As I've mentioned elsewhere, I'm in the middle game of a medium/medium campaign as the Julii. I captured Carthage fairly early on, and, not realising quite how ridiculously quickly the population of that city grows, I chose not to enslave the populace.
1. (Game issue) Trading grain has too much of an effect on city growth. Historically, grain exported from North Africa was mainly sent to feed Italy, not transported between each of the local regions.
Reading the forums, encouraged me to force a revolt so that I could recapture and enslave them. By this time, I'd built an Imperial Palace there, and the population had reached 26000.
As expected, the city immediately revolted. Unfortunately, I'd already built an arena by this point to make the people happier, so I got a gladiator revolt, with 5 gladiator units and 7 units of peasants. Not a bug as such, but it was annoying. Nonetheless, I set all my town watch, peasants assault army to building siege equipment.
At the end of my turn, the rebels sallied and attacked my army of 10 town watch units. I fully expected my main assault army, with good general, barbarian cavalry, Principes, gladiators and equites to crush them. Instead I found that the army was commanded by main town watch captain, and both sets of reinforcements were "delayed". The town watch had a reasonable go at flanking the gladiators, but eventually routed, after which all three of my siege armies ran off to my ships.
2. (Bug) Reinforcements should not be delayed when an enemy sallies to break a siege. They should have all been available on the map.
3. (Bug) Sallying units should have to face the strongest army besieging them, not choose to sally against the weakest
4. (Bug) To lift a siege, it should be necessary to defeat each of the besieging forces
Just solving one of these bugs would have been enough to prevent those problems.
So, I returned to the siege, this time with my assault army, now also reinforced. Once I had waited a turn to build siege equipment, I began the assault. It was here that the problems really started.
I had plenty of troops to assault, especially after the town watch had worn the rebels down before. Here's what happened:
First attempt: Found the most weakly defended spot at the northeastern corner and attacked using one sap point and two siege towers. Principes and the arrows from the towers I'd taken easily killed the gladiator unit that came to attack the breach. Rebels on the walls just sat around defending the gates even after I'd got in. Sent cavalry galloping forward (1 general, 2 barbarian cavalry, three equites, 2 Numidian mercenary cavalry) to get it over with. Found that cavalry kept trying to form really long thin lines before navigating round corners to get to the next waypoint. Decided the problem was that the Numidian cavalry were on skirmish mode. It wasn't. Barbarian cavalry and general almost reached the city square and the time ran out.
5. (Bug) Battle time limit is far too short for capturing cities.
6. (Bug) Cavalry (and other units?) cannot handle moving around corners in cities, because they have to complete their formation before moving on to the next waypoint. If the AI pathfinding wasn't so poor, this might be less of a problem.
Second attempt: Seeing the time problem, I attacked from the same place, but got cavalry in position quicker. This gave me enough time for my cavalry to arrive in the city square piecemeal and my general to be killed by Mirmillo gladiators.
Third attempt: Thinking I could get to the city square quicker, I attacked using siege towers at the north gate. Principes took too long killing the peasants defending the gate, so cavalry only got halfway to the square.
Fourth attempt: Attacked south gate. Peasants and gladiators meant I didn't even capture the gate before time ran out.
Fifth attempt: Attacked east gate. Took gate quicker, once I'd found that you can kill peasants on walls who are fighting to the death much better by clicking to make them run to a point immediately behind the enemy. Got enough cavalry to the square to kill off gladiators and gain control of square, just seconds before rebel counter ran out. Julii-coloured counter then started up, though with under 3 minutes left. I assumed I just had to hold the square, but I was wrong, and was left with a "close defeat".
7. (Bug?) I'm not sure how this is supposed to work. I was expecting to win by holding the square for three minutes, but maybe the design decision was that the overall time limit trumps city control.
Sixth attempt: Attacked east gate again.Managed to take city square. Equites coming through as back up managed to kill Samnite gladiators trying to return to city square. When I took the square, I found I had about a minute remaining, and realised I must have to kill all the rebels to win. Finally managed to kill the last few peasants fighting to the death on the walls with 5 seconds left.
8. (Bug) Soldiers defending city walls should not fight to the death if they can escape down the tower behind them.
Other than struggling to beat a Greek 9-star general and some hoplites, that was just about all I managed in an evening-long session last night.
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