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Lionheart21

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Mar 6, 2013
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Hey guys, I just got the mod, and let me say....

...wow, just wow.

The sheer scope of the mod is quite literally epic to the point where even with all the community's guidance posted
on the forums still leaves me perplexed. At the moment, most of my questions are simply directed at the SPQR.

1. Why are the two starting legions enormously expensive to raise, but still Roman vassals?
2. What would be the best strategy for initial expansion in the current version of the mod?
3. Is there a decision for the SPQR to return to it's republican roots (i.e. become a merchant/inland republic)?
and finally..
4. Are more decisions made available as the SPQR expands?
 
1) They're expensive because they're big. They'd be more expensive to hire if they weren't vassals.
2) Depends on who you're playing, but I generally invest in infrastructure. As SPQR, defeat someone, then vassalize the other Catholics in Italy.
3) No. (You can't play as an inland republic, hard coded restriction.)
4) I don't believe so. We have so much breadth that hardly anything has depth.
 
Christians in general and Catholics in particular because they have everything from vanilla, including Sons of Abraham
Muslims because they have everything from Swords of Islam and Sons of Abraham
Nordics because they have everything from The Old Gods, plus extras from the Norse Mod

As for non-vanilla religions, probably the Hittites because of the stuff I added (see my AAR, Arinniti's Favor.) If your favored region/religion/culture is lacking in stuff, float some ideas, code something up if you have the ability, and submit and see if it's accepted.
 
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To this list I would add that interesting but somehow challenging mechanics concern Populist religions (such as Mazdakist or Cathar) and, to a lesser extent, all Tribals. Although not "flavour" per se, these mechanics make a clear change how the game flows and help you immerse in your religion.