Carthage Legendary: the first 10 turns.
Preface
Do to the fact Lybia will actually defend themselves now, it is no longer benificial to kill them off. Also, Epirus no longer dies off in the first 10 turns and can prove to be an ally or a nuisance. They will actually take Brundisium from Rome if you wait to long.
What Dynasty?
The Answer, choose the Magonids; for the explination, read on.
Magonid
-6 tax due to corruption; a minor annoyance.
-5% upkeep to non-merc units; this helps negate the corruption losses, if only mildly.
-20% unrest to foreign occupation; this help to facilitate rapid expansion with less rebellions.
Barcid
Moderate diplomatic penalty; this is horrible, diplomacy will cost a lot or fail.
Up to +4 public order from culture; this helps you build up your cities a little, does not help rapid expansion.
+5% to agrocuture; farms make very little money and ranches make only a little more, they both cause a lot squalor, this is a terrible way to build your treasury.
Hannonid
+10% movement range; I can appreciate a lot of movement.
Minor diplomatic bonus; this will make the diplomatic notably easier.
+10% to merc recruit costs; merc cost too much as is.
I would love to say you can bring Hannibal Barca's dreams of vengeance to fruition as the Barcid dynasty, but to be frank, their traits are horrible.
The Hannonid are not bad, but they are not good. The 10% movement is negligible considering you can explore the map through trade routes and treaties. Sure there will be that one time if you had 10% more movement you could take a settlement now and not wait one turn, but thats not worth it imo. +10% merc cost is bad because I make use of mercs extensively, even in this guide you will be prompted to purchase a few. The diplomatic bonus is nice and will save you some work, Hannonids saving grace.
Finally the Magonids, my choice, the loss of money to corruption is hardly noticable in early game and at late game you have too much money to care. Furthermore by late game when you have massive standing armies the -5% to upkeep will negate this anyway. The -20% to unrest will help you the most tho. In a rapidly expanding and aggressive game, this trait will reduce rebellions and help get your new settlements profitable faster. Lastly, Hannibal Barca leads one of your armies reguardless of your Dynasty, if you really need him to sack Rome, have at it.
Goals for the First 10
Turn 1
- Research Water Sluicing in the construction tab to boost growth.
- Move your Spy into Syracusae far enough to see the settlement and deploy.
- Sail the Sacred Company army in Cathargo to Lilybeaum, recruit 1 hoplite and 2 javs.
- Expand Lilybeaum and build a Muster Field.
- Expand Cathargo and build an Outskirts.
- Garrison Qart Hadasht with Dido's Faithful and disband the mercs.
- Expand Qart Hadasht and build a Consecrated Ground.
- Sail your fleet toward Syracusae.
- Offer Masaesyli a NAP.
- Offer Turdetani Peace and demand 1000.
- Declare War on Gaetuli.
End Turn
Notes: The declaration of war on Gaetuli is to possibly save Nova Cathargo from premature with them, considering they are still at war with Turdetani. Masaesyli will be brought into the war by turn 3. Sometimes Nova Cathargo still declares war on them like newbs. If Nova Cathargo offers to join the war againsst Gaetuli, accept, otherwise they tend to declare on Massaesyli which is horrible.
Turn 2
- Move the Sacred Band army to the boarder with Syracusae and recruit 1 holpite and 2 javs.
- In Lilybeaum build a Harbour.
- In Cathargo build an Amphitheatron.
End Turn
Turn 3
- Increase your Spy's cunning.
- Offer a Military Alliance and demand if high.
- Offer Military Access.
- Demand they join the war gainst Gaetuli.
- Declare war on Syracusae. (asking Masaesyli to join is irrelevent)
- Blockade Syracusae and sustain it with your fleet.
- Hire 1-2 mercs with the Sacred Band, preferably a Cavalry, and send them to attack Syracusae.
- Occupy and dismantle the Muster Field in Syracusae.
- In the Sacred Band army recuirt 3 Libyan Infantry. (or your preference)
End Turn
Notes: Don't be deterred by the balance of power bar in the Syracusae battle. Even in the event I fail to assassinate the general I still get a decisive victory. I may put up a battle tactic section with pics if people have trouble here.
In the case of Masaesyli they are very erratic in their diplomacy. Sometimes you can only get a defensive alliance, but always get them to join the war.
Hold off on diplomacy with Epirus until you take Brundisium, they may get in the way.
Develope your Spy to boost poisons.
Turn 4
- Expand Karalis and build a Consecrated Ground.
- In Syracusae build a Consecrated Ground.
- Move the Sacred Band to the boarder of Syracusae and Consentia.
- Recruit 3 Libyan Infantry. (or preference)
- Sail your fleet towards Brudisium at double time, if Epirus is blocking the port, sail to Neapolis instead.
- Put your Spy in the Sacred Band army to help prevent Roman assassination attempts.
- Raise an army is Syracusae to prepare for possible rebellions or Roman invasions.
- Sign a NAP with Ardiaei.
End Turn
Turn 5
- Offer the Etruscans to join the war against Rome, demand 3000 (give or take)
- Blockade Brundisium to prevent Epirus from doing so.
- Attack Consentia with the Sacred Band and raze the settlement.
- Repair the Hamlet and build an Enclosed Land.
- Recruit 2 Carthiginian Holpites and 1 jav in the Sacred Band.
- Build a Harbour in Syracusae.
- Raise an army in Consentia and save the rest of your treasury.
End Turn
Notes: You can choose to opt out of razing the settlement but it speeds up the process in my opinion. The money in a sack this early would be negated by repairs and an occupy takes time and money to convert.
Turn 6
- March the Sacred Band towards Brundisium.
- Garrison the army at Consentia and recruit 2 Hoplites and 1 jav.
- Use you fleet to launch the attack on Brundisium dragging the Sacred Band in.
- Raze Brundisium and build an Outskirts.
- Double Time the Sacred Band and garrison Brundisium.
- Issue the Tax Harvesting Eddict Magna Graecia.
End Turn
Notes: At this point you will be 3/3 on the sub goals of the first milestone, there is a good chance that Nova Cathargo or Masaesyli will fulfill the main requirement of the first milestone in the next few turns and net you a big income.
Turn 7
At this point random events cause a lot of diviation so the guide will be more generalized.
- Often a major Roman army threatens attack near Consetia. Use your spy to cause problems, poison rations is effective.
- Move the Sacred Band just over the River toward Consentia and enter Ambush Stance.
- With the army in Consentia, recruit 3 units, 2 libyan Infantry and 1 jav is good.
- Sail the fleet toward Ariminium to bloackade. This makes Brudisium look weak, luring to the Ambush.
- Raise an army in Lilybeaum to help bring the province under control.
End Turn
Turn 8
- Research Military Settlement in the Management tree.
- Do any building needed.
- Kill the Roman army in Magna Graecia if it didn't fall into the Ambush.
- Head the Sacred Band to the boarder of Consentia and Neapolis, do not double time.
- If your Spy left the Sacred Band to poison, put her back to prevent assassination.
- Sail your fleet back to Brudisiu, it's ruse is over.
End Turn
Turn 9
- Attack Neapolis with the Sacred Band army, sustain the siege.
- Move the army from Consentia to Neapolis then laummch the assault with the Sacred Band.
- Raze Neapolis and build a Consecrated Ground, repair if you can afford.
- Expand Qart Hadasht and build a Muster Field.
- Save as much treasury as you can for mercs next turn.
End Turn
Turn 10
- If Roma is heavily guarded, buy up as many mercs as you feel you need.
- Attack Roma with the Sacred Band army sustain it, move the other army up and launch the assault.
- Raze Roma, build a Consecrated Ground and an Outskirts, repair.
- Make sure all settlements are repaired, build and upgrade as you see fit.
What's Next?
Military Victory
The main condition for a Military Victory is the holding of 60 port settlements, by this point you should control 14 due to alliances and conquests. You are well on your way. Holding every single port in the main body of water, including all the islands will fullfil this condition. You do not need to enter the Arabian Sea unless you want to.
The next thing to consider is the specific provinces you must hold for a Military Victory. They are:So plan accordingly.
This leaves Civil War as your last hurdle. You can check out the Civil War guide I wrote if you have questions about it.
Good Luck.
How do I develope my settlements for max income?
The Carthaginians were a trade empire, this is reflected in their victory conditions. For a military victory you must control 60 ports. The tradeports are the most lucrative building for the Carthaginians and these should be the focus of your economy.
The Small Settlements can have a harbour, a shrine to Melqart, and a farm.
Capitals can have a harbour, a shrine of Melqart, wine trader, and the two industrial buildings.
These are cookie cutters for maximum income and will need to be adapted to deal with challenges as they arise. The industrial buildings for instance can be exchanged for military buildings or public order buildings as needed.
Formations
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