Quick Play Strategy Guide

A mix of deep gameplay and rich historical flavor, Aggressors: Ancient Rome lets you relive history as the ruler of one of the mighty civilizations of the ancient Mediterranean. Choose one of twenty available factions and conquer the world.
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athineos
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Quick Play Strategy Guide

Post by athineos »

I have noticed that the game comes with a nice detailed manual. Is there a shorter more brief guide/strategy handout for new players to get into the game quicker?
(especially now that is ON SALE and more people will consider buying it).
pavelk
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Re: Quick Play Strategy Guide

Post by pavelk »

Hello athineos,
welcome to the forum! The game has tutorial - simple and advanced tutorial which should explain the basics of the game. If you want a bit better introduction (and not yet that detailed as manual is), I would recommend the first dev stream where I try to explain everything in a nutshell.
Following episodes go into more depth, but the first part is a must:)
athineos
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Re: Quick Play Strategy Guide

Post by athineos »

Sounds good. I am impressed with the amount of customization that you can do to this game. A rare thing nowdays. Compared to Field of Glory: Empires yours is so much easier to customize and create a random scenario. Are you planning to make any improvement to the Map generator as to the type and amound of terrain/mountains/water you want to generate using sliders? :)
It looks like you cannot make a random varied terrain map in the scenario editor. You have to make a choice of one type only (desert or ocean etc). Then you have to go and manually add the other type of terrain you need.
springel
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Re: Quick Play Strategy Guide

Post by springel »

I stick my quick beginners question in this thread:

In a new world game my cities revolted when I built new units or improvements. Their happiness was fine in each of those occasions.
Is there a way to see whether a build order will stress them too much beforehand?
pavelk
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Re: Quick Play Strategy Guide

Post by pavelk »

Hello springel.
The reason might be that you dont have enough citizens to build/recruit a new unit. I would recommend to not recruit any units till you reach at least 20 citizens.
springel
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Re: Quick Play Strategy Guide

Post by springel »

Thank you. Another question: I saw city areas that were asymmetric like this (size 5 city)

00100
01110
11111
01110
00000

There was no other city to the South, so why was that central Southern region outside the city range?
pavelk
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Re: Quick Play Strategy Guide

Post by pavelk »

I would need to see that particular situation, but it seems like someone else (another player) owns that one tile, no? You need to conquer that tile to be part of the city range.
springel
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Re: Quick Play Strategy Guide

Post by springel »

pavelk wrote: Fri Dec 13, 2019 7:54 am I would need to see that particular situation, but it seems like someone else (another player) owns that one tile, no? You need to conquer that tile to be part of the city range.
No, everything was in my own possession. Maybe it was a turn one anomality.

But here I have a similar anomality: a temple that I built long ago and that supported both cities now only supports one (Ostia), while the second city 'will be connected to this temple in the next turn(s)'

Image

Why was this town disconnected? (the foreign unit is a friend with access and road usage)
pavelk
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Re: Quick Play Strategy Guide

Post by pavelk »

when cities are built, rebuilt or repaired there is no citizens growth and therefore also temple has no effect on the city
springel
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Re: Quick Play Strategy Guide

Post by springel »

pavelk wrote: Fri Dec 13, 2019 3:02 pm when cities are built, rebuilt or repaired there is no citizens growth and therefore also temple has no effect on the city
But this city is only building an improvement. Does that also count as no-growth?
pavelk
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Re: Quick Play Strategy Guide

Post by pavelk »

springel wrote: Fri Dec 13, 2019 4:36 pmBut this city is only building an improvement. Does that also count as no-growth?
yes
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