While drinking a delicious bottle of Yellowtail Chardonnay, I thought I would come on TWC and write a quick guide to starting out in this game. The beginning is by far the most difficult part, especially because it can be hard to keep your treasury out of the red while fielding a decent army. Hopefully this guide can get you through your turbulent start! I apologize about the poor organization of the guide, as I just wrote everything as it popped into my head. Finally, this guide is written for very hard campaign difficulty and for at least version 1.2 (not sure if it makes a huge difference). Enjoy. The strategies in this guide are only for the first 20-30 turns.
Okay, first, disband all naval units; you don't need them and you will save on upkeep. If you are not England or Denmark, don't even think of building ships until you can easily afford them.
Now, develop your cities. Here's a good build order to follow: dirt roads, land clearance, mines if available, small church, port, grain exchange. From here it's flexible. You want to keep public order in every city such that you can set the tax rate to very high, this is most important. Town watch structures are preferable; they are cheap and give you extremely valuable militia units. Council chambers are cheap too. Stay away from churches after you build your small church. Convert religion by building priests instead; this will give you more cardinals and more control over the Papacy. Get trade rights with everyone you can.
There probably will be times where you're barely making ends meet and you are lucky to afford one cheap building per turn. When this happens, focus on farms and mines. Early in the game, these are your best source of income other than taxes, NOT trade. Always build land clearance and communal farming before your market. Markets don't pay off until you have a lot of cities and/or trade partners. When your city starts to grow, shift your priorities towards the markets.
Don't build things you don't clearly need. I can't stress this enough: weigh the benefits of what you're doing. For example, if your public order with very high taxes is 110%, do NOT build a church or brothel, money is better spent elsewhere. Never build just to build, and never build worthless things like the Plaza del Toro unless you can afford it easily.
Don't bother with merchants in the early going either, unless you are the Moors. Merchants cost 550 to train, and in the beginning, you're unlikely to make this back soon enough to justify making one. The AI's merchants are always out for blood, and will relentlessly assail yours until they exterminate them all.
As your empire grows, start to convert castles to cities and aim for at least a 2:1 city:castle ratio, even 3:1 is preferable as you get more provinces. You really only need one or two castles to be pumping troops and holding tough borders. Cities provide much more economic benefits; any settlement a safe distance from your borders should always be a city. Keep this in mind as you build things. For example, say you are playing as Sicily; you have a castle in Palermo a good distance away from any potential threat. You may need it early to give you access to certain troops, but eventually, you're going to want to make this a city to capitalize on its potential for trade and income (remember, sea trade is more profitable). So if you start building expensive barracks, when you convert it, those will go to waste. Always plan ahead as to which castles you will keep and which ones you will convert.
Armies. Now, early in the game, your armies should consist almost entirely of spear militia with a good general. Spear militia are fairly cheap and can easily hold their own against any early period infantry or cavalry that can be thrown at you. Cavalry, in this period, is an economic sinkhole, mostly because they are utterly useless in sieges. Just use generals to be your cavalry as needed. Now start taking rebel settlements with armies of spear militia. Build two or three rams for every siege in case one gets torched, nothing more. There is never, ever a reason to build a siege tower. Ladders are better but still put your troops at a disadvantage and are really only useful for occupying enemy archers so they won't fire on your rams or troops. Ignore troops on the walls, ram the gates, and control the ground level. As long as you have an equal or greater amount of spear units to rebel defenders, you will win using this strategy. Make sure you are using a general to develop his command ability. Sack every conquered city for the cash. You may have to rely on sacking income to build your more expensive buildings, like higher level barracks or city/castle upgrades.
Soon enough, the AI will begin to attack you just to spice things up. Expect this to happen as the rebel "buffer zone" between your borders closes. Know that the AI will never attack a settlement that is not on your border... so those safe settlements should only garrison enough troops to keep public order. Also, watchtowers and spies are your friends. If you share a border with another faction, ALWAYS keep at least a watchtower looking over it, but a spy is better as he can move. There is almost never a reason to risk a spy on a mission, you just need to use him as a scout. Moving the spy directly adjacent to an army or city will reveal most, if not all, of the army or garrison there. Anticipating enemy attacks, even just by one advance turn, will prevent you from losing settlements. And of course, as the game progresses, you should stop relying on spear militia.Start building your armies according to your faction's strengths, but keep in mind that you will always need quality infantry to win siege battles!
Well, this is about where the game becomes really fun and interesting! Following this guide should give your soon-to-be empire a solid foundation. If you have any questions about economic development, or anything for that matter, ask away and I will answer... but hopefully this short guide helps you avoid going broke in the first 20 turns.




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