Septembre 87 - Taking Rome back !
I found the Populares underserving of holding Rome, and took the city back !
And my troops made their triumphal entrance in Rome. Oh, boy !
Such a tremendous success reaps benefits immediately, and everyone wants to be on the winning side :
[Actually, it is a random unrelated event]
It also brings me so much Optimates prisoners that I can form a new “prisoner legion”.
The Pontic prisoners are just sold to the highest bidder !
Unfortunately, the Populares used the opportunity to attack my cities :
So, I am detaching one legion to chase them. I believe there is not too much troops around :
The situation in Greece is not so perfect, as Sulla missed almost everything he tried :
So basically, two Pontic armies evaded him, and the only thing he could get was Chalcis, which was lightly protected. Moreover, as if the Pontic armies were not enough, two Populares legions just landed. I am not worried, but Sulla’s triumphant landing in Sicily will have to be postponed.
I decide to ignore the Populares forces for now and go for more Pontics :
Finally, the only bad news are in the far East, where Silene surrenders. Lucullus and his fleets (including the one that Silene would not want to lend us) are “expelled” (they could have been captured if I had been unlucky), and their movement is thus cancelled. No big deal :
And in front of Athens, the Pontics show me that they still rule the waves :
Beginner’s Corner : Ressources
After getting in the easy stuff common to all AGEOD games, let’s get into the AJE specifics. I will deal with productions, decisions, policy…
But first, resources, because you need resources to produce or take decisions.
There are two main resources in the gain: Money and Engagement Points. There is also a “secret” resource (prisoners), and finally Victory Points and National Morale can work to an extent like resources, because you may “pay” them to receive something. I will deal with the first 3 here.
Note : I call “decision” the decisions done from the ledger, and “policies” the decisions done from the decision mode. It is not official, but I don’t want to confuse them as they are different.
Money
Money is produced by several ways :
A. Every year in
march, you get money from all of your cities. To know how much, you need to use the supply filter.
B. You get money from merchant ships ; not much though ; provided they are not intercepted.
Overall, their impact is minor (10% at best of your yearly production all included)
C. You get money from decisions and events. The most common decision is “Raise more money” but really there is plenty of them, depending on your faction
D. Some "extra locations" on the map can generate more money from time to time, esp. :
- Commercial Ports :
- Markets :
E. Finally, you get money from policies :
- “Merchants” is a freebie ; you can put it anywhere between 0,1% and 90% of loyalty (90% to force the player to put it somewhere where it can lose them), and it will bring 5 money per turn.
- “Trade Post” is another freebie you can put anywhere where you have 5% of military control, provided you also have merchant there since last turn. It will bring 100 in 6 turns the conditions (either the one of the Merchants or the one of the Trade Post) are still respected and that neither “decay” (respectively 5% of 10% of chance per turn)
As they are free, the only subtlety to have when putting merchants on the map is to make sure it is somewhere where you don’t have 100% loyalty but still have some MC, so you can add a trade post the following turn ! It is a bit artificial in my opinion and does not make you think like a “Roman”, but more like in “game term” which is sad. In any case, due to the decay rule and the conditions that can change easily, their impact is limited on the game.
- “Requisition” brings you 50 money in exchange of loyalty and one EP. Good to use heavily on those regions where you will not need loyalty… or that you are going to lose anyway. Beware, though, that loyalty is lost to a “rebel” faction, which can pop rebellions out of nowhere. You will not like those.
- “Enslave and plunder” brings you 100 money in exchange of a lot of loyalty (45%) but no EP, so a revolt is the following turn is probably. For when you have little time… It also reduces the development of the region, which can go (if repeated) from “rich” to “civilized”, or “civilized” to “normal”, with supply production impact.
- “Punish” brings you 25 money, but will give you national morale as well, for little cost. Unfortunately, it decreases the development of the region even faster than “enslave” ; it can also only be used somewhere where you have troops and less than 25% of loyalty.
Each turn, in addition to any “costly” decision / policy you would take, there is an upkeep cost equal to 0,5% of the total cost of your (non-locked) troops.
I checked this on the Sertorius scenario, as Sertorius :
I don’t know what happens if you have no more money to pay for your troops, but it cannot be good so avoid it.
Engagement Points
Engagement points is close to « political influence » which, as said my teachers in Political Sciences back then before I did finance, is a resource: it disappears as you use it, but you can also invest it to receive more later.
You get EP the following way :
- Every turn, depending on the number of objective and strategic cities you get :
- Whenever you capture an objective city (by assault or surrender)
- By some events – here is an example of a random event :
- By some policies :
- Triumph or Parade is the most useful by far : it generates 2 EP (and 2 NM) at the cost of 50 victory points, in 3 turns. It needs to be played in the capital, and you need a leader there.
- Roads cost 75 money, one EP to generate a few VP and 3 P… in 24 turns. Rarely useful for this reason (especially given that if you lose MC on the region, you have to start all over again). It also increase the road level.
- Water and Transports is like Roads, except it cost more money (150) and bring more EP and more VP… after no less then 36 turns. In general, at this point, the game is either won or lost anyway. It also increases the road level.
So overall, you don’t have much control on EPs.
Prisoners
The prisoner is a resource you get only by defeating enemy armies (or having them surrender – even better as you get all of them). Here are the prisoners you took :
You can see the number of prisoners in the ledger.
There is no “decay” of prisoners (there is in other AGEOD games).
In general, prisoners can be exchanged for money, but in a few cases, there are better usage for them…