Quote:
Originally Posted by Duncan_Frost
I think I might be in a different timezone to everyone else, all the turns had been done by the time I sent mine in...
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Yeah, it helps to get lucky with timezones and schedules. Still, if everyone does what you just did and immediately works on their next turn when they are last to send in a turn, the game will move at a good clip.
Quote:
Originally Posted by Soyweiser
Second turn unrest at capitol: 29. Love those unrest events... fffffuuuu (and I only took misfortune 1 just to prevent this).
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That's tough. It can really slow down your expansion if you are playing a nation that needs reources. Actually my last game on this map I was also hit with a couple of unrest events early on (also playing with only M1). I was very lucky I already had one expansion party out or it really would have killed my expansion efforts.
Quote:
Originally Posted by Soyweiser
Greetings from the cold north everyone. Hope your starts are better than mine. (of course that is a lie, I wish you all turn 1 knight attacks ).
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Lol. Ain't that the truth!
Random thoughts: You can glean a good amount of information about people's builds by looking at the score tables early on. Also, don't forget to look over the available mercenaries. They can provide a boost to your expansion and, a bit later, allow you to site search in paths you don't have.