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An easier one might be the elam faction in the far east corner of the map. Without spoiling, it has some nice regions to start with.
@Atlantern, right after a war declaration, it isn't possible to negotiate but if you weaken the enemy, that will change quicker. I will change this to only be the case if the enemy declares the war. (if that isn't the case already)
I think both sides shouldn't be able to starve the other, I will check.
For reference, I have tried Agamemnon and Amenmesse (I think; the larger Nubian faction that starts with a lot of gold mines in vanilla). I have played each to around turn 20, managing to take one settlement each, and colonise a destroyed one in Egypt.
Though I'm still not sure I agree re: post battle routing. But I also much better understand the reasoning and purpose.
P.S. Sorry for overwhelming your thread with my long winded beefs.
Simply said, rich and weak will become a target. So you cannot be both, as long as you have potential enemies around.
Trade settlements, make strong allies, do not hoard, use research to spend for profit.
Do not wait for generating all resources yourself for a building but trade tin/copper for getting missing stone/wood/food, then construct. This wiil reduce most resources in a turn and remove that target from your back.
Also check your neighbor diplomatic situation. If many aren't at war, you are more vulnerable.
This will all get less eratic as you power growth (though AI will have other reasons for war then).
This is a complex one. Yes, individually this takes time and it increases with every tier.
First point I want to address is loss of units. Your goal will be to upgrade your units or get "lucky" in getting a higher tier unit in the pool. This will get easier as the game goes on.
What you will notice eventually is that higher tier shielded units can get really tanky, which will help significantly to reduce casualties and allow longer and longer "campaigns". Also, make use of the supply & equipment that you can get post-battle.
Recovering losses of lower tiers you do by either recruiting units you gained when taking a settlement or potential growth from enslaved enemies (especially if only one owned settlement in a province).
When a "campaign" is over is when you return to rebuild the army or send them over with a second general.
This is only really relevant for major settlements, so roughly 1/3 of your settlement battles.
Here is the complicated case of siege battles (AI vs AI and AI vs Player):
- AI will want to sally out most of the time, preventing to ever see a siege battle
-> AI is in most cases prevented by me from sallying out
- AI will take attrition and no siege will be fought or really trivial
-> attrition is disabled to allow for proper siege battles
- defending player might stall siege
-> settlement attrition remains, damaging economy, empire happiness and eventually causing rebellions
The task of the player for a siege is to come with large enough and well stocked army.
Buildings very slowly auto-repair by the way (one-by-one though).