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Ase Of SpADeZ

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I only have about 900 hours in the game, but here's my 2 cents.
When playing a long-term multiplayer game like a dev clash:

Marketplaces - on estuaries and trade centers are no brainers. They (usually) pay for themselves very quickly and are not affected by autonomy. Not worth it on regular provinces unless you're trying to control trade in the English channel but only have one side.
Temples - are to be put in any high value provinces you obtain as soon as possible early game. (well, after autonomy drops)
barracks - go anywhere you have 4 or more mil development. very important once you have the money for them, especially in early-mid game, but they're not as important as being able to afford said men in the first place, so after temples.
Manufacturies - critical only if you have the end node or can control your trade, otherwise you're only gaining a part of the benefit and giving the rest away. Focus on gaining the node first.
workshops - only where the province really deserves it if before 1550, but after that date these steadily grow in importance.
regimental camps - when you have the money, put them in your crap provinces. if directly fighting human players this grows in importance and should be a priority behind barracks. After like 1600 at the latest you should be completely covered in these.

forts- I don't need to explain this one.

You guys are forgetting the most important building of all though. the fortified house.


All of these are of secondary importance to capturing more land, but your extra money should not be going to paying for troops over forcelimit (unless at war with a human). spend your money on making more money and then more men.

however, buildings in a large capital or other province are actually more important than conquering territory imo. Placing a temple, marketplace, and workshop in Paris for example nets you as much income as any one province that you could take in a war.
 

Rabid

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When is it useful to build force limit buildings?
Never found a use for them.

If you're playing tall in any way then they can be helpful, I do usually build them in any provinces which happen to have extremely poor (i.e. 2/2/2 or worse) development which happen to still be worth stating because the rest of the state is highly valuable. But their usefulness depends on how much spare cash you have and usually other options give a more useful benefit.
 

bbqftw

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I think the main difference is VH vs normal. On normal you can wage often wars for profit, and defeating a country once wrecks them for life generally. So you have the space to invest.

Every war on VH in the early phase is costly, every AI development benefits them nearly double so you are forced to expand / strengthen at a certain pace or die, so there's very little breathing time to build buildings.
 

Bibor

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When is it useful to build force limit buildings?
Never found a use for them.

Sometimes you just need more forcelimits. These are useful in all circumstances, especially with quantity when they become 50% more effective.
Even in a world conquest it's beneficial to have as many troops as possible (rebels, multiple fronts persumably on different parts of the world etc.)
 

Laurent1944

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I think the idea is to invest where it is the most profitable, especially in the capital and around.

Just checked my current game, I am in 1692 and have 287 provinces. London is the more profitable (just with taxes and production) and is producing as most money as the 103 provinces who are under 2 ducats a year. So putting building in London is no brainer.

On the other hand, buildings raising the force and naval limit are as efficient in a tiny polar territory than in London. So as soon as I enough cash, I build the second and I have a naval force limit of 864, enabling me to dominate the seas and sea trade almost everywhere, so bringing more cash, etc...
 

DS_McWerp

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Only build buidlings if you have no need for mercenaries. Mercenaries are ALWAYS the best way to spend money. However, sometimes, you have manpower out the ass, no valid targets to attack, or something. In this case, build as follows.

1. Forts in useful spots. I don't know how to explain it better than that. Mountainous chokepoint on the ocean? Good spot for a fort. Chokepoint to protect your heart land from stacks you cant be bothered with. Good spot for a fort. Don't build willy nilly though. Forts are mostly useless. Like all buildings. And they actually cost money. Though they do give you actual tangible benefits in combat through Tradition and battlefield control.

2. Manufactories everywhere. Literally every province. If you cant get your interest rate low enough take loans to do so. otherwise, just whenever you have 5 hundo drop another one.

3. Workshops wherever you have manufactories.

4. Universities. Lots of universities. Spawn a institution. Good.

5. Temples... I guess... They usually pay for themselves by end of game so why not?

6. The + Naval force limit one can be nice. Depends on the situation. Army force limit is better increased by quantity ideas, but all the naval ideas are trash, and sometimes you just decide you want 500 light ships....

7. I guess you can build marketplaces... but its probably better to just conquer the rest of the node.... and the node next to it... and...... well yeah you get the point...

Basically, buildings only do one thing. Get you more money. And money is basically worthless in this game. Especially when you have enough of it to consider building buildings.