Sabyn Strategy Guide for EB 1.0
Sabean Strategy Guide (Part I)
The Sabyn are a hard faction to play. Mostly due to their two large and hostile neighbors. Play carefully and use the desert to your advantage. In the early game a single mistake is usually enough to ruin your campaign. Be careful! And never. Ever. Trust your greek neighbors.
In order to get the full EB experience, remember to activate the background script through your advisor. To activate your advisor simply click on any of your settlements. If you end your turn without activating the script he will appear at the beginning of the next turn. Remember to activate the script everytime you load your game too.
You start with only one Province, Saba. You have a sizeable army commanded by your faction heir, and your faction leader governing your capital. You also have 5000 Mnai starting funds. First click on your capital. Invest in basic sanitation, roads and farms. If you can't afford all three, use the remainder for a unit of skirmishers or archers. Crank your taxes up to High. No more than that though. You need to keep atleast a minimum growth in population. Debt is inevitable, just keep it from spiralling out of control. Now move your army north to Carna and besiege it. Once that is done, move your Faction Leader and skirmishers to join him. Leave only the one unit of Arabian Light Archer-Spearmen in your capital.
Build sanitation roads and farms first.
Early Expansion
You have access to two agents. A spy and a diplomat. They spy should scout out Carna but not enter the city. Just keep him close so you can see the city and it's surroundings. The diplomat you can send north to establish trade relations with your neighbors. Bear in mind though that you don't want to give anyone your Map Information. Not even for money. Remember AI diplomats are as good as spies in sniffing out the location of your settlements. Invest in an assasin early and train him on rebel captains. When a diplomat starts moving south towards your settlements, kill him ASAP. AS and Ptoly diplomats being priority target # 1.
Now go north. In one turn you should have your army at the gates Carna. Besiege it but do not build any siege engines. You won't be assaulting the city. It's important to get to Carna on the very first turn since the Eleutheroi have an additonal army in the province which will move to support the city. However if you besiege Carna on the first turn, they won't make it in time.
Besiege Carna until they sally forth (usually the last turn). Try to conserve your troops as much as you can. You will need all of them for the next couple of moves. Once you control the city leave the most depleted unit in your army, some skirmisher or archer will do and move south towards Tamane. If the Eleutheroi army chooses to attack Carna, bring back your army to relieve the siege. Carna is more vital than controlling Tamane this early in the game.
NOTE! Sometimes the roving stack at Carna dosen't have a family member leading it. If it dosen't it's possible it will disband with the taking of the city.
You should be in the red as far as finances go, but building roads and sanitation at the beginning of the game should keep you losses manageable. Don't worry about sliding into to the red. It's bound to happen anyway. The trick is keeping your losses relatively low per turn. Once you control three settlements with most of your army lost. You should start making a small profit.
Next move is to conquer Tamane. Move your stack to besiege the city, but don't build siege engines. You want to wait them out again. On the last turn before surrender, empty your capital of whatever units you left as garrison and lower the taxes. This will increase your chances for victory and keep your capital from rebelling. Once you control Tamane, move your faction leader back to Maryab along with any units small and experienced enough to keep around. Those veterans will be retrained later for further conquests.
Now that you finally control Tamane you may wish to disband most of your army in order to focus on getting out of debt. Move your family members to Maryab and Carna to maximize profits from them.
As a rule accept only Sharp/Charismatic/Vigorous candidates for adoption. Reject the others the game offers. Once you build a school, the most important ancillary in southern Arabia is the mining engineer. Move this ancillary to any governor of Carna, Maryab, Tamane, Bostra, Axum, Meroe, Diospolis-Megale or any other important mining center that dosen't have it. Old governors around 60 should have this ancillary moved to any new governor who lacks it.
Once you got your economy out of the red a turning a reasonable profit, say a couple thousand Mnai a turn, start recruiting again. You'll need atleast one unit of skirmisher cavalry, preferably two. A general, several slingers/archers and a couple javelin skirmishers.
Now go east. Your target is Sabata. This will be the last settlement you will take for while. Make sure you defeat both the city and the roving Eleutheroi stack south of the mountains, by the coast. That stack is led by an FM and might be stronger than yours. Don't attack him directly. Simply move your remaining army right next to his, and let him attack you. With terrain advantage, some archers and an FM, you can beat him easily if your smart.
Dealing with Eleutheroi.
On using agents
Your diplomat should travel far a wide. First to the Seleucids and Ptolies to offer trade rights. Then to any nation bordering Arche Seleukeia to offer an alliance and trade rights. Not all will accept. Sometimes none of them will. But the fortunes of war are fickle, and sooner or later (usually after a couple of betrayals by their neighbors, AS in particular) you will get your allies. Pahlava, Baktria, Pontos and Hayasdan are the best in distracting AS attention. Macedon is good too if they start expanding in Asia Minor. Look out for Ptolies though. If they get too big you might end up in war with them, before your ready.
Spies are a must. Use them in large numbers. Station one at the juncture between the three provinces of Eremos, Ma'in and Nabataia. The larger part of any invasion from either the AS or Ptolies will come through this corridor. Detecting an army coming south along this route should give you five or so turns to prepare. A watchtower might do but the Rebels are fond of sitting on your watchtower obscuring your view. Same goes for enemy stacks. Especially after getting mauled in battle.
Keep another spy along the northern coast at the border between the provinces of Gerrhaia Arabia and Maketa. If you expand along the southern Arabian peninsula, you will find that the AS will send troops south from Babylonia along both coasts. In the early game those coasts are in the hands of the Eleutheroi, but that won't last. The AI controlled AS has an obsession about Gerrha Arabia and Maketa provinces. And it will grab anything else if the opportunity presents itself.
Spies have other uses though. The credit for this idea goes to a another member on the forum, Geoffrey S. Thanks. Anyway a horde of spies roaming around in AS territory has a useful effect of creating rebellion. The inner provinces of the Seleucid Empire are often weakly garrisoned. In the best case, with just a single understrength garrison unit. Once you find a settlement like this, move in lots of spies. You wan't it to revolt. The founding faction for many of the eastern provinces of the AS is Pahlava or Baktria. When one of their provinces revolts they tend to side with one or the other, or go independent. Not only does this weaken your enemy, and diverts strength away from you. It also strengthens you enemies enemy. And while he may not be your friend, he's atleast not an oversized neighbor with dreams of conquest.
My merry band of misbegotten no good doers have sucessfully instigated another revolt.
Assasins are useful for two reasons. One. Killing off enemy agents. Especially diplomats intent on discovering the location of your settlements and/or bribing your FMs or captains. Two. Sabotage. Your spies aren't managing to get a revolt because of the great number of happiness buildings present. No problem. Send in your assasin to sabotage Happiness buildings or barracks. And before you know it, another revolt has occured in your enemies city.
Sometimes it might be a good idea to offer a small tribute to your enemy. AS in particular is very powerful in the early game. Make sure it's atleast 200 mnai per turn, or it will have no effect whatsoever. They will betray you in the end, but sometimes it will give a breather when you need it the most.
On settlements
The settlements on the Arabian peninsula are small, with a low starting population, and slow growth. Apart from the obvious farms, markets and granaries, you should invest some money in Sanitation (takes 1 turn to build) and a Healer (takes 4 turns to build). The added health bonuses boost your population nicely. Also the higher levels of the temples of Almagah give health bonuses to boost population growth, increase happiness and increase in tradable goods.
Try to keep taxation low enough to ensure a steady population growth. It dosen't have to more than 0.5 % as long as it keeps growing.
Focus on economic buildings first. If you get decent income, wait enugh turns to build mines. They're the real source of wealth.
The priority one mine is in Carna because it has a large vein of precious metals. Second comes and Maryab and Tamane. Apart from mines, ports, markets and caravans can generate a lot of wealth when upgraded. The temple of Hawbas also increases tradable goods. The temple of Athar gives the best law bonuses and experience for troops. In conquered settlements outside your homelands, building Ahtar's temples is the wisest cause of action.
On VH the Eleutheroi are much more agressive. If your city has no more than a depleted skirmisher unit as garrison, even a small band of Eleutheroi may find the opportunity to take your settlement irresistable.
Maryab, Carna, Tamane and to a lesser extent Sabata are the core of your early holdings. In the three former you can build Mines and Mining Centers, still the greatest source of wealth in the game. Carna in particular will come under attack first so upgrading to a Stone Wall is recommended.
Keeping an eye on enemy movement gives plenty of warning before the next stack comes knocking on your door.
The AI is predicable in it's strategy. It always goes for the soft kill. If Carna is weak it will assault that. If you strengthen the garrison in Carna the AI will go for a weaker city like Maryab or Tamane. Fortunately the cities of Southern Arabia are located close to eachother, so in a single turn a stack from Carna can strike at a besieging army in Maryab, or vice versa. Trapped between two forces you can slaughter them at your leisure.
The AI is unfortunately also persistent. No matter how many of it's armies you slaughter it will keep sending more. The problem comes if it has more than one stack coming in. If it does try to deal with both individually. And try to let them come to you, rather than you going to them to get the terrain advantage. Having enough spies to keep an eye on enemy movement is paramount to success in this.
Skirmisher heavy troops is the key to early survival against the Seleucids. It requires a lot of hit and run tactics, which is fine considering most of your early units will be skirmishers anyhow.
Build watchtowers only when you can afford it and at critical junctures. The AI movement is predictable so you should be able to figure out which places are most suited for watchtowers. If you can't afford watchtowers use spies. They're cheaper and more mobile.
Expansion
Some people prefer to conquer All of Arabia first. Personally I think this is a very bad move. If you want to expand, go west. Across the Red Sea are some of the richest provinces worth taking. Not to mention access to the Ethiopian reagionals. As a general rule your army remains incomplete until you have access to them. Once you do, you can take on anyone. Provided you have the funds.
Continued in Part 2.
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