Your nation is one of the most important factors of a random map
or multiplayer game. Your nation decides which tactics will be
available to you and where your strengths and weakneses are. For
example you don't want to be a Indian nation on a map involving
lots of water as you can be easily overwhelmed by the european warships...
however it's not advisable to play as a european nation with 5 minutes
PT against an indian nation like delaware on a land map.
In the game you get to choose between playing until the last man
is standing or playing for highest score over a set period of time.
If you aren't the type who wishes for lengthy sieges and wishes
more to carry out a series of smaller skirmishes and invasions against
the enemy then playing for points will suit you best. However if
you aren't happy until the blood of your enemies is spread around
you should play a deathmatch. May the best warrior win!
The type of land you are faced with can change your tactics in a
split second. Land maps lead to huge battles in the centre when
yours and your enemies' armies face each other face to face whereas
on a map with water your invasion fleet must land and hope that the
enemy has not prepared a beach full of defenders and defences for
Nature of Ground
Nature of ground affects your tactics generally but in some instances
it can affect which nation you should choose. In mountainous territory
you need to use guerella tactis best suited to indian nations compared
to european nations where regiments are the key to victory. On plain
territory Indians can easily be slaughtered as your european troops
can simply line up and slaughter them by volley fire.
Climatic zones are one of the least effecting variables in maps.
The climate merely affects the look of the maps, its wild animals
and the neutral tribes living there.
Initial resources greatly affect your nation. When playing in a
millions game you can grow quickly but in a normal resources game
it is a bit of a struggle to get your economy going.
Mineral deposits merely determines the amount of mining areas that will be available. Normally this will not affect you unless you are a poor
economist or if you have to fight for control of resources.
Map sizes affect how long it will take for you to attack an enemy.
When playing on a huge 4x4 map it is a struggle to keep your invasion
forces reinforced whereas on a normal map reinforcements can be
shipped easily. When playing on a 4x4 map, water can be a key characteristic
in whether your nation will survive or not.
Start options affect how quickly you can get your nation up and
running and whether you will have defence ready in a short amount
of time. An army of peasants is the most useful in long peace time
games as you already have a large workforce whereas in a short peace
time game an army can be useful to hold off raids.
Fog of War
No fog of war is useful as you can immediately forget the need for
scouts. However if you want to keep in with history when no such
technology could provide this fog of war is the way to go.
Cannon options are most useful when you are playing as an indian
nation and have no wish for your warriors to be turned into a mess
by grapeshot. However in history cannons were deployed so it's your
choice over whether you want an easier game or whether you want
to stick in line with history.
In American Conquest there is a minimum of 5 minutes peace time
which has been implemented to stop rushes from occurring. Peace time
affects whether you will have a long drawn out game with epic battles
at the end or whether you will be faced with smaller skirmishes
until your forces can overwhelm your enemy's base.
You can select whether or not to have the game automatically saved
periodically. Obviously this does not affect you tactically.