Playing with the Custom Campaign Mod, I found that I wanted to try something new so I pick to play as the REBELS. To make this work at all you have to cheat for a lot of money at start because if you don't, you will run out without building really anything.
Well, what changes is the following
- Diplomacy is meaningless, not only can you not recruit diplomats but even if you could it wouldn't matter because you are at a state of permiwar with everyone.
- You start off with over 50 territories.
- You can finally take on all of the nations you normally would have to migrate to take on (Timurids and Aztecs) easily.
- Things like Religion, Excommunication, Random Rebellions, Pirates, Heretics, and some other things that I am forgetting but will add later are no longer a problem and when others have problems with these, it benefits you.
- No need to worry about "Relations" anymore.
- You can control Heretics and its your religion. Its kinda funny how you can build churches but your religion is always around -90 on the summary screen.
- Generals are very hard to come by so when you get one you tend to protect him more so you can buy mercenaries with him.
- One of my favorites on this list: Seiges, you are always being sieged and attacked and will have to face off against sieges from everyone. I just wish that I had Longbowmen.
- Unlike the Aztecs, you can build complex buildings that help with community happiness as well as build order for troops. You can create different buildings in different areas. For instance, I built the aztecs temple AND a racetrack in Spain.
- Troops are the same as buildings, although I have yet to see or build a longbowmen in my lineup, time will tell if I could build longbowmen here and Panzerphants over there.
- Since I did cheat moneywise, I cannot comment on the financial aspect of this time.
- You do not need to waste troops on garrisons unless your afraid of an attack from a neighbor.
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My game so far, you start off with territories EVERYWHERE but they aren't aligned in any way yet. My first turn I studied the map and thought if I could take over Scotland, Russia, the Middle East and the Danes with the rebels in that area, I would be well set off for a blitz and hold campaign. Unfortunately, I nearly broke my teeth in Scotland. They hold off EVERYTHING I throw at them and I only got Edinburge when I transported troops from after I finished off the Danes but they still have a big stack in York.
The Danes, as you have read earlier, were a pretty easy fight, I used all the troops that I could find in the areas in the north as well as a few in the east and south and converged onto their homeland. The fight wasn't that hard and I was expecting a lot worst after my disaster in the British Asles.
After which around turn 7, France went on an all out to take the territories that I have took troops from to help out with the Danes conflict so I used what I had left there and transported them to take on England in their home island. So far, that going great.
My war against Russia ended on turn 8 but they did hurt me in the east, Russia is gone as well.
Egypt on the other hand has been a complete pushover and should be finished up within the next two turns.
Will post pictures later, I would suggest trying this.
I am trying like hell to be able to recruit something other than militia but so far its only turn 8 and peasants, militia and simple archers is all I can muster at this time.
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