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  1. #1
    Senior member Senior Member Dutch_guy's Avatar
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    Default Re: The Seleucid Empire

    no catallus, it happens that you can sometimes bribe let's say 3 troops ( total of 7troops in the stack you wish to bribe ) and 4 will join your stack, if you can train them, that is.
    Last edited by Dutch_guy; 04-07-2005 at 16:48.
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  2. #2
    Member Member Atreides's Avatar
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    Default Re: The Seleucid Empire

    (M/M) The Seleucids have an very interesting line of Pro’s and cones.

    Strong (pro);
    - They are very, very rich.
    - Wonder o Wonders (you start with 2, expansion with two others is very soon possible, the other 3 are aviable in the midgame).
    - A strong start, mid en end game army.
    - Your main foe’s have very vulnerable armies in the starting phase (except Egypt).
    - Mercenaries. Since you fight in such a wide area you can use PLENTY of them and a quick war with descent/excellent units. Those units are also very adapted to the local warfare.

    Weak (poor)
    - 5 Enemies in the long run. Likely you will engage them early on.
    - Egypt. Egypt is very rich, good one of the best armies, and no foe but you…..
    - Your empire is not really ‘one’ you got 4 area’s that you should protect.

    I said that you got 4 area’s. These are:
    - West: Sardis.
    - Central: Tarsu, Antioch and Damascus.
    - North: Hatra
    - East: Selucia

    You have In each era likely an ‘own’ enemy:
    West: Geek city states and likely Pontus.
    Central: Egypt (and maybe Pontus).
    North: Armenia
    East: Parthia

    Your main strategy consist of:
    - Build, build build. Since you got a lot of money. Concentrate on the empire’s main things and their strategic area. Build a lot of troops and military.
    - Make friends (alliance), generate time until the attack.
    - Mercenaries. Money is your friend so use the troops for expansion and fighting.
    - Strike hard, leave the fallen. This sometimes annoying quote of the game is in this game very very true. I other words: strike the main cities if possible.
    - General: YOU SHOULD play al your battles yourself. Until you come into a face where you’re the grand superpower.

    The 5 surrounding fractions al ask for an specific army strategy:
    - Greek city states should be counter with the mercs. The great Cresian archers and … slingers. The merc hoplite is awesome in the starting stage.
    - Pontus. Your normal army is fine.
    - Parthia. Slingers/Peltasts/Bowman. Lots of cav or better chariots. And of course pikes to hold the line. Parthia units are not really impressive when they have to break any line on offence.
    - Armenia. Normal army is fine here. Only cav (especially the desert merc cav) is very useful here.
    - Egypte. Very very annoying faction. They got very strong armies so bring the best. Against chariots use a combo of shooting/throwing and peltasts and pike’s. The Peltasts got a bonus against those annoying chariots.



    Well, what did I do (en recommend you!)

    Initial fase. Build. In the WEST take the rebel settlement Halicarnassus ASP. Use mercs (the great available mercs here) for this. After this expansion retain ect. I shipped my troops (bought more mercs) to Rodus. After capturering Rodus send your troops ASP to Pergamum. Well if you succeed the 3 very hard battles you made an great Eastern empire. The Greek city states will be lost likely or are stuck in Sparta. While you have no less than 3 wonders. And more over 3 very rich cities and one rich city.


    Centre. Build to your own mind. Make sure you can build Elephants ASP. Troop building is a property. War with the strong Egyptians is coming your way. When you see the Egyptians attempting to attack you: STRIKE first. E.G. take Sidon. This will hurt their ability to make war strongly, afterwards on to Jerusalem.


    North. Minimize your attention to Hatra. Build strongly but this settlement is here to ‘hold’ the line. The Armenians are going to attack here. Lucky there lack numerous and good troops.

    East. Try to take the Dumatha rebel town with mainly mercs, in this avoiding that it becomes a Parthia settlement, maximize growth here. The annoying Parhians are heading your way. Buid lots of chariots and any unit that can shoot/throw or sling. Make sure you win the defence game first and strike to their city Susa. This will cripple their economy. When secured here you can attack Arsakia and finaly Phraaspa. Also build some ships here and take Salamis (on Cyprus) and later Kydonia (on Crete).

    So this is initial. Your mid game Probably consist of:
    WEST a grand fight with Pontus (which will be heading your way likely) You should take the former rebel town’s (Ancyra and Nicomedia) and then finishing their core cities.

    North. Your battling still the annoying Armenians. You could finish them with an large strike.

    East. Your bussy capering the two towns. If possible finish the Parthia’s of. Still this isn’t obligated.

    So after finishing (most) of your enemies. You should have killed Pontus, Armenia and Egypte. Likely the greek city states are gone and Parthia also. You now own (circa) 25 very very rich provinces and SIX wonders. Go trough Africa to Carthage and send an and fleet with army to Sicilia to make war and cripple the Brutti. Taking Greece or Italy head on depends on the situation. Remember to win the game is to take (also) Rome , some war with the Roman empire is necessary.


    Ps1: Fleets Should be used intensely or be saved to the end game. I disreccomend focussing on them since you have to use every starting province intensively keeping the enemy of bay.
    Ps2: Don’t let the Armenians, Pontus and Parthia life too long. Their techtree is a later stage of the game very good.
    Ps3: Forget bribing as an good way to win the game when your playing with 1.2. Only when your reach about 18-25 provinces your rich enough to use this. And only in a way that helps a little.

  3. #3
    Member Member Dromikaites's Avatar
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    Default Seleucids' best weapons - Lessons from the Numidian campaigns

    It is true the Seleucids have one of the most interesting choice of troops. But elephants, chariots, cataphracts, silver shield pikemen and silver shield legions are not really needed to win an imperial campaign, at least not on M/M. We might want to use these crack troops just for the fun of seeing them in action (being on the giving end of a chariot charge makes me feel good :-))

    The Seleucids already have 3 very powerful "weapons" early in the game, before getting access to these super-units:

    1. Money
    The Seleucids make so much money than they can probably win the campaign without having to fight a single battle. For instance, Halicarnassus can be conquered by bribing the large rebel army outside its walls, which results in keeping the hoplite militia, then bribing the city garrison and moving the newly acquiered hoplites in the city, to prevent revolts. Sidon and Jerusalem fall in a similar way - bribe the rather large Egyptian armies in the area (get one family member in the process) and then bribe the garrisons and move some of our troops in. As a Romanian saying goes, "a golden borer makes holes in any city wall". The same with Pergamum, with the added benefit of keeping the hoplite militia and the family member. I think the ideal Seleucid invasion army is made of a general travelling together with a spy (for avoiding ambushes), an assasin (for added protection) and a diplomat. The diplomat bribes the garrison and the general occupies it with the mercenaries recruited on the spot. I'm currently sending such an army from Antiochia, to invade the British isles. I'll let you know if this really works. If it does, the Senate is in for a big surprise!

    2. Temples of Hephestus
    They improve the weapons and armor. Combining it with the blacksmit family of buildings results in having troops with extremly good stats very early in the game.

    3. Militia cavalry and peltasts
    Well, this is like playing a Numidian campaign, but with stronger units (due to the combination temple of Hephestus + blacksmith/armourer/foundry and slightly better stats of the militia cavalry).

    The Numidians don't have the money to afford weapon&armour enhancing buildings early on and their starting cities grow too slow. The Seleucids don't have these problems. They control the Hanging Gardens, which means their farms produce lots of food, which helps population grow. They can further boost the population growth by enslaving. Asia Minor is full of cities close to each other, presenting the conqueror/slave trader with plenty of opportunities early on. Since they have the money needed to bribe other factions' family members, Seleucids can have a governor in each of their cities. This means slave convoys will travel to the remotest corner of the empire. And a horde of militia cavalry, crushing one enemy army after another can turn captains into generals as quickly as this happens in the Numidian games (where roughly 20% of the family members I have are brave captains who rose through the ranks).

  4. #4
    American since 2012 Senior Member AntiochusIII's Avatar
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    Default Re: The Seleucid Empire

    Please note that bribing is no longer a logical option thanks to the sky high (too high ) bribing cost of Rome 1.2

    Nonetheless, your money can be used well on mad building rush and mercenary rush.

    Seleucids have access, or soon-to-have-access to the mercenary pools of Syria, Aegean, Thrace, Galatia, Armenia, Persia, Arabia, Cilicia, Egypt...

    That means...

    Seleucid early game possible access to mercenary units:
    -tons of east infantry; Armenian, Syrian, Persian; meat shield, populater (very useful in Asia Minor 500 pop "cities" if you're ready to pay for it).
    -barb inf; Galatia; a slightly better counterparts of east inf, with the same purpose - note that Galatian barb inf provides a good unit as it comes with 2 exp
    -horse archers/camel archers; Armenian, Syrian, and Arabian; all for the Seleucid rain of death...on Ramses' chariots - note that a bug must be fixed if there will be horse archers in Armenia.
    -arab cavalry; Syrian, Arabian; nice light cavalry.
    -sarmatian cavalry; Armenian; superb heavy cavalry early game
    -barbarian cavalry; Galatian; superb light cavalry - useful to add to the Greek-based merc army in the west.
    -peltasts; Thracian, Aegean-ian, Syrian; multi-purpose skirmishers..flank guard, first line, reserve, etc.
    -hoplite; Aegean, Thracian; you know what to do with the core of your line...
    -cretan archers; Aegean; the finest archer unit available for Greeks and Easterners...
    -thracian mercs; Thrace; deadly flanker - perfect for one-two hoplite-thracian
    -bastarnae; Thrace; they're just the thracian elite...battles can be won by them.
    -elephant mercs; Syria; rare, deadly, cool, superb, war-winning tanks of the ancient world.
    -cilician pirates; Cilicia; with that horde formation, they are of little use... nice stats skirmisher though.
    -libyan inf; Egypt, Syria?; light, swift, nice skirmishers. No peltasts' standing power but more agile and at least as deadly.
    -illyrian; Thrace?; may be they're there or I'm confused, anyway, beefed up peltasts ready for service.
    -rhodian slinger; Aegean; another fine ranged unit - they are better against chariot than cretans.

    Choose some of them and notice that an all-merc army can be balanced to the finest.

    Pool provincial cities:
    Syria - Antioch, Hatra, Seleucia, Damascus, Sidon, Jerusalem
    Egypt - Alexandria, Memphis, Thebes
    Arabia - Palmyra, Bostra, Petra, Dumatha?
    Persia - Susa, Arsakia, Phraaspa?
    Galatia - Ancyra
    Cilicia - Tarsus, Salamis
    Aegean - Sardis, Halicarnassus, Rhodes, Pergamum, Kydonia
    Thrace - Nicomedia, Byzantium, Tylis, and another Thracian city on the border of Scythia
    Armenia - Artaxarta, Sinope, Mazaka, Kotais

    The steppes aren't far away either, just land on Chersonesus (Bosporus) and take it if the Scythian didn't. The various Greek pools on the Balkans are also pretty near, so as the Libyan pool.

    So use your money on mercs!

  5. #5
    Member Member RollingWave's Avatar
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    Default Re: The Seleucid Empire

    My analysis on Selucid's enemies (really by the time you kill them you are invincible the rest aren't a problem at all)

    Pathia: an overrated enemy, unless they kill the Armenian or make serious advance against you, they will be so dirt poor after a few turns they'll never be able to mount anything serious against you as long as you keep a realatively strong garrison in Selucia.

    Armenia: they are richer than the Pathian so they will come after you, Hatra will face quiet a fight, but on the bright side, as long as you mass milita hoplits they'll have a very hard time winning in a seige unless they manage to obtain their lvl 3/4 infantreis, even worse if u manage to get a stone wall up.

    Greeks: they are generally not a big threat, however they are also rich bastards so you'll be surprised what they can pop up with someimes (they can hire tons of merc and bang on you too.) on the bright side their lands are VERY worth taking. which includes the magical statue of Rhodes.

    Egypt: your number 1 problem. they are rich, they are powerful, they have matching troops to ur own. and they will come after you ASAP. you will need to deal with them fast, it may be a good idea to seek diplomatic solutions such as protectrate to seek a fast end though.

    Pontus: in many sense they may be a bigger threat then Egypt, they are in the best position to take Asia minor, and they directly threatening two of ur least developed but potentially richest cities (Sardis and Tarsus) the fast high moral javlin calvaries are also a major threat to ur crap armored phalanx and inferior javlin cav. They are also harder to take the fight to unlike Egypt.
    Last edited by RollingWave; 04-09-2005 at 06:11.

  6. #6

    Default Re: The Seleucid Empire

    I think the biggest problem in the early game is egypt, they are the only faction rich enough to keep sending a steady stream of armies, the other eastern factions can be dealt with rather easily.

    Funny thing happened in my current seleucid game, in the first couple of turns i managed to get egypt to give Jeruselam to me in exchange for a map and some regular tribute, needless to say this weakened them considerably and have been easy to deal with, i took sidon as soon as they declared war and now they have to march all the way across the nile to get to me. :)

  7. #7

    Default Re: The Seleucid Empire

    I didn't think so, but it is possible to take the city with the mausoleum wonder from the rebels on turn one with only your general and 2 units of milia hoplites against multiple higher quality enemy hoplites, cretan archers, rhodian slingers, and skirmishers.



    When you seige the city on turn one, the rebels will sally forth immediately to crush your pathetic force. They almost certainly would defeat you in an open field, but in this case because they are sallying from a city you have the advantage - if you move fast.
    When battle begins, immediately rush all your troops up to the gate, leaving a little space between the gate and your units to allow the enemy to come out one unit at a time. One unit of enemy skirmishers should be in the process of getting out of the gate when your general arrives at a gallop, so immediately rush and route it with your bodyguards before it can form up. Then set one unit of hoplites directly facing the gate, and the other on it's flank but turned inwards towards to gate to form half a cup. That way any unit coming out from the gate will have to face one solid line of spears in front and another on its flank. Place your general to the other side of the cup thus completing the encirclement of the gate. Now the fun part begins - the enemy will stream its units out one after the other, which you can then engage with your hoplites and a little while later charge into the back with your general to route them. Rinse and repeat, and the city is yours!

    However, if you are tardy in the begining and allow 2 or more enemy units to form outside the gate, defeat is almost certain as your troops are of lower quality and greatly outnumbered.
    Last edited by iostream; 04-12-2005 at 15:30.

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