Yeah, it does take a bit of work, and lots of ink and paper, but it's sure worth it!
I may even get my first Conquest game from this, because I've been FORCED to play as a Warmongerer (by my leaders). After reading your post, though, I get the idea that we don't use these great houses the same; sorry, I must've misunderstood what they were! I use them as the REAL ruler of the empire; I'm essentially the "regent", or the "executive" who enforces the leader's rule.
For example, if I have a leader who is Warmongering--Militaristic--Evil--Isolationist, then I play that way; I close my open borders (SO hard to get myself to do it, too!
), I usually switch to slavery (I consider that evil), and pump out military units, barracks, walls, etc., and of course, attack someone!
If I get tired of that, I can "aid" another Great House to attempt an assassination on the current leader (roll 1 dice for the leader, 1 dice for the usurper), and if the assassination rolls a higher number, I choose TWO traits for the new leader (the other two are still random; I supported his/her "platform"). Of course, if the leader rolls higher, then he/she dodges the assassin's arrow/knife/etc. and stays alive (until I can try again in 5 turns
). And on a tie, BOTH are killed (the usurper and the current leader) in the attempt and a civil war ensues; a NEW leader from another House rises to power, with all random attributes, and I have to stop all cities from building their current project for three turns to simulate the civil war (put something else at the top of the list, then cancel it). Once I have Constitution, though, it isn't an assassination; it's an election that was really close, and I have to let the courts decide (Bush vs Kerry, anyone?
), so I flip a coin for the winner.
Am I doing this even REMOTELY the way you play?