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Dankysh

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It depends who you are and what you are doing. Master of the mint is normally always worth it. Though if you are Bosnia a top one would probably kill your economy (unless you are trading well)

Church taxes do increase tax by 8% but also increase revolt risk by +1. It's an interesting trade and depends how fast you want to expand (ie if you only expand with 90% provinces cored and majority of them being your religion & culture/culture accepted - then revolt risk +1 wouldn't make a difference. Expanding fast with a lot provinces uncored, different culture and different religion the +1 revolt risk can hurt)
 

ed84

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Thanks.

Uncored? How are new provinces made to be part of your core?

Also, can your monarchs stats be improved and how?

It depends who you are and what you are doing. Master of the mint is normally always worth it. Though if you are Bosnia a top one would probably kill your economy (unless you are trading well)

Church taxes do increase tax by 8% but also increase revolt risk by +1. It's an interesting trade and depends how fast you want to expand (ie if you only expand with 90% provinces cored and majority of them being your religion & culture/culture accepted - then revolt risk +1 wouldn't make a difference. Expanding fast with a lot provinces uncored, different culture and different religion the +1 revolt risk can hurt)
 

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It is only -5% but it gave me a 0.25magistrate/yr. I then added bureaucracy as a national idea, +10tax modifier. I knew I would do centralization too improve production/tax revenue. So it seemed to go along together.

For first national idea its maybe better to go for something else since your economy is not big enough you wont get allot off +tax so if you think your going to fight you might wanna get Military Drill or when your going to trade and your sliders aren't in the free trade get Shrewd Commerce Practice and switch to National Trade Policy if your compete chance is high enough .

Even getting patron of arts might give you so money with the plus culture each year you can make advisers and if you don't hire them in the upcoming year other nations can get them and it will cost them some money .
 

mgoetze

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Are advisors worth it? In some cases, this is a simple math question. Say you are considering hiring a 5* Alderman giving +5% to production efficiency. You go to your budget window and see you are currently generating 8d/month of production income at 40% production efficiency. Well you can calculate that each percentage point of production efficiency will give you 8/40=0.2d/month, so a 5* Alderman will gain you 1.0d of monthly income and cost you 0.5d. But if at production efficiency 40% you were only making 3d/month, then your gain would be only 0.375d/month at the same cost so hiring that 5* alderman would be a bad idea.
 

ed84

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Do you view this on the economy tab or by clicking on your province?
Are advisors worth it? In some cases, this is a simple math question. Say you are considering hiring a 5* Alderman giving +5% to production efficiency. You go to your budget window and see you are currently generating 8d/month of production income at 40% production efficiency. Well you can calculate that each percentage point of production efficiency will give you 8/40=0.2d/month, so a 5* Alderman will gain you 1.0d of monthly income and cost you 0.5d. But if at production efficiency 40% you were only making 3d/month, then your gain would be only 0.375d/month at the same cost so hiring that 5* alderman would be a bad idea.
 
Last edited:

ed84

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So I'm Castille. Tons of my advisors are being hired by other countries.what's the key to making this happen?

I'm also surprised that such a powerful nation income/expenses are so close. 27.7monthly income/expenses 34.3.
I am losing money and I am that powerful?
 

mgoetze

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The key to your advisors being hired is October 14th, 1400. You get a bunch of advisors at the start of the game and any advisor you get can be hired by other nations one year after he shows up.

It is perfectly normal to have higher monthly expenses than monthly income. If your economy is healthy, this should be offset by your yearly income (census taxes). Hover your mouse over your treasury at the top left to see how you are doing in this department. Hover your mouse over the taxes in the province view to see how much any province contributes annually.
 

ed84

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since Castille have so many provinces how do I figure out which are the most important? Ie Where do I build the buildings? Where should I build more army?

The key to your advisors being hired is October 14th, 1400. You get a bunch of advisors at the start of the game and any advisor you get can be hired by other nations one year after he shows up.

It is perfectly normal to have higher monthly expenses than monthly income. If your economy w is healthy, this should be offset by your yearly income (census taxes). Hover your mouse over your treasury at the top left to see how you are doing in this department. Hover your mouse over the taxes in the province view to see how much any province contributes annually.
 

Flammehav

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since Castille have so many provinces how do I figure out which are the most important? Ie Where do I build the buildings? Where should I build more army?

The quickest ways is to use the differnt overlays. Constables are very nice as it gives you 25% more money at january first and should be build everywheer. Obvioiusly build them at high tax provinces first. The counting house(lvl 3) is also good in high production provinces. If you have a small empire with high tax provinces the lvl 5 and 6 buildings might be the most benficial.

The 4 first trade building only improves your income if you trade in the CoT the good are in. The last 2 gives a bonus to all your trade no matter where they are and are so rather overpowered. If you got an empire with a lot sof colonial and exotic goods, spam marketplaces in every single province if you can afford it, becouse it removes a 80% malus in your provinces in demand for that good, so building them will increase both your trade from that province with 10%(assuming you trade in that CoT), it increaes the value of ALL your colonial and most exotic good and, wich does not only increase the money you make from trading with them, but also increase your production income, so spam those marketplaces. In most cases the lvl 5 and 6 trade buildings will be the most beneficial economically for your nation.

Docks should be build everwhere you can too. It increases your production efficieny for that provinces with 25%. Build it first in high production provinces. More naval building gives your cheaper ships and builds them faster and also increase your naval force limits. One or a few of them if you have a large empire with lots of ports.

Army buildings give manpower, costreduction for land units and it recruits them faster. the lvl 6 buildings also increases your force limits with 5 regiments and so can be worth it if you find yourself struggeling with low forcelimits. What is important to remeber that units produced in a province with army or naval buildings will not only cost less to produce, but also cost less to maintain. So building atleast some provinces up to 3 is defintaly worth it for every country. 4-6 is only if you're low on MP and/or forcelimits.

Governments buildings can be nice in your capital to reduce risk of spies especially in multiplayer games. Temples should also be built as many as you can off, but not before the other lvl 1 buildings have been build. It reduces stability cost with 4 ducats. Not much in itself, but if you got 50 provinces it's 200 ducats. This buildings pays for itself after around 12 stabhhits wich almost all countries will have over the course of 400 years. The earlier you build these the better. Courthouses is only worth it if your struggeling with revolt in this province. 3 and 4 gives spydefence, -2 stab cost and 25% tax(this is BOTh monthly and annual tax) 5 and 6 gives 0.05 spies, magistrates and missionaries pr year. You also get 25-25% more spydefence- 2% revolt risk, 1 % missionary chance and + 10 stability investment. If you have a big unstable country with lots of wrong religion provinces, building some of these could prove very benficial. -revolt risk also increases taxes and so does high stability.

So what to build is largely based on what country you play and how you play it. For the lvl 1 buildings your best bet is to start with constables and then docks tough. Then either temples or armory depending on your need. Marketplaces are very important in the late game, but it shouldn't be a priority early in the game.
 
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ed84

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Thank you so much for the detailed post. I'll go back to it when I'm stuck.

One thing I'm not getting..there is a manpower thing on the top bar..but when I build new army units, which should increase that, they go down? Why is that?

The quickest ways is to use the differnt overlays. Constables are very nice as it gives you 25% more money at january first and should be build everywheer. Obvioiusly build them at high tax provinces first. The counting house(lvl 3) is also good in high production provinces. If you have a small empire with high tax provinces the lvl 5 and 6 buildings might be the most benficial.

The 4 first trade building only improves your income if you trade in the CoT the good are in. The last 2 gives a bonus to all your trade no matter where they are and are so rather overpowered. If you got an empire with a lot sof colonial and exotic goods, spam marketplaces in every single province if you can afford it, becouse it removes a 80% malus in your provinces in demand for that good, so building them will increase both your trade from that province with 10%(assuming you trade in that CoT), it increaes the value of ALL your colonial and most exotic good and, wich does not only increase the money you make from trading with them, but also increase your production income, so spam those marketplaces. In most cases the lvl 5 and 6 trade buildings will be the most beneficial economically for your nation.

Docks should be build everwhere you can too. It increases your production efficieny for that provinces with 25%. Build it first in high production provinces. More naval building gives your cheaper ships and builds them faster and also increase your naval force limits. One or a few of them if you have a large empire with lots of ports.

Army buildings give manpower, costreduction for land units and it recruits them faster. the lvl 6 buildings also increases your force limits with 5 regiments and so can be worth it if you find yourself struggeling with low forcelimits. What is important to remeber that units produced in a province with army or naval buildings will not only cost less to produce, but also cost less to maintain. So building atleast some provinces up to 3 is defintaly worth it for every country. 4-6 is only if you're low on MP and/or forcelimits.

Governments buildings can be nice in your capital to reduce risk of spies especially in multiplayer games. Temples should also be built as many as you can off, but not before the other lvl 1 buildings have been build. It reduces stability cost with 4 ducats. Not much in itself, but if you got 50 provinces it's 200 ducats. This buildings pays for itself after around 12 stabhhits wich almost all countries will have over the course of 400 years. The earlier you build these the better. Courthouses is only worth it if your struggeling with revolt in this province. 3 and 4 gives spydefence, -2 stab cost and 25% tax(this is BOTh monthly and annual tax) 5 and 6 gives 0.05 spies, magistrates and missionaries pr year. You also get 25-25% more spydefence- 2% revolt risk, 1 % missionary chance and + 10 stability investment. If you have a big unstable country with lots of wrong religion provinces, building some of these could prove very benficial. -revolt risk also increases taxes and so does high stability.

So what to build is largely based on what country you play and how you play it. For the lvl 1 buildings your best bet is to start with constables and then docks tough. Then either temples or armory depending on your need. Marketplaces are very important in the late game, but it shouldn't be a priority early in the game.
 

cywang86

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Man power is the number of reserved, able bodied men that can join your regiments. 1 MP = 1 solider when recruited/reinforced, so each regiment will eat up 1000 men.

Damaged armies will also draw their needed reinforcements from this MP pool at the beginning of each month (just like morale recovery), though the maximum reinforcement rate on each province is capped (no clue how it's calculated). You may not get all the units you need when the reinforcements tick.
Unless you're using mercenaries, then those regiments will regenerate on their own, at the price of much higher maintenance.

The size of MP is directly proportional to the MP recovery rate, which can be increased through the Army buildings.
 

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Ah.

One final thing. I have no idea what do with my merchants. Where should I be sending them?

Man power is the number of reserved, able bodied men that can join your regiments. 1 MP = 1 solider when recruited/reinforced, so each regiment will eat up 1000 men.

Damaged armies will also draw their needed reinforcements from this MP pool at the beginning of each month (just like morale recovery), though the maximum reinforcement rate on each province is capped (no clue how it's calculated). You may not get all the units you need when the reinforcements tick.
Unless you're using mercenaries, then those regiments will regenerate on their own, at the price of much higher maintenance.

The size of MP is directly proportional to the MP recovery rate, which can be increased through the Army buildings.
 

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In that case, he corrected a mistake you made. Burgundy's definitely not as newb friendly as Portugal since it borders France and is extremely susceptible to cascading alliances when doing its missions.

I didn't make a mistake. Burgundy is protected by the HRE, France is not. If France Dows Burgundy, it is France that is suspectible to cascading alliances, not the other way around. Maybe you first learn some of the mechanics of this game before you post stupid things.
 

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since Castille have so many provinces how do I figure out which are the most important? Ie Where do I build the buildings? Where should I build more army?
A little something else for this question. You can find out how good of a province is for income through its Base Tax (mouse over the 'tax' over the province card) and the Trade Value of the trade good produced by the province (salt/cloth/wool/grain)

Trade Efficiency applies to both base tax (toll) and trade value (buildings only, and directly translates to production income). Tax efficiency applies only to base tax (monthly tax and yearly census tax). Production efficiency only applies to trade value (production income).

There's also the problem with core/uncored provinces. An uncored province gives substantially less tax than a lower base tax but cored province, so leave those uncored provinces for lasts when you're considering tax related buildings.

TLDR: Going by the ledger sorting feature, build everything on high tax, high trade value cored provinces. Ignore tax buildings on low base tax or uncored provinces and production buildings on lower trade value provinces.

P.S. since the trade good of a colony is randomized, it's only smart to colonize high base tax provinces to make sure you're not screwed over by luck

Ah.

One final thing. I have no idea what do with my merchants. Where should I be sending them?

As for merchants, always fill up your own CoT with auto send. If you don't have one and you're a medium sized or bigger nation, cycle through CoT by embargoing nations that own the CoT affecting your provinces until you can spend 500 ducats to build one next/on your national focus.
For a foreign CoT, only auto send your merchants when you have higher than 65~80% compete chance. The higher the trade value the CoT has, the higher compete chance you'll need to make any sort of profit. If you have low compete chance, don't have a CoT, and have no hope of getting one soon, a Trader adviser for compete chance is a really good idea (though it requires naval tradition), so they don't get kicked out before they make a profit.

Keep in mind that even though a CoT can be outside of your trade range, you can still trade with that CoT if you join a trade league that owns it. (Venezia, Novgorod!!, Lubeck)
 
Last edited:

ed84

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This seemed to work..I'm kind of going back and forth between Cassile and Bosnia. But for Bosnia I made trade agreements with other countries who have the same products..this seem to have positive affect?

A little something else for this question. You can find out how good of a province is for income through its Base Tax (mouse over the 'tax' over the province card) and the Trade Value of the trade good produced by the province (salt/cloth/wool/grain)

Trade Efficiency applies to both base tax (toll) and trade value (buildings only, and directly translates to production income). Tax efficiency applies only to base tax (monthly tax and yearly census tax). Production efficiency only applies to trade value (production income).

There's also the problem with core/uncored provinces. An uncored province gives substantially less tax than a lower base tax but cored province, so leave those uncored provinces for lasts when you're considering tax related buildings.

TLDR: Going by the ledger sorting feature, build everything on high tax, high trade value cored provinces. Ignore tax buildings on low base tax or uncored provinces and production buildings on lower trade value provinces.

P.S. since the trade good of a colony is randomized, it's only smart to colonize high base tax provinces to make sure you're not screwed over by luck



As for merchants, always fill up your own CoT with auto send. If you don't have one and you're a medium sized or bigger nation, cycle through CoT by embargoing nations that own the CoT affecting your provinces until you can spend 500 ducats to build one next/on your national focus.
For a foreign CoT, only auto send your merchants when you have higher than 65~80% compete chance. The higher the trade value the CoT has, the higher compete chance you'll need to make any sort of profit. If you have low compete chance, don't have a CoT, and have no hope of getting one soon, a Trader adviser for compete chance is a really good idea (though it requires naval tradition), so they don't get kicked out before they make a profit.

Keep in mind that even though a CoT can be outside of your trade range, you can still trade with that CoT if you join a trade league that owns it. (Venezia, Novgorod!!, Lubeck)
 

democrituspara

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It may have been said, but....I strongly advise you play with inflation OFF until you're confident with other aspects of the game. Economic management is really hard and inflation is a smouldering fire for the inexperienced.