
Originally Posted by
luck_ponte
Well, I haven't played a lot in 1.0, but from my previous experience and from the little I've played thus far there are a couple of tips I could share. First, head over the guide section of the forum, there are TONS of material you can reference, just be patient to read them all. Also, bear in mind I don't go for VH/N (I prefer N/N myself), so much of what I'll talk is rather based on third-person experiences that I happened to hear. Now, to the actual business. Regarding your first question, on VH, specially depending on what faction you chose, the enemy won't let you sit back and develop nicely. You will most likely have a war (or many, in fact) in your hands in a few turns. At that point, you will have two options: turtle up or take the offensive. The turtling is the cheapest, because due to the garrison/siege mechanics of DEI a small force can hold a city from a much larger invading force. As such, you won't have to worry much about upkeep because you are keeping a minimum force while you gather up money to counter attack or reinvest. However, if you are stronger than an enemy or even a potential enemy, an offensive might be an interesting option. For instance, as Rome I usually attack the Veneti, a tribe I have initially bad relations with, really early on. I do this because in the early stages of the game they are pretty weak, but can grow into a menace should I let them be. As such, I launch a preventive attack, so they won't declare war on me while I'm busy somewhere else and I'm able to secure my northern border, as there are no nearby hostile factions in that area, giving me the freedom to operate elsewhere with my military without the fear of a two front war (which will really drain you up) or to develop my infrastructure while I turtle back another front. So, you will have to juggle between your province structure and your military, because the enemy won't let you stand idle for 10+ turns to warm up before they attack. As such, focus initially on staying alive no matter the cost and then, slowly but surely, build your economy up. It is fine to have a rough start with only a couple hundreds of gold coming every turn. As to your second question, it is ok to burn away turns if you sense you have no advantage in doing anything else. Sure, it is boring to hit the button over and over, but it's better than losing the army you relied on or leaving a key settlement open for the taking. Also, having a war chest, if possible is a good option, so if the delay don't make you miss an important strategic advantage, that is totally acceptable. To your third question, if you plan to take over a contested province in the near future, it is ok to invest in province balance ahead of time, even if it is odd at the moment (see it as an investment for the future). If, on the other hand, you don't plan to move there so soon, my tip is don't bother with that province, focus on whatever other provinces you have or plan to complete or on your army. If you start to make your half province the more lucrative possible by itself, when you later conquer tha rest you will find that the sum of the parts won't be balanced, and as such, you will have to rebuild the province (costing you money and time). I don't think I got your fourth question, but from what I understood, you are trying to say that it is better to specialize provinces other than balance them. And the answer is yes. It is better to have one province for money, other for war and other for food than three "jack-of-all-trades" provinces. Specialization allows you to make the best out of the province, because you have a limited number of slots in each province. As such, define what province you want for what (eg.: provinces with copper/iron and 3 to 4 settlements are excellent for recruiting, small/medium provinces are good for food, provinces with many ports are good for commerce, etc.) and stick with it. Also, a few random economy tips to make your life easier overall: Trade is key in this mod. Because of the reduced settlement revenue, you will only start to make money with taxes after some very serious investment in infrastructure. As such, trading is almost a must. If you have a port city, build a navy of one ship and send it into a diplomatic mission across the world to gather trade partners. Also, your trade income depend on what resources you have available. Some resources are low value (grain, fish, olive oil, etc), others are medium (leather, marble, iron, copper, etc) and others will be the serious money makers (salt, glass, silk, dye, etc). Learn what resources are more valuable and if you have the chance to take one of them, do it. also, with more resources, trade agreements will be easier to get. Also, if you are new to the mod (you seem to be, anyway) don't be frustrated at your first playthroughs, DEI does make the game harder, keep your cool or lower the diff somewhere more to your taste. Hope it helps. Also, sorry for the long post, but it was a lot to cover.