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krelian

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One aspect of Guilded Iconography is the Iconoclasm decisions. Instead of tax penalty, you get a tax bonus, CT growth substituted by CT decay, big missionary bonus as well, some cash and minus 3 stability. I always enact it as soon as I get to Academies of Arts. Usually building them in high income, non-capital grain provinces (Kiev, Moscow post St-Petersburg move, Alexandria, Rome, Thrace if I am not Byz). Someone said earlier in the thread that tax income is worthless and imho that is crazy. I had game where most of my income up until mid 18th century was taxes and it was not because my production or trade tech sucked. Especially in my last Byzantium game, a series of national decisions, Iconoclasm, Church taxes (easily available for Orthodox), Land Reform and Land Enclosures in high base tax provs thanks to the magistrate producing machine a successfull Byz can become paired with high admin monarch or two, my tax income is unbelievably high, so is the base conversion chance which helps to create a mono-religious state even though I constantly keep expanding into Persia, India and Central Asia. Iconoclasm is not always worth it and situational, since you do need to handle -5 CT, but it can be an awesome decision to take.

Back to original question, most games I take CAD for GI, then switch. As Trader to NTP, if not trading much then usually Patron of the Arts (especially if I ever plan to westernize). If I plan to expand while already in posession of many cores (any major and resurgent Byz) I might take Battlefield Comissions. If you can field big size armies, the MT flow can get pretty slow and playing a big nation I find the ability to field 2-3 shock 4-6 generals tends to help me more than 1 morale. If I play as Portugal/Castille I might swap out to QftNW as soon as I get required trade tech.

PS Also for some nations Iconoclasm can be cool for RP reasons.
 
Jan 31, 2004
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If you need to build up a navy early in the game press gangs could well be the best. Press gangs is the NI for naval supremacy as it cuts building and maintenance of ships by 50%.
Else I would opt for Military Drill (it was upgraded in HTTT from +0.5 to +1). If you fight well and have high prestige you can buy 10 culture at the expense of 5 prestige and a magistrate.
Normally I would have Military Drill, Press Gangs and Qeust for The NEw World as my first 3 ideas.
 

HarkovAdm

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Everyone hating on Bureaucracy...

Honestly I'm surprised more than one person thinks it might be a good NI.

I looked up the events it gives in the wiki. There's nothing really good. In fact it can lead to bad events late in the game.

It gives +5% tax. Only to tax. Not to your total income (even then it wouldn't be all that great).

Apparently someone mentioned that in DW it will lead to good events (?)
 

delra

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Yes, manual says it will launch events giving magistrates.
 

delra

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1 (or more?) magistrate = 1 building. If you have 100 provinces, you need like two thousand magistrates to build everything in them... That's four thousand years with standard half a magistrate per year growth rate.

I think for large empires it might be a must to take that NI. But we'll see.
 

Al. I. Cuza

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1 (or more?) magistrate = 1 building. If you have 100 provinces, you need like two thousand magistrates to build everything in them... That's four thousand years with standard half a magistrate per year growth rate.

I think for large empires it might be a must to take that NI. But we'll see.

You don't even know how much magistrates the events give or how frequent they are. I still think there will be better methods.
 

delra

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Never ever? ;-)
 

Dafool

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You don't even know how much magistrates the events give or how frequent they are. I still think there will be better methods.

But that's mere speculation. We've been told pretty consistently that Magistrates will now be a valuable resource, so it seems unlikely that we'll be able to "make it rain" in an administrative sense.
 

sad king billy

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1 (or more?) magistrate = 1 building. If you have 100 provinces, you need like two thousand magistrates to build everything in them... That's four thousand years with standard half a magistrate per year growth rate.

I think for large empires it might be a must to take that NI. But we'll see.

If you have 100 provinces that means you'll have 100 build road decisions meaning 100*.1=+10 magistrates per year. After 10 years running on full speed you'll have made up for the investment in magistrates. That is excluding the Build Post Office decisions. (assuming these haven't been changed?)
 

delra

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You don't know if Roads or any other buildings still boost magistrate growth rate in DW. I seriously doubt they do.
 

King Nothing

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If you have 100 provinces that means you'll have 100 build road decisions meaning 100*.1=+10 magistrates per year. After 10 years running on full speed you'll have made up for the investment in magistrates. That is excluding the Build Post Office decisions. (assuming these haven't been changed?)

Since decisions are pretty much gone now I doubt it looks the same. :)

And.. This thread is about HttT. We have no idea at all how things will look in DW, they could have changed every NI so there is just no point talking about that..

EDIT: And by the way, post offices and roads give 0.01 magistrates so it takes 100 years to make up for the investment. Not quite the same. :)
 

sad king billy

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oops

:eek:

Anyway, I fired up my germany game, and I have 3.65 magistrates from reichsregiment, constitutional monarchy, separation of powers and other bonuses alone, without post offices or roads (I lost all of my provincial decisions in the tag change, and I don't need the bonusses to win). My point is that I've had a magistrate surplus since 1600ish that I don't know what to do with (at least, until the tag change reset).
 

unmerged(201502)

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I will almost always take Military Drill first, almost irrespective of which nation I am playing (though I do almost exclusively play European / European border nations). The bonus to moral is incredibly useful early on - in the last two England games I have played I used it to crush France when they took Grand Army. They were always going to have a bigger army than me anyway, so when I actually got into fights with them I had a clear advantage.

I think another important idea is, if you plan to go colonial, QFTNW - you want to grab a couple of the "jumping off" points to the new world as early as possible.
 

Qilue

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The naval ones are fairly useless, unless you're playing Great Britain and you own the British isles.

Then after MD, get QftNW, Superior Seamanship, Grand Navy and Sea Hawks, With those NIs, you own the oceans. Someone starts a war? Exterminate their puny fleet and blockade all their ports until they admit they were wrong and concede defeat. A fleet of 30-40 heavy frigates commanded by an explorer with high maneuver almost teleports between sea regions, perfect for chasing down enemy AI transport fleets that stray too close your Caribbean assets.