The Celtic Viking
11-29-2008, 20:54
The Tale of a Living God
Introduction
This AAR is about my campaign as the Arverni confederation, my favourite faction in the game. I had one going before, but I took a break from it and it kind of got sidetracked until I forgot about it completely. When I finally was reminded about it again I was already installing 1.2, at which point it was already lost. So I've decided to start a new one, which hopefully will be better, and longer.
The settings for this AAR are:
Faction: Arverni
Starting date: Spring 272 BCE
Campaign difficulty: Medium
Battle difficulty: Medium
Modifications: Force Diplomacy mod, City Mod
Historical accuracy: Little. Some things are true and historical, but those would mostly be names. I have no ambition on recreating anything historical, be it army formations, compositions, settlements etc. I try keeping a mentality true to what I interpret would be a good Arvernian one, but that’s as far as it goes: my unprofessional interpretation. Nothing I write here should be the base for your knowledge of history. :laugh4:
House rules
Strategical map
1. Settlements without a governor must have a pause of at least one turn between buildings and unit training. This is to give governors a bigger influence, and make it more important to choose which settlements to have governors in. The exception is if a governor puts up a building queue and then leaves the settlement.
2. Each settlement is first and foremost responsible of its own security. They must raise their own garrison. This rule can be temporarily broken (such as when a settlement is recently captured and can't produce any units yet), but only permanently outside of Gaul.
3. Governments take priority over any other building. Once the "first" one (regional pacification) is built, a couple of other buildings can be built, but the rule of thumb are always to be to build some kind of real government first. Making clients is the preferred option.
4. Winters (and summers in arid regions, if I ever get somewhere that applies) should be spent in either a fort or a settlement. The only exception is if besieging a settlement.
5. Offensive armies must be lead by a general.
6. When dealing with captured Celtic cities, always occupy. Only enslave if given good reasons to do so. When dealing with non-Celtic settlements, enslavement is an interesting choice.
Army composition
1. No skirmishers in any field army
2. Only one unit of Arjos/Solduros per stack. (I each is fine.)
Tactical map
1. General camera should be used at all times.
2. A time limit should only be used if the enemy is attacking a bridge or assaulting a settlement. (It has happened that they just stay on their side of the bridge/out of range from the walls and make no attempt to cross/take the city, and having to cross the bridge yourself/sally because of that is not fair play.)
More might be added at a later date.
Chapters:
1. The Elected God (https://forums.totalwar.org/vb/showpost.php?p=2072982&postcount=2)
Introduction
This AAR is about my campaign as the Arverni confederation, my favourite faction in the game. I had one going before, but I took a break from it and it kind of got sidetracked until I forgot about it completely. When I finally was reminded about it again I was already installing 1.2, at which point it was already lost. So I've decided to start a new one, which hopefully will be better, and longer.
The settings for this AAR are:
Faction: Arverni
Starting date: Spring 272 BCE
Campaign difficulty: Medium
Battle difficulty: Medium
Modifications: Force Diplomacy mod, City Mod
Historical accuracy: Little. Some things are true and historical, but those would mostly be names. I have no ambition on recreating anything historical, be it army formations, compositions, settlements etc. I try keeping a mentality true to what I interpret would be a good Arvernian one, but that’s as far as it goes: my unprofessional interpretation. Nothing I write here should be the base for your knowledge of history. :laugh4:
House rules
Strategical map
1. Settlements without a governor must have a pause of at least one turn between buildings and unit training. This is to give governors a bigger influence, and make it more important to choose which settlements to have governors in. The exception is if a governor puts up a building queue and then leaves the settlement.
2. Each settlement is first and foremost responsible of its own security. They must raise their own garrison. This rule can be temporarily broken (such as when a settlement is recently captured and can't produce any units yet), but only permanently outside of Gaul.
3. Governments take priority over any other building. Once the "first" one (regional pacification) is built, a couple of other buildings can be built, but the rule of thumb are always to be to build some kind of real government first. Making clients is the preferred option.
4. Winters (and summers in arid regions, if I ever get somewhere that applies) should be spent in either a fort or a settlement. The only exception is if besieging a settlement.
5. Offensive armies must be lead by a general.
6. When dealing with captured Celtic cities, always occupy. Only enslave if given good reasons to do so. When dealing with non-Celtic settlements, enslavement is an interesting choice.
Army composition
1. No skirmishers in any field army
2. Only one unit of Arjos/Solduros per stack. (I each is fine.)
Tactical map
1. General camera should be used at all times.
2. A time limit should only be used if the enemy is attacking a bridge or assaulting a settlement. (It has happened that they just stay on their side of the bridge/out of range from the walls and make no attempt to cross/take the city, and having to cross the bridge yourself/sally because of that is not fair play.)
More might be added at a later date.
Chapters:
1. The Elected God (https://forums.totalwar.org/vb/showpost.php?p=2072982&postcount=2)