RedArrowsFan
Chieftain
- Joined
- Jan 2, 2009
- Messages
- 4
I've been playing a bit to learn the game mechanics etc, get an idea of what works and what doesn't and am now ready for a serious game.
I'm playing on the easiest setting at Marathon speed using the AO2 Mod as the Spanish with San Martin as the leader. I have the game saved near the start, a couple of turns in that has a pretty good starting area, 12 fish available for pop growth; if i mess up big time have a good starting point at least.
I've found I generally sell the guns and tools to the natives and use that money for a quick immigration boost at the start, no plans to sell guns again; as the Spanish will later on in the game go for the Natives.
What is a good tactic with the taxes, in the learning games I've been refusing all of the demands for money outright and refusing the tax hike on raw materials; accepting it on finished goods I plan on exporting. Is it better to accept the initial tax increases and then later start refusing them; say just before ramping up production?
Planning on having one or two population centres if I find another good spot for growth and hopefully cities specializing in one product, Cigars, Rum for exports; with a couple of ore/tool producers and one specialized lumber if I can with a gun factory fairly central to the rest for quickish dispersal. Is this workable normally or is it better to seperate resource and finished product production?
I've taken Juan Ponce de Leon as on of the Founding Fathers in the test games so far, get so much treasure it's crazy though. Does me taking him realy adversely affect the unit xp from the ruins or as I need 50% less exp for promtions not realy a biggie?
Looking forward to realy starting to play though.
I'm playing on the easiest setting at Marathon speed using the AO2 Mod as the Spanish with San Martin as the leader. I have the game saved near the start, a couple of turns in that has a pretty good starting area, 12 fish available for pop growth; if i mess up big time have a good starting point at least.
I've found I generally sell the guns and tools to the natives and use that money for a quick immigration boost at the start, no plans to sell guns again; as the Spanish will later on in the game go for the Natives.
What is a good tactic with the taxes, in the learning games I've been refusing all of the demands for money outright and refusing the tax hike on raw materials; accepting it on finished goods I plan on exporting. Is it better to accept the initial tax increases and then later start refusing them; say just before ramping up production?
Planning on having one or two population centres if I find another good spot for growth and hopefully cities specializing in one product, Cigars, Rum for exports; with a couple of ore/tool producers and one specialized lumber if I can with a gun factory fairly central to the rest for quickish dispersal. Is this workable normally or is it better to seperate resource and finished product production?
I've taken Juan Ponce de Leon as on of the Founding Fathers in the test games so far, get so much treasure it's crazy though. Does me taking him realy adversely affect the unit xp from the ruins or as I need 50% less exp for promtions not realy a biggie?
Looking forward to realy starting to play though.