1) Can't STAND Idle settlements. Screw troops, I want stonemasons :) I usually make farm, farm+1, basic roads, basic church, basic market as a base. After that, it depends on which guilds I want there, and what the city/castle role is regarding overall strategy. This town makes siege engines and only that, this one builds ships etc...
2) Yes and no. You can definitely turtle up, but you have to make sacrifices. No heavycav, not even the free one you get from missions. Speaking of missions, forget those that give free troops, most of the time the upkeep sinks my finely tuned economy. Build farms ASAP, squalor is managable, and the earlier you make those, the earlier they pay for themselves. Then mines. Then wharfs. Then markets.
If you really, really need money, rely on the AI to attack you, destroy his attacking stack, take a few of his towns, sack them, sell them back. The problem is that if the same faction attacks you again, you can't do it again without serious diplomatic consequences (BIG rep drop for taking back something you gave them)
3) For castles, 2 peasants + 2 archers. For cities, all the free upkeep spots taken + 2 units. Usually a total of 20% Merchant Cav / 40% melee militia / 40% missile militia. I take archer militia over Xbow because archers can set rams and towers on fire.
4) Only merchants have no upkeep, all the other agents have some (from the top of my head : priest 100, spy 100, diplo 150, assassin 200, princess 250. Not accurate at all, I have a bad memory for numbers, but these are reliable ballpark figures.).
Merchants are certainly worth their cost, if you don't waste them in nonsensical competition fights and have -n% to agent creation leaders. A couple of provinces are real cashcows for merchants - the Levant and Timbuktu for the Catholics, England, Denmark and Russia for the Muslims. One poster had merchants in Timbuktu netting him 3k per turn.
Priests... Well, they can become pope, which is a good thing on many levels, and help up your religion to >90 faster so that you won't get annoying Pagan Magician ancilliaries anymore. They also squash heresy (bad because it spawns inquisitors who'll kill your generals) and witches (bad because they give horrid traits). I usually have as many of them as I can.
Spies are definitely needed everywhere, if only to catch the AI spies who'll make your cities' happiness plunge big time. There are also uber siege weapons early on, when city/castle walls don't have so many towers yet.
Assassins are give or take really. You can certainly play without them. A high level assassin is really efficient though, to kill high stars generals and pesky inquisitors/merchants/imams/priests/diplomats/princesses, as well as for sabotaging ballista/canon towers before an assault. Are they worth their upkeep ? Probably not in most cases. But they're fun![]()
5) Definitely not. Bigger towns means bigger roads/wharfs/markets, hence bigger trade IF you're at peace with your neighbours, or it's a coastal city. Bigger taxes also, of course. Unrest, squalor and distance to capital have been lowered a lot, and free upkeep + more happy buildings also mean it takes much less cash-per-turn to keep a city busy and orderly at all times than in RTW, and also you can keep taxes high in most well planned situations.
6) In the early turns, always make two-turn negociations : first sell trade rights for 1000, then alliance for 1500. This helps you build farms+1 everywhere early on, and then it's just a matter of keeping your military spendings in check.
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