Suicidal Seljuqs a short campaign

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Surt
General - King Tiger
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 29

The big battle starts earlier than expected, the III. Stratia moves to Edessa and meets 1. Ordu
EdessaT29.JPG
EdessaT29.JPG (169.21 KiB) Viewed 939 times
Maybe a few arrows will help?
MissilesEdessaT29.JPG
MissilesEdessaT29.JPG (314.93 KiB) Viewed 939 times
All units that are in front or turns slightly are missile troops, which are most in this case, my archers are the best through, the elite Klibanophoroi will be difficult to hit in a vulnerable knee ...
Didnthelpalot.JPG
Didnthelpalot.JPG (223.27 KiB) Viewed 939 times
that didn't really help, the strongest unit wasn't damaged at all and the 2nd strongest is still at the maximum minimum roll ...
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SuitedQueens
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Re: Suicidal Seljuqs a short campaign

Post by SuitedQueens »

Surt wrote: Wed Jun 11, 2025 8:32 pm Turn 29
Your stack compositions surprising to me. You have to cover the whole frontage with supports when fighting big nations. Otherwise you will have a ton of attrition to cavalry. Especially Byzantines with their Heavy Cav. Supports much cheaper that in the frontline and easily available via Vassals. Typical support is 4 Manpower, 0 Metal, like 5 Gold Upkeep.

Next tip is matching frontline force types. You know that in non-Difficult terrains (Mountains, Woods, Lowlands) priority goes Heavy -> Medium -> Light -> Heavy Horses -> Medium Horses -> Light Horses -> Skirmishers. You don't want to end up in situation where Medium goes up against Heavy in non-Heavy terrain, and ESPECIALLY not against Cavalry. When you see that opponent stack doesn't have much infantry you WANT to exclude ALL Medium and Light infantry from your stack. Leave them one region behind. My Avangarde stack peering into unknown usually looks like 2 Heavy Infantry 4 Heavy Cavalry 4 Medium Cavalry for 10 frontage Hills which is the most common non-Difficult terrain type. Another issue with Mediums is that in Difficult terrains you often have Draws and opposing Archers ruin their life. Mediums have hard time Attacking in Difficult terrains against Heavy Cavalry and Heavy Infantry as well, and Byzantines one of those nations.

Next you have to focus Tier 2 Commerce once you get your Authority Gateways to the Cap of 2 + (combined ruler stats). You know something going wrong when Court Expenses outspeed Regional Commerce. Look at your trading good display. Tier 2 Commerce lessens losses for Missing Trade goods significantly, has Powerful baseline stats, provide synergies and high cost Goods and improves their price on top of that.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 29 combat in Edessa continued
We are lucky that we are the attacker so we get 2 vs 2 dice.

That was a good fight with those Byzantine Lancers, they lost 3+4, who got trashed by our Elites, less so for our Irregular eastern food who we hired in a hurry, just for this combat ...
NotEvenCloseT29.JPG
NotEvenCloseT29.JPG (270.3 KiB) Viewed 932 times
It was a noble foot, it sacrificed itself for the cause ... 5-5 damage ... good it doesn't carry through to the archers behind!
The next Tagmata, despite only winning with 2 charged and did 2-2 to the next foot who also died due to being already slightly down in efficiency.
From there on our Mamluk and Turcoman destroyed the left flank, and only one of the flankers got to kill the lonely slinger in the back.
Our right flank will be a bit more challenging.
LatinsVsJibal.JPG
LatinsVsJibal.JPG (220.15 KiB) Viewed 932 times
The roll say 1-1 damage to both, but the charge should give 1-1 more to us, which is fatal. But we got a stalemate, both taking 1-1.
Next loses 19-20 for one efficiency + charge ... which ends up in 2-2 damage eeek.
Next to merc vs good cavalry ... they are so dead
TheMiracleAtEdessa.JPG
TheMiracleAtEdessa.JPG (230.62 KiB) Viewed 932 times
A miracle!!! especially as their general is also tactician, I don't think you can get a better general?!?
Their base combat rating saves them in both cases.
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Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

SuitedQueens wrote: Wed Jun 11, 2025 8:54 pm
Surt wrote: Wed Jun 11, 2025 8:32 pm Turn 29
Your stack compositions surprising to me. You have to cover the whole frontage with supports when fighting big nations. Otherwise you will have a ton of attrition to cavalry. Especially Byzantines with their Heavy Cav. Supports much cheaper that in the frontline and easily available via Vassals. Typical support is 4 Manpower, 0 Metal, like 5 Gold Upkeep.
Yeah I know the composition sucks.

Next tip is matching frontline force types. You know that in non-Difficult terrains (Mountains, Woods, Lowlands) priority goes Heavy -> Medium -> Light -> Heavy Horses -> Medium Horses -> Light Horses -> Skirmishers. You don't want to end up in situation where Medium goes up against Heavy in non-Heavy terrain, and ESPECIALLY not against Cavalry. When you see that opponent stack doesn't have much infantry you WANT to exclude ALL Medium and Light infantry from your stack. Leave them one region behind. My Avangarde stack peering into unknown usually looks like 2 Heavy Infantry 4 Heavy Cavalry 4 Medium Cavalry for 10 frontage Hills which is the most common non-Difficult terrain type. Another issue with Mediums is that in Difficult terrains you often have Draws and opposing Archers ruin their life. Mediums have hard time Attacking in Difficult terrains against Heavy Cavalry and Heavy Infantry as well, and Byzantines one of those nations.
I got the 8 mercs, 4 foot(sacrifice to the heavy hitters) and 4 turcuman (flankers to kill any missile troops and outer units) Hoping my heavies in the middle could take out any foot he might have and not take too much damage against his heavy cav.

Honestly I thought he would move more toward my capital but Pocus has apparently fixed this bad behavior. So I didn't get to link up with my two new charge breakers.
Also most of my troops were missile able, which helped a bit.
And yes there were too few support, but nothing would have helped against that strength 72 cav ehh Tiger II.

See next turn 29 post.

Next you have to focus Tier 2 Commerce once you get your Authority Gateways to the Cap of 2 + (combined ruler stats). You know something going wrong when Court Expenses outspeed Regional Commerce. Look at your trading good display. Tier 2 Commerce lessens losses for Missing Trade goods significantly, has Powerful baseline stats, provide synergies and high cost Goods and improves their price on top of that.
Development is ... slow, I hope I will get there.
I really need those +0.1 structs!!!
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SuitedQueens
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Re: Suicidal Seljuqs a short campaign

Post by SuitedQueens »

Surt wrote: Wed Jun 11, 2025 8:57 pm Turn 29 combat in Edessa continued
Follow up on the Gold in particular. As you can see in my AAR I'm doing good on gold every single turn.

1) You want to have 5-6 partners with 75+ Relationships to Extort (10-15% chance deals) for Gold via Diplomacy.

2) Next deside which regions to Abandon (overwrites Pillage when Just Conquered status is active) to cut off AI approaches so they can't sweep up Just Conquered regions under you (they don't put up Garrisons) and then reconquer later on when they will be transfered to Neutrals permanently.

3) Which ones to hold for 5 turns to use them as your feeding grounds for Pillages. Pillage will generate you the most money in the game bar none.

4) If you have weak Characters put Assassinate, Embezzlement Trial, Witchcraft at Very High Odds. Another source of money and Characters rotation. Beware that failed attempts usually drop Characters Loyalty by 30.

5) Raids are riskier and generate less money, but if you are x1.5 Combat Power of Garrison you can do them. They are for Peace times mainly because Effectivness losses from Fail will be harsh.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 29 still continues!

A kind of victory, we didn't all die and the enemy retreated!
WonEdessaT29.JPG
WonEdessaT29.JPG (183.2 KiB) Viewed 918 times
Everything worked out nearly perfect, even no SAU lost.
The enemy managed to retreat to Mardin, that is our vassals region where he came from.

The generals discus why the enemy didn't place his 2 best cav, the Klibanophoroi flanking the single infantry, as they should be the heaviest units, but instead the Latinikon and the Byzantine lancers, an error of judgement?

If we can catch them now their battle line will with the above information be something like:
IIIStratiaRemnant.JPG
IIIStratiaRemnant.JPG (225.59 KiB) Viewed 918 times
Tagmatic, Klibanophoroi, Latinikon, Klibanophoroi, tagmatic, flanker(either side)
(18 or 14) (50/44) (20) (50/44) (18/14) (17)
Latinikon might go one out. leaving he 2 strongest in the middle.
To match theirs we got
Inf: 21, 13, 10, 5, 5, 2
Cav: 46, 30, 30, 24, 16, 13, 13, 13

We could cover all with our infantry but that means we can only use our two Mamluks as flankers and then only against the outer units, we will then likely lose all/most our inf and only kill 2 of his cav.

If we leave our two badly wounded Daylami mercs, having only 2+2 inf, we will lose most of them again and again only kill the 2 outhermost cav as the mamluks will kill their opponents leaving the flankers with no options. 2 vs 3 killed not good.

So this leaves us with zero to 3 inf.
If we go without infantry we will lose 2 best, win the 3/4 lose 5/6 and kill by flanking 5/6 so we will lose 4 and they will lose 4

If we go in with only 2 inf, then all 4 mamluk will fight, one of them will fight one of the good units with uncertain results, the 3 others should win, the 2 inf will fight one good and one somewhat good, one of them might survive. This leaves one dead elite inf, one of the mamluk or other elite might also lose, the two outer enemy will be slaughtered either by the mamluk or the flanking turkoman.

So the plan for now is remove the worst 4 inf, move them to garrison Amida, if the III. goes there we will be joined by 14 garrison, which should be interesting.

We got a trade deficit of 197 gold. Mostly wood, legumes and nuts.
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Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

SuitedQueens wrote: Wed Jun 11, 2025 9:08 pm
Surt wrote: Wed Jun 11, 2025 8:57 pm Turn 29 combat in Edessa continued
Follow up on the Gold in particular. As you can see in my AAR I'm doing good on gold every single turn.

1) You want to have 5-6 partners with 75+ Relationships to Extort (10-15% chance deals) for Gold via Diplomacy.
Too gamey for me, and I don't intend of going frenzie on diplo.

2) Next deside which regions to Abandon (overwrites Pillage when Just Conquered status is active) to cut off AI approaches so they can't sweep up Just Conquered regions under you (they don't put up Garrisons) and then reconquer later on when they will be transfered to Neutrals permanently.
Not understood, will have to look up your AAR, I understand abandon, but what is overwrite in this case?

3) Which ones to hold for 5 turns to use them as your feeding grounds for Pillages. Pillage will generate you the most money in the game bar none.
I don't have a pillage option on my armies???
NoPillage.JPG
NoPillage.JPG (115.94 KiB) Viewed 910 times
What am I overlooking here?
I got generals who pillage low loyalty regions, but they are all unrealiable.

4) If you have weak Characters put Assassinate, Embezzlement Trial, Witchcraft at Very High Odds. Another source of money and Characters rotation. Beware that failed attempts usually drop Characters Loyalty by 30.
I will run embezzle on all low loyalty I get. I'll also increase the others.

5) Raids are riskier and generate less money, but if you are x1.5 Combat Power of Garrison you can do them. They are for Peace times mainly because Effectivness losses from Fail will be harsh.
That is possible, though I don't usually have luck with it.
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There are also 10 kinds of people, those who understand binary and those who do not.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

SuitedQueens wrote: Wed Jun 11, 2025 9:08 pm
Surt wrote: Wed Jun 11, 2025 8:57 pm Turn 29 combat in Edessa continued
Follow up on the Gold in particular. As you can see in my AAR I'm doing good on gold every single turn.

1) You want to have 5-6 partners with 75+ Relationships to Extort (10-15% chance deals) for Gold via Diplomacy.
Too gamey for me, and I don't intend of going frenzie on diplo.

2) Next deside which regions to Abandon (overwrites Pillage when Just Conquered status is active) to cut off AI approaches so they can't sweep up Just Conquered regions under you (they don't put up Garrisons) and then reconquer later on when they will be transfered to Neutrals permanently.
Not understood, will have to look up your AAR, I understand abandon, but what is overwrite in this case?

3) Which ones to hold for 5 turns to use them as your feeding grounds for Pillages. Pillage will generate you the most money in the game bar none.
I don't have a pillage option on my armies???
NoPillage.JPG
NoPillage.JPG (115.94 KiB) Viewed 909 times
What am I overlooking here?
I got generals who pillage low loyalty regions, but they are all unrealiable.

4) If you have weak Characters put Assassinate, Embezzlement Trial, Witchcraft at Very High Odds. Another source of money and Characters rotation. Beware that failed attempts usually drop Characters Loyalty by 30.
I will run embezzle on all low loyalty I get. I'll also increase the others.

5) Raids are riskier and generate less money, but if you are x1.5 Combat Power of Garrison you can do them. They are for Peace times mainly because Effectivness losses from Fail will be harsh.
That is possible, though I don't usually have luck with it.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
SuitedQueens
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Re: Suicidal Seljuqs a short campaign

Post by SuitedQueens »

Surt wrote: Wed Jun 11, 2025 10:30 pm Not understood, will have to look up your AAR, I understand abandon, but what is overwrite in this case?
When you conquer regions of different Religion and small regions you have Abandon option. Abandon ALWAYS prioritized/Replaces/Overwrites Pillage when region has Just Conquered modifier. You will have to wait for 5 turns before Pillage activates. That's why you have to sandbag some regions strategically, Abandon others to create chokepoints.

Furthermore, when you wait for 10 turns Abandoned regions become fully neutral. The logic is the same as with Rebels taking over or 3rd side neutral to Original owner hitting 2nd side that temporarily occupies Original owner region. Abandon makes sure region won't return to them after Peace deal. So it's to cripple big Empires without overstretching your Demesne limit by a wide margin.

Take a note that you can use Absorb Minor to get them later. And if opponent captures that region between the turns Abandon happens anyway on the next turn. You can chose to Abandon regions with no walls (or queue up Perma FortificaTion destruction) in order to Retaliate against them infinitely for XP points. If Just Conquered status elevated AND region above 50 Loyalty you will have Raid option that triggers at the end of your stack movement. Pillage and Abandon obviously triggers before your stack moves.

RAID is your roll against their roll. Modified on your side by Combat Power. On their side by AntiRaid structures bonus, Garrison Combat Power, Regional Fortification Value multiplied by 3, Stack that sits on top Combat Power. So thats why you want to have about x1.5 higher than their Garrison STR.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 30

Plan we will pursuit with only 2 infantry in the army and send the remaining infantry to the nearest vassal capital to recuperate.

Events in the capital
Capital29.JPG
Capital29.JPG (132.51 KiB) Viewed 806 times
Arzes: Road, Slave workforce dismantle and freed (does this mean we got a pop?) -> Edict Musalla.
Navahand: Timberkeep, +25 steward -> Iqta land grant.
Wasit: noble builds road.
Balkh: Small Mosque -> sheep
Tus: +1 pop -> Craftsmen
Isfahan; Refuge, +1 pop -> Iqta
Hamadan: +1 pop -> Trade Emporium!
Sus: Iqta -> Discreet hamlet.
Hilah: Musalla -> R. Palisades
Karbala: Landlord -> Craftsmen.
Manzekert: Cemetery was badly maintained and is destroyed, even with all on infra it couldn't produce positive infra ... at least they are not in unrest anymore.


RGD: Develop region(increase odds for now) on Termez
Sell: Draft, downgrade to very low.
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 30 Report

That plan didn't work out, the Byzantine move to Amida, didn't catch our infantry, but a single cav, next impluse two cav more as attacker, I had expected the garrison to sortie ...

Third battle of Amida, turn 30
ThirdAmidaT30.JPG
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Missiles did their job, I hope, only the ultra marines are left as now ONLY unstoppable and stilled capped at only 7 for minimum roll, doesn't bode well for the 2nd Veteran Dailami Food(Seljuq), who fortunately has +3 support giving them also a minimum roll of 7!
WinAmidaT30.JPG
WinAmidaT30.JPG (119.44 KiB) Viewed 794 times
Alas they lost with one and due to charged took 2-2 hits and died, all other of our troops won, and the pursuit killed the other Klobanophoroi, but the last and the general survived. They retreated back to Mardin again.
Standing army loss -0.8 auth.

III. Ordu defends Tephrike successfully.

Buying 2 Merc Iraqi Spearmen with charge breaker(15XP), 2 Veteran Dailami foot(1lvl, 15XP) and in the capital(Governor gives +25XP, General in Isfahan should give +10XP also, Barrack only +10xp to heavy infantry which is Merc here, other regions in Jibal has Fine Horse Breeder for no direct effect ) 2 Mamluk(75xp), 2 Turcomen Light Horse(60xp)
We need more horse archers, but we will wait for result this recruitment.

Gorgan: +1 Imam
Van: Discreet village, +25 food -> Pilgrim, the heretic christian priest here is a nuisance.
Arrajan: Discreet hamlet, +25 food -> Flax, for future levy camps.
Anbar: nobles build rudimentary earthworks.
Termez: develop, Regional road.
Rayy: Nut presser.
Amol: Iqta.
Wasit: road.
Isfahan:

RGD:
Spy network on Byzant.

1st Ordu splits Two Mamluk, 2 Turcoman and a Light horse are split off to hunt the III. Stratia, for a new II. Ordu.
It then moves west to try to capture the Regions the Byzantine has taken from the Fatimids or vassals.
III. Ordu also moves west to try to go on a mountain.
The new recruits will join one of the 3 forces.
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SuitedQueens
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Re: Suicidal Seljuqs a short campaign

Post by SuitedQueens »

Surt wrote: Fri Jun 13, 2025 5:41 pm Turn 30
SuitedQueens wrote: Wed Jun 11, 2025 11:02 pm When you conquer regions of different Religion and small regions you have Abandon option. Abandon ALWAYS prioritized/Replaces/Overwrites Pillage when region has Just Conquered modifier. You will have to wait for 5 turns before Pillage activates. That's why you have to sandbag some regions strategically, Abandon others to create chokepoints.

Furthermore, when you wait for 10 turns Abandoned regions become fully neutral. The logic is the same as with Rebels taking over or 3rd side neutral to Original owner hitting 2nd side that temporarily occupies Original owner region. Abandon makes sure region won't return to them after Peace deal. So it's to cripple big Empires without overstretching your Demesne limit by a wide margin.

Take a note that you can use Absorb Minor to get them later. And if opponent captures that region between the turns Abandon happens anyway on the next turn. You can chose to Abandon regions with no walls (or queue up Perma Fortification destruction) in order to Retaliate against them infinitely for XP points. If Just Conquered status elevated AND region above 50 Loyalty you will have Raid option that triggers at the end of your stack movement. Pillage and Abandon obviously triggers before your stack moves.

RAID is your roll against their roll. Modified on your side by Combat Power. On their side by AntiRaid structures bonus, Garrison Combat Power, Regional Fortification Value multiplied by 3, Stack that sits on top Combat Power. So thats why you want to have about x1.5 higher than their Garrison STR.
One more note on this. If you Pillaged region after big combat or Foraging roll fail, then you can't Abandon. Its prudent to take extra utility Peasants to boost Siege Value when needed, place 1 Peasant on top of the almost starving (negative food income) region and move out to GUARANTEE sortie on the next turn, which returning stack gonna put down in the field instead of city walls. The last thing is leaving one Peasant in the Pillaged region, so they can Abandon it on the next turn while you main stack moved on already. And use Peasants to assign disloyal Generals, so if they Secede they won't tag away your proper regions.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 31 Results ... did the clerk make a counting error last post?

We are still in the middle of auth ... our advisor tells us we should get up in green.
Also we are now the the highest legit gainer in top 23 with +71

The Romans offer a peace
PeaceOffer.JPG
PeaceOffer.JPG (292.27 KiB) Viewed 771 times
Black circles are the offered regions.
Red circle is what I also wanted to form Vasprakania.
The outlines shows the 3 Provinces I wanted in this war. I also wanted the coastal province but that might be beyond the first campaign. The Eastern is pretty poor for now, the 2-3 western should be useful later.

We need to stop the war before the dissent gets to big and we get too much war weariness. Also 3rd party wars might
Auth32.JPG
Auth32.JPG (110.88 KiB) Viewed 771 times
We are still below the allowed Demesne size 44/51, sedition will go up when we advance in auth and can't be reduced.
Special structures are what we need to increase here, all the +0.1/+0.2 structs, these are mostly the gate way structures and some large forts.
I am unsure what the national modifier is (-0.1) maybe something from the Nation file? and therefore unchangeable.
We also got an authority penalty of 25% that I don't know where comes from or even what it means, maybe gain from events? difficulty?
Summed32.JPG
Summed32.JPG (215.27 KiB) Viewed 771 times
We can expand our standing army a bit yet ... our SAU are all inferior to the westerners, so every battle will be uphill, we will try to substantially outnumber them in every combat and defend on good terrain if not.
We should raid more, but we get hit by an efficiency decrease each time to the army needs to recover between each, there are also no rich regions near us.

Battles
Our vassal sortied, somehow killed the elite despite not damaging the unit at all and getting one killed themselves...
Our army was disappointed to not be able to loot themselves, but at least their übermench general died too.
Some peasants in Kharput revolted and made our defenders kaput.

Movement plans:
1. Ordu will Subdue Edesse then move up to Melitene province to help ... in 4 turns.
2. Ordu successfully moved to Lyskandos, where we hope all Roman counter attacks will come.
3. Ordu will move up to Melitene and then take some easy regions to increase war score(WS).

TBC.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

SuitedQueens wrote: Sat Jun 14, 2025 7:18 am
Surt wrote: Fri Jun 13, 2025 5:41 pm Turn 30
SuitedQueens wrote: Wed Jun 11, 2025 11:02 pm When you conquer regions of different Religion and small regions you have Abandon option. Abandon ALWAYS prioritized/Replaces/Overwrites Pillage when region has Just Conquered modifier. You will have to wait for 5 turns before Pillage activates. That's why you have to sandbag some regions strategically, Abandon others to create chokepoints.

Furthermore, when you wait for 10 turns Abandoned regions become fully neutral. The logic is the same as with Rebels taking over or 3rd side neutral to Original owner hitting 2nd side that temporarily occupies Original owner region. Abandon makes sure region won't return to them after Peace deal. So it's to cripple big Empires without overstretching your Demesne limit by a wide margin.

Take a note that you can use Absorb Minor to get them later. And if opponent captures that region between the turns Abandon happens anyway on the next turn. You can chose to Abandon regions with no walls (or queue up Perma Fortification destruction) in order to Retaliate against them infinitely for XP points. If Just Conquered status elevated AND region above 50 Loyalty you will have Raid option that triggers at the end of your stack movement. Pillage and Abandon obviously triggers before your stack moves.

RAID is your roll against their roll. Modified on your side by Combat Power. On their side by AntiRaid structures bonus, Garrison Combat Power, Regional Fortification Value multiplied by 3, Stack that sits on top Combat Power. So thats why you want to have about x1.5 higher than their Garrison STR.
One more note on this. If you Pillaged region after big combat or Foraging roll fail, then you can't Abandon. Its prudent to take extra utility Peasants to boost Siege Value when needed, place 1 Peasant on top of the almost starving (negative food income) region and move out to GUARANTEE sortie on the next turn, which returning stack gonna put down in the field instead of city walls. The last thing is leaving one Peasant in the Pillaged region, so they can Abandon it on the next turn while you main stack moved on already. And use Peasants to assign disloyal Generals, so if they Secede they won't tag away your proper regions.
Hmm I will see if I can remember that as it could have major influence on the sieges.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 32 Plan
A diplomatic message from Aleppo comes in late, the Mirdasids have retaken their region from the Romans, causing out 1. Ordu to change plans as they now no longer can make a march on the Sea.
Which sets them and the Cilician's up for our next conquest.
We send an insult to each to make war cheaper in auth as we plan to declare immediately when we accept peace with the Romans so that our vassal troops won't go home.

Also our intelligence from the battle of Mardin was faulty, the enemy general killed there was only a 1-1 general so did the old super general die and was replaced or did he just leave to take command of a better unit?

Reports from the capital:
Turn32.JPG
Turn32.JPG (102.71 KiB) Viewed 765 times
Altan one of our good generals proves his loyalty.
So the light horse go training, was that from our fine horse breeders in Navahand or was it from Gorgan or 3rd place? (still unsure if the training is nation wide, I think it is).
Spearmaker.JPG
Spearmaker.JPG (139.04 KiB) Viewed 765 times
Here is a spearmaker, and we get upgraded our Merc to a very nice Veteran Muslem Spearmen, can this only happen when we have the explicit building in the capital or can it be done everywhere.
SpearmakerText.JPG
SpearmakerText.JPG (101.89 KiB) Viewed 765 times
The building says everywhere, but that means I should see my Daylami mercs upgrade too? I'll keep an eye out for this too.

Tus: Some heretics show up, the Sultan considers building a Musalla here next time we get the option.
Amol: The former regimes palace is plundered for material, +25 infra.
Gorgan; Village, noble created -> Traders (2 more slots are free).
Sus: Discreet hamlet, +25 food -> Beekeeper
Germanikeia: slaves dismantle, it was just made ...
Isfahan: Iqta, Rich citizen donate 332 gold to the nation, a "We love the Sultan" event? Move freement to food, we need some growth to fulfil our destiny.
Arzes: Musalla, invaded by the Hadhabani, but no enemy troops here -> Well, recruit light Javelinman to keep an eye on enemy troop movements and to play RGSs on.
Theodosioupolis: recruit a Javelinman to keep an eye on enemy troops, and to play RGDs on.
Darabgerd: Small Mosque, palads torn down +25 infra, seems to be a thing now -> Sufi, we hope we can get the upgrade at next pop growth.
Edessa: More heretics, low Piety, low loyalty, high revolt, this region got it all.
Heet: +1 pop -> has so low piety and stewardship we can't build the good stuff!!! also no Iman and noble. But we also need a Tanner to remove the Dune storm, so we will Edit that, Tanner, fore impediment and leather.
Termez: Landlord, +1 pop -> Mourner, pies and loyalty is need more than the other choices. Imam goes back to piety.
Balkh: Shepherd -> Seed store, we needs a lot of nuts.
Maymana: Dung cart, there is money in that! -> Hamlet
Merv: +1 pop -> Seeds, 15 nuts needed, 4 consumed and 2 produced, the market will go nuts!
Sarah: lead mine, we now away customers!
Hilah: Reinforced palisade -> Pilgrims, too low piety, too many Shiite and it gives gold from ripping off the pilgrims with cheap souveniers.
Anbar: Rudimentory earthworks -> still zero slots. Freemen to food.
Aghtamar: Wood cutting, Baghdad can finally get good wood for their spears. -> Cemetery, loyalty, health and pies.

The cavalry from Isfahan moves to 2. Ordu for now.
The new infantry moves to 3. Ordu for now.
We order 2 more light turcomen in Bahgdad to beef up our armies, and 2 more Mamluk in Ishfahan, the vassals are sadly lacking in appearing.

Slight change of plan, the Hadhabani army is found sieging our vassals region 3. Ordu will move to intercept, 3 of the resting infantry will join it, bringing it to 8 units, a light cav from Baghdad will try to run ahead and join it and 2 archers is detached from 1. Ordu to join them, should bring it to 11 units vs. the 12 on the enemy.

We also send a gift to Annazids as they are not nearly high enough to either annex or join the war effort.









RGD
+ Gift to peer
+ Forfeit claim
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
SuitedQueens
Master Sergeant - Bf 109E
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Re: Suicidal Seljuqs a short campaign

Post by SuitedQueens »

Surt wrote: Sat Jun 14, 2025 8:02 am Hmm I will see if I can remember that as it could have major influence on the sieges.
To clarify: After patch 1.6.0.1 Aai became smarter about Sally Out. You have to move whole stack with peasant on top first, because otherwise Garison Power/2 will repel Peasant that tries to advance alone or with a small contingent. The next action is moving your stack away from the peasant so he stays alone because AI will be scared to Sally against stronger force. Next turn move back because they will Sally against a single peasant. Unlike the end if the turn thry army will count as being in the field.

I will notify you when I'm as Estonia will be fighting Byzantines, which gonna happen soon. Like in 10 turns.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 32 continued
The one that got away
SlippedAway.JPG
SlippedAway.JPG (456.25 KiB) Viewed 758 times
So he escaped to fight another day in Europe.

Army movements
ArmyMovements.JPG
ArmyMovements.JPG (180.2 KiB) Viewed 758 times
Oh kay hopefully the military knows what its doing.

RDG:
Sell forfeit claim, change to very low
Gift to peer, change to high -> Yavuz governor of Jibal, OK stats.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Surt
General - King Tiger
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 32 result

Our vassals bleed a lot on the Hadhabani, it will surely have damaged their moral with blood on their fine cloth!
A heatwave is preventing us from entering next turn, this will give the reinforcements time to join.

Annazids are glad for our gift and are now at 50 relations.

News from the capital:
Capital33.JPG
Capital33.JPG (74.85 KiB) Viewed 733 times
12 claims? lets look at them.
Nation overview -> claims, only show our own, not the foreign we wanted to see.
Hmm map overlay (shift-F7) only show our own ... clicking on Byzant shows their, they got 2 claims against us currently, but I want to see all claims and not have to click on every one or all my regions.
Kerman our vassal holds 3 claims

RGD:
+Remove natural -> Kirkuk, polluted water, too much oil in it!
Remove civilized -> Karbala -> minor fief, we got a load of them, is the bonus they give global, if so are they worth keeping?
+Peasant to freemen
Increase Sap Auth

Termez: Mourner -> Traveling Merchant, gold and hope for trade road, haven't seen it pop yet ...
Van; Pilgrim -> Chicken.
Bushegr: Flax, the region really grows slowly.
Shiraz: remove gypsy, we need more food.
Navahand: Iqta.
Hamadan: Trade Emporium. now we wait for a new pop to edict build a nice thing.
Basra: +1 pop -> Bog iron, 2 iron, that will be kewl, despite seeing trade range is 4 (+1 from default) that the need is 4, the consumed is 3 and 7 produced, they must be exported or something. Isfahan export 4 and Shiraz 3, 3 are used internally and 4 exported to allies and vassals, we might have an acumen problem! Kufa is missing and only has 3 acumen.
Karbala: Craftsmen -> Legumes, veggies for the poor.
Samosata: +1 pop -> Chicken.

We are lacking an archer military building somewhere to start recruiting. (only archers are mercs).
A couple more javelin men are recruited while we wait for archers.
Recruitment.JPG
Recruitment.JPG (129.13 KiB) Viewed 733 times
That seems more like recruits downward ... its gold used for recruit aha!
Army size seems equal but they have 2 wars in Europe also.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 33 result
The heatwave was last turn apparently ... our armies succeeded in entering some regions they should first have moved into now, but both were won without losses.

1. Ordu liberates 2 Edessa regions thanks to a forcemarch. And will continue to Melitene arriving in 2 turns.
2. Ordu arrives in Anazabos defeating the garrison as it thought it Lukandos was protected by the heatwaves, oh well, Move on to Podantos.
3. Ordu moves to and sieges Ahlat, most of its reinforcements have not yet joined it so no storm.
A few more javelin men are hired.



RGD:
+Develop region ->Sinjar, in our vassal to make movement to the front faster.
+Remove civilized -> Hamadan

Kirkuk: Clean up polluted water.
Karbala: Fiefdom removed.
Qazvin: +1 pop -> Subsistence.
Van: Chicken -> Wood cutting, there is a market for 7 more.
Konjikala: Small Mosque -> road
Heet: Tannery, to remove Dune Storms
Balkh: +1 pop
Maymana: Hamlet -> Tool smith, none needed here but it gives large food and infra bonus, but it need some iron.
Gorgan: Traders -> Well
Darabgerd: Sufi, now we hope for new pop and that the upgrade appears.
Arrajan: Flax -> Sheep
Hilah: Pilgrim -> Parchment, 1 needed.
Aghtamar: Cemetery.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Surt
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Re: Suicidal Seljuqs a short campaign

Post by Surt »

Turn 34 result

Hmm, our vassal Annazids declared independence despite just having reached 50 loyalty, the ingratz.
We need to wipe out our former vassal fast or get them in alliance at least,
We send propose alliance, to later vassalize them again.

We drop into red auth, we need to finish the war with the Byzants now.
We demand the 3 Provinces Edessa, Melitene and Vasprakania, 8 regions.

1. Ordo would have moved into Melitene, but its taken by Annazids, it instead moves toward Kirkkuk to prepare to attack them in 3 turns.
2. Ordu moves to Kojousos
3. Ordu, as our former vassal took it and gave it to us, it moves to Arzes in case the war doesn't to prepare to go to Ani.
A new Byzantian army shows up in Koloneia. 12 units 141 combat power.


News from the capital:
News35.JPG
News35.JPG (164.87 KiB) Viewed 719 times

Wasit: Timber keep.
Isfahan: Sunken opening ordered by nobles.
Sheberghan: Dung cart -> Iqta.
Hamadan: Minor fief removed. -> Reinforced palisade. (none of the Emporium depots are so interesting we want to go more into red auth.)
Anazabos: minor heresy is removed by the army.
Sinjar: Regional road finished to make
Tus: Craftsmen.
Qazvin: Subsistence -> Sunk opening.
Ahwaz: Traders -> Sheep
Karbala: Legumes -> Musalla
Arzes: Well -> Cemetery.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
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