Estonia Suicidal [Finished /w Videos] detailed Walkthrough
Posted: Fri Jun 06, 2025 7:27 am
				
				EDIT after finishing AAR:
Conclusions post (I don't repeat many notes I left during AAR, but a nice overview):
viewtopic.php?p=1055961#p1055961
TOP 3 videos:
viewtopic.php?p=1055701#p1055701
viewtopic.php?p=1055724#p1055724
viewtopic.php?p=1055743#p1055743
Link to supplementary files:
viewtopic.php?p=1054609#p1054609
Some mechanics you HAVE to know before going into the major 20+ turns war:
viewtopic.php?p=1055294#p1055294
Expanding on Vassal Laundering troops concept:
viewtopic.php?p=1054680#p1054680
Ok, thats the first post of this AAR. The format will follow my though processes from turn to turn. I grant you the ability to peer deep in the mind of long time Empires/Kingdoms munchkin powergame player. But first I want to lay some meta strategies and basics, while concrete research will be described on the first turn Preparation. I chose Estonia because of cry baby on Steam that said it was too hard to play on Balanced difficulty.
Lets paint the big picture (skip to the first message if you want SCREENSHOTs overflow). In this I tell you the principles of play:
The whole game revolves around the ability to maintain multiple full fledged stacks and economy (includes Authority) to support them. Generally you want around 26 POP in your regions, but 18-20 should be fine. After that point diminishing returns for the growth truly skyrocket, and its better to get yourself a new regions preferably of your own fate and ethnicity.
Default economy developing path assumes 3 building of each category (preferably free slots or Legacy generators) to maximize Authority Gateway structures to meet the cap of 2 + (ruler combined stats) ASAP. Each region above the Demesne limit costs -0.2 Authority, while each of starting 10 regions that have discount for Court Expenses can easily generate +0.4, so you can see that Demesne limit doesnt really matter (affects chances of Characters to betray you tho).
But heres the issue: Tribes and Nomads don't have Tier 2 Authority structures. They have Tier 1 Stewardship and distant Tier 2 Great Temple for +0.1 Authority gains. Game mechanics build around Authority Events buildings, and the first priority is to unlock further conquests is to get to 8 POP in each region to unlock the Rustic Fort. On Suicidal difficulty its expected to stay in 57+ Authority to maintain Neutral status and 66+ to break into Green, which is really hard for the Tribes. For tier 1 Civ 10 regions for Authority Events, Manpower and Gold should pull their weight to support at least 2 stacks. Those stacks in turn will help us generate enough temporary Authority gains to propel us to Green Authority group to fish for Tokens.
For Nomads Vassals matter even more than to Civilized nations because of that limitation. Especially when we start as Lvl 1 Civ. The idea is to feed extra territories to the Vassal and laundering your Troops through them to help economy (Send and then request for half discount). Court Expenses are one of the limiting factors on the Suicidal since the modifier is so huge, so any extra regions that don't produce much right away better be sheded mercilessly.
The problem is that you cna't really ignore Progression as tier 1 Civ, because you are limited by the number of regions hard. You can't really afford to go on the quick wars against Legacy leaders like HRE, Byzantine, Seljuks, Fatimids, Hungary because you need to have 3-4 stacks and relevant Generals which require about 3 Provinces to support + free region below Demesne to hold down vast chunks of opponent territories for 20+ turns while conducting active war.
The problem with tribals is that high value buildings for Civilized nations are tier 2, so you ABSOLUTELY have to rush all free slot Merchant and Trader structures to establish comparable passive Legacy and Gold income. This fact exasperates the need of a single structure per province with barely any POP on infrasturcutre in order to not waste too much Authority on edicting each turn. And you don't have free Temporary Military structures to use as shufflers. Altho plenty of common buildings can be seen as Pseudoshuffles as well since you always NEED Horses, Livestock, Flax, Furs and Pelts, Drugs and Herbs.
On the good note Tribals don't need so many slots dedicated to Manpower producing buildings and as I said their Gold production is mostly free slots, while buildings we want contribute to the growth. The problem lies in lack of Loyalty generating structures, so we have to build Piety and Stewardship a lot early in the region development cycle. There also no questions for Pillaging regions to the ground to speed up Conversion. Luckily we have enough native religion in the vicinity to fill up our baseline economy requirements.
--------------------------------------------------------------------------------------------------------------------
Diplomacy and RGDs go as usual, altho another caveat is the fact that all relevant nations hate us, so more insulting have to be done, which means we gonna have to deal with constant -0.3 to -0.4 from Frenzy. Otherwise there are more minuses from Claims of nations that hate us. We also have to put as many Claims as possible via RGDs and Insults to improve Diplomacy and Legacy generation. Possibly insulting our future Vassals and friends for a bit just to gain extra Claims for bargaining.
You always have decisions to make on which Provinces you want to hold to launder their respective units through Vassals, and which are low value irrelevant ones with units you can buy via Diplomacy or recruit by Hire Mercs or Non-Standard RGD decisions. Since we start relatively far from Seljuks we have to acquire Passage Rights with many nations and trade in regions + claims to get ourself a base for conducting future wars near them and Byzantines.
As far as RGD go we will be putting Sap Authority, Spy Network, Forge Claim and all character related stuff in High Green. Dropping other decision chances to Very Low once they pop up, because having a single copy of most of them is nice and flexible. Characters play important role and are hard to kill in combats, so the real way to rotate them is through RGDs. Tribals and Nomads have issues with Military Expertise, so more rotation than for the Civilzed nations required to get high quality Generals that are so necessary to toppled down Legacy leaders.
This run most likely wont be a 150 turns rush because of all problems mentioned above. I flash out details in the first episode with screenshots and research examples. I didn't play Estonia previously, so IDK unit rosters and province options. We walk through my though process and initial research as we go.
			Conclusions post (I don't repeat many notes I left during AAR, but a nice overview):
viewtopic.php?p=1055961#p1055961
TOP 3 videos:
viewtopic.php?p=1055701#p1055701
viewtopic.php?p=1055724#p1055724
viewtopic.php?p=1055743#p1055743
Link to supplementary files:
viewtopic.php?p=1054609#p1054609
Some mechanics you HAVE to know before going into the major 20+ turns war:
viewtopic.php?p=1055294#p1055294
Expanding on Vassal Laundering troops concept:
viewtopic.php?p=1054680#p1054680
Ok, thats the first post of this AAR. The format will follow my though processes from turn to turn. I grant you the ability to peer deep in the mind of long time Empires/Kingdoms munchkin powergame player. But first I want to lay some meta strategies and basics, while concrete research will be described on the first turn Preparation. I chose Estonia because of cry baby on Steam that said it was too hard to play on Balanced difficulty.
Lets paint the big picture (skip to the first message if you want SCREENSHOTs overflow). In this I tell you the principles of play:
The whole game revolves around the ability to maintain multiple full fledged stacks and economy (includes Authority) to support them. Generally you want around 26 POP in your regions, but 18-20 should be fine. After that point diminishing returns for the growth truly skyrocket, and its better to get yourself a new regions preferably of your own fate and ethnicity.
Default economy developing path assumes 3 building of each category (preferably free slots or Legacy generators) to maximize Authority Gateway structures to meet the cap of 2 + (ruler combined stats) ASAP. Each region above the Demesne limit costs -0.2 Authority, while each of starting 10 regions that have discount for Court Expenses can easily generate +0.4, so you can see that Demesne limit doesnt really matter (affects chances of Characters to betray you tho).
But heres the issue: Tribes and Nomads don't have Tier 2 Authority structures. They have Tier 1 Stewardship and distant Tier 2 Great Temple for +0.1 Authority gains. Game mechanics build around Authority Events buildings, and the first priority is to unlock further conquests is to get to 8 POP in each region to unlock the Rustic Fort. On Suicidal difficulty its expected to stay in 57+ Authority to maintain Neutral status and 66+ to break into Green, which is really hard for the Tribes. For tier 1 Civ 10 regions for Authority Events, Manpower and Gold should pull their weight to support at least 2 stacks. Those stacks in turn will help us generate enough temporary Authority gains to propel us to Green Authority group to fish for Tokens.
For Nomads Vassals matter even more than to Civilized nations because of that limitation. Especially when we start as Lvl 1 Civ. The idea is to feed extra territories to the Vassal and laundering your Troops through them to help economy (Send and then request for half discount). Court Expenses are one of the limiting factors on the Suicidal since the modifier is so huge, so any extra regions that don't produce much right away better be sheded mercilessly.
The problem is that you cna't really ignore Progression as tier 1 Civ, because you are limited by the number of regions hard. You can't really afford to go on the quick wars against Legacy leaders like HRE, Byzantine, Seljuks, Fatimids, Hungary because you need to have 3-4 stacks and relevant Generals which require about 3 Provinces to support + free region below Demesne to hold down vast chunks of opponent territories for 20+ turns while conducting active war.
The problem with tribals is that high value buildings for Civilized nations are tier 2, so you ABSOLUTELY have to rush all free slot Merchant and Trader structures to establish comparable passive Legacy and Gold income. This fact exasperates the need of a single structure per province with barely any POP on infrasturcutre in order to not waste too much Authority on edicting each turn. And you don't have free Temporary Military structures to use as shufflers. Altho plenty of common buildings can be seen as Pseudoshuffles as well since you always NEED Horses, Livestock, Flax, Furs and Pelts, Drugs and Herbs.
On the good note Tribals don't need so many slots dedicated to Manpower producing buildings and as I said their Gold production is mostly free slots, while buildings we want contribute to the growth. The problem lies in lack of Loyalty generating structures, so we have to build Piety and Stewardship a lot early in the region development cycle. There also no questions for Pillaging regions to the ground to speed up Conversion. Luckily we have enough native religion in the vicinity to fill up our baseline economy requirements.
--------------------------------------------------------------------------------------------------------------------
Diplomacy and RGDs go as usual, altho another caveat is the fact that all relevant nations hate us, so more insulting have to be done, which means we gonna have to deal with constant -0.3 to -0.4 from Frenzy. Otherwise there are more minuses from Claims of nations that hate us. We also have to put as many Claims as possible via RGDs and Insults to improve Diplomacy and Legacy generation. Possibly insulting our future Vassals and friends for a bit just to gain extra Claims for bargaining.
You always have decisions to make on which Provinces you want to hold to launder their respective units through Vassals, and which are low value irrelevant ones with units you can buy via Diplomacy or recruit by Hire Mercs or Non-Standard RGD decisions. Since we start relatively far from Seljuks we have to acquire Passage Rights with many nations and trade in regions + claims to get ourself a base for conducting future wars near them and Byzantines.
As far as RGD go we will be putting Sap Authority, Spy Network, Forge Claim and all character related stuff in High Green. Dropping other decision chances to Very Low once they pop up, because having a single copy of most of them is nice and flexible. Characters play important role and are hard to kill in combats, so the real way to rotate them is through RGDs. Tribals and Nomads have issues with Military Expertise, so more rotation than for the Civilzed nations required to get high quality Generals that are so necessary to toppled down Legacy leaders.
This run most likely wont be a 150 turns rush because of all problems mentioned above. I flash out details in the first episode with screenshots and research examples. I didn't play Estonia previously, so IDK unit rosters and province options. We walk through my though process and initial research as we go.





























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