Papa Clement wrote:I would not let your relative lack of experience in a game put you off taking on a large position. Each position has its own strengths and weaknesses. One advantage of a large position is that you are less likely to be attacked (unless the previous incumbent has made such a mess and wrecked it), so you have time to make mistakes and learn.
If you are worried about being dragged into a war, then choose your game carefully and make sure you write plenty of letters. Players that neglect diplomacy inevitably do not build up understandings with other players which help avoid war. Of course there are always exceptions: if you play your character as an untrustworthy crook or go out of your way to antagonise other players then you are more likely to end up at war anyway. However, unless you enter a game with the sole purpose of spoiling it for those players who have spent some time building up their positions, then you should gain a reasonable amount of settling in time.
As to financial commitment, that also varies. A position with a lot of colonies inevitably takes more time (and money) than one without, but if you remain at peace then you have plenty of time to concentrate on sorting one area at a time. As a player I am known for building up lots of historic detail and probably go over the top in researching each town/character - this is easier for larger positions since the history is usually more readily documented, but there is no requirement to do this. It is therefore possible to play a large position on a relatively small budget while you find your feet. However, at some point you will want to do something with that large position and if you end up at war then to fight a war across multiple continents certainly does cost money. If you neglect to prepare beforehand then what is worse is that you will almost certainly lose. By contrast, staying out of a war may well boost your economy and allow you to build up your nation to the point where you can influence events. Peace does not have to be boring, and as the player of a large position you may well be able to encourage peace by refusing to take sides in a war (or threatening to join in against one side and/or the other).
There are players who just delight in joining to smash up what other players have built, then having ruined their own position through war, give up. Thankfully these are now in the minority, but if you want to avoid wasting your time and money in a game which contains a few rotten apples, I suggest you ask Richard for a summary of the particular game and whether he thinks the position is right for what you want to achieve personally. It is in nobody's interest for a player to take on a position and then drop it after a couple of turns.
More general advice would be to research the history of whatever country you are considering playing to see if it interests you - you can of course totally ignore the history, but if you try and play a catholic nation as a protestant then you are likely to be trying to push a rock up a hill. If you want a trading position then it is best to pick a country which has access to the sea, etc.
If you do all this before you accept a position then you will already have a fairly clear idea of what you want to be doing in your first couple of turns. You can then write a few letters of introduction, and look for obvious things a previous player has failed to do (like defend important towns, make trade investments, etc). As a large position other players will generally try to help you more because when a large position blows up it can ruin their game experience.
Players don't tend to get into trouble financially if they play 1 large and 1 smaller position in games, but if you are playing positions in all 4 games, or 2 large positions then it is much harder to do justice to either. It can be also very confusing when you read of your characters in 1 game, doing something completely different in another game. I don't know of any time when a player has played the same position in 2 games concurrently, but perhaps others know differently. Personally I also try not to play a position I have dropped again because it is better to give someone else a chance.
Final word of caution: if you are thinking about taking on a large position that has been badly played and is in a mess, it will take a lot of real world money to turn it around, and is probably not for you. You can of course learn a lot by doing, but you would need to be very determined to play a particular position in a particular way if you want to spend a fortune on it. The same applies to a large position that is involved in a war - it is almost never the case that a change of player leads to an immediate peace ('white' peace) because players who have been fighting a war have their own objectives and will have invested a lot of time and trouble to achieve what they have. They may listen to your peace proposal, but don't be surprised if it is rejected or they come back with the kind of terms which cost you heavily. This applies to allies and enemies. Any new player must be prepared to fit in with what has happened so far in the game he joins, otherwise the result is chaos - you either run out on your allies and upset them, or by siding with your former enemies end up being mistrusted by neutrals.
Whichever position you pick in whichever game, I hope this helps.
I agree with Papa on this, but a large position doesn't have to cost a lot long term. Once you've got your nation set up the way you want it to be then the costs can come down.
Definitely write to other players to get an understanding of what has happened and where things are looking like they're heading, especially on your borders. Also worth asking your advisors, they may be biased - like other players - in having their own agenda but gives you an idea of the court politics. Asking advisors can help you avoid mistakes and having to change orders the next turn disrupting your order flow and increasing costs or time taken to get to where you want to be.
You don't have to play the way someone did previously but getting an understanding of where the nation currently is and why would help you plan to make a change in policy direction. Just changing without trying to notify other players so they can work with you ends up causing all sorts of problems and misunderstandings. Also by starting correspondence you get a feel for whether any given nation's player is likely to work with you or not.
If you're not at war look at your food security and until you get a feel for how your harvests go keep a reserve ready to buy food. A small nation can get food donations from generous neighbours which might cover all of the shortage but generally not so for a large nation. Left unchecked a famine can effect future harvests for years on end, generally getting worse each time.
Picking one or two characteristics helps me find a way to player the ruler until I get settled in. Tsar Peter in Game 10 was always venting his anger publicly until he found other directions to express his passionate nature. I tend to choose two or three traits when creating personalities in the first couple of turns which help me understand where, for example, an advisor is coming from. This gives Richard something to play with too, but still doesn't mean you control them. After a while you can start predicting their responses to your questions - which means you're learning how the nation works politically. If you leave it with previous player's personalities you don't know their background or one's that Richard has come up with somehow. Nor do you know how they've been treated.
Dropping a NPC personality from a respected position for no reason other than a change of player doesn't sit well with the personality themselves as they wouldn't understand why they've been betrayed and will act accordingly for their best interests. Best to leave them in place at least initially even if they aren't directly used for anything, otherwise some sneaky player's going to try to utilise them if they want something from your nation.
Use the first couple of turns to establish the world around you and use it to plan what you want to do going forward. I tend to have an idea of what I want to do for each month for the whole of the year and helps keep me on track if other worldly events need responding to rather than getting side tracked into a reactive game at the expense of your own nation's progress. This is especially important for planning recruit use.
Try to avoid making big changes for the first couple of turns. A large nation can achieve some things quickly that smaller nations can't, but once you've built up momentum in one direction it can be expensive and harder to switch or even reverse course if there are unforeseen outcomes. In G10 recently, according to the paper, a nation opened many workhouses in one city which were smashed in a workhouse revolt so approx £800,000 was spent opening these only to see the money effectively lost. Asking for and following advice first can help avoid expensive scenarios.
Have a look at the game's forum thread, especially any turn write ups for a feel of the game before choosing too.
Good luck with whichever game and nation you go with. They may appear daunting at first but they're great fun once you get into them.