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  1. #1

    Default A few questions

    Hello,

    Just started playing this mod recently, and I'm loving it so far. However, I do have a few random questions, so bear with me please.

    What do you prioritize in the beginning? As far as I can tell, EVERYONE has a rebellion (a decently sized one too at that). Do you just hire mercenaries and give your faction's heir a quick notch to his resume, or do you build up a castle's infrastructure to raise locals to take the troublemaker out?

    Also, just a quick note. I like the style of Flanders, and I particularly like the pikemen, but why is it that they have a defense rating of 1? (I'm running 5.4 hotfix 2) Granted, they have an attack of 19, but what are they wearing, paper? Spear militias have better armor than that!

    Aside from that, any tips you can toss out, I'd happily accept. Thanks!

  2. #2
    Omar Nelson B.'s Avatar Senator
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    Default Re: A few questions

    For the pike men, their defense is so low because they are so so so powerful. There is an effort on going to perfect the deployment and use of pike men for the AI and the player. Most anything in front of a pike will die but they are weak to the flank and to missile troops.

    About the starting rebel. That decision is up to you my friend Mercs are a solid way to go for a quick win but just make sure that you disband them after the fight. Money is going to be tight in the early years so spend wisely and only keep an army that you can afford.

    Watch out for the Age of Darkness! <---Tip of the day

    Hope that I answered some questions
    "Ours is a world of nuclear giants and ethical infants." Omar Bradley
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  3. #3

    Default Re: A few questions

    1. Just throw in all armies and beat the rebel in the begining.

    2. Should be for unit balance.

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