I am digging more on trade company, from wiki 1.27? at the end of this post.
So while the TC goods produced don't get boosted by TC. The production income did get boosted, -40% instead of -80% of territory. And there are no effect of non-accepted culture to boost manpower and tax, then there are effective TC buildings to boost more. The TC buildings is cheap and use no slot!
the down side is TC get governing cost increase +25% vs territory. It is OK with that unless you go for world conquest ( I didn't know about WC)
So on non accepted culture and not gold, it is designed to get TC as much as you can. That's why Paradox has a button to add all the applicable provinces to a TC. I tested it, it didn't un-state a province to add them, states remains states.
On the few accepted culture provinces, make them states and try to build manpower, by building Soldier House on Grain, instead of Farm Estate.
The territory and vassals are what you dump the new conquered provinces into to wait for admin point and consideration later. I try blobing fast and the territories number soon double the numbers of states, because admin points is saved for new conquer and keep up with techs and admin ideas.
State is the best with at least an accepted culture or state religion, but will have the state maintainance. Most of the trade company are designed with Europe in mind, so if your capital is in Asia, you may want some core states in nearby TC regions. Get at least one province on each TC to build the TC Special Building..
Extra tips: if you want to conquer China, you may want to take Mandate of Heaven first, it give free core, free claims on all China, and much less AE on Unifying China CB
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Effects of trade companies[edit]
Trade company regions.
Provinces in a trade company are subject to the following modifiers (additive as usual):
[1]
| +100% | Local trade power |
| +0.5 | Naval force limit |
| −200% | Local missionary strength |
| +10% | Institution spread |
| +25% | Province governing cost |
Additionally, trade company provinces:
- Have minimum autonomy set to 80%
- Are affected by the
minimum autonomy in Territories modifier
- For
Production income the local autonomy effect is halved
- Ignore all penalties from
intolerance of the local religion or an
unaccepted culture.
- Do not contribute to
religious unity, regardless of religion.
- Do not have the embraced institutions of their owner spread to them. However, institutions may still spread through adjacency.
-
Allow centers of trade to be upgraded.
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Strategy[edit]
Trade company penalties[edit]
|
| Please help with verifying or updating this section. It was last verified for version 1.27. |
Regarding the penalties of trade company:
- The reduction in
tax -- sometimes
manpower and
sailors as well -- are counteracted by the removal of
unaccepted culture penalties and
autonomy penalties. The autonomy modifiers are applied multiplicatively after base tax/manpower/sailor has been modified by additive modifiers such as culture and trade company modifiers. Thus, as long as the additive modifiers do not sum to or below zero -- tax is usually helped by national modifiers -- the tax amount reduced by the -100% penalty is often mitigated by half from removal of culture and autonomy penalties.
- (
DLC required) Various Trade Company Investments can mitigate the initial tax/manpower/sailor penalty. (Manpower and sailor investments are under “Governance”. As of 1.27, Governance investments are "hidden" in-game with a side scroll.)
Other unspecified benefits[edit]
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| Please help with verifying or updating this section. It was last verified for version 1.27. |
Other benefits not specified in-game include:
- Trade Company provinces do not count towards Religious Unity. Thus, creating trade companies is a good alternative to religious conversion.
- Since trade company provinces do not gain embraced institution spread modifier, adding newly conquered provinces to Trade Company can be a strategy to slow down institution spread and thus maintaining tech advantage over Asian and African countries (or even Europe for non European countries).
- The lower governing capacity cost of the province could be useful when conquering huge amount of provinces (india or china for example).
Trade control by trade companies[edit]
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| Please help with verifying or updating this section. It was last verified for version 1.27. |
As adding a province to a trade company doubles the local trade power, and at the same time if a trade company controls more than 51% of the trade powers in its trade node, the owner gains an extra merchant,
centers of trade and
estuaries which give flat bonuses to base local trade power are of greater importance to trade companies than other provinces of similar
development. Constructing trade
buildings (and if finances allow, manufactories) in these provinces are valuable for the same reasons. Increasing
mercantilism can also help wrestling trade controls for trade companies as each point of
mercantilism adds
2% of provincial trade power.