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MichaelM

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I personally tend to go for infra 4, trade 3, and land 9, in that order. If I'm playing a one-province minor, I'll invest in land a little earlier just so I can defend myself.

By the time I have all of those techs, I'm usually almost unstoppable, so I stick to the economic techs until I hit the ahead of time penalty. The only deviations are if I want to fight a large country which is a CRT ahead of me.

If I'm playing a very naval nation (England, Portugal, Venice, Spain), I will invest somewhat in naval tech. But usually the neighbor bonus from Portugal is enough to keep me close.
 

unmerged(108706)

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Depends on your playing style and nation. For example: if you play Portugal, be friends with Spain and in alliance, then your land tech can wait, and you can concentrate on naval/trade. If you play Russia, go land and infra, then later on you can add trade. If you're going to be involved in a lot of wars, go land and naval (optional), if you're going to be a peackeeper and expand by diploannexing, you can concentrate on infra/land. Usually by mid game you won't have any trouble deciding. Example: when you research infra/trade 6 next level will cost around 150k depending on your sliders, so that's a good time to research naval/land a lot.

But, yeah, try to get monopolies ASAP since trade is cash cow of EU2, and governors if you really want to, so you can decrease inflation/earn cash.
 

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Governors let you get away with minting a little bit, which comes in very handy when you need gold for wars. Trade is nice, but you have to sacrifice a lot of immediate gold to end up with long-term gold.

Latin countries can maintain decent technology due to the neighbor bonus, so spending money on trade is not so attractive, compared to getting governors and manufacturies. For Muslim or Asian nations, trade is far more important because neighbor bonuses aren't as significant.
 

unmerged(108706)

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Jul 24, 2008
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spending money on trade is not so attractive

Once you get governors you can set your monthly income so that it covers your expenses of sending merchants. Then those merchants you've sent will generate more money, giving you more income, enabling you to send merchants to further places. Once you get 5 merchants in Shanghai that's it... just remember: level 3 trade is where it's all at.
 

unmerged(15247)

immortal technique
Mar 3, 2003
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Digital Soul said:
In which order do u research techs?

Thanx!
single player, ANY mod:

- REGARDLESS of what nation, i never ever invest in naval tech untill at least 1600's . the ONLY exception is if i am close to level 11( so i could make a shypiard if i get none). making a huge or great naval army composed of galleys only, generally overcomes any naval tech (best to use especially as a non-european nation, but not only).
- if i am one LATIN european minor, i never research land since i get the neighborhood bonus.and if i have a GREAT administrative monarch( like many germans do) i even get ahead in land WITHOUT researching it at all. this is ONLY for earlly game strategy(before LT 9 generally), after that size and income DO matter in long run research. of course i have a certain "style" into monitoring relations closelly at ALL times, so i know for sure when and how i COULD get dowed(always putting the "worse" possibility in perspective). i never get myself in that situation especially with regards to high bb = everyone hates me.in earlly game there are other options of expansions, especially if a minor...joining/leaving alliances as i see , fit brings best result for a minor in earlly game. war in this stage is an option that needs to be thoughtfully analyzed. i almost never use impulsivness to guide me.
- generally i MUST reach infra 3 at ALL costs( and in parallel with high innovation it makes a real diffrence in long run, even if get ONLY a couple of unexpected inventions becouse of that). insome games i even got more then 10 various manufactories between 1450's and 1600's. but all depends on luck there as well. however, even a couple of manufactories, even if naval, greatlly increases player's chances for FASTER development( once, as norway, i got 6 naval manus :D , guess who rules the seas at ALL time?, and besides that it really improved income since they were all droped in "fish" provinces...)
- trade and infra 2 (both) RIGHT AWAY. they generally VERY EASY to achive regrdless of my size. i usually go infra 2 and keep going 3, while trade 2 just "comes along" rather quick.
-after infra 3, infra 4 is just a shot away, but i always make sure you do not fall behind in tech if i am NOT playing a minor nation. at times researching a BIT of land tech makes a lot of diffrence.
- at infra 4, generally trade 3 is at least halfway there as well. finish trade 3 and go STRAIGHT to trade 4( the diffrence in ammount of reseacrh needed between those 2 is the MINIMAL one ever when it comes to economic researches). of course letting aside the research for trade/infra 2 wich is more like a "given". the only exception is the WATCKBOI mode with the 1337 start year where infra/trade 2 provides the player with a choice he HAS to make regarding the main order he wants to research(as if he goes for infra 2 , it makes perfect sense to go for 3 and 4 and 5 before even "bothering" with trade 2)...
- after trade/infra 4, generally SOME land (to adjust based on neighbours where needed ONLY) after that researching infra 5 while making as many refinerries as possible.
-after infra 5, straight to trade 5 (wich again , if some refineries , is at least halfway there already....)
- after infra /trade 5 , ALL IS OPEN to player prefferences and objectives...if keep low bb , at this point the stability costs should not be a MAJOR issue anymore

- to me , the main exceptions here are russia and the balkans IF the player has major european ambitions(in russia's case). in this case researching ONLY land and reaching LT 9 or even LT 14 ,by the time she gets cores on lithuania and the hordes, will prove a MAJOR benefit into having quick and effective wars while saving money for building many refinerries... for balakn nations, see bellow.

- another exception to the rule would be if i am a small nation BETWEEN or with common border to a MAJOR that also has cb's on me especially due to possible cores = bad relations at all or most times...in this particular case researching ONLY land is the only option available. BEST example: all the minors in balkans that need to confront the ottomans sooner then later... or brandemburgh IF i want to master germany quiet earlly(lots of diploannexation lead to HUGE rdrop in relations, not worth improving with state gifts, or impossible to do so due to bad monarch diplomacy...

-another exception would be austria, where if she researches best land possible, she has greater chances of overcoming ottomans and take advantage of TIMED options(inheritances, vassals, etc). regardless, if one researches land earlly in the game, he MUST make sure he puts it to extreamlly good use when time(S) come..

-yet another exception: if the player decides to go into plutocracy earlly(or he starts there). unless wanting to increase to maximum aristocracy rather soon, he has to put more thought into researching land first becouse low diplomatic skills wich in turn leads to HUGE state gifts for relations. i NEVER reccomend this path, even with england, simplly becouse the player MISSES the chance of expanding as much as he could otherwise. spending time at 0 bb at ANY give time(S) is a BIG "no no" for me. while better income and and therfore reseach improves earlly outcome and performances, remeber that this bonuses get canceled rather quick due to "ahead of time" penalties. however there are only a couple of exceptions here, especially if playing a major(france and ottomans) and do NOT have imperial ambitions...

all in all, if the player realizes the bb limit he should stay WITHIN , at diffrent game time stages( for example NEVER at 0 bb , but NEVER above "we have a slightlly tamished reputation" either, at least until 1500's), then everything else would be rather easy....and that regardless of his nation's "start-up" bonuses and handicaps, or the ones he "gains" or "looses" due to historical aspects or events(including random ones)
 
Last edited:

Stoertebecker

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if i have a GREAT administrative monarch( like many germans do) i even get ahead in land WITHOUT researching it at all.

The monarchs investment in land depends on his military capabilities, not the administrative.


Apart of this, I usually proceed like this:

Trade 2 (for more trade taxes)
Infra 2 and 3 (for refineries)
Trade 3 (Another 10% bonus in trade taxes + you can seriously begin to trade)
Infra 4
Infra 5 or Trade 4 (depends on wether ahead of time is playing a role)
After that, Landtech.

Land 2 can make a difference, if you warmonger. So sometimes, I go for it.
As russia, like with every nonlatin, you can think about investing in land technology earlier. But I wouldn't recommend it. With cavarly armies, you still can easily beat opponents with land 9. And with most countries, you won't have any problems to catch up in land tech later.

If you got explorers and do need them, because you weren't able to get portugese maps, you can also think to invest in Naval.
 

unmerged(15247)

immortal technique
Mar 3, 2003
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Stoertebecker said:
The monarchs investment in land depends on his military capabilities, not the administrative.

my bad, i thought writting militarry for that, and wrote adminstrative by mistake, in that case :eek:o
 

Monkii-sama

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If you have a border with France it's a good idea not to fall behind in CRT advantages. They can be quite nasty when they have a CRT advantage on land.