I'm enjoying my time with the game so far, playing on regular.
One thing I haven't seen mentioned here is just how powerful the call to power I stratagem seems to be. I have so far been at war with two majors, one at about turn 65 and one at about turn 115, both of whom declared war on me with a military both numerically and technologically superior to my own. Both wars started out as trench fights, with my inferior troops managing to hold their own with the usage of the defense and entrenchment stratagems. So far so good, I prepared to ramp up military production and designed and produced some armoured forces to strengthen my lines and prepare for a breakthrough.
My suggestions below may be due to my limited understanding of game mechanics.
I had a very capable director of the secret service council, so I started deploying multiple spies into enemy territory to gain intel, and the enemy seemed strong all the way back to their capital zone.
Now, here's where it got a little bit too easy.
The first feat of Autocracy grants you the stratagem card "Call to power I", which supposedly incites enemy troops to mutiny. I had several cards available, and with my skillful director was able to play several of them. I didn't count, but with several critical successes, there were a lot of deserters. Afterward, my forces were able to easily achieve several breakthroughs and encirclements, against what felt like a severely depleted foe.
While still mopping up that major through a mountain range, one of my other neighbours launched a surprise attack. His superiority was even greater, both in technology, industry and starting OOB. My skilful secret service director was able to do the same thing to them and it was a steamroll. Several corps and brigade headquarters seemed to be without their subordinate units.
Now, as I said, I don't know if I know enough about the game to chalk all of this up to my playing of the stratagems. It could have been that they were engaged elsewhere (although it didn't seem like it) or something else sapping their industrial base (although after capture all their zones had better industry than mine).
My suggestion is either to nerf this by reducing availability of the card, raising its cost or moving it further back in the tree. Note that this was accomplished by just using the call to arms I card, there is also a II and III further up in the tree. I can only dream of what Director Cunninglight could accomplish with those!
Although it was cool to be able to use the cards like that and a testament to the ingenuity of the stratagem system, it was almost a bit too easy and felt almost like an exploit. Perhaps it was so because I chose someone very talented for the position, but I think the cards power motivates a nerf. The democracy equivalent comes into play far later (I haven't tried those yet, but I imagine you are then allied to the rebels, as in the eXplorminate let's play?), which I think would be a good compromise.
Has anyone else had experience with this card?
Further I'd like to second all pleas for deleting roads and air & naval units.
God save the Vic,