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unmerged(463662)

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Thanks for the feedback guys. I generally play multiplayer(actually I ONLY play multiplayer), so it is important for me to find the best options.
Since tax falls off late game, i will not bother building the production level 6 buildings.

I knew of Custom Houses, but with how broken it is, was desperately hoping to make income in any possible way other that trade efficiency. Thanks for the feed back once again

Remember to clear your inbox if you send others PM's requiring a response!
 

unmerged(37198)

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Hello, can anyone give me some tips on how to maximize my tax income?
Can someone perhaps give me any/all the tax modifiers and decisions for taxes??
should I post a list of the decision and such giving the highest possible tax bonus?

Are Custom Houses worth it? or is it better to build Custom houses and CC's?
nope, most of the time its better to just build more naval/land buildings

Here is the wiki page for tax, which has a list of all the relevant modifiers you can have.
it dont list the decisions tho

Since tax falls off late game, i will not bother building the production level 6 buildings.
assuming you play ZZFZ the reason to go for the production line is that it gives higher support limit then the maxed Land line, so in theory, if you are located in a region with reasonably high base manpower then you can get away with building lvl 4 land and prod lvl6

this theory kind of falls apart on the difficulty to carpet build both those two lines in all your provinces (magistrate shortage) for a very large nation, so most of the time it might be more effective to first build the land line and then build trade up to lvl4 if you have spare mags

I knew of Custom Houses, but with how broken it is, was desperately hoping to make income in any possible way other that trade efficiency. Thanks for the feed back once again
trade might be the most important source of income, you need to get it working in some way (be it going reformed + free trade or by blobing in a region with exotic trade goods + going merc), otherwise you will probably die

while the high level trade buildings might not be all that, you still have to use trade
 

Icendoan

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Thanks for the feedback guys. I generally play multiplayer(actually I ONLY play multiplayer), so it is important for me to find the best options.
Since tax falls off late game, i will not bother building the production level 6 buildings.

I knew of Custom Houses, but with how broken it is, was desperately hoping to make income in any possible way other that trade efficiency. Thanks for the feed back once again

Oh, you'll die in MP if you don't focus on the relevant military buildings.
 

jdrou

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Do you need to have the 5.1 patch to download the 5.2 patch?
No, 5.2 includes everything from 5.1. It should work fine on an unpatched game. Make sure your game has the correct checksum and make a copy before installing the beta though (usually recommended to install the beta over the copy).
 

Chechnyan

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I dont know how to crop out individual sentences and responses, but thank you everyone that assisted me!

Im sorry if i seem annoying, but I have soooo many questions. I try to research them to the best of my abilities, but most of the sources are very outdated!
I am currently playing ZZFZ 5.2. I think it is a great patch, especially how it caps IIRC TE and PE and makes manpower a "resource" that i actually have to manage.

Since this is going to be my first game ever on 5.2, I am still confused if i should build as many CC's as I used to in 5.1. It seems now that the only way to increase forcelimits is through decisions/events/modifiers/NI's and now i learnt that Stock Exchanges raise them too!

1. What would be the most optimal way to build a land power that has high base taxes and high manpower? This would include countries such as France or Italy or Germany.
2. Does the change to CC's in ZZFZ affect CC building in any way?
3. To your reply Falahk - "should I post a list of the decision and such giving the highest possible tax bonus?" - I would really appreciate it if you did this, very very much.

P.S. - (I am an infrastructure type of guy its why im obsessed with building the right buildings)
P.S.S. - (I emptied my inbox >.> )
 

unmerged(37198)

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keep in mind that none accepted cultures give -30% (being a republic gives +10% for provinces with none accepted culture as far as I understand it)

HRE reform Enact Gemeiner Pfennig gives +25% tax to the emperor
buildings (as can be seen in the respective toll tip of each building)
+3 Stability +30%
Full centralization +20%
Protestant religion +10%
Bureucracy NI +10%

Adopt Vordenskab +10% (Denmark decision)
Establish a House of Trade gives +5%
Iconoclasm gives +5%
Pass Liquor Act gives +3%
Pass Court of Wards and Liveries Act gives +5%
Pass Mining Act gives +5%
Introduce Church Taxes gives +8%
Pass Dissolution of the Monasteries Act gives +6%

hopefully I did not forget/miss something....
 

cywang86

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I dont know how to crop out individual sentences and responses, but thank you everyone that assisted me!
See the button to the right of "Reply With Quote"? (Multi-Quote This Message) Use that on all the posts you wish to respond to and then hit the Reply With Quote button.

Then you can delete the sentences that you don't feel like quoting.

Just make sure you don't touch the stuffs inside the brackets unless you know what you're doing.
 

EU3noob128

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This is probably not an easy question to answer but i figured i'd try anyway. I noticed that playing as Tuscany i can from the very start ally with countries like Naples, Papal States, Castile, Savoy and Milan with a "very likely" acceptance chance. Out of those countries, all of them but one remains a "loyal" ally (joins my wars, doesn't randomly break alliance). For some reason every time i play as Tuscany (6 different throughways confirmed) Milan ends up breaking our alliance for no reason. Even if i shower them with gifts, military access, royal marriage (if i changed to monarchy) join their wars and help them win , have 200 relations they always break off the alliance a 1-3 years after the start of the game. Is this something Milan AI does often? Or is it completely random? Maybe has something to do with Tuscany?

Also, whenever they break the alliance with me they only have an alliance with one or two other countries and don't enter another alliance for very long time.
 

Icendoan

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You need to check that you don't feel threatened by Milan, and they don't see you as a rival. If they have a cause, or desire to expand through you (quite likely) then they won't want an alliance with you, etc. It's not very often that you see successful alliances between adjacent countries, unless they are both extremely powerful (and even then, it normally collapses).
 

cacra

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keep in mind that none accepted cultures give -30% (being a republic gives +10% for provinces with none accepted culture as far as I understand it)

HRE reform Enact Gemeiner Pfennig gives +25% tax to the emperor
buildings (as can be seen in the respective toll tip of each building)
+3 Stability +30%
Full centralization +20%
Protestant religion +10%
Bureucracy NI +10%

Adopt Vordenskab +10% (Denmark decision)
Establish a House of Trade gives +5%
Iconoclasm gives +5%
Pass Liquor Act gives +3%
Pass Court of Wards and Liveries Act gives +5%
Pass Mining Act gives +5%
Introduce Church Taxes gives +8%
Pass Dissolution of the Monasteries Act gives +6%

hopefully I did not forget/miss something....
Bear in mind though that a fair amount of those decisions arent exactly good. Iconoclasm sticks out.
 

yequr

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What is it with the Japanese and neverending wars? Currently I have Minamoto and no one but Minamoto having occupied Aceh for several decades, they slowly are losing to rebels now, but the remaining occupied provinces have 35+ RR... I've seen things like this many times before*, why?

*by which I don't mean your usual long revolution war or something like that.
 

unmerged(736493)

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Newbie here, playing my first game (playing as Portugal). I have some questions about the economy and province improvements as they relate to colonial provinces. The manual is pretty unclear hear. Do the province improvements have the same effect in a colonial province as in a non-colonial province? For example, the dock gives +25% production. Is that true in a colonial province? Similar questions for the marketplace, constable, etc.

What are the typical improvements you build in a colonial province. I've been starting off with a marketplace and fort, but what should be next? Or should something else be first?

I'm to the point where I can create a COT in the Americas. Should I do that? What are the pros and cons? Does it matter much which province I put it in?

Thanks!
 

Kimberly

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Newbie here, playing my first game (playing as Portugal). I have some questions about the economy and province improvements as they relate to colonial provinces. The manual is pretty unclear hear. Do the province improvements have the same effect in a colonial province as in a non-colonial province? For example, the dock gives +25% production. Is that true in a colonial province? Similar questions for the marketplace, constable, etc.

What are the typical improvements you build in a colonial province. I've been starting off with a marketplace and fort, but what should be next? Or should something else be first?

I'm to the point where I can create a COT in the Americas. Should I do that? What are the pros and cons? Does it matter much which province I put it in?

Thanks!

Province improvements have the same effect in colonial provinces. However, colonial provinces receive a pretty massive tax penalty. As a result, tax buildings in your colonial provinces won't help you as much as in your core provinces.
 

grommile

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What is it with the Japanese and neverending wars? Currently I have Minamoto and no one but Minamoto having occupied Aceh for several decades, they slowly are losing to rebels now, but the remaining occupied provinces have 35+ RR... I've seen things like this many times before*, why?
They're not the only people who have inexplicably long wars, but Japan is particularly susceptible to it because of the weirdnesses around how Japan's diplomacy works.
 

Aquilegia

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In my current game the Timurids have conquered almost all placed needed to become the Mughals, but Delhi has a tribute agreement with them, so they're not conquering the last province they need to form it. Will the ai end such an agreement after some time or does it end automatically after some time or should I tagswitch and end the agreement if I wish to see a Mughal empire?
 

yequr

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Either one side has to declare war (unlikely, if Timurids get weak enough for Delhi to declare they probably won't become the Mughals, and the Timurids themselves probably care about their stability too much or will simply be busy elsewhere) or Delhi has to be annexed by someone that isn't paying tribute or go bankrupt.
 

Monzon

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What would you advise in this scenario:

I am playing as Brandenburg, and managed to break out of the PU with Luxembourg quite early (yeh!), so am free to make alliances, go to war etc.

I was allied with Wurttemberg who got themselves involved in a war with Bavaria, who then dragged in their ally Thuringia.

Now, one of my goals is to form Germany, so I thought "oh nice, I'll DOW Thuringia" (since you need both their provinces to form Germany). Now, I find myself in the situation of having conquered Thuringia but wondering what kind of peace to broker. Currently Saxony and Anhalt are also at war with Thuringia, while Bavaria has a 14k stack sieging Franken. So, do I:

(a) Vassalise Thuringia, and then ally them, thus giving me an alliance CB against Saxony and Anhalt (I believe we need these provinces to form Germany as well), both of who's armies will inevitably move in to lay siege to Thuringia. Then just vassalise Saxony and Anhalt as well.

(b) Try and wait until Saxony, Anhalt and friends have peaced out with Thuringia, and then safely vassalise. The only problem might be that Bavarian stack in Franken, who could move on my Thuringian occupied territories before a peace is reached.

(c) Annex, thereby inheriting the unlawful territory modifier.
 

Dathon

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What would you advise in this scenario:

I am playing as Brandenburg, and managed to break out of the PU with Luxembourg quite early (yeh!), so am free to make alliances, go to war etc.

I was allied with Wurttemberg who got themselves involved in a war with Bavaria, who then dragged in their ally Thuringia.

Now, one of my goals is to form Germany, so I thought "oh nice, I'll DOW Thuringia" (since you need both their provinces to form Germany). Now, I find myself in the situation of having conquered Thuringia but wondering what kind of peace to broker. Currently Saxony and Anhalt are also at war with Thuringia, while Bavaria has a 14k stack sieging Franken. So, do I:

(a) Vassalise Thuringia, and then ally them, thus giving me an alliance CB against Saxony and Anhalt (I believe we need these provinces to form Germany as well), both of who's armies will inevitably move in to lay siege to Thuringia. Then just vassalise Saxony and Anhalt as well.

(b) Try and wait until Saxony, Anhalt and friends have peaced out with Thuringia, and then safely vassalise. The only problem might be that Bavarian stack in Franken, who could move on my Thuringian occupied territories before a peace is reached.

(c) Annex, thereby inheriting the unlawful territory modifier.

Even if you vassalise them, you still get the unlawful territory once you diplo-annex them, unless by that time you are the emperor. For faster conquest i would say do B, peace out with Bavaria once you brokered the deal and go for the kills on Saxony and Anhalt