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Mind you, even the Mercian campaign is difficult in its infancy - those first few turns can set you back to having to play 'catch up' during the mid-game.
Once you stabilize the situation it gets much easier, almost too easy actually. I'm at late 784 and everyone is basically an ally or at very good relations at this point.
My advice for Franks in AoC is to use diplomacy as much as possible, so you don't get overstretched fighting on a multiple fronts. At the start, Charlemagne and Roland are too far away to address the Saxons, and while the Gascons and Aquitainians are closer, I didn't want to spend a bunch of turns down there while the other enemies invaded. So I just made peace with Gascony and Aquitaine as soon as possible, like turn 3, after dealing them one good solid defeat in the field, and sacking Argouleme.
This money from the sacking, raiding and peace deals should give you plenty to raise an army around Ghent, and to hire out all the mercs there, so you can cover that front against the Saxons. I forced a peace with Saxons as soon as I could, so that just left Angria and Easphalia to deal with in thr first couple of years.
I found money and public order to be a problem at the start. I kept taxes on Minimal for a long time to keep public order, instead of building stuff, because I wanted to keep costs down.
Again, I'd recommend diplomacy as much as possible: get Bavaria as an ally and keep Wilzi and Obidrite in your sphere, as well as Brittany. They'll help fight enemies and you can get a lot of money by making various agreements. You'll want to get as many trade agreements as possible too, because the tax income early in the game is so small.
After defeating Angria, I turned them into a puppet state, forced Eastphalia into peace, then isolated and destroyed the last of the Saxons, who had started war again.
You said you were having problems with general's loyalty: give them offices, and make sure that as you promote them, you take their rank into account, so they don't get butthurt from a lower ranked general jumping ahead of them.
Things got a lot easier once I took Carloman's lands, because there is more tax, and then the new Kingdom of the Franks gets a public order bonus, loyalty bonus, and such.
So if you can hold out till you get all of Francia, I think you'll find the campaign goes much smoother.
Last time I played, I got a mod that started me out with a small army (rather than just like 8 units), and not at war with Westphalia I think, but diplomatically so low war will come in the first ~10 turns. But it gives you a chance to stop the constant reduction in all PO from having cities on one edge or the other constantly being sacked before you can get there.
Get off your high horse.
And steve, starting out with infrastructure would be silly, there would be nowhere to go. But a soon-to-be empire starting out with 2 tiny armies is silly. Have them start with a number of armies made up of starting units, just like ERE and WRE have in the main campaign, so you can combine them, and have extra generals.
Combat the mechanics with the tools the game gives you. It's really not that hard to understand, you just throw in the towl because you refuse to adjust your play style, mr high horse.
If you think you're gonna be able to defend every territory you start with, then you're setting yourself up for disappointmeny, and severe amounts of frustration.
All this being said, Mile Pro laid out the best strategy you'll find, to overcome the abundance of threats you'll be facing.
If the campaign started in like 780, or he could recruit absolutely nothing but levies at start, I would be more prone to call bs on it.
But it starts off right when the 26 year old king takes the throne, before his systems overhaul and restructuring to make the Franks better able to project force for sustained periods, so a lot of the Frankish forces are more localized, which in game terms, would be the spawned garrisons.
He is given some Schola Cavalry and can recruit Frankish Horsemen right away. Some very strong mercenaries are also available from turn 1, so that gives some nod to the historical situatuon, i.e. very well equipped and seasoned fighters are throughout Francia, but the relevant reforms of Charlemagne (especially logistical, monetary and the capitulary system) are not in place yet, making gathering, maintaining and then directing these fighters in a concerted way, relatively difficult.
Plus you have the fact that there are Carloman's armies and armies for Austrasian Seperatists: taken altogether, the Franks start the game very militarily powerful, it's just they aren't united into a cohesive system of force building and force projection.
The player definitely feels the sting of all this when they first start up a Franks campaign; but they are, afterall, playing as Charlemagne himself, not the Franks as a whole, so the idea that it is a unified realm, "soon to be empire" is not treated as inevitable, because of the sandbox.
A large part of what the player is supposed to do is to create the conditions and structure so the faction is on the verge of being a new empire, and I think it's based on the premise that the historical Charlemagne could've ♥♥♥♥♥♥ that up if he hadn't navigated the early times well enough.
No, I mod things to be balanced. On VH/VH the mechanics of having no additional armies, armies not being able to make it to defend for at least 5 turns, and the negative PO throughout the entire empire from being sacked repeatedly, means you are gimped for the next 50 turns at least. Sure, you can build PO buildings in all of your settlements, but that does nothing for the force-wide morale debuff from being repeatedly sacked, and will still take dozens of turns to offset an imbalance. I can't abandon the settlement, I can't get there in time to defend it, and I can't recruit more armies because the game caps that. Those aren't problems with my strategy, those are limits to the game engine on turn 1, and things which are in no way true to history. Or most other TW, for that matter.
And Mile, my point isn't he should have the military that conquered much of Europe yet. But he shouldn't be limited to a couple small forces; the numbers in the armies isn't the problem, it is the number of possible armies, and the inability to raise another on the eastern front.
By modding, you are not playing a legit VH game. You've practically modded it back to "normal."
Exactly.
Though there is no one 'right way' and every player is different, I love the fact that some factions (or this DLC), offer specific 'puzzles' which force me to change my playstyle.
I find the Charlemagne campaign starting conditions exciting, just because of this.
It throws you into the midst of it. Overextended. Weak. It starts with a 'real challenge', mimicking some sense of the political, historical situation of it's time. As said, before: Diplomacy becomes more important than Generals. "What are you willing to sacrifice?" - a recurring question.
CA is trying to offer something very distinct and different with their DLC campaign extensions ... introducing new or improved gameplay mechanics. Emphasizing on different elements ... which led to the rather unique Warhammer 2 campaign ... which led to TW Britannia. It leaves you weak on purpose. It does not allow you to play your/(my) 'regular' grow-fat-fast 'strategy'. It is trying to make you play 'differently'.
As for the endless AI debate... - not every game can be everything for every player. Expectations vary as there are millions(!) of TW players around the globe. There is a reason why "Game AI" is not actual "Artificial Intelligence" - otherwise it would eat server farms, not just a 4-8-16-32 core PC - on each move. Every game developer is trying to 'fake it', as convincingly as possible. It 'breaks'. It is never perfect... or reasonable to everyone.