EUIV - Quick Questions / Quick Answers

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Theoden

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Generally speaking, when interested in maximizing the money benefits of a province, what would be a given order for choosing buildings (when there is a 2-3 buildings limit)?

Would you go: trade-production-manufactory?

And what if only 2 spots are available, which buildings would you choose?

The last but not the least: would you choose manufactory instead of production building, if choice has to be made, or not?
 

londoner247

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Generally speaking, when interested in maximizing the money benefits of a province, what would be a given order for choosing buildings (when there is a 2-3 buildings limit)?

Would you go: trade-production-manufactory?

And what if only 2 spots are available, which buildings would you choose?

The last but not the least: would you choose manufactory instead of production building, if choice has to be made, or not?

There is no general rule. It depends on the trade good in the province, whether or not there are modifiers to trade value, what the terrain is, whether you need to fortify the province, whether you expect to develop the province further, and so on, and so on.
 

Theoden

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There is no general rule. It depends on the trade good in the province, whether or not there are modifiers to trade value, what the terrain is, whether you need to fortify the province, whether you expect to develop the province further, and so on, and so on.

Consider only 2 slots available, silk for example, best potential terrain for it (not familiar with how terrain influences this), no forts intended, no further development intended. How would you maximize those 2 slots in this case?
 

Sian

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Consider only 2 slots available, silk for example, best potential terrain for it (not familiar with how terrain influences this), no forts intended, no further development intended. How would you maximize those 2 slots in this case?

Still depends on a lot of things ... how the development looks for the province in question, how the state at large is looking for the province in question, how the Autonomy looks in the province etc.
 

londoner247

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Consider only 2 slots available, silk for example, best potential terrain for it (not familiar with how terrain influences this), no forts intended, no further development intended. How would you maximize those 2 slots in this case?

Silk I would definitely do production buildings - so, workshop and manufactory - as it is one of the best trade goods in the game, especailly if you control most of the flow of trade from that province to your trade capital.
 

grommile

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Consider only 2 slots available, silk for example, best potential terrain for it (not familiar with how terrain influences this), no forts intended, no further development intended. How would you maximize those 2 slots in this case?
Workshop + Manufactory. (Terrain has no direct effect on the economic output of a province, only on the number of building slots it has and the cost of increasing its development.)

Broadly speaking, the only provinces you should ever build the Trade line in are provinces with trade power bonuses (Centre of Trade, Estuary).
 

kmh42

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They probably won't get a good ally because of distance penalty and maluses of army strength. And the idea is to make them keep only the islands, or Algarve and the islands. Even if they ally France for instance, due to "threatened by Spain" modifier, this will just be a war vs France, because they'll field 8k troops max.
Ok thx a lot
 

Theoden

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Still depends on a lot of things ... how the development looks for the province in question, how the state at large is looking for the province in question, how the Autonomy looks in the province etc.

Is there a comprehensive tutorial for it? Other than wiki? A video, perhaps, that would describe such details and influences, as applied to trade in specific?

Silk I would definitely do production buildings - so, workshop and manufactory - as it is one of the best trade goods in the game, especailly if you control most of the flow of trade from that province to your trade capital.

So trade buildings would basically give me the possibility to increase my control % in the trade node, that's all? No other direct benefits, it's production that actually increases the main income for a specific good?
And what if I do not control the whole flow? Shouldn't I still try to produce as much as possible, so I will gain more out of it, for the same trade share value, that I could not change/increase on the short run?

Workshop + Manufactory. (Terrain has no direct effect on the economic output of a province, only on the number of building slots it has and the cost of increasing its development.)

Broadly speaking, the only provinces you should ever build the Trade line in are provinces with trade power bonuses (Centre of Trade, Estuary).

I started building them whenever I grabbed some provinces as a foothold in a new trade node, and thought they would still be useful after gaining 51% provincial control there. Should I destroy trade buildings, if nodes where I have full provicinal trade value under my control? How about when I do not risk losing the bonus merchant by that? Or should I still want to have 85% instead of 55%, shouldn't I?
 

CaptainPolyp

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Now that we're here, about the trade-related buildings.
If I understand well:
- trade depots increase trade power so they help taking control of the trade node in which they are (increasing the share of the trade value).
- workshops increase the local production efficiency, so they increase the trade value of the trade node in which they are.
- manufactories increase the production of goods, so they also increase the trade value of the trade node in which they are.

1/ Are any of these statements false?

if no:
- if I control most of a trade node (trade power > 75-80% of the total) or better, almost the totality, it is worthless to build trade depots/marketplaces (...) and I should prioritize workshops. Better focus on workshops where the production is high and the good produced is valuable to directly increase the money gained from trading it the node.
- if I control less of the trade node than this, better increase the trade power with trade depots (and so on), especially if the trade node is valuable or if I need it to transfer my trade downstream.

2/ is this logics accurate?

3/ is spamming manufactories a good strategy in both cases or is it only interesting in the first case?
 

brifbates

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Now that we're here, about the trade-related buildings.
If I understand well:
- trade depots increase trade power so they help taking control of the trade node in which they are (increasing the share of the trade value).
- workshops increase the local production efficiency, so they increase the trade value of the trade node in which they are.
- manufactories increase the production of goods, so they also increase the trade value of the trade node in which they are.

1/ Are any of these statements false?

if no:
- if I control most of a trade node (trade power > 75-80% of the total) or better, almost the totality, it is worthless to build trade depots/marketplaces (...) and I should prioritize workshops. Better focus on workshops where the production is high and the good produced is valuable to directly increase the money gained from trading it the node.
- if I control less of the trade node than this, better increase the trade power with trade depots (and so on), especially if the trade node is valuable or if I need it to transfer my trade downstream.

2/ is this logics accurate?

3/ is spamming manufactories a good strategy in both cases or is it only interesting in the first case?

1) correct

2) it depends on some factors in the nodes your node siphons from but broadly speaking, that's fairly accurate

3) Spamming manufactories makes more sense the closer you are to dominating the trade route of the province(s) in question. If you don't control the trade node you'll still get the production boost so it can make sense with high value goods but you're giving someone else all that trade value...
 

Vetgirig

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Generally speaking, when interested in maximizing the money benefits of a province, what would be a given order for choosing buildings (when there is a 2-3 buildings limit)?

If it got trade bonues - build marketplace etc ...

if building a temple gives 0.10+ per month build it
if building a workshop gives 0.08+ per month build it
if building a barrack gives 500+ manpower build it
if manufactory gives 0.30+ per month build it
if its coastal build a shipyard
and otherwise don't bother building anything at all or maybe an regimental camp.
 

Sian

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If it got trade bonues - build marketplace etc ...

if building a temple gives 0.10+ per month build it
if building a workshop gives 0.08+ per month build it
if building a barrack gives 500+ manpower build it
if manufactory gives 0.30+ per month build it
if its coastal build a shipyard
and otherwise don't bother building anything at all or maybe an regimental camp.

well, I'd say 0.12 for both Temple and workshop, and 0.33(ish) for Manufactory but otherwise yes
 

luckymarine

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You can never stab hit the AI as it will always accept any peace offer that would otherwise cause a stab hit. Human players can get a stab hit if they refuse to accept a peace offer that would be acceptable to the AI.
As Mongolia Ming has me at 99% war score, has had me at 99% warscore for upwards of 50 years but I refuse to peace out. In the past he should have been able to make me peace out and accept whatever he wanted.

I should have been more clear, what happened to the AI sending stability hitting peace offers and us unable to refuse if they have over 50% warscore?
 

londoner247

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As Mongolia Ming has me at 99% war score, has had me at 99% warscore for upwards of 50 years but I refuse to peace out. In the past he should have been able to make me peace out and accept whatever he wanted.

I should have been more clear, what happened to the AI sending stability hitting peace offers and us unable to refuse if they have over 50% warscore?

That sounds like a bug then. They should be able to stab hit you in those circumstances.
 

londoner247

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Is it normal that an ironman game doesn't stop on the 2 januari 1821? I was surprised when I passed on that date and it didn't trigger anything.

Did you open the new statistics view during the game? There is a known bug at the moment where opening that view manually means that the game seems to run on past the usual end date.
 

CaptainPolyp

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1) correct

2) it depends on some factors in the nodes your node siphons from but broadly speaking, that's fairly accurate

3) Spamming manufactories makes more sense the closer you are to dominating the trade route of the province(s) in question. If you don't control the trade node you'll still get the production boost so it can make sense with high value goods but you're giving someone else all that trade value...

If it got trade bonues - build marketplace etc ...

if building a temple gives 0.10+ per month build it
if building a workshop gives 0.08+ per month build it
if building a barrack gives 500+ manpower build it
if manufactory gives 0.30+ per month build it
if its coastal build a shipyard
and otherwise don't bother building anything at all or maybe an regimental camp.
Thanks for your answers folks :)