Gary,
I personally think you should spend the MAXIMUM in each section except
for armies. You get stuff during setup that you can't ever get again
during the game, or that is much cheaper during setup.
SNAs:
#11 New Agents at 40
#31 KNP/ASS at +20
Individual Victory Condition #6 (IDs an ART)
Saves 2,000 gold
This section is the most important one, in my opinion, and I'd spend it
ALL on something. SNA's 4, 6, 7, & 13 would do you well. If you don't
want the SNAs, then transports if you're by a body of water, or war
machines if you're not.
ARMY:
200 MAA
Saves 10,000 gold
If you don't want 'real' troops, (which I personally agree with), then
you should start with 100 MA. The reason for this is that, not only do
you get an extra 1000 gold to start with, but your army will start with
twice as much food. (3000 food with 200 troops compared to 6000 food
with 100 troops.) You can then dump most of it into the PC and have more
to sell.
POPs:
opt for 2 extra camps and do not put Towers on any pops IF you are in
the back of the action (ie not on the front lines of military action,
what agent nation would be???)
Saves 2,000 gold
I would opt for the capital insurance, and go with the towers. With an
agent nation that will not have a strong military, it's more important
that you get your first choice than having the extra camp. The towers
for 1000 gold and no timber are a bargain, and will help your defense if
someone ends up next to you.
CHARs:
60 A x3, 50 E, 40 E x2, 30 E, 30 C
Saves 0
Turn 1 hires = 40 A x3, 30 C
BE CAREFUL! Starting with only one commander and only hiring one more is
EXTREMELY DANGEROUS. It would be easy for the enemy to take these two
out, which leaves you with NO commanders. That would mean no capital
army, (which leaves enemy emmys free to take you out), no company
commanders, and no way to hire more.
Commanders will be needed to downgrade, raise taxes, form companies,
etc. I would drop the 30 emmy, start with 2 commanders, and hire two
more right off.
Just my 2 cents.
Mike Mulka