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I lost Larrisa settlement on turn 4.
Let me try yet another game attempt!
Hard. Yes.
I have played Hard factions on the Alexander DLC; as well Vanilla. Rough, but had luck.
This start up seems near impossible.
It seems that no matter what I do. I can not race ALL my units down to Larissa in time. Before Hellanese takes it in one-shot.
On turn 6 I took Larissa back; with the loss of a unit. But, the city can not be saved from Fire. I am nowhere near enough Build material to stop the fire. The city fell to dust in 2 more turns.
Let me try; a fourth attempt.
Can you survive with the loss of the city? Or is it legit game over? Are you meant to try and regroup and retake the city instead of saving it in the early turns?
However!
My fourth attempt was extra creative and a better outcome.
I truly believe this is the ONLY way to hold onto Larissa.
I challenge anyone else to find another way! Haha.
This is what I did.
I sent all 3 of my military units into Larissa after quickly upgrading two of them with Defence.
I could not get the time to upgrade my re-enlisted Hoplite.
All 3 units in; is not enough. The dual enemies still take Larissa. Fast.
So! I also sent in my Settler; and (turn 3) Emessary! lol.
All five units in; and on, Larissa.
This successfully kept Hellas at bay. While Epirus killed on of my units outside.
Hellas went home to recuperate. Epirus is bloody and beaten up. 2 of 3 units went home to recap; while another remains to consider assaulting Larissa.
My units are very badly injured at this point. Near death. save for my Settler and Emissary (in ok/ good shape) still.
Adding the Settler and Emissary to Larissa is what gave the city just enough defence; and TIME to build a Defensive base (3 turns).
Wow.
Crazy. Absolutely crazy.
I play on. I might not win here; but at least for now; I have kept a hold on Larissa!
I am playing on Normal!!! hahaha.
My faction is HARD. But, the game medium is set on Medium Difficulty. Normal.
This is the craziest start that I have ever experienced truly. Hahah.
This has got to be the ONLY way, to keep Larissa. I swear it!
It is crucial to keep Larissa, to obtain the mission goal.
I can't gain a + in Gold; until I sell another military unit.
Then; I will only have 1 military unit left. The Hoplite (best).
It will take FOREVER! to be able to civic build to improve my faction. All the while to defend against enemies with just... 1 Hoplite unit???
This must be a dark dark dark joke. Hahahaha.
Nice work. I really need to make time to play this game more. It's really good.
Ok. The game failed 3 turns later.
Another two factions next to me; declared war. One faction raced in and took my only Gold mine; fact.
Epirus came back with healed men... somehow. Very quickly. And killed my Hopelite bloody and defending Larissa.
Steam rolled; after that.
This is truly impossible.
Can anyone make any progress here beyond turn 10? With decent signs toward any stability at all?
There is no Gold; even with a Gold mine. Ahhh!
https://steamcommunity.com/app/1183470/discussions/4/3454842150493060004/
Have you tried selling the Hoplite that's in reserve to build some cheaper units?
I'll give it a try this weekend (bought the DLC, but can't play yet).
It is worrisome.
I have many many many hours in this game; and consider myself a veteran player.
Not 'hero veteran player' but good!
And I can not get past turn 12. My rather elite friend over there; can not get past turn 10.
Game 6. Failed.
I tried to recruit a second Hopelite; straight away. At the expense of not building anything at all for the first turns. Civically.
No money for Defensive unit upgrades either. All spent on the new Hoplite.
While new Hopelite is being built (4 turns). I sent both my 2 army units down into Larissa. Along with a Settler and Emessary.
They all; as well the city; fell on turn 5. Fast.
They had no chance without 'defense' upgrades, at all.
The reserve Hopelite just missed any chance of rescue; running down south.
The 'new' Hopelite was way over due; and completely missed the dreaded party. Useless.
I am going to try a 7th game now.
I will try the second Hopelite tactic again. This time I will try to crunch the reserve-out by 1 turn. See if that makes any difference at all.