I just completed a GC (1.08 + beta) as Bavaria at settings normal/normal. I went from about 2 provinces to about 22. Of course, my final territory does not really tell how I finished. At the end, I was VP #1, Income #1, and military #1. I was a very compact primarily German (Catholic) superpower.
I was playing a minor to have a more interesting/challenging game.
However, Bavaria's destiny was pretty much assured after the first couple of hundred years.
Clearly, in EU2 (like life), having more cash than any of your peers resolves many issues and is all that you need to remain out ahead.
What I realized from this game was that the same strategy should work for any small minor:
(1) Survive and grow if possible when opportunities present themselves.
(2) Invest heavily in trade and get to level 3.
(3) DP move towards Free Trade.
(4) Hand manage merchants sending in groups of three being careful not to flood a COT owner and get embargoed.
Once you succeed in getting #2, #3, and #4 working, you can quickly become an economic leader and all else will follow in due course.
To me, this seems to cause game play balance problems (meaning human versus AI). This is particularly true, since trade revenues don't seem to be impacted by territorial size or values.
I am not asking for a patch or any changes to be made to the game, but I was wondering what "house rules" might be appropriate for my next game to make it more interesting. I was considering the possibility of totally ignoring merchant income. Although striving for COT ownership would be okay ... This would also eliminate the incessant micro-management needed which would make the game flow much faster between wars.
Has anyone tried playing such a GC?
Another option is just using the autosend which I guess would eliminate #4 and put me on par with the AI. Or I could only send merchants to my own COT's. Thus, the acquisition of a COT would be of great strategic value.
Comments?
Thanks.
I was playing a minor to have a more interesting/challenging game.
However, Bavaria's destiny was pretty much assured after the first couple of hundred years.
Clearly, in EU2 (like life), having more cash than any of your peers resolves many issues and is all that you need to remain out ahead.
What I realized from this game was that the same strategy should work for any small minor:
(1) Survive and grow if possible when opportunities present themselves.
(2) Invest heavily in trade and get to level 3.
(3) DP move towards Free Trade.
(4) Hand manage merchants sending in groups of three being careful not to flood a COT owner and get embargoed.
Once you succeed in getting #2, #3, and #4 working, you can quickly become an economic leader and all else will follow in due course.
To me, this seems to cause game play balance problems (meaning human versus AI). This is particularly true, since trade revenues don't seem to be impacted by territorial size or values.
I am not asking for a patch or any changes to be made to the game, but I was wondering what "house rules" might be appropriate for my next game to make it more interesting. I was considering the possibility of totally ignoring merchant income. Although striving for COT ownership would be okay ... This would also eliminate the incessant micro-management needed which would make the game flow much faster between wars.
Has anyone tried playing such a GC?
Another option is just using the autosend which I guess would eliminate #4 and put me on par with the AI. Or I could only send merchants to my own COT's. Thus, the acquisition of a COT would be of great strategic value.
Comments?
Thanks.