Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Don't use unarmoured tier 1 peasants as your front line - minimum tier 3 spears. Peasants with axes/clubs should only be used for flanking or chasing down archers.
Keep your general behind your front line to boost their morale. Give them auxiliaries and traits that increase army morale. Religion is a way to get huge boosts to unit stats that make even lower tier units credible. If Babylonian, use the overseer units to keep your trash units from running.
If facing Sea Peoples units with "Cause Fear", lure them into muddy terrain then kite them around so they tire out and then flank them with javelins.
Their are several (2-3) longer battles mods.
My set-up is simply
1) longer battles mod vs 3.1
2) better shields mod.
3) Hecleas AI overhaul.
I find this balanced and the battles are much longer.
Enjoy
Kelly Lethal Combat mod. There's still the potential for fast battles, but infantry engagements absent of flanking or ranged units will typically last longer. And generally the balancing is a big improvement over vanilla.
There are some options in the campaign / options settings... that can adjust morale penalties from flanking and make units unbreakable (yours, theirs or both) etc. Not sure if these will help you or not.