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the JJ
Mar 31, 2011
Turks have a pretty good roster for Mongol and Timurid hunting though. Pro-tip naffatun exist for two reasons: holding bridges, and elephant barbeques.

Also, all Sipahi armies set to skirmish mode with a little micro can roll most European army. Pounce on weak and isolated units, plink away until you're out of arrows, and even when you do, hey, you've still got a stack of reasonably competent heavy cavalry!

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the JJ
Mar 31, 2011

CharlesDexterWard posted:

Are there any good tutorials on battle tactics in the Total War games? I've read a bunch of beginner's threads on other forums and articles on some websites but I just can't seem to get anywhere, at least in Medieval 2.

Shogun 2 I have found a bit easier, but Medieval 2 kicks my rear end.

I started playing England and even though I can win fair battles at the beginning, I still take losses which I think are too much.

My beginning army is one line of 4-5 spear militia, a line of 4-5 archers behind them, and two cavalry on a flank.

I try to stay in line but even when the other army is made up of equal units, like other spear militia, my spears seem to get killed in time. I try using my cavalry to flank but sometimes I have trouble manoeuvring my units. I especially have trouble using spearmen to flank at times as they tend to get caught up with other units, or when they do hit they don't seem to attack very effectively and get in a jumble.

Would it be good to have some additional spearmen behind my main spear line so that they can flank?


Spear militia can be real poo poo. They're pretty much stopgap anti-cavalry and you can drop them in guard more around breaches in wall, they're okay at that. If you're British you don't want to just keep a line with the enemy but actually work to keep your archer distance as long as possible. Also, you don't necessarily want to work for that one on one. Better is a two on one while the other guy's one is off somewhere else. Going cav heavy can help with this, especially in MTW2.

In short:

Work on better line infantry.
Work on forcing local superiority.
Use specialists (archer's, cav) in their roles.

the JJ
Mar 31, 2011

Bloodly posted:

False. Not with Medieval, and not with Medieval 2.

I definitely remember having problems recruiting garrison troops out of provinces I'd burnt to the ground. 'Course, pop growth is exponential and by about mid game burning a city still leaves enough of a buffer that it's never really an issue. Can be problematic if a city swaps hands a buncha times, but apart from that it disappears as a limitation really quickly.

the JJ
Mar 31, 2011

Cynic Jester posted:

The best thing short term is always to recruit more troops to take more territory, not upgrade markets. Mid term, upgrading markets is better and long term food surplus is by far the winner. The question is which you want.

The problem is short term gains can snowball. Extra troops now can take that province now which lets you take that income now and pour it into more buildings now which lets you do more now.

Say you invest 1000 dollars in a long term deal that'll double your money in a year, and a 1000 dollars that'll get you 1050 back in a month. Even if you put that 1000 back in you'd get less than 2000 at the end of the year. But, you take the 1050 and invest it at the same rate, and take that and invest it at the same rate and take that etc. etc. etc.

Hi there compound interest!

the JJ
Mar 31, 2011

Tomn posted:


Also: I'm not ENTIRELY sure, but I think law+ buildings like the town watch or city hall help reduce squalor as well. Or, rather, they prevent it from developing - once squalor has set in I'm not sure what to do to remove it from the city. In general focus on getting baths, aqueducts, churches, city halls and such set up the moment you upgrade the walls, and never leave a city short of its maximum walls for long.

That's in MTWII, in Rome, the Palaces are the ones you need to keep on pace with the population as it comes up. I think they changes it because the AI had a tendency to guard its super awesome best cities with piddling wooden walls.

the JJ
Mar 31, 2011

Promontory posted:

This won't make any sense if the unit's upkeep costs more than the merchant generates, but you can stack multiple traders on top of the same resource that way.

:psyduck: How did I never think of this? Does each merchy earn gold for trading the resource?

the JJ
Mar 31, 2011

Torrannor posted:

Which they still did not leverage to any degree of military might that is comparable to the way the Europeans had after they got introduced to gunpowder weapons. To get back to the point WoodrowSkillson made, gunpowder weapons and especially the effective military use came from the Europeans to Japan. There is a reason quite a few military advances in Empire are simple organizational things like "fire-by-rank". So the Chinese may have mastered the weapons, but they were not at good as using them.

Actually, by the time the shogunate decided to quit haring off to Korea and settle down to consolidate at home,* Japanese musketry tech and drill was on par or better than the contemporary European equivalents. Including, incidentally, Maurician fire-by-rank drills. They were just getting back into form is all. And promptly got stuck in Korea, entangled in a drawn out war with inexhaustible Chinese reserves and finally defeated because, when you get right down to it, Japan is just not a great place to try and build a warmachine out of. Too few people, too few things.


*Well, after Hideyoshi kicked the bucket and the more chill, calculating Tokugawa took over.

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the JJ
Mar 31, 2011

supermikhail posted:

Rebel faction.

I thought I underexpanded, because for a lot of initial turns the council of nobles coerced me into taking over rebel settlements. We almost made a worldwide alliance, except for my goals of taking out the friendliest people around me, and the Pope calling a crusade. Of course, my startled beginner's concept of early turns may differ from an experienced player's.

drat. I instead keep disbanding militias everywhere because what good are they in a siege... :downs:


Oh, er, hm. I meant "but then the Pope happened", but in the hurry didn't catch on the lack of clarity. I'm terrified of the Pope's influence. I wouldn't dream of fighting the Papal States.

Well, here's more clarification.

Yeah, I'm feeling a certain boost of cofidence... Wait, in the beginning a Moorish merchant hung around my mine. And I didn't make any merchants and couldn't do anything to him. That wasn't really bad, was it?

Also! Should I pay attention to rebels that just camp in the middle of my field? It turns kind of ugly, but I have no way of finding out if that impacts me somehow.

Suddenly, random questions. :downs:

Militias in a city (not in the field or in a castle) will be highlighted in blue and shifted down and to the right if they're on free upkeep.

The pope is annoying but manageable. One thing to note is that priests skill up mainly based on how much of the province they are in converted to your religion that turn. Regardless of source. So 20 priests spread over 20 provinces will never tick any one province up enough, and none of them will ever pick up a skill. But 20 priests in the same province will almost certainly clear the bar and they'll all skill up. I like to load up a boat and due one of those cruise tours around the Med, you know, the ones where they drop you off just long enough to get hustled before they get you back on the boat and go to the next place. A priest's skill is weighted pretty heavily when it comes to cardinaling, even if the pope hates you.

Other factions merchants don't hurt you unless they're chilling on the resource you want, but your merchant can skill up, and get you some cash, if they wrassle with them. They can also get bankrupted in turn or get bad traits from failing to wrassle. I think if you're on foreign turf and you haven't made a trade rights deal your guy makes less money and is more vulnerable to other merchants taking their poo poo.

Little rebel stacks aren't too bad, especially if you can keep the main highways clear, but they (and any enemy stack) with ding your agricultural output and income. I think it's called devastation or something like that. Once you clear them out the penalty fades away a few turns at a time. Generally the little rebels stacks don't add that much (a big invasion force can add quite a bit, especially if they're hanging around for a while for, e.g. a siege) and trying to recruit up a force to clear them is more pricey than just letting them do their thing. I usually ignore it early game, mid game I'll throw together a roving hunting party of a few knights/horse archers and a promising young general who can then start getting some wins in.

Crusades are actually good things, I always try to sneak at least one stack out if I can. The army gets free upkeep and you get access to super cheap mercs who'll stick around after the Crusade (though you will have to pay upkeep on them afterwards). It's also a good way to appease the Pope. A double bonus is if you're one the ball and have a stack at the target ready to go you can have any of your stacks join, hire up crusaders, use the double move to get anywhere, then finish the assault with your main stack, giving your other stacks an experience boost for having 'participated.'

Heretics are super annoying but unless you've got a runaway problem (and heresy breeds heretics, so that can happen) one cardinal/bishop* per three or so provinces is enough. Once you totally wipe out heresy in a province chances of it popping up again are basically nil, unless a guy wanders in from the next town over. Treat heresy aggressively when it breaks out, kill it dead before you move on, but after that you should be good to move your priests elsewhere.

*These guys are immune to falling to heresy if they fail their attack.

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