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				 Re: Early game expansion rate 
 Turn 1: Take 1st territory
 Buy mercenary
 Recruit a mage + any troops you can afford.
 Have your pretender research spells the first turn.
 
 Turn 2
 Take 2nd territory with starting army
 Take 3rd territory with merc army.
 Buy second merc army
 Recruit a mage + any troops you can afford.
 Move pretender to 1st territory to search for magic sites.
 Have your 1st mage research.
 
 I follow this format ~ until turn 4 or 5 when I buy a priest and a commander to start castling and building temples.
 
 I usually use the mercs for larger provinces that have more troops so I don't waste my own. If the mercs are down to a low number of men ~ I usually try to kill the merc off in turn three so a new merc is available on turn 4.
 
 I'm very new to the game so I don't know how smart this approach is but I haven't had much difficulty against the computer on normal.
 
 I think a big part of the game is developing magic sites as soon as possible to give yourself an advantage over the competition.
 
 I'm curious to how good/bad this approach is.
 
				__________________Better to remain silent and be thought a fool than to speak out and remove all doubt - Honest Abe
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