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Thread: Arche Seleukeia - A Guide by/with Hax

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    Member Member Hax's Avatar
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    Default Arche Seleukeia - A Guide by/with Hax

    Have you always liked micromanagement?

    Are you interested in killing your enemies in all kinds of climates?

    Have you always felt like you wanted your own imperial cult?!


    Then ARCHE SELEUKEIA might just be something for you!!!




    Hello everyone!

    I see myself as the resident AS specialist thingie, and with many threads running around about how to "properly" play a Seleucid campaign, I took it as my personal task to write a guide on how to play the Arche Seleukeia. I'll divide this guide in a few little paragraphs:

    1) Up and downsides
    2) Kickoff: Getting the campaign rolling
    3) Units and such!
    4) On the mid-campaign
    5) Internal Problems and How to Deal with Them

    ;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;

    I - Up and downsides

    In every campaign, there are many positive and negative sides. The Casse have nothing to do with any other faction for at least twenty years, the Romani have a well-protected and financially stable area, Epeiros is one of the few factions to get elephants west of India, Hayasdan and Pontos...well..let's say that there is no boredom in those campaigns, and Saka...nevermind.

    But a campaign as the Arche Seleukeia is something really interesting! Let's mention a few things:

    Upsides:
    - Factional units available from Greece to India and from Tajikistan to Sudan
    - No shortage of regional troops
    - Control of the immensely rich Iranian plateau
    - Control of the most advanced nation

    Downsides:
    - An overstretched empire, rife with corruption
    - Enemies virtually everywhere
    - A large enemy waiting to gnaw away at your Syrian cities, and one that control the rich provinces of Egypt!

    Of the downsides that I mentioned, only the first one is something that might kill your campaign. Fighting against corruption is one of the most time-consuming (and sometimes unrewarding) aspects of a campaign in which you control a large portion of the map.

    However, what's really important is the way you look at these "problems". When I was unused to dealing with corruption, I usually got really annoyed at the lack of income and quit my campaign somewhere in the 40's.

    II - Kickoff: Getting the campaign running

    There are a few basic tactics that you should remember when playing a Seleucid campaign. I've seen posts describing possibilities; letting your empire crumble, retreating to Anatolia/Babylonia/whatever, giving your eastern settlements away. Keep in mind though, that when you are roleplaying, you are actually the Basileos of the Seleucid Empire. I don't think that his/your subjects would have appreciated it if you just turned a blind eye to their suffering. Such an action would probably lead to your assassination.

    What this guide will deal with is how to protect your empire without the unnecessary loss of cities. Therefore, I will now cut your empire in segments:

    Anatolia
    Syria
    Babylonia
    Persia I
    Persia II
    Margiana

    Anatolia consists of these cities: Sardis, Ipsos, Mazaka
    Syria consists of these cities: Antiocheia, Damaskos, Edessa
    Babylonia consists of these cities: Karkathiokerta, Arbela, Seleukeia, Babylon, Charax
    Persia I consists of these cities: Ekbatana, Susa
    Persia II consists of these cities: Apameia, Zadrakata, Persepolis, Gabai, Karmana, Hekatompylos
    Margiana consists of these cities: Asaak, Antiocheia-Margiana, Marakanda, Alexandreia-Eschate, Alexandreia-Ariana, Prophthasia

    I will quickly say a couple of things about these provinces/segments:

    Anatolia: Money-maker. Especially when you take the other cities (Tarsos, Side, Halikarnassos, Pergamon+, Ankyra+, Pokr-Hayk+)

    Syria: You should try to hold on to these cities as good as you can. This is vital to keeping the Ptolemaioi away. Should Antiocheia fall, you will spend most your time, with limited resources, trying
    to hold the Ptolemaioi out of Babylonia.

    Babylonia: Don't lose these cities, especially Seleukeia and Babylon. Babylon starts out with a type IV government, but if I were you, I'd try and build a level I government, so you can access your sexy factional troops. Karkathiokerta is good for money, so keep it level IV and train a local governor over there: they are usually good at maintaining cities. Seleukeia and Babylon are important for your troops. Arbela is a good city to train Caucasian units. Also, don't forget about Charax!

    Persia I: Susa and Ekbatana. Not much to see here. Just don't lose them. They don't have that many interesting regional/factional units, so you should probably build a lot of markets and schools in them, to train your family members when they come of age.

    Persia II: These cities are absolutely vital. I'll make an updated map of what kinds of goodies you can find in these cities specifically, but seriously, you should hold on to these city. They have a lot of mines and (especially during the midgame) will give a huge boost to your economy, when properly handeled.

    Margiana: These cities are the trampolines for the steppes: you can find phalangitai, thureophoroi, peltastai as well as horse archers and foot archers here. These cities you will find important too (especially in the late game, when you have to take those pesky Saka cities in the middle of nowhere).

    This is the guide I use when I try to get my Seleucid campaign up and running:

    Turn 1
    1) Move the capital to Ekbatana/Susa/Seleukeia.
    2) Lower taxes in whatever city needs them (usually these cities are Alexandreia-Eschate, Marakanda, Hekatompylos, Asaak*, Sardis and Ipsos).
    3) Raise taxes wherever possible. Automatically raise taxes in Seleukeia, Babylon, Charax, Susa, Ekbatana, Persepolis, Apameia, Gabai. Yellow faces are good, blue are not really okay, red is bad (but you knew that).
    4) Drain Antiocheia-Margiane of (most) troops; send them north to Marakanda. Stabilize Marakanda, then stabilize Alexandreia-Eschate. Build sanitization in Alexandreia-Eschate/one other city.
    5) Lose Asaak. Seriously. The Pahlava will assist you with this. I've tried to hold on to that city, and it's virtually impossible.
    At this point, an alternative advise is given by Titus Marcellus Scato:
    Spoiler Alert, click show to read: 

    1. On Turn 1, move the archer unit out of Asaak, and ATTACK the Pahlavan army with it! Why? Because attacking Pahlava will allow you to keep Baktria, Hayasdan, and Pontus as your allies! Now, fight the battle yourself. Put the archers on top of a hill, but near the treeline. Switch off skirmish mode. Now, fire on the horse archer units as soon as they come into range, and ignore the Pahlava FM when he charges, just keep shooting. You should kill nearly as many men as you lose yourself, despite being massively outnumbered and outclassed.

    5b) While Asaak is being besieged, build walls in Hekatompylos. Also build walls in Marakanda and A. Eschateia
    6) Take all units (save the akontistai) from Sardis and Ipsos, move them to Antiocheia. Take your peltastai from Mazaka, do the same. Take your phalangitai and sphendonetai from Damaskos and move them towards Antiocheia as well. End turn.

    Turn 2
    8) Check your cities (this takes some time) and build sanitizations wherever possible (as far as your treasury allows)
    9) Do anything to prevent cities from rebelling (but don't move your capital!). Especially Eschateia is a difficult city to properly keep under control, but y'know..you can get over that one. It's not the end of the world if you lose it.
    10) Spend all your money on improvements, don't bother with units. I have a list of good buildings that I will write down at the end of the page
    11) End turn

    Turn 3
    12) You should now have some more money. A good investment to make would probably be to build a mine somewhere. I'd say Gabai. It's pretty safe and not that far from your capital. And it'll give you a good economical boost in eight turns.
    13) Your soldiers in Anatolia should have probably stumbled upon Tarsos by now. If I were you, I'd take that army from Antiocheia and merge them with those from Anatolia at the bridge near Tarsos. There, you have quite a sizable force now. Siege (but don't assault) Tarsos. It'll surrender anyway.
    14) Be mindful of your borders, try and check what the Ptolemaioi are doing. Same goes for the Pahlava.

    Turn 4
    15) You have lost Asaak by now, but your walls in Hekatompylos should be fine by now.
    16) Be a bit creative, use your spies a bit, try to get trade-rights with KH and Epeiros, the basic stuff.

    Turn 5
    17) Here be boredom, generally. A good thing to do now is to improve your military structures in Apameia. Focus on defensive buildings in Zadrakata and Hekatompylos for now. You can get pantodapoi phalangitai in Apameia, which you should probably send to Hekatompylos (2/3 units are fine)
    18) Continue sieging Tarsos...to..

    Turn 6
    19) Tarsos captured (if you're not as incompetent as Alexandros Argeades, that is). Exterminate 'em. This isn't really a time to be pleasant. Hey, if they wanted to live, they should have surrendered control of Mikras Asia a long time ago.
    20) Take as many soldiers as you can from Tarsos to Side and do the same (eg, besiege).

    Turn 7
    21) Is everything still okay? What's difficult about playing the AS is that you have to be diverse, as your empire. You need to be able to switch from focusing on one front directly to the other.

    Turn 8
    22) Not much to see here, move along, build more improvements (don't waste any money on units, seriously)

    Turn 9
    23) Mine's done! Or at least, it's supposed to be. You should notice an increase in your treasury. What's good about having one mine done is the fact that you now have more money to spend on..more mines! Seriously, mines are very very very imporant. VERY IMPORTANT. I think you already knew this, though!

    Turn 10, 11, 12, etc
    24) Exterminate Side. Check your Syrian front. Once you have taken Side, you can start to focus on other things than just buildings. I usually send an army towards Sidon no later than summer 267 BC. From Sidon, it's just a short trip to Hierosolyma. Take that city, and you can effectively check the Ptolemaioi. From there, you control the Levant. Time for your first naval invasion: Salamis. Salamis is great; it has mines, a great trading position and even the possibility to a (basic) fleet. If you have succesfully run through these steps, things will probably start to look up for you.

    But Hax! I lost Marakanda and Alexandreia-Eschate, and the Pahlava are sieging both Zadrakata and Hekatompylos! What should I do?!

    There are several ways to play a good game whilst "losing" Marakanda and Alexandreia-Eschate. Titus Marcellus Scato explains:

    Spoiler Alert, click show to read: 
    2. I'd still be inclined to give Marakanda and Alexandreia-Eschate to Baktria on Turn 2, destroying all buildings first and moving your troops out. Why? Two reasons.
    A, it gives Baktria a border with Pahlava. If Pahlava attacks Marakanda, they'll end up at war with Baktria, which would be great from your point of view, you could use the help! Also, it removes your border with the Saka, enabling you to make peace with the Saka. You don't want to fight the Saka until after Pahlava has been destroyed.

    B, giving these territories to Baktria forces Baktria into a savage war with the Saka. The big Baktrian full stack army, instead of going after Kophen and from there into India, will likely be recalled to go to Sogdiana to fight the Saka instead! This stops Baktria expanding into India and making themselves rich, and keeps them busy fighting the Saka on your behalf, which is what you want them to do.

    The idea is to sucker Baktria into fighting against the Saka and Pahlava instead of going to India. To accomplish this, it's worth giving them two poor provinces. It's a strategic trade-off. They are your ally, and nominally still your subjects, so it's still good roleplaying to give them territory to defend.


    Well eh..don't forget that a large part of running through the first turns as Seleukeia also has something to do with luck. The basic units you'll need when defending cities are these:

    Archers
    Slingers
    Phalangitai


    Usually just two of each, and you'll be fine. Use your phalangitai to block off the streets. Archers behind them, slingers on/near the walls.

    Also, losing Alexandreia-Eschate and Marakanda isn't horrible. I managed to lose Zadrakata as well. Don't forget that with basic planning and tactics you can get far. Take units from cities in which they are useless and move them to cities where they are to be used properly.

    In the worst case, (which is basically losing all your cities save Seleukeia, with a debt of -200000, an incompetent lame and wounded faction leader and three fullstacks of Ptolemaioi and Pahlava knocking at your door) just start a new campaign. There's no shame in that.

    ======================================
    Some more basic tips!

    - Sanitizations are your friends. So are askleipieion. They give ten percent happiness bonus to health, cost only 1600 and a year (4 turns) to complete.
    - Temples: Seleukos and Mithras are good for your outer regions. Inner regions, Marduk and Artemis are good. Seleukos and Mithras give law bonuses (which combat corruption), Marduk and Artemis give a bonus to your income (as well as a stunning 30% happiness bonus for Marduk on tier 3)
    - Units: Don't restrict yourself to marching your expensive Klerouchoi and Pezhetairoi from Seleukeia and Antiocheia! Use whatever the land gives you; there are great units available in Iran and the steppes.
    - Is your city happy? Tax 'em. Still happy? Tax 'em more.
    - Got a bit of an overflow of money? Mines mines mines mines mines.
    - As soon as your core provinces are making more money (due to mines mines mines mines mines), build garrisons. They will battle corruption, causing you to make more money, as well as give you a happiness bonus!
    - Build paved roads in your safe provinces in the core of your empire to connect them and send armies faster.*
    - Mines = Temples to Seleukos; you'll be minting coins in those provinces after all so they'd better be dedicated to the founder of AS. Rp-wise, that's how I justify tearing down some temples.*

    ;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;

    III - Units and such!

    In this paragraph, I will discuss the numerous units you have. Because hell, you have a lot. There are at least six different types of archers, dependent on the region you're in, as well as factional units recruitable virtually anywhere, east of Kyrene and Dalmatia. I'll go over some basic army compositions here:

    City garrisons:

    Limit these to skirmishers (akontistai, gand-i palta, bnei shevet 'Arabim) or general cheap units (pantodapoi).

    City defenders:
    There is a basic composition that will prove incredibly useful and cheap.
    2 units of pantodapoi phalangitai
    2 units of archers (depending on your region)
    2 units of slingers (depending on your region)

    Pantodapoi Phalangitai are great. Why? They:

    - Can block off city streets
    - Are virtually impervious to arrows from the front(!)
    - Have AP (armor-piercing) secondary weapons

    Standing armies [Full stacks](these are the ones I use, at least. I've found them to be satisfying)

    Early game [265 - 245]:
    Spoiler Alert, click show to read: 
    2x Family Member
    2x Klerouchoi Phalangitai
    4x Pantodapoi Phalangitai
    2x Thureophoroi
    2x regional line infantry
    2x regional archers
    2x regional slingers
    2x Prodromoi
    2x Hippakontistai


    Mid-game [245 - 225]
    Spoiler Alert, click show to read: 
    2x Family Member
    2x Pezhetairoi
    4x Klerouchoi Phalangitai
    2x Thorakitai
    2x Thureophoroi/regional line infantry
    2x regional archers
    2x regional slingers
    2x Lonchophoroi Hippeis
    2x Prodromoi


    Late-game [225 - 205]
    Spoiler Alert, click show to read: 
    2x Family Member
    1x Hetairoi
    2x Argyraspides
    4x Pezhetairoi
    2x Thorakitai
    2x regional archers
    2x regional slingers
    2x Lonchophoroi Hippeis
    2x Prodromoi
    1x Elephantes Indikoi


    Of course, by no means feel restricted by these compositions! I change them around a lot myself (having different kinds of armies dependent on the time of invasion, the region of invasion, the commanding officer (one with a fondness for horses I give more cavalry, one who has campaigned in India might get his own Elephant corps, the Royal Army consists of more Argyraspides and Hypaspistai, etc). You can be creative! Build different armies based on traits, ethnicities, experience, etc.

    ;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;-;

    IV - On the Mid-campaign

    Around the year 250, you should have reached the mid-campaign. The middle part of the campaign is marked by invasions of Egypt, the reclaiming of your lost eastern provinces and the annexation of Anatolia.

    Around this time you can experiment some more with your army compositions and many of your cities will have at least reached the minor city level. Paved roads are always good to build, as they decrease corruption and improve trade and marching speed.

    V - Internal Problems and How To Deal With Them

    There are a few problems that you might encounter when playing as Seleukeia. I'll go over a few of them:

    Brigands and pirates: Annoying. Just send out small stacks to deal with them. Autoresolve, play them yourself, it doesn't really matter. They generally won't attack you, but they mess up your trading income.

    Corruption:
    This is a large problem. I mentioned it a few times before, but I'll go over it clearly now:

    Almost all temples available to the Seleucid Empire give an increase to law. Law helps to decrease corruption. There are two temples, specifically, that I usually build to deal with this; those to Seleukos or those to Mithras. For more information, check this wonderful guide by Ludens. There are other ways to improve law, though:

    1) Build garrisons (the building, I don't mean troops). The first tier gives a 5% bonus, the second a 10%
    2) Build colonies. Same bonuses go for these as for the garrisons
    3) Use competent and skillful governors. If they have a good management rating (3 and higher), you'll notice an immense increase in income.

    Unrest: This might be a huge factor. Especially in your border cities, try to keep at least one spy in to check for other spies. Since your empire is already quite large, cities might easily rebel. Apart from enemy spies, there might also be some other causes: a governor with the "intolerant of other Gods" trait is one that is absolutely horrible and seems to occur too often for my liking. So try to keep track of what your family members are doing. My current ex-faction heir is a miserable failure, so I've sent him to fight Makedonians in some hillbilly Thracian village somewhere.

    ;-;-;-;-;-;-;-;-;-;-;
    *advice given by Poulp'

    So this was my basic guide! If anyone has questions or comments or wants to say that my guide totally sucks, feel free to do so.
    Last edited by Hax; 01-11-2010 at 21:57.
    This space intentionally left blank.

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    Σέλευκος Νικάτωρ Member Fluvius Camillus's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Great job Hax!

    Als mijn tentamens voorbij zijn en t weer rustig/vakantie is, dan ga ik misschien met de Seleucids beginnen.

    I could handle BI Western Roman Empire so I can probably get quite far.

    ~Fluvius
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    I lived for three years not knowing what AAR is.

    Completed Campaigns: Epeiros (EB1.0), Romani (EB1.1), Baktria (1.2) and Arche Seleukeia
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Great work. I've never played the AS, but maybe I'll try them with this guide.

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    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Great guide, a must read for anyone who wants a try at the AS.

    Two cents to add:
    - build paved roads in your safe provinces in the core of your empire to connect them and send armies faster. (frontline regions can wait)
    - Mines = Temples to Seleukos; you'll be minting coins in those provinces after all so they'd better be dedicated to the founder of AS. Rp-wise, that's how I justify tearing down some temples.

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    Member Member Horatius Flaccus's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Great guide, I'm certainly going to try another Seleucid campaign (I lost my previous one...).
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    Non omnis moriar

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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Very good guide! Two tips:

    1. On Turn 1, move the archer unit out of Asaak, and ATTACK the Pahlavan army with it! Why? Because attacking Pahlava will allow you to keep Baktria, Hayasdan, and Pontus as your allies! Now, fight the battle yourself. Put the archers on top of a hill, but near the treeline. Switch off skirmish mode. Now, fire on the horse archer units as soon as they come into range, and ignore the Pahlava FM when he charges, just keep shooting. You should kill nearly as many men as you lose yourself, despite being massively outnumbered and outclassed.

    2. I'd still be inclined to give Marakanda and Alexandreia-Eschate to Baktria on Turn 2, destroying all buildings first and moving your troops out. Why? Two reasons.

    A, it gives Baktria a border with Pahlava. If Pahlava attacks Marakanda, they'll end up at war with Baktria, which would be great from your point of view, you could use the help! Also, it removes your border with the Saka, enabling you to make peace with the Saka. You don't want to fight the Saka until after Pahlava has been destroyed.

    B, giving these territories to Baktria forces Baktria into a savage war with the Saka. The big Baktrian full stack army, instead of going after Kophen and from there into India, will likely be recalled to go to Sogdiana to fight the Saka instead! This stops Baktria expanding into India and making themselves rich, and keeps them busy fighting the Saka on your behalf, which is what you want them to do.

    The idea is to sucker Baktria into fighting against the Saka and Pahlava instead of going to India. To accomplish this, it's worth giving them two poor provinces. It's a strategic trade-off. They are your ally, and nominally still your subjects, so it's still good roleplaying to give them territory to defend.

  7. #7
    The Rhetorician Member Skullheadhq's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Quote Originally Posted by Fluvius Camillus View Post
    Great job Hax!

    Als mijn tentamens voorbij zijn en t weer rustig/vakantie is, dan ga ik misschien met de Seleucids beginnen.
    Inderdaad, als mijn proefwerkweek voorbij is zal ik ook wel een nieuwe campaign beginnen, de eerste deed ik met een pantodapoi shitstorm op mijn vijanden

    Anyway, nice guide
    "When the candles are out all women are fair."
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    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    So THIS is what you've working on, instead of AtB?

    How dare you! Now get back to work!

    ...

    Oh, btw, nice guide! Great job!

    We really need more guides like this.

    Sticky.
    Last edited by gamegeek2; 01-11-2010 at 17:21.
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    Run Hax! For slave master gamegeek has arrived
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    The Rhetorician Member Skullheadhq's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Run Hax! For slavemaster gamegeek has arrived
    Last edited by Skullheadhq; 01-14-2010 at 14:16.
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    Member Member anubis88's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Great guide. Even though i never had problems with playing with AS without any special pracausions, this guide will help many, whom are not used to run such a huge empire.

    Just one suggestion.
    Advice people to move their capital to Seleucia instead of Susa.

    It just hurts my eyes and brains that you choose a city not that far away from Seleucia, but so less important at the time
    Europa Barbarorum Secretary

  11. #11
    Member Member Hax's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Thank you all for reading my guide!

    Very good guide! Two tips:
    Thanks, I'll add them to the Guide soon!

    Just one suggestion.
    Advice people to move their capital to Seleucia instead of Susa.

    It just hurts my eyes and brains that you choose a city not that far away from Seleucia, but so less important at the time
    There are some places that might deserve the "title" of capital more than Susa or Ekbatana. A good example would be Seleukeia Pieria (which isn't in the game). Seleukeia on the Tigris (normal Seleukeia) is also one of those cities that yeah, might deserve that position. I usually take Ekbatana as my de-jure capital, due to the fact that it contains the faction leader, as well as being a central location and Seleukeia on the Tigris as my de facto capital.

    It's your choice really. Seleukeia is a bit too far to the west for me, but I'll check it out anyway.

    So THIS is what you've working on, instead of AtB?

    How dare you! Now get back to work!
    We need to properly represent the descendants of Seleukos in AtB! This is work!


    Two cents to add:
    - build paved roads in your safe provinces in the core of your empire to connect them and send armies faster. (frontline regions can wait)
    - Mines = Temples to Seleukos; you'll be minting coins in those provinces after all so they'd better be dedicated to the founder of AS. Rp-wise, that's how I justify tearing down some temples.
    A very good point! Thanks a lot!
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    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    One thing I try to do is to set up MICs that can recruit HAs - invaluable auxiliaries to any army. Dahae Riders, while a little expensive, do a superb skirmishing job and are amazing at finishing charges to the enemy's rear and chasing down routers (30% lethal lance).

    What do you mean no interesting regionals in Susa? You get the Khuveshavagan (excellent cavalry) and the Thanvare Parsig, two units that make excellent additions to eastern armies.

    I'm requesting this be linked to in the Gameplay Guides thread.

    Quote Originally Posted by Skullheadhq View Post
    Run Hax! For slave master gamegeek has arrived
    Sigged.

    EDIT: Link is up here: https://forums.totalwar.org/vb/showthread.php?t=103424
    Last edited by gamegeek2; 01-12-2010 at 01:10.
    Europa Barbarorum: Novus Ordo Mundi - Mod Leader Europa Barbarorum - Team Member

    Quote Originally Posted by skullheadhq
    Run Hax! For slave master gamegeek has arrived
    "To robbery, slaughter, plunder, they give the lying name of empire; they make a desert and call it peace." -Calgacus

  13. #13
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Wow.... I never tought that attacking Pahlava early can give you a nice Baktrian subjects under indirect command.....

    BTW, try to modify your descr_strat in the campaign folder, and give the pirate and brigand spawning values to 999, and you'll have one nice, clean empire, free from brigands and pirates (so you'll fought mostly another faction's trops, put aside some occasional rebel town taking)

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  14. #14

    Default Re: Arche Seleukeia - A Guide by/with Hax

    A small useful thing I've discovered in my seleucid campaign (pretty consistent since it happened 3 times out of 3):

    If you engage thde Parthian army outside Asaak in turn 1, they won't go for Asaak on their turn(even if it's almost devoid of troops, once even had it as low as 20/160 spearmen and 40/160 archers on huge after the battle) but rahter attack and take Zadrakata, which is pretty much undefendable at this stage(not enough time to get any troops there from neighbouring cities.

    The good thing about parthia taking Zadrakata is that they will soon get a common border with Hayasadan(sp?) which tends to lower the frequency of attacks on your possesion.

    The bad thing is that the common border with Parthia extends quite a lot into areas you wouldn't normally have to defend (I've suffered the occasional attack on Ekbaktana).

  15. #15
    Member Member Horatius Flaccus's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    I started a Seleucid campaign and attacked the Pahlava stack outside Asaak. This way they didn't attack Asaak yet, and I let the city rebel while I drew my troops back to Zadrakata. The Pahlava tried to take Asaak since, and I even managed to secure a ceasefire (which makes the campaign probably to easy, even with a crazy Epeiros that keeps attacking my Anatolian possesions).
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  16. #16

    Default Re: Arche Seleukeia - A Guide by/with Hax

    Quote Originally Posted by Drag0nUL View Post
    A small useful thing I've discovered in my seleucid campaign (pretty consistent since it happened 3 times out of 3):

    If you engage thde Parthian army outside Asaak in turn 1, they won't go for Asaak on their turn(even if it's almost devoid of troops, once even had it as low as 20/160 spearmen and 40/160 archers on huge after the battle)
    The Parthians did beseige Asaak in my campaign, after I attacked them, but I only tried it the once.

    However, your test seems to prove that the Parthians attack Asaak in order to get a war with you - not because they particularly want Asaak itself! (So it's political motivation, not strategic.) Once at war, they're happy, and will go after any town that happens to take their fancy. Bastards...

  17. #17

    Default Re: Arche Seleukeia - A Guide by/with Hax

    Quote Originally Posted by Titus Marcellus Scato View Post
    The Parthians did beseige Asaak in my campaign, after I attacked them, but I only tried it the once.

    However, your test seems to prove that the Parthians attack Asaak in order to get a war with you - not because they particularly want Asaak itself! (So it's political motivation, not strategic.) Once at war, they're happy, and will go after any town that happens to take their fancy. Bastards...
    Just curious, what difficulty were you playing on ? I only played on H/M

  18. #18

    Default Re: Arche Seleukeia - A Guide by/with Hax

    Quote Originally Posted by Drag0nUL View Post
    Just curious, what difficulty were you playing on ? I only played on H/M
    M/M.

  19. #19
    Member Member Smelly Jelly's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Nice guide, Hax. I hope you could do something similar for other factions as well.

  20. #20
    Member Member Dutchhoplite's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Great guide
    I love the smell of bronze in the morning!

    Campaigns completed: Vanilla Seleucid, EB 1.2. Carthaginian, RSII Pergamon

  21. #21
    amrtaka Member machinor's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    I'm quite far into my current AS campaign. It's a great guide.
    Quote Originally Posted by NickTheGreek View Post
    "Dahae always ride single file to hid their numbers, these tracks are side by side. And these arrow wounds, too accurate for Dahae, only Pahlavi Zradha Shivatir are so precise..."
    <-- My "From Basileion to Arche - A Makedonian AAR" Memorial Balloon.

  22. #22
    Member Member Hax's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Nice guide, Hax. I hope you could do something similar for other factions as well.
    Thanks. Another few of my self-proclaimed specialties are Epeiros and Hayasdan, so perhaps I'll write guides for them as well. A guide for the latter is quite important, I think!
    This space intentionally left blank.

  23. #23

    Default Re: Arche Seleukeia - A Guide by/with Hax

    Yeah, I suck at Hayasdan, you should make a guide for them!

  24. #24
    Satalextos Basileus Seron Member satalexton's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Seconded. Hai has good potential: Sturdy Medium infantry, excellent archers, wonderous cavalry.

    p.s. In the east, persian hoplitai are the next best thing after smoked cheese.
    Last edited by satalexton; 01-16-2010 at 04:57.




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  25. #25
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    Quote Originally Posted by satalexton View Post
    Seconded. Hai has good potential: Sturdy Medium infantry, excellent archers, wonderous cavalry.

    p.s. In the east, persian hoplitai are the next best thing after smoked cheese.
    When I Play Hayasdan, my game usually developed into Kavakaza Sparabara line guarding line of archers behind, let the enemies charge my men, and I win..... Kardaka are somewhat just for guarding flanks

    ADD: And the Royal army only consist of cavalry =p
    Last edited by Cute Wolf; 01-16-2010 at 09:52.

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  26. #26
    Member Member seienchin's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    I usually dont bother with my cities on the boarders in the beginning and disband most of my troops to get way more than 10.000+ every round and than humiliate the ptollis by taking everything except egypt from them. Than I conquer minor asia and cyprus. Having sea trade makes minor asia extrem rich. Just have trading agreements with Macedonia, epeirus or whoever the heck is in charge of greece. Having so much money and provinces makes the AS game a little bit too easy for my taste.
    Esspecially with the considerate Alex.exe Ki you are never endangered.

  27. #27
    Strategos Autokrator Member Vasiliyi's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    I love AS, nice work Hax. One thing I might add for the Rp-ers out there. There is a single unit of Dahae riders in one of your Steppe provinces. (Sorry I forgot which one).. I personally, have that unit travel all the way to Antiochea to serve under Theodorus Syriakos (who also travels to Antiochea). Ive fought countless battles with them now and they still havent had a casualty.

    Who knows, maybe ill disband them when Theodorus dies of old age.

    4x
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  28. #28
    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: Arche Seleukeia - A Guide by/with Hax

    One thing you really need to have a good grasp of is the stacks you need to tackle the Pahlava. This is a good basic, early game "anti-pahlava" army

    1x FM
    3x Persian Archers/Heavy PA/Horse archers
    2x Eastern Slingers
    2-3x Pantodapoi Phalangitai
    1-2x Thureophoroi/Peltastai

    You need the large amount of missile units. The slingers are easy to understand, as they're an excellent weapon against FMs and Dahae Nobles. The Persian Archers tackle their horse archers and the various lightly armoured infantry they'll doubtless deploy.

    Thureophoroi are preferable to Peltastai, as they have spears, but both are good infantry with some armor to stop arrows, and can stand against FMs and Dahae Nobles, and perform the role of a flexible force that can rush in and save your other units if they're in trouble, as well as flank enemies well.

    The Phalangitai are pretty basic stuff - try to get them in a fight with cavalry, and don't be afraid to use them as axemen against Nobles and Cataphracts; AP axes are amasing.

    Also, don't be afraid to raid Nisa and/or Khiva even if you can't hold on to it - pillaging their Courts and Camps will not only give you money, it cuts off their recruitment.
    Europa Barbarorum: Novus Ordo Mundi - Mod Leader Europa Barbarorum - Team Member

    Quote Originally Posted by skullheadhq
    Run Hax! For slave master gamegeek has arrived
    "To robbery, slaughter, plunder, they give the lying name of empire; they make a desert and call it peace." -Calgacus

  29. #29

    Default Re: Arche Seleukeia - A Guide by/with Hax

    Quote Originally Posted by satalexton View Post
    Seconded. Hai has good potential: Sturdy Medium infantry, excellent archers, wonderous cavalry.

    p.s. In the east, persian hoplitai are the next best thing after smoked cheese.
    The problem is the medium inf are low in numbers, archers aren't as armoured as their Syrian and Bosphoran counterparts, and the fact that Persian Hoplites are pretty useless, for they've poor morale, stamina, and their swords suck. I've experienced they even lose to missile fire so easily.
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  30. #30

    Default Re: Arche Seleukeia - A Guide by/with Hax

    I'm having fun with my M/M Arche Seleukia campaign. I'm fighting every battle manually, plus micromanaging my huge empire, so I'm still at only 264 BC, but it's all good fun!

    I've spent nearly all my money on town building thus far. I try to have something building in every settlement all the time. So my army is still very weak, composed of mainly cheap units like native spearmen, archers, and slingers. However, despite that, I've managed to hold Antiocheia-Margiane (just) and have actually retaken Hekatompylos and Asaak(!) after Pahlava took them early on due to their nearly-invincible FM's. I made peace with the Ptolemies first thing and they haven't been a problem since, being too busy fighting Elutheroi on their borders.

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