Grand Strategy AAR
Posted: Sun Apr 26, 2020 3:20 pm
Here's one strategy that has all my tips from my AAR's in one place.
Let's start with the worst case scenario, one region with one population. Set the citizen to making a food structure first. The citizen won't starve away, because the region must have at least one population. After a while, this is finished and you start to grow to population 2. Now build something to produce infrastructure. Continue making one food and then one infrastructure building until you have about 10+ excess of each. Now shift all the citizens to culture ASAP. At this point, concentrate building structures to produce money, manpower and metal, in no order. These are necessary for military units. You'll get events to trade one for the other. As you grow, continue to maintain an excess of food and infrastructure. If your region were part of a province, then it would grow faster, because the province total of food and infrastructure gets averaged over each region, allowing small regions to get ahead quicker. So make it a point to conquer the provinces for the regions you start with. Thus, even if you start with regions that have a single population, you can grow every region up to be a vibrant member of your faction.
If you have a province where each of 4 regions has the same military building, then your units get a boost to the effect of just one. So four Training Grounds give 5xps for the first building, plus half that for each of the other three to units made in the province. I choose one province with Iron as an intrinsic trade item (used by many Military buildings) and make this my National Arsenal Province (NAP). I set all of the population in the regions to build military infrastructure almost exclusively. When the regions are max population, then I switch as much of the population as possible to food production, to grow up to the next level quickly for more military infrastructure. As the Seleucids, by turn 100, my cavalry were level 3 and my infantry level 2 with three Military Academies and a Provisioner. This allowed me to produce improved units after I reached Tier III civilization.
Military Expertise (ME) is a national trait that gives your faction a bonus in leadership and troop training. Its a ratio of the total number of military buildings by their level divided by your number of regions. So, if you have ten regions and each has two level one, red structures, then your ME would be two. Since you want a high ME, all of your regions should build every wall that shows up, since this also gives you a defensive bonus. I got my ME up to 5 and my Generals were mostly 1-1s with some 2-0s and 0-2s. A Mercenary Recruitment Center and an Archery are rather simple to make in each developed region. This would allow you to raise a group of mercenary infantry and cavalry with some skirmishers for support in an emergency, while further boosting your ME.
Let's start with the worst case scenario, one region with one population. Set the citizen to making a food structure first. The citizen won't starve away, because the region must have at least one population. After a while, this is finished and you start to grow to population 2. Now build something to produce infrastructure. Continue making one food and then one infrastructure building until you have about 10+ excess of each. Now shift all the citizens to culture ASAP. At this point, concentrate building structures to produce money, manpower and metal, in no order. These are necessary for military units. You'll get events to trade one for the other. As you grow, continue to maintain an excess of food and infrastructure. If your region were part of a province, then it would grow faster, because the province total of food and infrastructure gets averaged over each region, allowing small regions to get ahead quicker. So make it a point to conquer the provinces for the regions you start with. Thus, even if you start with regions that have a single population, you can grow every region up to be a vibrant member of your faction.
If you have a province where each of 4 regions has the same military building, then your units get a boost to the effect of just one. So four Training Grounds give 5xps for the first building, plus half that for each of the other three to units made in the province. I choose one province with Iron as an intrinsic trade item (used by many Military buildings) and make this my National Arsenal Province (NAP). I set all of the population in the regions to build military infrastructure almost exclusively. When the regions are max population, then I switch as much of the population as possible to food production, to grow up to the next level quickly for more military infrastructure. As the Seleucids, by turn 100, my cavalry were level 3 and my infantry level 2 with three Military Academies and a Provisioner. This allowed me to produce improved units after I reached Tier III civilization.
Military Expertise (ME) is a national trait that gives your faction a bonus in leadership and troop training. Its a ratio of the total number of military buildings by their level divided by your number of regions. So, if you have ten regions and each has two level one, red structures, then your ME would be two. Since you want a high ME, all of your regions should build every wall that shows up, since this also gives you a defensive bonus. I got my ME up to 5 and my Generals were mostly 1-1s with some 2-0s and 0-2s. A Mercenary Recruitment Center and an Archery are rather simple to make in each developed region. This would allow you to raise a group of mercenary infantry and cavalry with some skirmishers for support in an emergency, while further boosting your ME.