oldharry wrote:Hi,
Thinking of joining the game full time- having watched for a few weeks but i'm quite daunted by how it even works.
I gather some of you guys have been playing for quite a while so i was wondering if any of you had some old turns saved that you wouldnt mind sharing with me so i have an idea of how to put them together. how much depth is usually required to get things done whilst not spending 4 hours typing for a menial task to only be half done!?
Obviously not something too current or even in g10, not trying to gather any upper hand or anything, its just utterly daunting for newbies
Hi,
Which type of game were you thinking of joining Glori? Scrabble for Empire or Rome is Burning?
Sadly I have been playing so long I no longer have a starting set of orders saved.
However if you start a position in Glori you will start with a) A Treasury hopefully with lots of money in it b) A number of recruits and c) Some Army units and sometimes (depending on the position) some Navy Units d) If the position has been played before you may also have some Ministers, NPCs, Envoys, and Road and Canal upgrades already in place. e) Most positions also start with historic family members and sometimes a starting problem........if you want to dive in at the deep end you can ask Richard for a very "active" position and probably get something like the King of Poland G10 and a starting problem of - just been invaded by the Russians/Swedes. Too much of a challenge?
If that is too much you might want to do is say to Richard that you are interested in position X and ask to have a look at it first or ask him to select one which fits your interests - like Military, Naval-Colonial etc, etc. Its probably worth while asking for a couple of back issues of the paper at the same time so you can pick up a rough idea about what is going on and who is active. So in G7 for instance you might notice that France is at War with the Hapsburgs (Spain & Austria) so you might or might not like something in the middle like Bavaria or Lorraine. Or note a position is available but is on the Honour table which is a give away that its been played before and probably quite well.
Having got your position you will note it has a honour score (higher the better, if very low you need to do something about this) and a Economic Health Score (If below 5 you should look to do something about this).
However assuming your position has no starting problems, is not heading towards bankrupcy, famine or revolution because everyone hates you and no urgent action is needed think on your starting turn you should consider:-
a) Government - If not already in place appoint a Treasury Minister, Army Minister, Navy Minister, Head of Church and probably an Inspector General in charge of fortresses, roads, canals etc and perhaps some Army and Navy Commanders. Plus some Governors if you have colonies.
You can then ask these minister (Agema) for help, advise and recommendations.
b) Diplomacy - Send some Embassies and letters of introduction to neighbours and active powers in the game.
Most players apart from some playing a historic foe of your position start off fairly friendly and happy to fill in background details. You may even move onto swapping missions, treaties and even Royal Weddings. Some players totally ignore the "Dynastic" aspect of the game which is a pity since it was so important in the C18.
c) Army/Navy - If they are doing nothing else you might as well order the blighters to drill or patrol roads/frontiers (light troops and dragoons only). Also many players write some standing orders for troops. For example do you want your Infantry to just shot......like the English, Dutch, Prussians? Or give them a single volley and then charge home with cold steel? If the first you probably want troops to deploy in 3 or even 2 ranks if the later perhaps 4 or even 5 or 6 ranks deep.
Normally its best to find out historic tactics/weapons for your position and stick fairly close to this perhaps with some minor amendments.
d) Finally the key and largest area are you going to spend any money/recruits this turn? (note various ways to borrow money in game) which basically split into following options
i) Invest money in trade - so you have more money in future. Try to do this early in year and you might want to send some trade missions at some stage to key area's.
ii) Invest money in roads, canals and other inferstructure projects which in theory should help your economic health and tax revenue. Note do not spend a fortune on canals before you get some dredgers.......they silt up.
iii) Invest in acadamies and then order them to research various things. This can help your economy, army, navy or medical situation. They can also train recruits into specialist farmers, magistrates, clerics etc. Think at min you should have farming academy, military, naval and perhaps a trade one if your position is historically good a certain types of trade or produces a specialist product.
iv) Spend money on trying to increase your honour? Like a nice ball for the nobility or perhaps a Cathedral?
v) Spend money/recruits on new Army, Navy units or fortresses? Generally most starting positions seem a bit light on artillery.
e) AOB - this could involve placement of agents, propaganda and writing press for the paper. Its actually possible to talk up both your honour and economic health (business confidence).......Jason 2 is a great expert at this. Insulting your religious and historic foes is a good way to increase your honour score and if all they do is reply in kind this also helps your honour score. But make sure you are picking on the correct target and one who understands that when your Doge of Venice declares himself the "Hammer of the Turks" its not actually a declaration of war, or accidents can happen.