Stretch wrote:Wow melnorjr... you getting a raiding party out every turn and none of them ever lose a battle?
Actually, running it mathematically, if you assume each province borders an average of 4 more provinces, your created one army each turn, your armies were invincible and never lost a battle, and you used ideal pathing, that would only barely be enough. And we all know things never go that perfectly. Not only is your expansion speed limited by your armies, it is also limited by geography(less so if you are, for example, Caelum however). after a while your armies will have to move through already captured land, which, even minimized with ideal pathing, will take a toll on your expansion speed, and this is ignoring the inevitable mountains/water provinces, and unlucky zones with very limited connections.
I'm taking advantage of some other things to help me along.
This being a teaching game, and you being on my team, it wouldn't seem right to hold back though. So, in case this is helpful to anybody, here is what I did:
First of all, I used an awake SC, and captured one province every turn starting turn two.
Second, I had order/productivity 3, so once I captured all provinces adjacent to my cap(by about turn 3 or 4) I actually COULD build an army every turn.(I could actually build armies significantly larger than necessary also, so even if I lowered my scales a tad, or the game setting weren't at 150/150/150 gold/resources/supplies, I would have still been able to do about the same, or a little bit less. It wouldn't have kept me under 40 provinces by any means)
Third, remember all that gold and extra forts I had? my scales gave me a huge income beyond the cost of training troops, so I started building my first fort on turn 4 or 5, and it finished by 8 or 9, and my second a turn or two after, so once I had those forts up, I could build MORE than one army per turn.
and while my armies did occasionally lose a battle, it wasn't very often, so I was able to get them through quite a few provinces before I had to combine them with another weakened army, then continue taking more provinces that way.
A lot of this relies on my extremely massive income, and the fact that ulmish troops have low gold-resource cost, so, provided I had the resources, Gold would never limit my troop production, and my productivity scales took care of the resources. I also planned on going for riches from beneath, further increasing my troop production, but I didn't get quite that much research in my game, and it wouldn't have been the most useful of goals at that point, unless I planned to just overwhelm somebody with massive armies - which is almost definitely going to fail in an MP game, so I'm scrapping that and probably going to look into construction early so I can try to get thugs out to actually get anything accomplished - if I use this strategy again. Most of the point of this was to see just how fast I could expand without making a really big, but useless, nation. This nation would be awesome as a cash generator to feed other nations, or as a nation to try to rush somebody with large armies early in the game.
In this particular game, I would bet you could hamper the vets quite a bit if you dedicated a player with this strat to expanding toward the vets ASAP and ruining their expansion - most nations would have trouble countering a 200-300 man army by turn 10 or so, and if you succeeded in gimping the vet's expansion that make an enormous difference. And one thing to remember - in this game, we as individuals are relatively expendable. If one of us can stalemate a vet at all, even by sacrificing ourselves, we are trying up/losing 1/12 of our team, to 1/6 of their team. I'm thinking like chess - if you have more pieces than the opponent, trading is in your favor, because they lose a greater portion of their strength than you do.