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View Full Version : XL High Era campaigns (XL/Tyberius)



chris34au
03-04-2009, 03:59
i've noticed that the build time on most improvements has been drastically reduced with the Tyberius patch and i was wondering if this helps to make a High Era campaign play more like a campaign that starts in Early.

i'd love to play a campaign with the Teutonic Order, Bulgaria, or Byzantium in the High period but i've always worried that i'd feel rushed to expand and/or not have enough time to build up infrastructure. i guess what i'm asking is if you can basically use the first 100 or so years of a campaign to settle into a few provinces, tech up, and still have plenty of time to make a major push across the map, once the Late period rolls around.

if there's any other High era campaign advice that anyone wants to throw in here, that's cool too. TIA

Roark
03-04-2009, 05:55
Dude, with the Tyberius mod, you could probably gain access to every possible available unit, plus maxed valour agents plus citadels everywhere within 50 years, let alone 100.

I generally start in Late period, and within 20 or so years, there is nothing to shoot for in terms of units, so I just attack attack attack...

Anyway, my main point is that - with the reduced build time in Tyberius - I sincerely doubt you will feel rushed.

chris34au
03-04-2009, 08:39
thanks. that's great to know. i like the situation and faction selection a lot better in the high era but i also like to know that there's plenty of time to expand, build infrastructure, and finish a campaign.....especially with factions like the Teutonic Order that start out with only one province and that one province doesn't even have a Citadel yet.

Roark
03-05-2009, 23:51
Yeah, there is one Era (can't remember if it's High or Late) where the Teutons have it really tough to start with. Basically, a superior hostile pagan Lithuanian army next door that always attacks in the first turn. (This is mainly because Tyberius modded the Lithuanian starting armies to give them a chance against all the Christians). It takes some pretty nifty fighting just to prevent your Grandmaster from being defeated and forced into a siege by Turn 2.