Off and on, I've been a total war player since December 2002. I had heard of EB off and on over the years, but I've never explored it until now.
In 1-2 hours of playing time (and much more reading about features), here is what I think:
- I love the 4 seasons per year concept. I originally saw that feature in Lord's of the Realm II (still a good game), and I've preferred it above all. I am especially pleased that you are penalized for having armies on the field in Winter - excellent!
- I read where faction leader and faction heir terms are being replaced with tradional ones, but my Casse family still has FL/FH. I did run the advisor script, so what did I overlook?
- From fighting battles at the Greeks (sorry, RTW has me spoiled) and the Casse, I see that battles fight at a speed equal to MTW I. I much prefer the longer battles, as that allows for more time to fret about the outcome, and it gives you time to do something about it. Excellent work.
- It's a nice feature that all the units speak their own language, although my wife remarks that the Casse sound like a bunch of mooing cows then I click on several units. It's still better than RTW's barbarian voices; they were poor in my opinion.
- Speaking of which, it's a shame the units on the strategic map didn't get modified as well. I am guessing this is hard coded.
- I love the more complicated building structure and governmental system.
- Also the homeland idea is excellent as well.
- This mod has an exceptional amount of documentation, and the new map looks fantastic. Thanks to everyone who has made this dream come true!
It is my tradition, if applicable, to always play the British first in any RTS/Turn Based Strategy Game. I have, therefore, elected to play as the Casse in spite of EB's stern warning that only those proficient with EB should try.
From the looks of things, I see two distinct and potential strategies for at least getting started:
The first is to sail the diplomat to the mainland to start a trade alliance with the Aduei. Upon moving the diplomat, disband that ridiculously high priced fleet. With an immediate defecit of 1300, taking 800 off is critical since the Casse's first objective, as I see it, is to conquer Britain.
Next, disband all the non-family units in order to start building an infrastruture and obtain the funds to field a large enough army to take the neighboring provence. The obvious disadvantage there is that chariots manuver well in the open field, but I don't think they'll be able to defend a gate or a wall. If the neighboring tribes want, they can take me about at will.
The second option is one I tried last night. We marched the army straight to the city and laid siege. The next season saw the enemy sally forth. Sadly, I lost both of my family members, but not before I slew most of their midland heros and sent many others scurrying. It looks like an adjustment is needed in terms of the chariots and infantry. Provided infantry take the brunt of the hero's attack, the chariots are excellent flankers. -- This option still included disbanding the ship once my diplomat was on the other coast.
I think I'll try the latter approach again. A well fought battle will bring a second province and enough wealth to defend both cities.
I'll use this thread as something of a blog. Comments are always welcome, and I'll let you all know how I do this evening.
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