[anchor=introduction]Introduction[/anchor]
I've enjoyed reading AARs on this forum (as a filthy lurker) for a long time now, and they have really added to my enjoyment of the game(s) concerned. As a result, I've decided to put something back.
[Drum roll]
Ladies and gentlemen, I give you...
Tamerlane's Children
(A Timurid AAR)
This will be a picture-heavy AAR in the gameplay style. The usual disclaimers apply: I am no expert at this game; I make no claims as to the general usefulness of any strategies, tactics, or low-down dirty tricks used in this AAR; any historical information is probably from Wikipedia, and may be flawed or downright wrong, etc.
I've never written one of these before, so please be gentle with me! Tips and suggestions are welcome. I probably have a lot to learn from the knowledgeable folk on this forum.
I chose the Timurids because they provide one of the more eventful starts in 1399. In real life, Tīmūr bin Taraġay Barlas (better known as Tīmūr-e Lang, or Tamerlane in A-Level history terms) had conquered huge swathes of Central Asia. As our game begins, the Timurid empire is close to its historical zenith. After Tamerlane's death in 1405 it was all downhill for the Timurids. Let's see if we can change all that...
Version: Heir to the Throne, 4.1b.
Goal: Conquest. Tamerlane's children must finish what the great man started. My aim is to control all of Eurasia by the end of the game.
Difficulty: Normal difficulty, with all the default options but no "lucky" nations.
Advantages of the mighty Timurids:
Index
Part One: The End Of An Era
Part Two: Rebel Yell
Part Three: Turning East
Part Four: Agra Agro
Part Five: Empire
Part Six: Core Wars
Part Seven: Georgia On My Mind
Part Eight: Peccavi
Part Nine: The Arrival Of A Rival
Part Ten: The World In 1451
Part Eleven: Colonial Conquest
Part Twelve: Karmic Smackdown
Part Thirteen: Workshops 'R Us
Part Fourteen: The Conquest Of India (Pt. 1)
Part Fifteen: The Conquest Of India (Pt. 2)
Part Sixteen: It Takes Two To Tangua
I've enjoyed reading AARs on this forum (as a filthy lurker) for a long time now, and they have really added to my enjoyment of the game(s) concerned. As a result, I've decided to put something back.
[Drum roll]
Ladies and gentlemen, I give you...
Tamerlane's Children
(A Timurid AAR)
This will be a picture-heavy AAR in the gameplay style. The usual disclaimers apply: I am no expert at this game; I make no claims as to the general usefulness of any strategies, tactics, or low-down dirty tricks used in this AAR; any historical information is probably from Wikipedia, and may be flawed or downright wrong, etc.
I've never written one of these before, so please be gentle with me! Tips and suggestions are welcome. I probably have a lot to learn from the knowledgeable folk on this forum.
I chose the Timurids because they provide one of the more eventful starts in 1399. In real life, Tīmūr bin Taraġay Barlas (better known as Tīmūr-e Lang, or Tamerlane in A-Level history terms) had conquered huge swathes of Central Asia. As our game begins, the Timurid empire is close to its historical zenith. After Tamerlane's death in 1405 it was all downhill for the Timurids. Let's see if we can change all that...
Version: Heir to the Throne, 4.1b.
Goal: Conquest. Tamerlane's children must finish what the great man started. My aim is to control all of Eurasia by the end of the game.
Difficulty: Normal difficulty, with all the default options but no "lucky" nations.
Advantages of the mighty Timurids:
- Quite a lot of land.
- Huge manpower.
- We start with a truly great leader, the aforementioned Timur.
- We have a very cool ladybird-style flag.
- India is ours for the taking!
- We start at war. With everyone. We also have preexisting war exhaustion to deal with.
- Lots of our lovely land has problems with nationalism and/or a cultural incompatibility with our Uzbek charges.
- Tribal Despotism is a horrible government type.
- Our great leader normally dies within the first couple of years.
- In summary: Rebels. Lots of rebels.
Index
Part One: The End Of An Era
Part Two: Rebel Yell
Part Three: Turning East
Part Four: Agra Agro
Part Five: Empire
Part Six: Core Wars
Part Seven: Georgia On My Mind
Part Eight: Peccavi
Part Nine: The Arrival Of A Rival
Part Ten: The World In 1451
Part Eleven: Colonial Conquest
Part Twelve: Karmic Smackdown
Part Thirteen: Workshops 'R Us
Part Fourteen: The Conquest Of India (Pt. 1)
Part Fifteen: The Conquest Of India (Pt. 2)
Part Sixteen: It Takes Two To Tangua
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