5.2.1 Overview
5.2.2 The "Roman Army"
5.2.3 The "Pike Wall"
5.2.4 The "Iron Tide"
5.2.5 The "Balanced Army"
6.0 Legal Stuff
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1.0 Authors Note
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This FAQ is designed to help beginners of the Seleucid Empire get a
headstart with this interesting nation.
Note about terms. Whenever I put and abbreviated faction name, letter
and Place in brackets after a place name, it is referring to the
faction that owns it and its location. E.g. Tylis is a Thracian City
that is South of Campus Getae, would be - Tylis (Thr, S/Campus
Getae). Two names (for example, Thr/Mac), would signify it would be
owned by, in this case Thrace, but is likely to have been captured by
Macedon. (This cannot always be relied upon, as settlements do
frequently change hands). (HOB = House of Brutii, HOS = House of
Scipii, HOJ = House of Julii)
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2.0 Starting Situation
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[2.1 Position]
The Seleucids start in a rich area of land, but with several rivals
on their doorstep. They also tend to have fairly large territories
which can be slow to navigate. There is plenty of room for expansion,
with 2 rebel towns close enough to be conquered early (Bostra and
Petra). Also, while each rival is a potential enemy, they are also a
potential ally, so with efficient diplomacy, you can wipe them out 1
by 1.
[2.2 Units]
You do not have many units to begin with, and cannot train many
effective troops early on (Militia Hoplites will be SLAUGHTERED by
Desert Axemen...), there is, however, one VERY important exception to
that rule. It will not be long before Antioch can train Elephants,
and they should keep you going till the heavy stuff arrives.
[2.3 Enemies]
Your main enemies early on will be the Egyptians, as your other
neighbours (Parthia, Greece, Pontus and Armenia) can be reasoned
with. The Macedonians will end up fighting you eventually and, of
course, war with Rome is inevitable.
[2.4 Income]
EXCELLENT. You only begin with 3000 denarii, but at a standard gain
rate of 5000-6000 Denarii per turn, you will have no shortage of
cash. This is good, as some of those units are expensive! Antioch and
Tarsus are VERY rich cities.
[2.5 Priorities]
Your main priorities are to make alliances, and, MUCH more
importantly, get trade rights, all of your neighbours (bar the
Egyptian Scum), and stand on the Defensive against Egypt until you
can train Phalanx Pikemen and Cataphracts (They can NEVER take
Antioch). Send out diplomats to everywhere, and Ally/Trade Rights
with everyone you can. Also a good Idea to Bribe
Corinth/Sparta/Athens, as you should get some units, and they are
rich cities.
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3.0 Starting Out
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[3.1 Economy and Treasury]
[3.1.1 Expanding your wealth]
Not much to say really. Just get Alliances/TR with everyone you can.
Don't overspend.
[3.1.2 Spending concentration]
Your priorities should be (In no real Order);
* Port
* Stables THEN Cavalry Stables (Only a top priority if the
settlement can train Elephants.)
* Wooden Palisade THEN Wooden Wall
* Farms
* Barracks THEN Militia Barracks
* Roads
* Trader
Once a settlement has a Trader, Port, Farm Upgrade, Militia Barracks,
Roads, and Wooden Walls, you can begin to think about making it
either an Economic or a Military settlement. For military settlements
create Shrine to Hephasteus, Stables, Practice Range and Army
Barracks, followed by Temple ECT to Hephasteus, Cavalry Stables,
Archery Range and City Barracks; also build Smithy buildings. For
Economic settlements create Better Farms, Shipwright and all economic
structures. The Religious Buildings in Economic Settlements do not
matter.
[3.2 Enemies and Expansion]
[3.2.1 Overview]
This varies depending upon your choice of expansion. Assuming you
expand the way I did, you are likely to encounter the following
Factions in the following order;
1. Egypt (You really do not have a choice with these guys...)
2. Greece
3. Macedon (There is a minute chance that you will engage with the
Thracians at this point, but it is unlikely)
4. The House of Brutii
5. The House of Scipii
6. The House of Julii
7. SPQR
[3.2.2 Main Walkthrough)
You should begin by bolstering your garrison in Antioch and Damascus
(Deploy your best General in Damascus, as it will be attacked a LOT),
and mass producing Diplomats. Send them out to do their duties, and
slowly build up your settlements, making certain that Antioch has a
Cavalry Stables, and then continuing to ceaselessly produce
Elephants. I advise that you bribe one of the 3 Hellenic Cities on
the Aegean Sea at this point (I chose Corinth), as it will give you a
base quite close to Rome, make a good place to launch attacks from,
and add a nice bonus to your Loyalty (Statue of Zeus) and Income.
When you have the Capability to make Phalanx Pikemen, use them, with
your Elephants, to conquer Sidon (Egy, E/Damascus). Now you can
recruit Cataphracts. Yay! After training some Cats, head down the
Nile Delta, and conquer Jerusalem (Egy, S/Damascus). You should now
be able to make Onagers in either Jerusalem or Sidon, so, with some
of them in tow, storm down south to Memphis (Egy, SW/Jerusalem),
Alexandria (Egy, NW Memphis), and Thebes (Egy, S/Memphis), and crush
them all. If the Egyptians are still around, then conquer Bostra
(Reb/Egy, SE/Jerusalem), and Petra (Reb/Egy, E/Damascus). No more
Egyptians, Excellent.
Attack the Greeks/ Macedonians, and quickly take Sparta (Grk,
S/Corinth), and Athens (Reb/Mac, E/Corinth), and then expand to take
Pergamum (Grk, NW/Salamis), and bring your force back to the Mainland
(If you bribed Athens/Sparta, adjust the above strategy accordingly).
Take Thermon (Grk/HOB, NW/Athens), and Syracuse (Grk/HOS, On Sicily,
nowhere in relation to your current settlements), if the Greeks still
own them. Once you capture Rhodes (Grk, SE/Sparta - Over the Sea-),
you will have eliminated the Greeks. Time for the Middlegame!
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4.0 Later On ---- COMING SOON
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[4.1 Economy and Treasury]
[4.1.1 Expanding your Wealth]
[4.1.2 Spending Concentration]
[4.2 Enemies and Expansion]
[4.2.1 Overview]
[4.2.2 Main Walkthrough]
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5.0 To Battle!
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[5.1 Units]
[5.1.1 Infantry]
Militia Hoplites
They just don't cut it against any of your early foes. Don't train
unless absolutely necessary, and NEVER rely on them, just hope!
Levy Pikemen
Better than Militia Hoplites, what with the large numbers, and long
pikes, but Defence and Morale are a problem. Useful in the Earlygame,
but become obsolete fast...
Phalanx Pikemen
Now we're talking! 240-strong units, with long pikes, excellent
armour, and no Morale Penalty. These are the guys who will sock it to
those pesky Desert Axemen, and can be relied upon to hold a line
against all but the best.
Silver Shield Pikemen
These are easily one of the best units in the game. They surpass
Royal Pikemen, and, due to their numbers, can hold their own against
Spartan Hoplites! Great Morale, and Stamina, and thoroughly reliable
men. Your best defence against the legions of Rome. Can also stand if
the formation is broken.
Silver Shield Legionaries
Very good. Simple alternative to pikes if you prefer this style to
Phalanx play. More than a match for the Roman Version!
[5.1.2 Cavalry]
Militia Cavalry
Never seen the point of Skirmisher Cavalry myself, but if you like
them...
Greek Cavalry
Light Cavalry are tough to use correctly (except for Light Lancers),
so I would avoid these guys too. Can be handy in a pinch, though.
Cataphracts
Excellent. Exceptional flankers, capable flank defenders, and
Unsurpassable general-hunters - send these guys after the enemy
commander and, 2 Hp or not, he won't live to tell the tale! - once
you can get em, never leave home without em!
Companion Cavalry
Great cavalry in their own right, but seeing as Cataphracts are
better, and you can recruit them first, why bother?
Scythed Chariots
I have never liked using Chariots, but hey, if you can use them well,
go ahead.
Elephants
Very handy. Available early, and useful. Just keep them away from
Phalanges!
War Elephants
All that has been said for Elephants, and more. With better Morale,
Archers on the back, and more HP, Go for it!
Armoured Elephants
These guys are all but unstoppable! They can break up Phalanges,
massacre cavalry AND chase down Archers. An Endgame army is just not
complete without a couple of units of Armoured Elephants!
[5.1.3 Missile Troops]
Peltasts
I will be blunt. I HATE skirmishers. Only use them if you have no
other available missile troops.
Archers
No army is complete without the Mighty Bowman! 3 or 4 units are
quintessential in all large forces.
Onagers
Great Anti-General or Anti-Spartan unit, and irreplaceably good at
destroying walls and towers. Once again, a must have for Invaders.
[5.1.4 Mercenaries]
Eastern Mercenaries
Not much good, but alright if you are desperate. Preferable to
Militia Hoplites, in any case!
Bedouin Warriors
Camel Troops aren't that effective, but handy for desert combat, and
better than Greek Cavalry
Arab Cavalry
Same as Bedouin Warriors, but slightly faster (Horses, not Camels...)
Bedouin Archers
The only Horse Archers that you will get. Good, but not Great.
Ps. This is not much to go by, as I never use Mercenaries for any
purposes other than maintaining order in cities I conquer.
[5.2 General Strategies]
[5.2.1 Overview]
Generally, the Seleucid Strategy consists of Breaking the Enemy upon
a Phalanx Block, and Sweeping them away with Cataphracts, or
Elephants. Feel free to develop your own style of fighting with the
Sons of Alexander, if you wish.
[5.2.2 The "Roman Army"]
This Army is basically a force with its Phalanges replaced with
Silver Shield Legionaries. A Typical Formation would be;
[ ]
[Gen]
[ ]
SSP = Silver Shield Pikemen
Bow = Archers
Gen = General
[5.2.4 The "Iron Tide"]
This is a VERY aggressive army that can Decimate foes on open ground,
and conquer Wooden Walled settlements. It has the added bonus of
moving very fast on the Campaign Map.
A Typical Formation would be;
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