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  1. #1

    Default Re: Campaigns completed description thread

    Quote Originally Posted by penguinking View Post
    My 1st completed campaign, on VH/M
    This is the best total war game I've ever played. Casse victory conditions don't take too long, and they have really cool units, so I was able to maintain interest in the campaign long enough to finish it. I'm not sure why the victory screen talks about Rome when Italy isn't even in the victory conditions, though.
    Nice to see more victory screens but could you perhaps list your house rules and a some more details?

    Thanks...

  2. #2

    Default Re: Campaigns completed description thread

    Finally finished My Romani campaign!

    House rules as follows...

    Romani Summer 142 BC M/VH EB 1.2 using -Bi exe ( Europa Barbarorum for BI installer ; thanks Ferromancer!)

    172 Spring -

    As before :

    No mercenaries
    No deliberate pausing in battle to give orders
    No monument/unique building destruction
    No Forts/watchtowers
    No time Limit in battle's
    Always end battle's when enemy routing screen appears.
    No more than five archers or Slingers per stack or more than ten of any unit type ( range/cavalry/melee)
    No horse archers used.
    No auto calculation of battles ( units seem to gain experience too quickly/unfairly this way)

    new:

    *Training only allowed in two season per year.
    * Troop ( generals anywhere) training only allowed in Italy ( including Po valley) and Sicily when you gain those areas.
    * Must occupy; no enslavement or sacking
    * Can not move capitol from Roma
    * General/Fm can command five units + number of command stars in description panel.
    * Army composed of up to 100% skirmish\levy units ( two or more per five unit base stack) 40%% line ( two per five base stack) and 20% elite ( one elite per five base stack ) : any armored cavalry ,excluding your General/Fm, is counted as elite. After Polybian you can still use skirmish as skirmish or use line instead; old elites are still considered elites as well as the new veterans and guards/elite skirmishers.
    * No more than two Generals/Fm's per stack ; largest stack possible 16 units( Fm/General + 5 base stack + 10 command stars allowance)
    * No stacks larger than five units without general/FM in own territory; stack rules apply.
    * Can not attack without presence of Fm/general in assaulting stack- No sallying from sieged city without general/family member in relieving army.
    * No more than six units ( 5+ Fm/G) per 'ship'.
    * No retraining; depleted units should not be moved to garrisons where auto retraining may happen.
    * In hostile or neutral territory units which does not fit stack rules should be retreated towards nearest province.
    * Army cost not should exceed tax income ; if does do so by accident disband units if there are many or use up the one or two that will bring you back to balance.
    * City garrisons of a typical 5 unit army stack allowed without, or in excess of , presence of general; 20 units allowed in cities
    * No more than five Generals
    * No shieldwall / night fighting ( but i don't really know why i did not do the night fighting or how it changes much....)

    261 spring -
    * General or FM must be present for the duration of training or construction period in cities.
    * No more than 15 Generals
    * Training only allowed in one season per year

    * Can not attack enemy formations in winter/summer ( basically in whichever season the movement penalty in that region would normally apply) and can not move at all without the presence of roads in
    that province
    * Ships must move to nearest friendly/neutral port in fall and do not move at all in winter ( if anything, as i understand things at least, to simulate Rome's reluctance to transport large formations of troops over oceans.)
    * May only disband Axillary territorial troops or basic roman levy formations.

    227 spring -
    No more than 30 generals
    * No more than two generals/Fm's and their allowed stacks per enemy or neutral province. Generals/Fm's can be shifted between stacks but at the end of movement allowances all units not allowed by Fm/general rules should be moved/'strategically redeployed towards the rear/nearest friendly province.
    * No more than 16 units per stack; General/Fm + five + 1-10 command

    218
    Army cost + all wages must not exceed tax income; only belatedly figured out that the cost of generals fell under wages...



    Since i missed a few victory conditions ( raids :( ) the campaign took me at least a decade longer than it should have but given that i think i am probably close enough to make a attempt at reaching the Augustan Reforms...

    As always i would like to hear about other completed campaigns&house rules. Mine were really rules, not guidelines, and while losing armies isn't fun it does keep you interested and normally gives the AI time to build strength.

    Thanks,

    Stellar
    Last edited by StellarW; 04-26-2011 at 19:13.

  3. #3

    Default Re: Campaigns completed description thread

    Koinon Hellenon victory, VH/M.

    Spoiler Alert, click show to read: 


    Uploaded with ImageShack.us


    Houserules:

    No "generals" - expansion must be done as an expedition, led by a FM who then becomes the city governor.

    Minimum use of cavalry.

    No enslavement or expelling.

    No "heroic victories" - Must have at least equal forces.

    No horse archers.

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