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Colonia Agrippina
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Author |
File Description |
Pecunia |
Posted on 01/27/08 @ 04:09 PM
File Details |
Scenario: |
Empire 7: Colonia Agrippina |
Game version: |
v1.2 (any language) |
Difficulty: |
Normal |
Culture: |
98 |
Security: |
95 |
Prosperity: |
100 |
Favor: |
70 |
Population: |
5010 |
Minimap:
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Colonia Agrippina overview
The last military scenario of the game: Colonia Agrippina. Nowadays it goes by the name of Cologne (Köln), its name clearly derived from its Roman name.
The culture and prosperity requirements for this city are higher than any in the military campaign. Aim to have some grand mansions, the highest level patrician housing available. If you get those, you're set for prosperity, and quite likely also set for the culture rating.
Colonia is fairly easy in terms of invasions: you have plenty of time to build up your army without any raiders bothering you. The map itself is large, has ample farmland and enough open space to build a city of 5000 happy inhabitants. And, unlike some of the previous missions, the centre of the map is not obstructed by a river, hills or other natural obstacles. So let's get started!
197 AD
The first thing you might want to do: set your salary to zero in the Imperial advisor: you have no further needs of your personal savings after this mission, so just donate all your current savings to the city, and don't draw a salary.
Looking at the empire map we see that we can export wine, grapes, lots of pottery and furniture. Since we can export both grapes and wine, this is a prime export product: ship off any excess grapes while keeping the rest to make wine. Pottery is also a good choice: you need that anyway to develop your houses.
After placing some 14 insulae, I therefore started pottery and wine industries in the first year, and opened the trade routes to Germania Superior, Dacia, and Britannia to sell the goods. I also set up some sheep farms to make clothing and armour later on. Near the end of the year I was earning quite a bit through trade.
198 AD
In February, Caesar requested military aid in conquering some city in Germania. Since it was only a request (and thus can't lose me any favour), I ignored it, but started to think about building up my military.
Colonia Agrippina doesn't have any source of iron, so there are two alternatives: import weapons and armour from Latium, or import iron and make weapons and armour yourself. The latter option is cheaper, and also creates jobs for the plebs you'll likely have in excess with that population goal of 5000, so that option looked best to me. In the second year I started importing iron, and placed a weapons and armour factory.
By now I also had enough pottery, both for export as well as local consumption, so I built a basic goods market and let my plebs evolve to medium insula. With the new workers, I staffed some more wine factories, more farms, even more pottery factories, and clothing factories.
Near the end of the year I had enough clothing, so I gave that to the plebs as well, causing them to upgrade to large insula by the end of the year.
199 AD
With the new influx of workers I set up a furniture industry: the last export industry I hadn't exploited yet. I opened the trade route to Belgica and started earning more money.
With some of that money, I placed my first fort: cavalry. They're the strongest during battles off the map: by the number of enemy camps on the map I guessed that there would be two more requests for troops from Caesar. Halfway the year, the first fort was full so I built another.
In August, Caesar requested 50 wine. To fulfil his request, I stopped exporting wine and set it to stockpile.
200 AD
In February, Caesar requested troops for the second time. I had two cavalry cohorts and one missile cohort at that point, but their chances against 5 heavy infantry and 3 cavalry was still "terrible", so I didn't send them. Instead, I placed two heavy infantry forts.
This year, I also placed my first patricians: I planned to evolve them grand mansions later on, but for now they're "stuck" at large villa: I don't have the money for exotic goods yet.
201 AD
This year passed quietly: I built one more missile fort, and another heavy infantry fort, and maximised my export industries.
In August, Caesar requested 100 pottery. That's quite a lot! Luckily I was overproducing pottery anyway, so I stopped exporting it, and at the end of the year I was able to ship the pottery.
In November, I tried sending off all my cohorts to Caesar's aid. The chances were "good", but even though I tried it three times (by reloading a saved game), my cohorts were still destroyed, so I gave up on that.
202 AD
The year of the big monetary losses: I started importing exotic goods. By now I had 8 large villas, all craving for exotic goods so they could upgrade their homes. Since I would need all six exotic goods for grand mansions, I decided to import all six from the start. That cost me over 5000 denarii... Anyway, my patricians are happy, and they bring in enough taxes.
In February, Caesar requested more troops: against only 6 Germanic light infantry troops.
Just for the fun of it, I added one more cavalry fort to my army, and one more heavy infantry fort. The count at the moment: 3x cavalry, 2x missile, 4x heavy infantry. Would that be enough?
Halfway the year, I also started with building a wall around the city: it's required for the security goal of 75, and the patricians and equites need a wall to evolve.
203 AD
In April, the wall around my city was built, and my houses could upgrade.
To appease Caesar, I sent off nearly all my cohorts to his distant battle, and they were victorious: that earned me 10 favour points, bringing my favour rating up to 62. One goal met.
Due to the wall, my patricians and equites could upgrade. With the new equite workers I staffed more culture buildings so the patricians could upgrade their homes to the maximum level: the prosperity and culture goals were met now as well.
That left the security and population goal: security was no problem, it was steadily rising because of the wall. Population was nearly there, I only needed a few hundred more people, so I added two more insulae. The plebs could get to work in the newly built gatehouses in my wall.
204 AD
In March, the city population reached 5000, and I unexpectedly won the scenario. The victory screen spoke of "soundly defeating the Germanic tribes": I didn't think that meant sending off my troops to aid Caesar's legions.
Therefore, I decided to play on to see this large invasion for myself. In May, I received notice that an invasion would come within the year. Nice! Let's see how they do against my 9 cohorts.
The next year (205), there was not one invasion, but five consecutive ones: two in May, one in August, one in October, and one in February 206. I didn't sustain much losses: one cavalry fort was completely destroyed by two enemy heavy infantry cohorts, but there were only a few casualties in three other forts.
The saved game attached to this walkthrough is from just after I won the scenario: the invasions will start in about a year.
A sceenshot of my finished city:
List of events
198 Feb - Request for troops
199 Aug - Request for 50 wine
200 Feb - Request for troops
201 Aug - Request for 100 pottery
202 Feb - Request for troops
205 May - Invasion
205 May - Invasion (2)
205 May - Request for 50 wine
205 Aug - Invasion
205 Oct - Invasion
206 Feb - Invasion |
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HGDL v0.8.2 |
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Downloads: | 1,031 |
Favorites: [] | 0 |
Size: | 746.57 KB |
Added: | 01/27/08 |
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