JReb
Posts: 459
Joined: 9/18/2002 Status: offline
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This isn't a pure wargame since the player has to manage the economics, diplomacy and province mgmt. for their nation too. I would suggest reading Raleigh's Tips found at the top of this forum in the War Room thread. It should help you get started. This game definitely has a learning curve but like all good things, it takes time. Be prepared to start over a few times. Some simple advice: Start with the Diplomatic Advisor, look at the "View relations" screen and see who you are at war with. Make military plans accordingly. Take the time to check out "Make New Treaty". Just for fun, select and add some of the treaty clauses to understand what they can do. It is quite a bit actually. You can always cancel and exit without proposing the treaty. With the Economic advisor, just starting, you will have to increase the tax rate and size of the draft. Also look at the Trades screen and see what you have and determine what you need. Propose trades with your allies. Go after Cotton from Turkey. It is in short supply. With Development Advisor, it is a province by province check to evaluate what resources the province produces best, slide the green labor allocation sliders around until the province mainly produces what it does best or what you need most. Its a balancing act but don't forget labor, gotta have guys available to build military units and province improvements. Also, click on build unit and see what you can build and the resources needed. Hint: build ships in province with largest Docks, military units in large barracks province. Forgot what makes the best Dilpomat, Courts? I don't use the Military advisor much as I tend to know where my armies are and what there orders are. But, if you are just starting a game, organize your divisions into Corps and Armies but do so with an objective in mind. Assign leaders, put most of the best in the army you plan to use the most. Other weaker leaders are good for lesser demanding roles, occupation or small sieges. But make yourself a big hammer with one Army! What some people call micro managing, I call characteristics of a game that is not a pure wargame. You are not just moving units around a map and having battles. You are managing a nation, its resources, economy and foreign policy decisions. Use all the facets of the game to win. Do not rely entirely on the muilitary. Through treaties and trade, a player can accomplish quite a bit. Don't underestimate the power of a Diplomat. He can accomplish, sometimes, what an entire Army can't.
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My shrink says I have anger management and conflict resolution issues....and I'LL FIGHT ANYBODY THAT DISAGREES!
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