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    Default Re: The Ashes of Rome- Lands to Conquer

    The war strategy of Emperor Alexios I Komnenos


    (UNDER CONSTRUCTION)




    Overview:

    Foreign Policy:

    • I- Diplomacy
    • II- Conquest goals
    • III- Troop movements
    • IV- Naval forces
    • V- Armed forces
    • VI- Religion
    • VII- Merchants
    • VIII- Spies


    Domestic Policy:

    • I- Governors
    • II- Core Provinces
    • III- Armourer
    • IV- Artillery ranges
    • V- Archery ranges
    • VI- Barracks
    • VII- Stables
    • VIII- Ports
    • IX- Inns
    • X- Mines
    • XI- Trade
    • XII- Farms
    • XIII- Churches
    • XIV- Miscellaneous



    Foreign Policy:

    I- Diplomacy

    Turks- No trade, no peace. Conquer quickly.
    Egypt- No trade, no peace. Conquer quickly.
    Sicily- Attempt temporary cease-fire, then Conquer.
    Hungary- Alliance, trade rights. Conquer after Venice.
    Papal States- Attempt peace, conquer after Sicily.
    Moors- Conquer.
    Russia- Alliance, trade rights.
    Venice- Attempt peace, conquer after Rome.
    Holy Roman Empire- Attempt peace/alliance. Conquer after Poland.
    Poland- Attempt peace, conquer after Hungary.
    France- Attempt peace, conquer after HRE.
    England- Attempt peace, conquer after Portugal/Spain.
    Scotland- Attempt peace, conquer after England.
    Denmark- Attempt peace, conquer after HRE.
    Spain- Attempt peace, conquer after Moors/HRE.
    Portugal- Attempt peace, conquer after Moors/HRE.

    II- Conquest goals

    Spoiler Alert, click show to read: 


    This is my starting territory.



    Phase I: Alliance Hungary/Russia. May have to give up Trebizonid or Rhodes to forge alliance with Hungary. Take Iconium, Antioch, Sofia.



    Phase II: Turks conquered. Hold off Sicily with Navy.



    Phase III: Egypt conquered.



    Phase IV: Rome, Palermo, Corsica, Sardinia, Tunis conquered.



    Phase V: Moors, Venice, Milan conquered.



    Phase VI: Hungary conquered.



    Phase VII: Poland conquered.



    Phase VIII: Holy Roman Empire falls.



    Phase XI: Africa, Spain, Portugal, France, Denmark falls.



    Phase XII: England, Scotland falls.



    Phase XIII: Russia is conquered, deal with Mongols/Timurids.

    III- Troop movements

    (to be determined)

    IV- Naval forces

    (to be determined)

    V- Armed forces

    Will be divided into mostly-infantry divisions and mostly-cavalry divisions.


    Starting Army: Legion I

    General: Faction Leader
    Spear Infantry: 4+ Byzantine Spearmen
    Archers: 5+ Trebizonid Archers

    Comment: This army is lean, cheap, and pretty much all you need to begin conquering the less defended settlements, especially rebel settlements. The faction leader provides heavy cavalry support, and helps these troops retain their morale in a close battle. (Usually because the faction leader has high command and lots of battle experience. Seeing as the bodyguard is one of the toughest cavalry units in the game, and it automatically replenishes its numbers, there is no reason not to use him extensively in battle, and more experience in battle usually leads to higher command and resistance to damage, possibly higher chivalry or dread as well.)

    The spearmen are there to help take out any generals that might be in the settlement, or any other kinds of cavalry. They can also pin enemy troops down, while your archers get free kills on the pinned units, especially any heavily armored foes, because they will be most effective against such units. Killing heavy infantry with archers and losing a few spearmen in the process is an excellent trade. Any time you can trade one damaged spear unit for an expensive heavy infantry unit, you've won the exchange. The more experience with killing your archers have, the better they will fare in battle. Armor them up and replenish their numbers so they survive and gain experience.

    If you end up getting outmaneuvered and you must take refuge in a castle or town, having spears, heavy cavalry, and lots of good archers will help you defeat superior forces.

    This army is not a world-beating force, but for its cost, it is extremely potent and effective. Because of this, you could spam similar armies and combine them on the battlefield, using pincer maneuvers, attacking the enemy from two sides effectively. This force can also be expanded upon when you get the money, making it a legitimate force to use in more difficult situations.



    Starting Cavalry: Equites I

    General: Faction Heir
    Horse Archers: 6+ Skythikon
    Reserves/mercenaries. (Turkomans, for example. Alan Light Cavalry. Armenian cavalry when necessary.)

    Comment: This division is very mobile, very cheap, and very deadly against everything except full armies or heavy cavalry divisions. Because it is so maneuverable on the campaign map, you will be able to outrun slower forces and avoid battles you can't win, assuming your spy network informs you of where the enemy is. This force is excellent when combined with the Legion, especially as a reserve force. The horse archers work well under AI control, because they fire and retreat automatically, and usually can react faster automatically than the general can issue retreat orders. Less micro-management needed works to your advantage.

    Skythikon are pretty worthless in melee, so it is important that they cause damage and then flee. They are only useful as horse archers or mopping up routing units; they have low morale and fighting ability. Fortunately we aren't expecting to engage in melee with these units; they're for harassment only, then they will seek to withdraw or allow reinforcements to defeat the enemy. But, this is just a starter division, designed to provide the most sting with the least amount of venom. This force won't break a budget, and can provide a very large amount of headache in various tactical situations. It can also move ahead of the main infantry force, and lay seige to less defended settlements, and break sallying forces by damaging and wearing them out.

    When you have the funds, adding better horse archers and heavy cavalry will turn this division into a galloping nightmare for your enemies. In a pinch, especially in the beginning of the campaign, there are lots of excellent mercenary cavalry that can be hired for a single difficult battle, then sent on their merry way. Except for the , those are excellent light cavalry which you might consider keeping on in spite of their cost, because you can recruit more, gain experience, and improve their armor.


    ---------------------------------------


    Expansion Army: Legion I- This force combines with Legion I when I can afford it.

    Heavy Infantry: 4+ Byzantine infantry or above. Dismounted Lancers, Dismounted Latinkon, Varangian guard.
    Artillery: 1-2+ Catapult, Trebuchet
    Heavy Cavalry: 1 (General's bodyguard, mercenary cavalry, Byz Lancers, or Latinkon)
    Reserves/mercenaries. (Militia infantry, militia archers, extra spears, extra archers, or extra cavalry)

    Comments: Adding heavy infantry, especially the Latinkon or Varangian guard, makes a big difference in situations where you're facing a large number of enemy infantry or higher quality infantry, or taking well-defended settlements. Byzantine Infantry has high defense and very low cost, and will chew through archers and militia and spearmen easily. Their attack level is high enough to be formidable. They also perform seemingly just as well as Dismounted Lancers, so why pay extra? Add extra infantry to the battle instead of spending more on fewer, only marginally better troops. However, it seems that Dismounted Lancers can be upgraded with an armorer to much better armor than the usual Byzantine infantry, so if you need truly elite forces, but cheaper than Dismounted Latinkon, you can go with fully upgraded Dismounted Lancers, to give you the defensive power you want.

    If you want devastating attack power, you want Varangian guard. Even without upgrades, this unit is terrifying in battle.



    Expansion Cavalry: Equites I- This force combines with Equites I when I can afford it.

    Second general: Any poor governor who is better used as cannon fodder
    Heavy Cavalry: 6+ (Byz Lancers, Latinkon, or Vardariotai)
    Reserves/mercenaries (Byz Cavalry, mercs, replacements for other cavalry)

    Comments: Adding heavy cavalry to my first all-cavalry division makes this a true fighting force, one that is extremely difficult to beat. What this force doesn't do is capture enemy settlements that are well-garrisoned, not without starving them out. Unless you automate some of these units, you'll find that micromanagement on the battlefield is often too much for a cavalry group this size to fight as effectively as it could.

    The strength of this cavalry division is that if you divide it up, and send smaller, more maneuverable groups into battle from different sides of the field, you can end up harassing the enemy from all sides with horse archer fire, and flanking the enemy easily with your heavy cavalry. The downside is that any AI-controlled units tend to send their general directly into melee, often killing your family member in the process, so I don't recommend automating any of your general's bodyguard units unless it is a last resort.

    This force also combines well with the Legion I army, providing horse archer and heavy cavalry support on the flanks and rear of the enemy, rendering almost any battle ridiculously easy to win. This force can move ahead of the main Legion, and lay siege to well-defended settlements and render sallying forces almost completely useless. The Legion I army can fight other armies and take other settlements while the Equites I army builds seige equipment like rams and ladders and siege towers and so forth, waiting for the Legion I army to show up to take the settlement. Often times the artillery in Legion I will slow them down, but when they do show up, they already have ladders and siege equipment waiting, and the garrison has already lost men to desertion/hunger, so you can begin the battle immediately as if you had been laying siege for however long your Equites force has been surrounding it.



    ---------------------------------------


    Legion II- This force is created when I become rich enough to afford another expensive stack of troops.

    General: Highest command general (non-Faction Leader/heir)
    Heavy Infantry: 6+ Varangian Guard
    Spearmen: 5+ Byzantine Spearmen
    Artillery: 4+ Catapults, Trebuchhets
    Archers: 4+ Byzantine Guard Archers

    Comments: I designed this Legion to be quite self-sufficient and extremely dangerous in siege battles, forest battles, bridge battles, hill battles, and even dangerous in the open field, as dangerous as an army without much cavalry support can be.

    ---------------------------------------


    Equites II- This force is created when I become rich enough to afford yet another expensive stack of troops.

    General: Second highest general (non-Faction Leader/heir)
    Heavy Cavalry: 6+ Latinkon
    Horse Archers: 6+ Byzantine Cavalry
    Light Cavalry: 4+ Alan Light Cavalry (mercenaries)
    Reserves: 3+ Vardariotai

    Comments: I designed this Equites division to be powerful enough to take on just about any force, indeed powerful enough to hire some mercenary infantry to deal with the whole smashing of gates and so forth, with enough horse archer ammo to greatly reduce the size of a garrison force and enough melee power to be threatening even in some siege situations.

    This force is also excellent for sallying, and could be quite impressive as a defensive force for any settlement, because they can sally forth and destroy artillery, harass those people with rams, and pepper the infantry to death and charge into the archer formations with near-impunity, because any siege force will likely have far fewer cavalry than you're fielding.

    Like Equites I, this force isn't as effective or useful in certain situations, like forest battles, or battles where you're facing two or more large enemy forces coming at you at once, which the AI loves to throw at you. This force is also extremely expensive, and may be more firepower than you realistically need. The lack of artillery support or heavy infantry/spearmen makes it less effective in many situations than a more balanced force.

    The idea behind this division is to be deployed where they are needed the most; on the front lines of a war between a huge, powerful enemy, taking them on in battle after battle, in situations specifically beneficial to horse archers and heavy cavalry.

    This division can also be used as a deep cutting blade; rather than taking the enemy on by attacking his settlements closest to your borders, this highly mobile and self-sufficient group can outrun and outmaneuver enemy front-line defenses, and move deep into enemy territory, and attack your foe's main cities and recruiting centers, or pick off less-defended outlying settlements with near-impunity. When the enemy has to send a force to retake those lands or engage you, you can probably take them head-on and when you can't, you can easily withdraw, hide, split up, retreat, and otherwise elude the enemy and regroup elsewhere... while your main Legion attacks the enemy from the other side.

    Your foe will have to divide his forces to deal with both armies, and the amount of damage this cavalry division can do by itself is pretty devastating, and the army needed to take it down would be very expensive. Meanwhile, an even more devastating force of heavy infantry will be able to march directly from settlement to settlement, with artillery, taking each city and castle with minimal resistance. If the enemy goes after this army, it can wall itself off easily in any castle or city and be very difficult to dislodge, while your cavalry force continues ripping apart his countryside.

    These two swords have strengths and weaknesses, but when wielded together, they can become quite balanced. If necessary, you can divide both the Legion and the Equites in half and combine them with one another, giving yourself two huge and well-balanced individual armies, rendering these two forces more versatile than they would be by themselves, while retaining their specialization in siege/bridge/forest dominance or campaign map and open-field superiority.

    These forces are quite expensive, and the only reason why I am going with forces such as these, which are often overkill, is because I intend to fully upgrade these forces, and keep them alive for as long as possible so they can gain experience, and then retrain them back to full strength. I want to win battles, but also survive them to a great extent, improving my kills-to-casualties ratio. Eventually, Equites I and Legion I will be relegated to defensive duty or disbanded altogether due to being obsolete, but Legion II and Equites II will become my main offensive force, with the power and intent to by themselves conquer entire factions in swift, efficient, and devastating manner.





    VI- Religion

    Conversion goals:

    For the Turks, my objective is to cover the conversion of any larger city-settlements as soon as possible. Castles and smaller cities are easier to control and thus take less precedence. The main trading hubs will be large cities anyway, and if I want to turn a profit I will need those cities to have less expensive garrisons. That means I need to convert, and convert quickly. I'll use a team of priests and begin conversion as soon as possible, even before I take these settlements if possible. I won't move on to a new settlement until the level of Orthodox religion in the region is above 50% minimum, and as high as possible. Once a church is built, that should cover the rest over time.

    I will then move to Jerusalem, Cairo, Alexandria, etc, to gain control of those rich lands, which covers most of Egypt.

    After that, taking Palermo and Rome would warrant some conversion, but Naples will need to be well on its way to being fully converted before I worry about that.

    Moorish lands are mostly castles, but I find that the public order is still low due to the high levels of Islamic religion and the distance from capital factor. They also don't generate much income so stationing a large garrison there is a drain on my resources. I'd also want to conquer them quickly, taking them by surprise, moving along the sea since basically all of their settlements are directly on the ocean. Conquest will be quick, and I want to be able to pick up and move on without stopping. As such, converting Moorish lands will take precedence over converting Northern Italy. Militia infantry and a few priests can do the job there, due to low/no upkeep for militia forces as garrison and the ability to lower taxes and still afford garrisons due to trade and proximity to my capital, which will probably be in Thessalonica.

    By this time I will have a large enough church base to afford mass conversions of entire nations via priests, and I will do that before I invade, or quickly convert the cities ASAP during invasion. The rest is a snap. Italy will probably be my main priest recruitment center when Islamic lands are mine/mostly converted.

    VII- Merchants

    I will have to check to see which resources are the most profitable from Thessalonica as the capital, which reduces the value of gold since there's gold in a neighboring province in Hungary. However, spices and cotton (Middle east) should still be pretty potent, and I believe Silver, slaves, amber, and even glass/textiles should be valuable from Thessalonica as capital.

    There's a lot of amber in Russia/Denmark, lots of cotton and spices in the middle east, little veins of Silver in central europe and in scattered areas, and textiles and glass in Italy.

    I will explore western europe and see if Wine and other resources aren't a better investment. I honestly don't recall which resources are the best, but generally speaking the further away the closest example of that resource is, the higher the multiplier over its base value.

    More research is necessary!




    VIII- Spies

    What I'll be doing with spies is scouting all the lands of places I am about to conquer, and keeping an eye on my less defended borders. I will find out where their largest standing armies are, and avoid confronting them. I may even use my forces to draw their defenders away from where they need to be.

    While I can generally roll any AI faction without much difficulty, I'm aiming for speed, while using a leaner and more specific force than I am used to, with the goal of having the least amount of casualties as possible among troops I plan to have in my army for a long time. That requires a more precise strategy, rather than just a big mass of troops sent hurtling at the enemy, followed by another one when they all get destroyed.

    I will be micro-managing my generals and my units for this campaign, and as such, I don't want to fight any unexpected battles. Thus, I need spies.

    Assassins will be used to kill crusader generals, unwanted diplomats, merchants I cannot outswindle, and most especially enemy priests.






    Domestic Policy:

    I- Governors

    Highest chivalry/Growth-friendly governor: Naples (Turn Naples into a Citadel)
    Next highest chivalry: Thessalonica (Turn Thessalonica into capital/huge city, a companion for Constantinople)
    Best manager: Constantinople (Until Thessalonica becomes larger and more profitable)
    Other chivalrous generals: Sofia, Nicaea, Iconium, Iraklion, Corinth, Rhodes...

    • Egypt is generally large enough to not require growth boosts. Turkish lands are generally poor and landlocked, so I'm not concerned about growing them. They're also prime targets for the Mongol and timurid invasions, so I am not investing heavily there.
    • Italy is also large enough not to require growth boosts.
    • I plan on boosting northern African lands, population-wise, after they've been converted and all have ports. That will help with my mediterranean trade.
    • Polish/Hungarian/HRE lands will take a while to convert, and are mostly landlocked, so boosting their growth isn't a huge priority.


    Anything else will be pretty big by the time I get around to conquering it anyway.

    I will attempt to promote "Man of the Hour" generals and turn them into governors. I won't allow them to marry and have children unless I plan on keeping them as part of my royal dynasty.

    Only if my royal dynasty gets extremely corrupt/stupid/drunk/insane/cuckold will I remove them from power and replace them with the military and make my royal family a meritocracy, not an aristocracy. I am hoping to do that as part of the story/revolt against the Emperor and his family, after he gives away Roman lands to the enemy.

    II- Core Provinces

    In order of priority:

    Naples- Expand as rapidly as possible, convert into a Citadel as rapidly as possible, turn into main recruitment/retraining center.
    Thessalonica- Expand as rapidly as possible, build mines, turn into capital and trading hub. Focus on trading with all neighbor provinces.
    Constantinople- Expand trade potential, it's already a big city. Improve, manage well, then move on.
    Corinth- Will be used as my first recruitment center/armory/stables/barracks. Will drop in priority once Naples is up and running.
    Nicaea- Location is everything, and this is located close enough to other major trade centers, and has a high potential trade value, and is relatively safe from danger. It will become a major trade partner for Thessalonica.
    Iconium- Is already a city, and has the potential to be worth some coin. Will trade with Nicaea and Adana and Antioch and Rhodes, etc....
    Iraklion- has the potential to be a good sea trading partner with many of my core provinces.
    Sofia- Will become a big trade partner with Constantinople, Thessalonica, and future Hungarian provinces. less priority as it requires more investment.
    Durazzo- Doesn't have a strong trade potential, but since it is located adjacent to so many excellent trading partners, including my capital, I will invest here when necessary.
    Rhodes- this ancient trading hub should become great once again. Why not?
    Nicosia- This has great potential, but it's way down my list of priorities.
    Smyrna- Growth/base population is too low, and it requires too much investment for me to focus here often.
    Trebizonid- This settlement is in a poor location and is nearly worthless at the start. I will likely trade it away for an alliance with Hungary.

    Expanded core provinces:

    Antioch, Jerusalem, Cairo, Alexandria, Rome, Palermo, Venice, northern Italy, Hungarian lands.

    When conquered, these areas will become major trade and recruitment centers. Fortunately I don't have to invest much here, because my enemies will do it for me.

    III- Armourer

    1. Corinth (at the start)
    2. Naples (later on) (Maximum investment here- Citadel)
    3. Palermo (later on)
    4. Rome (later on) (Maximum investment here- Huge City)

    IV- Artillery ranges

    1. Constantinople (at the start)
    2. Rome (later on)
    3. Any settlement which already contains a catapult maker (late game)

    V- Archery ranges

    1. Corinth (at the start)
    2. Palermo (until Naples is up and running)
    3. Naples (main recruitment center)

    VI- Barracks

    1. Corinth (at the start)
    2. Constantinople (at the start)
    3. Naples (main recruitment center)

    VII- Stables

    1. Corinth (at the start)
    2. Naples (main recruitment center)

    VIII- Ports

    1. Constantinople (Max out ASAP)
    2. Thessalonica (Max out ASAP)
    3. Nicaea (Max out)
    4. Iraklion
    5. Corinth
    6. Iconium
    7. Sofia
    8. Antioch
    9. Italy
    10. Africa
    11. Middle East
    12. Any mediterranean port.

    IX- Inns

    1. Nicaea
    2. Iraklion
    3. Iconium
    4. Sofia
    5. Rome
    6. Antioch
    7. Any ungoverned settlement with high growth potential

    X- Mines

    1. Thessalonica (ASAP)
    2. By order of greatest increase in income per turn, lower priority.

    XI- Trade

    (Grain exchanges, shipyards, warehouses, better roads, etc...)

    1. Constantinople
    2. Thessalonica
    3. Nicaea
    4. Iconium
    5. Iraklion
    6. Antioch
    7. Sofia
    8. In general, closer to Thessalonica, greater population, and better trade resources, increases priority for these buildings.

    XII- Farms

    1. Naples
    2. Thessalonica
    3. Constantinople
    4. Nicaea
    5. Iraklion
    6. Sofia
    7. Corinth
    8. Iconium
    9. Antioch
    10. Rome
    11. In general, closer to Thessalonica, and higher starting population and trade potential, increases priority.

    XIII- Churches

    1. Iconium
    2. Sofia
    3. Naples
    4. Rome (max out)
    5. Nicaea
    6. Constantinople (max out)
    7. Middle East
    8. Africa
    9. Italy

    XIV- Miscellaneous
    Last edited by Askthepizzaguy; 09-04-2010 at 18:47.
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