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WKIII

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Okay, I am England, and I am planning to conquer all of India in the long run, but before I am doing this I have few questions.
  1. Are Trade companies like Colonial nations? can I avoid them?
  2. If 1. is true, then how many provinces should you have in their zones before they simply appear?
  3. Can I keep the original Hindu religion and not have too many rebels? I will spend a slot for the Humanist Ideas.
  4. I have Exploration Ideas, but would the expansion ideas really accelerate my progress for india? I don't think so.
  5. How is the Indian military technology? should I prepare with some military ideas first? or are they as weak as New-World's natives?
  6. Suppose I own all coasts of India, it means that I've won the competition for India against all other Western powers, right?
  7. I am gonna collect inside India, probably in Goa, better then transfer it to mediterranean and only then to English Channel, right?
  8. I am isolating myself in Europe, I don't have any diplomatic relations and don't want to have since any "cal to arms" might delay my quest for India.
  9. What special buildings are best choice for the English heartland? Naval arsenals? I would have already many ports in India... maybe trade posts or mints?
 

Demetrios

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Okay, I am England, and I am planning to conquer all of India in the long run, but before I am doing this I have few questions.
  1. Are Trade companies like Colonial nations? can I avoid them?
  2. If 1. is true, then how many provinces should you have in their zones before they simply appear?
  3. Can I keep the original Hindu religion and not have too many rebels? I will spend a slot for the Humanist Ideas.
  4. I have Exploration Ideas, but would the expansion ideas really accelerate my progress for india? I don't think so.
  5. How is the Indian military technology? should I prepare with some military ideas first? or are they as weak as New-World's natives?
  6. Suppose I own all coasts of India, it means that I've won the competition for India against all other Western powers, right?
  7. I am gonna collect inside India, probably in Goa, better then transfer it to mediterranean and only then to English Channel, right?
  8. I am isolating myself in Europe, I don't have any diplomatic relations and don't want to have since any "cal to arms" might delay my quest for India.
  9. What special buildings are best choice for the English heartland? Naval arsenals? I would have already many ports in India... maybe trade posts or mints?

Trade companies are completely optional. You choose if you form them and how many provinces go into them. They're great if you're playing a trade-focused state (like Portugal) and only want to take a few key provinces to steer trade back to Europe. If you wanted to, you could even start off with forming Trade Company, and then disband it once you've taken a substantial portion of provinces in the region.
 

Xara

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1. Completely optional, but you'd be foolish not to use them, because you're not going to get squat from them in the first place. You're giving up very little for a much better reward.
2. They don't appear. You have to add provinces to the company. If you don't, there isn't a trade company from you in that region.
3. Heathen tolerance at +0 or higher reduces the effect of religious dis-unity. At +3, there is no effect. Any heretic or heathen province, however, will never be as good as a converted one, because true faith tolerance is always higher.
4. Absolutely it would - Expansion gives a CB that works on all Indian/Chinese tech nations.
5. You will decimate them due to being several military techs ahead. If they westernize, you'll need to be more careful.
6. Sure. Just don't count on any of them being your friends ever again.
7. If you can control a very large percentage at a chokepoint, then yes.
8. That's not a question!
9. In England, nothing. In your Indian provinces, trade power / trade value buildings.
 

aschack

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To clarify a few points:

1) As was said, trade companies are optional and you need to manually add provinces to the trade company to form/expand it. There are some very, very good reasons for doing this. As your provinces in India will be "distant overseas", minimum autonomy will be 75%, which means you get virtually no tax, production or manpower from them in the first place. Adding a trade company does a number of things: Doubles your own provincial trade power (which is good for you), increases the production of non-western countries in the region of the trade company (and thus increasing trade value, meaning more money for you) and finally, if you get over 51% of the provincial trade power in the trade node, gives you an extra, free merchant. Having all your provinces in a trade company also means that neighbours cannot westernise off those provinces. Unless you have a land connection to the provinces, I can't think of a single good reason not to form a trade company.

4) As was said, the idea group bonus for Expansion gives you a casus belli (Overseas Expansion) on all provinces with Indian/Chinese tech group (and Sub-Saharan too if you want to conquer East Africa). This is by far the best CB for taking India due to the significantly lowered aggressive expansion modifier. You could - if you have it - also use Holy War from the Deus Vult idea in Religious Ideas, but it's not as good. Still good, but not as good.
You may have taken the mission that gives you a claim on the entire Indian coastline, but as soon as you take a province there in a peace deal you complete the mission and lose your claims, so don't count on having that forever.
Is it worth taking an entire idea group to get a casus belli? That's up to you, but you might quickly find yourself with an Indian coalition if you just use conquest CB with very few claims.

6) Nope. They'll still get the same mission as you, and when they take it they get a -200 opinion modifier with you. If you look weak, they will press their claims to try and get a coastal province for themselves. And no, you can't just sell them one and be done with it, as they won't accept it due to having a different culture and religion. They will gladly conquer it though.

7) Probably. Unless you can some very serious trade power in the nodes in-between Goa and The Channel, you'll lose most of what you transfer to the other powers.

9) Just to add to Xara, production adds to trade value too, so building production buildings is not a bad idea either. But trade power/value first.
 

Homer2101

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It's fairly easy for an isolationist player England to get control of the nodes around Africa and funnel trade from Asia into the Channel. You will need control over the Gold Coast, Cape, Zanzibar, and Aden trade nodes. Control is best obtained by controlling the local centers of trade. Designating centers of trade as trade company territories will give you sufficient trade power to dominate the node without light ships and will give you additional merchants for even more trade income.

Gold Coast has two centers of trade, one of which is colonizable but tropical, and one of which is owned by Benin. Colonizing tropical provinces is inefficient, and I prefer to steal tropical colonies from other European colonizers where possible. If you don't want to fight Benin immediately, then you can colonize Fernando Po, the only temperate colonizable province in the node, and stage a light ship fleet from there as a temporary measure.

Cape has one center of trade -- the Cape, which is a temperate province and which England should be able to reach before 1500, and immediately after establishing a city at Fernando Po, if it has taken Exploration ideas for the 50% colonization boost. Cape is a one-way node, and has no natives, so there's no reason to put a merchant there unless you somehow have too many merchants.

Zanzibar has two centers of trade, both with 2 base tax, both of which are at the start owned by African natives. The natives are weaker than Western-tech armies, but not as weak as American natives, and so for safety it's a good idea to have numerical parity or superiority. Getting both centers of trade and building the two +25% trade power buildings will let you comfortably dominate the node.

Aden can be tricky depending on local alliance networks, and you may be better off grabbing an island for a base and flooding the node with light ships.

If you do not have Expansion's Overseas Expansion CB, then you can still easily manufacture a trade conflict and use it to get territory. Send a merchant to a node where your target has lots of trade power, but at least 30%. Follow up with light ships to get your trade power to over 10%. Then fabricate the trade conflict and declare. I do not see coalitions in Africa and Asia as a deterrent to English expansion.
 

Demetrios

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Gold Coast has two centers of trade, one of which is colonizable but tropical, and one of which is owned by Benin. Colonizing tropical provinces is inefficient, and I prefer to steal tropical colonies from other European colonizers where possible. If you don't want to fight Benin immediately, then you can colonize Fernando Po, the only temperate colonizable province in the node, and stage a light ship fleet from there as a temporary measure..

St Helena is in that node as well, and is a temperate colonizable province.