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Derp

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I would say the +10% trade efficiency one.
 

Pewt

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National Trade Policy is unquestionably the best choice, although you might want to swap it for Quest for the New World when you can.
 

Pewt

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Eh, military drill doesn't really do anything for you at that stage of the game; you're too small to fight majors and rich enough to stomp minors without it. More importantly, colonization is far more profitable as it keeps your infamy low.
 

Al. I. Cuza

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Eh, military drill doesn't really do anything for you at that stage of the game; you're too small to fight majors and rich enough to stomp minors without it. More importantly, colonization is far more profitable as it keeps your infamy low.

Drill is always a good choice for the beginning as it saves you money from the military upkeep. Even for small countries, who often need to go way over their force limits.
 

Pewt

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Drill is always a good choice for the beginning as it saves you money from the military upkeep. Even for small countries, who often need to go way over their force limits.
Holland has more money than it can spend, so upkeep isn't an issue (manpower, however, is, and mercenaries aren't affected by military drill so the income boost from NTP is better here) and more importantly if you're warmongering as an early game Holland odds are you're doing it wrong.
 

Agnstar

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Whatever you choose, it doesn't really matter because Holland recovers stability super-fast. So, go with trade policy, grand army or military drill depending on what you want to do at the point you are at and should the need arise to change it don't be afraid of any stability hits.
Holland has more money than it can spend, so upkeep isn't an issue (manpower, however, is, and mercenaries aren't affected by military drill so the income boost from NTP is better here) and more importantly if you're warmongering as an early game Holland odds are you're doing it wrong.

There's always a chance to swallow up some surrounding minors should the CBs decide to come to your doorstep if the union breaks early.
 

Al. I. Cuza

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Holland has more money than it can spend, so upkeep isn't an issue (manpower, however, is, and mercenaries aren't affected by military drill so the income boost from NTP is better here) and more importantly if you're warmongering as an early game Holland odds are you're doing it wrong.

You really want to tell me there are wrong ways to play EU3? :rofl:
 

gela1212

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You really want to tell me there are wrong ways to play EU3? :rofl:

The lack of the rofl smiley showing up is disappointing. D;

There are wrong ways depending on who you talk to (cheating, exploiting, etc.) , though as long as you don't get hit with the resignation screen you're doin' it right.
 

The Blood Eagle

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Church attendance day and pass Gilded Iconography. Don't worry about your trade efficiency that early on because there are 2 of the largest CoT's you won't have access to just yet. Plus you'll be losing a lot of cash in ahead-of-time research.

Once you pass GI switch out for patron of the arts and just constantly buy sheriffs when you're CT reaches 100. They'll all sell for between 14-18 ducats. Which is more than you'd be making with the extra trade income. Alternatively, National bank and the 10% minting bonus can make you very rich very quick.

But seeing as you take about 1 month per stability hit, you'll be well served to switch NIs when the situation dictates.

Edit - why sheriffs? Because early on they will sell 100% of the time, and there is no nation on the planet yet that isn't losing money by having a rank 5-6 sheriff. So it's a 2 point swing for you.
 

unmerged(202023)

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Church attendance day and pass Gilded Iconography. Don't worry about your trade efficiency that early on because there are 2 of the largest CoT's you won't have access to just yet. Plus you'll be losing a lot of cash in ahead-of-time research.

Once you pass GI switch out for patron of the arts and just constantly buy sheriffs when you're CT reaches 100. They'll all sell for between 14-18 ducats. Which is more than you'd be making with the extra trade income. Alternatively, National bank and the 10% minting bonus can make you very rich very quick.

But seeing as you take about 1 month per stability hit, you'll be well served to switch NIs when the situation dictates.

Edit - why sheriffs? Because early on they will sell 100% of the time, and there is no nation on the planet yet that isn't losing money by having a rank 5-6 sheriff. So it's a 2 point swing for you.

I may grudgingly acknowledge that you seem to be on to something...
 

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herrhals

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Church attendance day and pass Gilded Iconography. Don't worry about your trade efficiency that early on because there are 2 of the largest CoT's you won't have access to just yet. Plus you'll be losing a lot of cash in ahead-of-time research.

Once you pass GI switch out for patron of the arts and just constantly buy sheriffs when you're CT reaches 100. They'll all sell for between 14-18 ducats. Which is more than you'd be making with the extra trade income. Alternatively, National bank and the 10% minting bonus can make you very rich very quick.

But seeing as you take about 1 month per stability hit, you'll be well served to switch NIs when the situation dictates.

Edit - why sheriffs? Because early on they will sell 100% of the time, and there is no nation on the planet yet that isn't losing money by having a rank 5-6 sheriff. So it's a 2 point swing for you.

Isn't this what everybody does? I was under the impression this was common knowledge. I go for missionaries instead of sheriffs because missionaries do not help the other states at all, although they will still buy them all up!

Once the other CoT's come into range (trade 5 or 6), I will go for NTP. I will switch out for Press gangs, when I want to start purchasing masses of ships (usually happens around naval 8 buildings become available). National bank is a solid choice too for intermediate cash gain.
 

The Blood Eagle

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Isn't this what everybody does? I was under the impression this was common knowledge. I go for missionaries instead of sheriffs because missionaries do not help the other states at all, although they will still buy them all up!

Once the other CoT's come into range (trade 5 or 6), I will go for NTP. I will switch out for Press gangs, when I want to start purchasing masses of ships (usually happens around naval 8 buildings become available). National bank is a solid choice too for intermediate cash gain.

You shouldn't need NTP with Holland/NL at any point until your minting outweighs the pace at which you gain tech. I know it's tempting to pump up what's your most powerful aspect to the max, but you'll end up losing a ton of your trade income to tech that's 5-10 years ahead of schedule.

I usually start with National bank, the 10% minting allows you to have a steady flow of cash and what you deduct from your tech investments won't hurt you at all.

Edit - def. add NTP when you have a 6-star MoM.
 

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I may grudgingly acknowledge that you seem to be on to something...

This strategy my work in SP, but in MP you would only help your human counterparts more than you should. Plus, the income you get for selling these guys is a one time income, which you can't really spend all that much with a small country.