Welcome to this AAR of a multiplayer game of Field of Glory II: Empires. I'm SteveLohr, and I will be playing Rome. My five other human opponents are:
ajarnlance-Antigonos
jimwinger-Arverni
Loki100 Carthage
Typhoon-Lysimakos
ToussaintLouverture-Ptolemaios
We are all beta testers of Field of Glory II: Empires (hereinafter “
Empires”), and played this game using 0.9.2 and subsequent versions of the beta. Occasionally during the AAR, these other players will provide comments on their strategies or thoughts at the time. These comments are identified by being prefaced as follows: “
Note: Comment from the XXX Player”. Although I have edited these comments for brevity, I have tried to keep their meaning. Any errors in the editing of these comments are mine.
This AAR was written after the game was completed, but it is based on notes taken during the game. I wrote the entry for each turn based on what I believed to be true at the time the turn was played, and not in light of subsequent information or insight I received later in the game. During the AAR, I will try give my reasons for why I make my decisions.
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In
Empires, a side wins by having three times the legacy of its nearest rival. Legacy is increased by owning regions, particularly your objectives, having certain types of buildings, the longevity of your government and having highly cultured regions. Accordingly, as Rome I need to pay attention to the objectives assigned to me, as well as take every opportunity to increase culture.
Heretofore, I have only played against computer opponents, which haven’t seriously threatened my territorial integrity. I have to assume that human players are both more interested and more capable of strangling Rome while still in the crib. My major concerns are with Carthage and the Arverni, as both can potentially threaten the territorial integrity of Rome early in the game. Carthage has a navy and a foothold in Sicily that allows it to invade the Italian peninsula by the sea or across the straits of Sicily. The Arverni can invade through Northern Italy. Either working alone or together, they represent a threat to the infant Roman republic.
Because of the importance of Legacy in
Empires, Rome is not necessarily required to expand. It can win by developing a highly cultured society. However, to do so will require a population and economy that is sufficiently large to support such high culture. It also requires sufficient national security to provide the stability that such an economically and culturally vibrant society requires. Hence, the legions are going to have to break a few eggs in the Italian peninsula to create the conditions necessary for this particular omelet.
I estimate that to achieve the resources and security necessary to build game-winning levels of legacy, Rome must,
as a minimum, have domination over the entire Italian peninsula, from the Alps to the toe of Italy. Further, it will need a navy capable of defending the Italian coast against seaborne invasion, and projecting power in the central Mediterranean, thereby making aggression against Rome cost prohibitive. By unifying the peninsula, Rome may have both defensible borders, and sufficient economic power to maintain the military and building legacy-generating projects.
Unifying the Italian peninsula under Rome will also provide significant benefits in the mid-game. A unified Italy, combined with a strong military will allow Rome to play a spoiler role, allowing it to create alliances among the human players against any player. Since Rome occupies a central position in the Mediterranean, by achieving a predominant land and naval power, it can leverage this central position against other Mediterranean powers, while seizing opportunities for expansion either west, towards the mineral wealth of Spain, or east, towards the gold and legacy buildings of Greece and the Levant.
The central position occupied by Rome gives it flexibility in how to get legacy. Once the peninsula is conquered, Rome can pursue conquest, or conquest tempered with development to meet the victory conditions. However, this strategy of unifying the peninsula must be completed quickly. I estimate that Rome should unify the peninsula within thirty years, by 280 BC. This quick conquest may dissuade Carthage and the Arverni from attacking, while giving me time to fortify and develop Italy and establish the outlines of my strategy for the remainder of the game.
Regarding the most likely threats to Rome. I am particularly concerned that the human-led Arverni and Carthage factions, being closest to Italy may attempt to seize the Italian borderlands that are currently occupied by Italic tribes. Because I need a unified Italian peninsula, such a move would result in a war with these powers that I don’t want (at least not yet). Consequentially, I must seize these areas quickly, before the Arverni and Carthage do. Of the two nations, Carthage by virtue of its economic strength and sea power is the more dangerous opponent. Therefore, I will have to preempt such a Carthaginian move by quickly capturing the southern portion of the peninsula.
Based on this estimate, my strategic goals for the first thirty years of the game are as follows:
1. Unify Italy from the northern border along the Alps, to the southern extremities of the Peninsula.
a. Depending on geopolitical developments, Rome may expand to include Sicily and Syracuse
b. May be achieved by conquest or alternatively, by conquest and establishing client states
2. Establish a naval superiority over any single human led Mediterranean power
3. Establish friendly or neutral relations with Arverni and Carthage
4. Fortify cities along the northern border
5. Economically develop Italy to match in income and metal the leading human player nation, and be at less than 50% behind in manpower from the leading human player nation.
Image 1. The Mediterranean 310 BC
The Campaign Plan for Unifying Italy
At the start of the game in 310 BC, Rome has three provinces. The remainder of the Italian peninsula is occupied by the following computer controlled nations: Samnium and Tarentum, both stable city states; Etrusci, a stable monarchy; and the Senones and Celticii, stable tribal chiefdoms. There are also several independent Italic and Celtic tribes that require Rome’s guiding hand.
Image 2. Italian Political Geography 310 BC
Being Rome, I start at war with the Senones, a stable tribal horde, located along the northwestern Adriatic coast. Although small, one of their two provinces is predominately marshland, which will negate much of the Roman advantages in numbers. If I had my druthers, I would not want a war with the Senones. My immediate goals are to neutralize any Carthaginian threat to the south by taking Tarentum and the toe of Italy. However, since I begin the game already at war with the Senones, I must deal with them first. I will do that by building my army and then moving on Picenum, the main province of Senones. It also is a Roman objective, so its capture will net Rome some legacy.
After capturing Picenum, instead of completing the conquest of the Senones, I will then move south down the Adriatic side of the Peninsula, taking the Italic provinces there. This will also give my legions combat experience. While I will remain at war with the Senones, I am hoping that they will be sufficiently weakened to prevent any incursions into Picenum, while I move south to secure that flank against Carthage. I will do this by first declaring war on Tarentum before they have a chance to form an alliance with Carthage or seizing the toe of the Peninsula. The actual city may be difficult to take by siege, as their navy will prevent by starving it out, so I will likely need a large, well trained army to make an assault. Once I take the city, I will move north and finish off Senones and then move onto the conquest of the Celticii and the northern Italian tribes, establishing the northern borders against incursions by the Arverni. Finally, I will complete the conquest of Italy by eliminating or reducing to client status Etrusci and Samnium.
The Roman economic, social and political situation
In 310 BC, Rome is a stable aristocratic republic governed by an aristocratic elite (Image 3A). The republican government gives Rome a small bonus in commerce and in military experience of newly raised military formations. National characteristics include being capable builders, giving Rome the ability to both build more buildings more quickly than other nations. Rome also has the “Cursus Honorum” which gives it a larger pool of military leaders and the “Pax Romana” characteristic, which will allow Rome to more quickly assimilate non-Roman population.
The ruling Populares Party is superior administrators and diplomats, and also capable military administrators, giving Rome advantages in these areas.
However, Roman culture also has a dark side. In Empires, as in real life, Rome is particularly vulnerable to Civil Wars once it progresses to “Empire” status (Civilization Level III).
Image 3A. Political Overview, 310 BC
Image 3B. Cultural and Economic Overview, 310 BC
The Roman Military Situation
Initially, Rome has a small military of only 2 legions and 2 Alae (allied heavy infantry), with a total strength of 42. The Roman legions are very good heavy infantry in the open, as well as expert besiegers. While the legions are somewhat weaker in rough terrain, the Alae, manned by Roman allies are somewhat more capable than the legions in these areas, mitigating this Roman vulnerability. Roman cavalry, the weakest arm of the army, will not be as much of a factor in the rough terrain of the Italian peninsula.
Initially, the Roman navy is non-existent. Against the Senones and the Italic tribes, this won’t be a problem. However, a navy will be helpful to blockade and besiege to the port cities of Cosa, currently held by the Etruscans, and the city-state of Tarentum. A navy will also be vital in protecting Rome against Carthage by both defending the Roman coast and by giving Rome the capability of threatening Carthage’s vital overseas interests. Because of this, laying the groundwork for building a credible fleet is high on my list of priorities.
While the initial Roman army is formidable when compared on paper to its neighbors, in reality it is barely capable of going on the offensive against the Senones because the Roman legions are unsuited for attacking in the hilly and marsh homeland of the Senones. Further, this starting force is wholly insufficient for the constant warfare required to conquer the peninsula. I estimate that it will take an army at least 120 points in size to conquer Italy. This does not include additional forces to garrison Italy. Additionally, Rome will need to build a navy. To build this military, Rome needs money, metal, and manpower.
(A brief note on terminology-Because of the way that the Empires combat system works, the strength of an army is greatly affected by both the combat values of the units and the number of units. This is because a larger force can generally outflank a smaller force, which greatly increases its combat potential. Because of this, I will be describing my stacks using the notation “X-Y” where X is the raw combat power of the stack, and Y is the number of units. For instance, a stack of 13 units with a combat strength of 90 will be denoted as “90-13”).
Note: Comment from the Carthage player (Loki100): My analysis was almost the reverse of the Romans. For me, I want peace to make some serious money and to lock down control of North Africa, the islands in the Western Med and Spain. Spain will be difficult as the Spanish are somewhat unruly so any conquest will be slow till I can pacify my gains but I wanted Sicily-Sardinia at the very least early on. The siege of Syracuse is difficult, but Carthage has the advantage of controlling Malta allowing you to properly blockade the port. It is harder if you don't hold Malta as resupply is trickier and the various siege engines in the city tends to make this worse by damaging your fleet.