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  1. #1

    Default House Rules

    Anybody use any self-imposed house rules to make the game more interesting/difficult? i.e. - limiting yourself to smaller stacks, less artillery, not recruiting generals, . . . etc?

  2. #2

    Default Re: House Rules

    They'll come later for me , when I learn the game mechanics better.

    I think house rules are a good idea too, especially if you play a more narrative kind of game for immersion rather than trying to beat the code.

    early ideas would be, not attacking unless attacked - give all taken territory to an ally or protectorate.

    No artillery would be a good one to try -
    Last edited by Indus_Valley; April 14, 2009 at 01:18 AM.

  3. #3

    Default Re: House Rules

    I will not use mortars, ever.

    So far though I'm still having fun kicking the computer's back side and not playing max/ min rules. Though I am disappoited that if I take a territory and give it away, I still get an expansion penalty in diplomacy.

  4. #4

    Default Re: House Rules

    I've decided not to use Rocket Ships or Bomb Ketches in my navies.

    Also, I have concluded that Puckle Guns are the flaming pig of ETW, so I don't use those either.

  5. #5

    Default Re: House Rules

    Quote Originally Posted by Greyscout View Post
    I've decided not to use Rocket Ships or Bomb Ketches in my navies.

    Also, I have concluded that Puckle Guns are the flaming pig of ETW, so I don't use those either.
    They're good against non Europeans, I'm finding but I find them too unreliable to use against the line regiments. They are not historically inappropriate but they should be more rare than they are, like guard units.

    I might self impose a "only get to have 2 in my nation" rule.

  6. #6

    Default Re: House Rules

    Quote Originally Posted by MrOsterman View Post
    They're good against non Europeans, I'm finding but I find them too unreliable to use against the line regiments. They are not historically inappropriate but they should be more rare than they are, like guard units.

    I might self impose a "only get to have 2 in my nation" rule.
    Good points, yours is likely a more sensible and nuanced rule. They did exist but were rare and something of a novelty.

  7. #7
    guerra's Avatar Biarchus
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    Default Re: House Rules

    I only use units with a deep historical basis. So mostly line infantry, cavalry and a handful of cannon.
    SteamID: dr_guerra

  8. #8
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: House Rules

    Take only 1 trade slot per theater

    No more than 2 first rates per navy

    No rocket ships

    no mortars (I don't like that they are immobile anyway, prefer howitzers)

    And no rushing, I don't go to war for at least 10 turns.
    Last edited by the_mango55; April 14, 2009 at 03:06 PM.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesīr, TB666 and, Boudicca. In the great Family of the Black Prince

  9. #9

    Default Re: House Rules

    I have started to have a compulsory 5-unit mobile detachment in my armies, consisting of 3-4 Dragoons and 1-2 6lb Horse artey. Adds a bit of flavour and it“s beginning to pay off.

  10. #10

    Default Re: House Rules

    My house rules? I don't play as France, Britain, or Spain. Why? Too easy...

    My current game, Darthmod VH/H as Venice, had Austria, Papal States, and Genoa declare war simultaneously...guess who owns northern Italy and Croatia 15 turns later?

  11. #11

    Default Re: House Rules

    I've added a little flavour playing as Britian in North America. Using limited Line Infantry and concentrate on the use of Grenadiers and Light Infantry with no heavy cavalry, only Dragoons/light Dragoons. This is more historical to the War of Independence forces and tactics the British employed in the region and is still effective.

    Using Light Infantry and Dragoons to harass and disrupt the enemy with the big guys, bayonets attached, marching slowly at the foe. What a wonderful sight!

    Over in India - Armies consisting of Sepoys and East India Company men add the correct flavour to the force. Any use of locally raised units is a must for a true feel for the armies that Britain used - why do the killing yourself if you can get the natives to do it for you.

    Britain didn't keep a large army like it's Continental neighbours (It didn't need to) and I've restricted the amount of line infantry as far as possible. So for every 1 line infantry regt. I field, there has to be 2 other troop choices to counter balance it.

    For Example - North America

    1 Line Inf choice = 1 Grenadier + 1 Light Infantry (or 1 native troop unit)

    So a typical Army is : 3 Line Inf - 2 light infantry, 2 grenadier, 2 native troops. 4 units of Dragoons and General Unit. That uses up 14 slots and leaves 3 slots for artillery and 1 more grenadier unit (or any combination you choose - remember if you add another line inf unit you'll need to add 2 more other choices).

    This can be extended to India easily, instead of grenadiers and light inf you add sepoy units etc.

    With these smaller armies you aren't just bulldozering your way around the map with Line Infantry/Heavy Cav and mass Artillery. In North America the ability to hide in woods should be your main focus when defending - use them to ambush armies and use the dragoons to disrupt and break up the enemy's force with threatening flank attacks.

    When you have conquered North American start replacing these units with colonial troops for defence - even perhaps disband them or use them in Europe as shock troops where you need more line infantry. They'll have gained so much experience in NA that if you need to flesh out your other theatres they are veteran troops who eat the poor folk who march against them.

  12. #12
    caldwell77's Avatar Civis
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    Default Re: House Rules

    RTI is so hopelessly unbalanced I've instituted a series of restrictions to try and slow things down a little:

    1. No ships larger than a Fifth Rate (the heaviest frigate) and no more than 1/3 of all my ships may be 5th Rates.

    2. All units must return to a major supply center to replenish and must remain their while being replenished. Ships may only refit at a dry dock / dock yard (or the captial commerical port). Armies must return to Boston or Philadelphia.

    3. No Offensive actions may be started in enemy controlled territory during the winter season

    4. 1775 - 1780
    No more than 10 regiments to an army. 75% of all units must be militia quality (Militia, Minute men, Provencial Cav). No more than 2 stacks of 7 units or more.

    5. 1780 - 1785
    No more than 10 regiments to an army. 50% of all units must be militia quality. No more than 2 stacks of 7 units or more.

    6. 1785 - 1790
    No more than 14 regiments to an army. 25% of all units must be militia quality. No more than 3 stacks of 7 units or more.

    7. 1790+
    You've been at war continuously for 15 years and your people grow weary of the bloodshed. Take the gloves off and smash 'em!

    I can't really say this has "balanced" things, but it has made the game a little more interesting. As of 1787 I have "corked" Canada with forts guarding the river passes into America while a militia army attends to the Iroquois uprising and my professional army swaps ownership of Maryland and Virginia with the British. Still, I'm blockading British ports instead of the other way around (though I did get smacked down pretty decisively off the coast of Quebec). And I'm still controlling the strategic initiative. But until CA gives the campaign AI somes balls, this will have to do.

  13. #13

    Default Re: House Rules

    I have some pretty basic house rules such as avoiding war with the big 3, expanding by only attacking minor nations, and the small ones at that, playing for more economical gain/trade control as opposed to simply expansion, avoiding war at all costs unless it's necessary for what my next goal is.

    I also like plan out campaigns meticulously, then execute the plan - which usually includes some means of securing peace once I have what I want - and then getting a cease fire. A very basic example would be to declare war on the Cherokees because I want control of all cotton. I would place my army on the border (or shore), land it after declaring war, destroy the enemy stack (or more, if needed and possible), and then ask for peace but at the price of the territories I want in exchange for other, less useful (to me, anyways) territories that I would give them. Kind of like a James Bond villain scheme, I guess lol.

  14. #14

    Default Re: House Rules

    Quote Originally Posted by schmellenmuff View Post
    Anybody use any self-imposed house rules to make the game more interesting/difficult? i.e. - limiting yourself to smaller stacks, less artillery, not recruiting generals, . . . etc?
    No just use either IS or darthmod and it becomes interesting. Vanilla I can see why you need house rules.

  15. #15
    upsettingshorts's Avatar Senator
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    Default Re: House Rules

    I try to make realistic army and navy setups where possible. I do use large stacks though.

    I suppose the only house rule I use is to never play a battle that relies on a lot of reinforcements (on either side) - it's too easy to exploit.

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