Quote Originally Posted by Titus Marcellus Scato View Post
Hi Drewski, thanks for your thoughts.

My aim with this guide is to help new players do just enough to get their economy working and making a profit. That, and no more.

Enough to ensure your faction won't go bankrupt, but not enough to win the game. There's still a lot of work for the player to do to achieve their faction's victory conditions.

This guide is not about 'quick winning' the entire campaign in the first 5 years. That takes all the fun out of it. If your faction is already almost invincible after only 5 years, then there's no risk anymore, little challenge, and little incentive to continue the campaign.
Sorry for getting a little gung ho ;) - I was going to do a seperate Epiros blitz guide, and it sorta fell in here...

I actually disagree on the incentive though. I actually love playing a faction with a full build tree, Spartan training etc. Getting rid of surrounding "pests" asap, allows you to sit back and grow in peace and quiet, without having to fight endless similar battles turn after turn, that aren't actually getting you anywhere.

For example, playing as Rome, I take Taras, then Segesta and Bononia then Rhegion, then sit there and not fight another battle (excluding brigands) until after the Polybian Reforms. Then expand extremely slowly.

But that's Rome's uniquely isolated position. All I'm really doing with the "Greek" 3, is quickly producing a similar "isolation" position. It's completely possible to abandon Taras, and just continue slowly and peacefully with Greece to yourself as Epiros, Rome will sign a peace treaty then.......it's just against my nature to give away a Homeland City. And if you try to keep Taras, you will have to fight neverending battles against Rome, with it's unlimited resources/mercenaries, as peace is then impossible.

Each to his own, as they say ;)