a) put everyone on patrol except a scouting unit.
b) send the scout in the direction you will be the weakest (no mountains, water, chokepoints, to strengthen your position)
c) turn taxes up to 200%
d) hire whatever mercs are available, offer 10 more than they ask (in a multiplayer game make that 57 more)
e) if you have a pretender heavy in magic then have it research "Enchantment" to level 1
f) make at least one commander every turn. A scout if nothing else. A leader if your leader is full. A mage if you can afford it. Save priests for about turn 10 or later.
g) use the formation button to see what troops you have. More importantly what ones you dont have and wont have even with the mercs. If you are low on cheap frontline fodder then build those. If you have no shooters then build those. flankers? flyers?
h) ok thats the end of turn 1
Now IF you have played your nation for abit you should see at least 1 spot where those instructions will not fit who you are playing or the way you play or who you are up against. If not, then those instructions will probably be good enough.
Dont leave home without mercs in the front line, or at least twice the army you started with. Dont leave home without turning the taxes back down or a large group of cheap fast units left home to patrol. Research magic getting 1 lvl of enchantment, then 1 evocation, 1 alteration, 2 in construction, 3 conjuration all in that order, then go get 2 enchantment, 2 evocation, 2 alteration, 1 thaumaturgy, 1 blood then start working toward 4 construction.
[ January 30, 2004, 13:33: Message edited by: Gandalf Parker ]