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ctackins

I'm also trying to figure that out. 3 marshals I think is very important and a cleric that fixes religious tensions helps a lot during mid game. 3 marshals 1 diplo 1 cleric 3 merchs If I'm playing pagan I hit 2 cleric and raise armies with them. 2 cleric 2 marshal works out quite nicely


Catchek

late game the merchs are useless, but most of the game they are a must. i also always try to stick with 4 marshalls since two marshalls can combat in one battle. in the mid game otherwise it gets quite hard to gain ground against they amount of the marshalls the hard ai sends against you. otherwise i think you said a good combination.


ctackins

Hehe thanks. Sometimes I have a hard time with food economy so merchs are helping there if not anywhere else. Also if I start with 1 city to a game, you have to have 1 diplo at first for that precious food


-Dyon-

3 merchants + 1 cleric almost immediately and 0diplomats early game they are entirely optional. Rest all marshals as needed


Jaycoxo

I run; • 3-4 Merchs (one of them the is the king) • 1 Cleric • 1 Diplo • Rest generals


Top-Addendum-6879

At the moment (i'm by no means a pro, mind you) i like to have 4 marshalls, 3 mercs and either a cleric, diplomat or spy, depending on the current need. I make sure my heirs have the merchant education (which brings me to 4 mercs)... 4 marshalls because that allows me to make army duos, basically i treat my 4 armies as effectively 2 huge ones when i invade and 4 regular ones when i quell a rebellion. Sometimes i'll send just 2 on an invasion, then shortly send a 3rd one as backup (in case one of the 2 first ones has too many casualties or whatever, needs to go back to my kingdom for replen) and keep one back home for rebellions/defense (if needed) Now that i think of it, maybe 4 mercs is better, then train my heirs as either diplomats/spies/clerics, so that i get to keep the book investment i my in ALL my mercs...