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The Great Duck

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I know there was a thread in which someone posted that for the maximum benefits of colonization,there are four national ideas:
1.QftNW-to get explorers and conquistadors
2.Deus Vult-to have a free CB on countries you wish to conquer(like Amerindian countries)
3.Viceroys-to get rid of the overseas territory tax penalty

I forgot the number 4.

Does anybody know what is the fourth idea for colonization?
 
Last edited:

Torisen

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National Bank, so that Viceroys doesn't smash you with a bankruptcy event and so you have more money to colonize.
 

Torisen

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Mister Max said:
Why would 'viceroys' make you bankrupt???
Basically, viceroys + gold mines with no national bank = bankruptcy, based on the event files.
 

Torisen

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country_event = {

id = 3082

trigger = {
gold = 2
inflation = 0.15
idea = vice_roys
NOT = { idea = national_bank }
NOT = { has_country_flag = bankruptcy }
}

This triggers with inflation of 0.15%, which is apparently a bug; it should be inflation = 15.
 

MXD

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Well, depends on where you want to extend.
Two particular pieces of land -- ranging roughly from nothern South America (ranging from today's Guyana to today's Costa Rica) and Java island are native-empires free, gold-free,while producing lots of great trade goods. You could even add Southern tip of Africa and Australia to a certain extent. Today's Brazil is very good, just remember that there are lots of Gold Mines there.

If you wants to expand there, you might want to take...

1 - QFTNW
2 - Colonial Ventures
3 - Viceroys
4 - Any sea-based idea. Likely the one that helps you getting more ships, I just don't remember the name
5 - Something to push your production income up.


Switch the 5th one to National Bank if you plan to colonize Brazil, though.
 

unmerged(47003)

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Jul 31, 2005
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Smithian Economics is wonderful. +10% production efficiency.

And once up above 50% PE, you start getting the "Land Reclaimed" event which increases your base tax and manpower. Which can have some pretty substantial long-term financial effects.

As for me, I go

QFTNW
National Bank
Viceroys
Smithian Economics

I guess if you were playing a large country where you had plenty of money to colonize, colonial ventures would give you more monies in the long term if you chose it instead of viceroys or even national bank.
 

unmerged(40278)

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The Great Duck said:
I know there was a thread in which someone posted that for the maximum benefits of colonization,there are four national ideas:
1.QftNW-to get explorers and conquistadors
2.Deus Vult-to have a free CB on countries you wish to conquer(like Amerindian countries)
3.Viceroys-to get rid of the overseas territory tax penalty

I forgot the number 4.

Does anybody know what is the fourth idea for colonization?

since colony income is mainly production, smithian economics is the applicable ni. imho the list would be:

1. qftnw -> national bank (after you bought 2 or 3 conquistador/explorers
2. viceroys
3. smithian
4. deus vult
5. qftnw (to be able to buy new conq/expl, add this earlier if you didn't buy enough the first time and they all died already)
 

unmerged(8054)

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MXD said:
Well, depends on where you want to extend.
Two particular pieces of land -- ranging roughly from nothern South America (ranging from today's Guyana to today's Costa Rica) and Java island are native-empires free, gold-free,while producing lots of great trade goods. You could even add Southern tip of Africa and Australia to a certain extent. Today's Brazil is very good, just remember that there are lots of Gold Mines there.

If you wants to expand there, you might want to take...

1 - QFTNW
2 - Colonial Ventures
3 - Viceroys
4 - Any sea-based idea. Likely the one that helps you getting more ships, I just don't remember the name
5 - Something to push your production income up.


Switch the 5th one to National Bank if you plan to colonize Brazil, though.

Sea-based NI's aren't really necessary. Once you've cored your first few provinces, you can build your troops on location. And it's not likly that you'll be fighting a lot of naval battles when colonizing: The natives doesn't have any navies worth talking about, your armies will most likely be landed before the war starts, and once that's in order, European navies can control the sea all they like: your men will take and/or burn their colonies while they watch from the ocean.
 

unmerged(73081)

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I usually go for QFTNW, followed by shrewd commerce, national trade policy, national bank and then viceroys...

I have played a few games, but still haven't developed any of the naval national ideas. The others somehow always seem better.

I have noticed that once you have your european affairs in order, there are hardly any problems in colonization (apart from the 'failed' colonization attempt). I suggest you should stay peaceful in Europe, ally with one powerful European player and dishonor the alliance if they drag you into an unwanted war.
Trade and colonize and you will be fine.
(but it certainly is more boring ... battle and war are more fun ;)
 

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BzAli said:
Sea-based NI's aren't really necessary. Once you've cored your first few provinces, you can build your troops on location. And it's not likly that you'll be fighting a lot of naval battles when colonizing: The natives doesn't have any navies worth talking about, your armies will most likely be landed before the war starts, and once that's in order, European navies can control the sea all they like: your men will take and/or burn their colonies while they watch from the ocean.

I know this : however, since it's highly likely that you will get in a war with a colonial power, I find it extremly convenient to have an extra "overseas" fleet to grab territories from the country I'm at war with. Now, I consider I'm colonizing three regions (today's Atlantic provinces&Quebec, northern South America and Indonesia, and my regional transport fleet come in handy.

Playing Sicily needs me to have good fleets in the Mediteraneean and one extra for Atlantic Ocean, should I get to war with one of Aragon, Portugal, France and England. Thus the NI bonus comes in handy.
 

Slargos

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Torisen said:
country_event = {

id = 3082

trigger = {
gold = 2
inflation = 0.15
idea = vice_roys
NOT = { idea = national_bank }
NOT = { has_country_flag = bankruptcy }
}

This triggers with inflation of 0.15%, which is apparently a bug; it should be inflation = 15.

Not really. Unless they've changed it from EU2, inflation is saved as a float int between 0 and 1 so 0.15 = 15%.
 

ulmont

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Slargos said:
Not really. Unless they've changed it from EU2, inflation is saved as a float int between 0 and 1 so 0.15 = 15%.
They have changed it. The bankruptcy event triggering at 0.2% inflation has been reported by multiple people and acknowledged as a bug in the bug forum.
 

unmerged(40278)

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MXD said:
I know this : however, since it's highly likely that you will get in a war with a colonial power, I find it extremly convenient to have an extra "overseas" fleet to grab territories from the country I'm at war with. Now, I consider I'm colonizing three regions (today's Atlantic provinces&Quebec, northern South America and Indonesia, and my regional transport fleet come in handy. Playing Sicily needs me to have good fleets in the Mediteraneean and one extra for Atlantic Ocean, should I get to war with one of Aragon, Portugal, France and England. Thus the NI bonus comes in handy.

every NI has it's use, but generally speaking, if your problem is naval forcelimit, shouldn't you be annexing provinces instead of sacrificing national ideas?
 

MXD

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vercetti said:
every NI has it's use, but generally speaking, if your problem is naval forcelimit, shouldn't you be annexing provinces instead of sacrificing national ideas?
Well... It oughta have something to do with the gaming style. I'm playing in a game where I thrive for naval supremacy. And yes, having more provinces really helps for this one, but right now, I'm playing with a very specific concept in mind : sorta Italian unification. Even though italian provinces are rather populous and wealthy, I limited myself to today's Italy (+ Corsica). The bonus really come in handy, but only late in the game.