![]() This is a rough guide to my Campaign doctrine, detailing how I come up with a long-term strategy for any scenario. Thinking Strategically on the Campaign Map by yakcamkir It’s a high risk-high reward strategy that involves you burning all your bridges, if you make one little mistake it can be game over. ![]() Usually though, starting a mass migration is not going to make the game any easier for you. The first time I ever tried one was when I moved the Scythians to Sicily, moving from the poorest territories on the periphery of the map to some of the richest, right at the heart of the action. Migrations can be used to give you a strategic advantage. The aim of a mass migration strategy is to set out from the very beginning to transport a particular faction to a totally different part of the map, with different resources, different enemies, different tactical imperatives – basically a different game. Wanderlust: The Art of Mass Migration by Sassenach Please note that the articles marked (BI) concern the Barbarian Invasion expansion.Īrticles in this section are about campaign strategy in general, the principles of warfare and diplomacy. ![]() Instead, the information appears as a list in the new “send agent” panel.This section is for strategies to employ on the campaign map in order to grow your empire, protect yourself from attack, make strategically important gains and eventually conquer the known world. The problem is that you don’t see the success and failure rates of certain actions when you mouse over a target. However, if neutral/hostile merchants are nearby, you can buy them out by right-clicking on them (eliminating them completely).Īgents can move again after acting, and they level up via the successful commands that you’ve undertaken (i.e., bribery/successful deals, infiltrating a settlement/army, sabotaging a settlement, or buyouts/monopolization). Monopolizing a resource prevents another merchant from grabbing it while providing you with extra income. Merchants are can either be placed in settlements/regions to gain income, or they can monopolize a resource node on the map (i.e., wine, silver, gold, and the like). Merchants – A new type of agent added in the remastered version.Assassins – Can carry out sabotage actions in settlements.Spies – Sent to armies or settlements to reveal information.Diplomats – Are used to engage in diplomacy, exchange of information, gifts, and bribery.This is further exacerbated if you use larger unit sizes. You’ll notice how your squads can’t decide who goes through the gates first, or how cavalry troops can’t seem to make up their minds. Note 1: Speaking of pathing issues, fighting siege battles manually does lead to problems when units try to move inside walled settlements. Auto-resolve – If you decide to auto-resolve an engagement, then the relative strength of reinforcements will be taken into consideration.I would suggest redeploying your main army close to an area where reinforcements will spawn from just to have a stronger front. Manual battles (with AI) – If you give control of reinforcements to the AI, then they will appear during the fight while you control the main army that initiated the battle.Instead, troops from reinforcing armies will only arrive after the original units have been shattered or destroyed. Manual battles (without AI) – If your main army has 20 units already, then taking manual control of reinforcements won’t have them spawn immediately.As for battles themselves, you can fight them manually (with or without the AI’s help) or auto-resolve:
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