(Lol, I not only failed to conquer the world, but also failed to spell the two letter abbreviation for world conquest -_-...)
Hello,
Yesterday I finished my first ever attempt to conquer the entire world, after 1550 hours of playtime
. I did Muscovy not because it's easy, but because I genuinely enjoy playing them, they start in an interesting location, situation and have cool set of ideas. Below you will find four screenshots showing the map, summary, economy and military. Americas are not shown, because there's nothing fancy, all belongs to my colonial nations. Already halfway through I knew that I wouldn't make it, but I actually did better than expected. The early game was amazing, before 1500 I took over half Scandinavia, Kazan, almost all of Golden Horde, Livonian area, Danzig and of course Novgorod. I did test MANY openers, now I don't exactly remember how it went. I've been playing this game slowly since the start of 1.13 beta. Past the 1500 the game was still going very well, just not well enough for a complete WC. I learnt and discovered so many things, It's mind blowing. But there is one thing I realised that I thought was worth sharing and discussing, hence this thread. Below the screenshots you'll find what all this realisation is about
.
Look at the army numbers. It's insane. The magic lies in conscription centres! Each one adds +2 FL, add to that +50% from quantity and +50% from Muscovite ideas and its 4! No matter how poor the province is, it will always give +2 flat FL (or 4 in my case), in fact the poorer the province the better, because it's cheaper in a peace deal. This is all thanks to buildings not requiring any monarch points, so long as you have the money, nothing stops you. Coin will not only take care of the upkeep, but also force limits and manpower for that matter, so money does everything that quantity ideas do and more. I'm bad at maths and I did not calculate this, but I'm pretty sure that over all, the manpower and force limit from buildings alone wins versus the numbers quantity ideas alone provide.
The conclusion I came to is that in world conquest or in general quantity ideas or any other military ideas become far less important in the face of good old ducats, because as it is, money DIRECTLY translates into military might. Trade and economy ideas are stronger than ever for military expansionists.
Most of the better players probably already knew this, but for me this is big :O. Money was always a way to merely support and extend the power of godly qunatity ideas, not the other way around.
Hello,
Yesterday I finished my first ever attempt to conquer the entire world, after 1550 hours of playtime
Look at the army numbers. It's insane. The magic lies in conscription centres! Each one adds +2 FL, add to that +50% from quantity and +50% from Muscovite ideas and its 4! No matter how poor the province is, it will always give +2 flat FL (or 4 in my case), in fact the poorer the province the better, because it's cheaper in a peace deal. This is all thanks to buildings not requiring any monarch points, so long as you have the money, nothing stops you. Coin will not only take care of the upkeep, but also force limits and manpower for that matter, so money does everything that quantity ideas do and more. I'm bad at maths and I did not calculate this, but I'm pretty sure that over all, the manpower and force limit from buildings alone wins versus the numbers quantity ideas alone provide.
The conclusion I came to is that in world conquest or in general quantity ideas or any other military ideas become far less important in the face of good old ducats, because as it is, money DIRECTLY translates into military might. Trade and economy ideas are stronger than ever for military expansionists.
Most of the better players probably already knew this, but for me this is big :O. Money was always a way to merely support and extend the power of godly qunatity ideas, not the other way around.
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