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  1. #1
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Sweboz playability

    I went the other way with the Sweboz. I didn't disband any troops and hired a cavalry mercenary unit for my southern group, which was the smallest. Then I just branched out and conquered everything within reach. Out of my starting 2,500 men I'm left with 988, most of whom are in the conquered settlements as a military rulers. It took 6 years for me to finally get out of debt and turn a profit. I immediately started up a program of establishing military rule for all conquered towns up to that point, and eventually establishing governments.

    Here are the lands I've conquered with the initial warriors of the tribe, as of 264.



    I don't have enough men to take on the Hattoz just yet, and since I now have money I'm training a couple of units to help in the effort. After that tribe has come under Sweboz control, I'll lay back for a while and develop. I hope I don't have to take that one rebel settlement east of Scandanavia on an island in order to "unite" all the tribes... I'd have to build a fleet and spend a lot of resources I need elsewhere...
    Last edited by Dooz; 03-09-2007 at 23:04.

  2. #2

    Default Re: Sweboz playability

    Oh, you guys make Sweboz look fun...maybe after I reestablish the Roman Empire I'll give em a shot.

  3. #3
    Ambassador of Bartix Member Tiberius Nero's Avatar
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    Default Re: Sweboz playability

    As the Sweboz it is a good idea to disband all your cavarly at the very first turn in the capital (perhaps keep 1 unit at most); they cost tons of money to maintain and they are going to be useless, since you are unlikely to see a field battle until quite late in game, because you will only fight rebel cities, and cavalry is useless in siege, unless you wait it out. But then again units of foot skirmishers are much more cost effective really even for that role.
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  4. #4
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Sweboz playability

    Quote Originally Posted by Wonderland
    I went the other way with the Sweboz. I didn't disband any troops and hired a cavalry mercenary unit for my southern group, which was the smallest. Then I just branched out and conquered everything within reach. Out of my starting 2,500 men I'm left with 988, most of whom are in the conquered settlements as a military rulers. It took 6 years for me to finally get out of debt and turn a profit. I immediately started up a program of establishing military rule for all conquered towns up to that point, and eventually establishing governments.
    Sounds like my usual three-year land-grab spree with the Getai. "In the red ? So grab that tax base already, young padawan."
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  5. #5

    Default Re: Sweboz playability

    Heh I was inspired to try the Sweboz by reading this and I have found it to be much enjoyable. Rather than disbanding units I took the counter-intuitiv approach of building MORE units; in fact, except for the 800 Mnai I spent to build roads in my province I spent the rest on queued up units. This allowed me to rampage up the Baltic and back as well as grabbing some easterly territories. I left the Danes and Swedes for when my armies reunited. It was wonderful. And I am SO kicking some major posterior right now.
    EDIT: BTW, I've conquered all the provinces with Gawjam-whatever that I can find but I still haven't erased the "potential uniter" trait for my faction leader. Will I only be considered a uniter if I fulfill my victory conditions?
    Last edited by LordCurlyton; 03-10-2007 at 18:19.
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  6. #6
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Sweboz playability

    There is a small island, tiny, to the east of Scandanavia. It's a Gawjam and the only way to reach it is by ship. Quite unfortunate really, I think it's probably the last one needed to unite 'em all. I wish it weren't! There's no way I can build any ships until years down the line, I don't even have large enough towns to build ports... not to mention that northern sea is swarming with pirates. Yeesh.

  7. #7

    Default Re: Sweboz playability

    Quote Originally Posted by Wonderland
    There is a small island, tiny, to the east of Scandanavia. It's a Gawjam and the only way to reach it is by ship. Quite unfortunate really, I think it's probably the last one needed to unite 'em all. I wish it weren't! There's no way I can build any ships until years down the line, I don't even have large enough towns to build ports... not to mention that northern sea is swarming with pirates. Yeesh.
    You can build ships in Gawjam-Skandzawarjoz, if I recall correctly....but the pirates....yeah...the pirates. Must be some sort of Pirate breeding ground in the North Atlantic....
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  8. #8

    Default Re: Sweboz playability

    Oh I managed to get that lil' island....just waited for the pirates to wander away and snuck in. But my poor Faction Leader died of old age staring at the gates of Rome with that Potential Uniter tag still on. At least my new leader is sans that tag so I guess I did it.
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  9. #9
    Sage of Bread Member Rilder's Avatar
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    Default Re: Sweboz playability

    Quote Originally Posted by Elminster12
    You can build ships in Gawjam-Skandzawarjoz, if I recall correctly....but the pirates....yeah...the pirates. Must be some sort of Pirate breeding ground in the North Atlantic....

    Yea talk about the pirates up there..


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