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kurtbrian

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Originally posted by Petrus
I here you fester. Maybe that's why I love EU so much, more enjoying then fiddling with my own checkbook. :)

Most things are you know... :D
 

unmerged(6159)

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Originally posted by crooktooth


Actually, the annual benefit is a thirteenth month of income, this one going straight to your treasury (inflation-free!), rather than being apportioned by your treasury sliders.

So a tax collector gives you +1 tax, +1 production, +1/12 annual bonus, for 2.0875 ducats/yr.

Went back and checked the FAQ again. Sorry for being so anal. Chief Counsel does indeed affect tax income and NOT production income. But you get the entire years taxes on Jan 1, so it's
tax collector +1/year monthly tax, +1/year monthly production income, +1/year annual tax
Chief Counsel +1/year monthly tax, +1/year annual tax
Governor +1/year monthly production income

Of course the tax is modified by the province population modifier, culture and religious differences, and stability modifier, while the production income is modified by your infrastructure percentage. Makes me question the value of governors in solo games where the AI inflation tracks the players.
 

unmerged(2810)

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Originally posted by Fester
I'm playing my first game (Austria 1492) and I'm up to early 1600's. My general approach is to pile up the merchants in the different CoT's to keep revenue rolling in. As soon as I hit stab +3 I concentrate on both infra and trade.


On the games I win (Very Hard/Coward), the economic category is always the major source of my points. Here is what I do:

Loans are bad, mmkay? Avoid taking them as much as possible. In response to events, I will sometimes prefer to take a stability hit over having to take a loan.

Set merchants on autosend and forget about it unless I am desperate to raise funds to pay off a loan. Then I send out no merchants at all.

Set all sliders to equal (with zero in stability) unless stability is less than +3, then I fix monthly income at the 0.2 inflation gain and max out stability until stability is +3.

Every province that can have one gets a tax collector, then a judge, then a governor. Governors are critical. They are cheap and smash inflation.

Build at least one of each type of manufactury as soon as you are able, and do so on the right territory if you can. Refineries are very nice. If possible, go for two refineries before you go for two of anything else.

Colonies can be the lifeblood of empire. Colonial powers have a significant advantage. If you are landlocked, get a seaport. If you are not a colonial nation, play with your policies so you have some colonial capacity and choose them strategically. Diplomacy can substitute for explorers if you choose potential map trading partners wisely. If at all possible, annex pagan countries that own a center of trade and convert the territories post-haste. Indeed, pagan-to-me conversions are one of the few things I will take out a loan to do.
 

unmerged(2833)

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Originally posted by Isaac Brock


This is not true. Tax collectors increase tax income and production, governors and legal counsels only increase production. Thye'll boost your income, but not your end of the year taxes.
This is not true :D;)

seriously, legal counsels inrease taxes and production, governors only production.

EDIT/ I read whole thread. Well, sorry, it's so messed up that i won't say anything more:D
 

Castellon

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More than 20 provences in which to promote govenors
 

EUnderhill

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IIRC the production from officials is 1 ducat per year unmodified by infrastructure percentage, unlike that from the production income from provincial resource. Note that the gold from an official does count towards inflation.