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View Full Version : The Power of Late



maroule
10-21-2002, 21:45
Since my first campaign, I've been trying to figure out ways to make the campaign more of a challenge. I've devised all types of 'role playing' approach and Iron man rules, as all average SP players did.

You name it, I tried it (except the 'all peasant' rule, which is intensely boring). My last campaign was gloriously boring, I started with a strong role play angle for the spaniars (approach on religion, attack only with crusades, inquisitors, etc.) and eneded up slaughtering everybody. It was middle, expert.

And finally I found it. It's frustrating but it works. It is simply to start late.

The advantage, in a nut shell, you get less time (about 120 years) so you can't do the usual cycle conquest/trade and tech up/conquest:
- you don't buid that insanely rich eco base (in my last campaign I had 2,5 million florins, now I'm perpetually broke)
- I need to conquer quickly so I'm reckless and pretty thin, leaving me open to counter attacks from all factions
- the AI starts with a stronger base, so don't have time to undermine all factions with raids or conflicts.
- the feeling of going against the clock is highly irritating when you're in the empire building mood, but it give a whole new dynamism to the game.

I'm right now really having a lot of fun as the Brits, while I though my interest for MTW would disapear.

It's a whole new game. Anybody experienced that (or : anybody managed to go over the natural distaste towards the idea of playing only 1/3 of the game)?