Yeah, but he careful for the European Navies. They're usually more developed than the Maratha Navy, and can VERY annoying if your trying to transport your horde to Europe.
Yeah, but he careful for the European Navies. They're usually more developed than the Maratha Navy, and can VERY annoying if your trying to transport your horde to Europe.
Depends where you are going. Morocco can be reached in one move. For the others, if you can afford a few turns delay, you can go bakc and forth up the Atlantic transit zones (to America the back to Europe) doing most of your on map movement on the almost always vacant American fringe. Iceland is a one move destination from the top transit box. If you're making for England/Norway, then head North around Iceland -- usually leaves you out of their tripwire range. Yes, Euro navies under AI control have that unerring beeline for your fleet capability that is SO annoying.
On the other hand, 2nd Rates are the backbone of your fleet and well handled can face anything up to a Heavy first rater. With good fire discipline and a little micro managing, it will beat anything afloat that isn't smart enough to run.
"The only way that has ever been discovered to have a lot of people cooperate together voluntarily is through the free market. And that's why it's so essential to preserving individual freedom.” -- Milton Friedman
"The urge to save humanity is almost always a false front for the urge to rule." -- H. L. Mencken
How does the Maratha stack up against the Muhgals? Why do they always roll over them?
Silence is beautiful
Play a campaign as the Mughuls and you will quickly see why they fold against the Maratha under AI control. All of their developed territories are north, requiring long distance marching for their better troops. Their starting armies are slightly smaller than the Maratha, meaning that when its auto-calc, they will likely lose.
Also, their troops are.....not good. The have not a single unit that can form squares. Even if they lasted long enough, they have no units that can use bayonets or fire by rank. Their swordsmen, who are the best melee unit in the game, are still weak against horses, and can only be built from a high tier barracks. Really, their only stellar unit is camel gunners, which aren't exactly unique.
Though, if you want to play as the Mughuls, I'd recommend that you instead play as Persia or Mysore, because they don't start off with so many territories and are thus much harder. Mughul's main problem is that player control nullifies most of their weaknesses, but in straight up auto-calc, their subpar units get destroyed.
"Sit now there, and look out upon the lands where evil and despair shall come to those whom thou lovest. Thou hast dared to mock me, and to question the power of Melkor, master of the fates of Arda. Therefore with my eyes thou shalt see, and with my ears thou shalt hear; and never shall thou move from this place until all is fulfilled unto its bitter end". -Tolkien
Interesting! Can you suggest any unlocker mods that work with 1.6?
Silence is beautiful
What makes me laugh is usally the Mughals collpase into a Republic, it's quite funny. When that happens, you know it's over for them.
"Sit now there, and look out upon the lands where evil and despair shall come to those whom thou lovest. Thou hast dared to mock me, and to question the power of Melkor, master of the fates of Arda. Therefore with my eyes thou shalt see, and with my ears thou shalt hear; and never shall thou move from this place until all is fulfilled unto its bitter end". -Tolkien
Cool! Thanks! I'll have to check that out!
Silence is beautiful
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