’t hurt to ask for trade rights from the Epeirotes on your way out of the Balkans (though the treaty might not last for long).

https://img510.imageshack.us/img510/9979/05diplomacy2sa.th.jpg (https://img510.imageshack.us/my.php?image=05diplomacy2sa.jpg)
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Building:
Keep in mind Athenai and Sparte have no friendly land trade partners to start the game. Enhancing roads or markets will not immediately benefit you, but building a trade dock south of Sparte might help, although as Sparte’s population is not high, building sewers or better farms might help you there also. Sewers and two units of archers or slingers in Athenai might be a good idea to start the game (if you want to try and keep the city from falling quickly). There are no obvious building choices for the KH early on in the game.

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War:
By now, you are probably in a full-scale war with the Makedonians. By the autumn of 272 you might very well be besieged in Athenai and in Sparte, with a naval blockade of one of those cities as well. If you have reached this point, and it will happen frequently, you may lose one or both of your mainland cities. If this scenario does occur it might be good for you to build a larger trade harbor, add a few cheap archer units to your lone general, and build up enough strength to attempt to seize either Kydonia or Hallikarnassos (you will need to build one ship, but wait till the last minute to do so and don’t board your troops until the last possible moment also).

Your entire existence depends to a large degree, from the start of the game, on what the Makedonians do. Sometimes they focus all their efforts on Sparte, and fail. You may escape with both Athenai and Sparte intact. This is especially common if the Makedonians take an interest in Thermon immediately, but they are more likely to come after your cities. If the Epeirotes draw their attention away, you could be saved at the last moment and a siege might be lifted to enable them to send troops north, so if you can convince the Epeirotes to ally with you and attack the Makedonians (instead of marching on Thermon), you might have a chance. It is a precarious situation. If you find yourself in a situation where some Makedonian units are isolated from the main group, you might be able to take advantage of the situation, but remember any wrong move could lead to disaster.

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Historically, a Ptolemaic fleet showed up a couple of years later and aided the Hellenes against Antigonos, but you cannot expect such help in 272. Athenai did fall to the Makedonians within a few years, and Sparte was left alone as the Makedonians decided to concentrate their efforts on more financially rewarding cities. If you survive with all of your cities and without begging peace from the Makedonians, you will have a good platform from which to take the rest of Hellas.

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Additional Reminders and other New Features:
The Koinon Hellenon have numerous new scripted elements that you will doubtless quickly run into in your game experience. Keeping peace with any faction who attempts to seize the sanctuary of Apollo at Delphi will be difficult. Close relations with other Hellenic poleis may also bring you into a state of war with other factions like Pontos (whose expansion almost always brings them into conflict with the KH). Ptolemaic interests in Karia will also have to be taken into account if you wish to expand your control into that region, as will Getic interests if you expand into parts of their “sphere of influence”. Remember that the Ptolemaioi are close allies though, so be careful.

In general, although you have probably gotten into a habit of ignoring your advisor or turning him off, you *must* pay close attention to your advisor in EB. You should also pay much closer attention to messages at the start of each turn. Faction announcements convey more information than you are used to receiving in vanilla RTW.

Hellenic traits will take a little getting used to (especially some of the names). There will be standard traits that apply to all factions, or groups of factions, and those are all in English, but there are also many new traits specifically for the Koinon Hellenon characters, which will be in Greek. Some of these you will want to watch carefully. Every four years the Olympic Games are held, and if any of your characters are in the right age group, in a city, and fit enough to compete, they may participate. If you are campaigning in the field or on duty at an important border crossing, your character will not participate, but if he has spent the season inside a city (one that is not under siege), then he may compete. You will first receive a message that he is going to compete, and then at the end of the summer you will receive another message notifying you of the results. You will want to pay close attention to see if he was successful or a failure. There are also many other new and interesting traits whose descriptions are drawn from Theophrastos, and Hellenic seasons drawn from Hesiod.

When it comes to traits, there is much that could be discussed for someone who is new to EB. You should look at the trait FAQ first if you are curious. Some general changes: you must be careful not to march too far too quickly as their state of exhaustion and morale will change; keep an eye on your characters’ health if they are in dangerous situations in the field, especially after particularly dangerous battles; when your characters marry you will find that certain types of wives and in-laws can greatly affect your character’s temperament; their ability to learn and better themselves is greatly dependent upon their personality type and their battle history; and finally you will quickly notice that in winter your generals are not able to travel as far as in the other months.

You will also want to play a lot of attention to what ethnicity any characters are who are presented to you as candidates for adoption or for marriage into your family. There are Athenians, Spartans, Rhodians, Black Sea Hellenes, and many others.

https://img510.imageshack.us/img510/737/07ethnicity3pr.th.jpg (https://img510.imageshack.us/my.php?image=07ethnicity3pr.jpg)

If you need a character who is going to be a governor for the most part, try to select a sharp Athenian or Rhodian. If you need a field general, then go for a Lakedaimonian if he is available. Ethnicities don’t ensure that a character will develop a certain way, but the chances for him to acquire certain traits are enhanced if he is a certain ethnicity. But no ethnicity will make up for the problems he will have if you select one who is dull, uncharismatic, and languorous.

In EB, you will find the diplomats for the AI factions to be much more of a nuisance at times. They have a habit of bribing your towns and generals (especially if their traits reduce costs to bribe) much more often than in vanilla RTW. If you find diplomats (especially Eleutheroi ones) hanging around your cities, I would advise keeping a diplomat of your own in each town for assurances. It often makes a town or general much more difficult to bribe if you have one of your own there.

https://img471.imageshack.us/img471/7277/11baddipl6xb.th.jpg (https://img471.imageshack.us/my.php?image=11baddipl6xb.jpg)

Finally, you will find the Hellenic governments to be fairly easy to use. The Spartan Agoge Kleruchy, however, is the type that will produce the best soldiers, if not all of the best buildings. You can only build them in a few special provinces, where Hellenic ideas and outlooks are of a certain type. But the standard Hellenic city will best be governed by a Hellenic Kleruchy, and it will achieve the best buildings and most all of the best troops as well. It can be constructed in most traditionally Hellenic provinces across the map. You may put in place local tyrants or alliances in any province you conquer, but remember that the types of troops and buildings and the level of control you have over the province will not be nearly as great, although it will more quickly contribute to your coffers and return to a state of normalcy rather quickly as well.

One other thing: this modification is still in its early stages of release, so don't dare forget to save often. If you experience a CTD or some other type of problem, please post on the forums or read the FAQs closely.

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Enjoy the journey and don’t forget to read the building descriptions, the traits, the unit descriptions, the messages, and all the other new content that has been poured into this faction! Chairete!

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