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unmerged(40278)

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Feb 18, 2005
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heh, when it comes to national ideas, that's where the roleplaying stops for me :p i'll gladly spend a 1000 ducats and 10 wars to color the map the way i think is prettiest, but touching national ideas - never :D

MXD said:
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.
 

claudio6921

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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.

5 - something to push your population growth up, like umanist tolerance
 

GAGA Extrem

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1) National Bank (so you can affod minting the money for colonists) (If you have enough money you might want to choose 3/4 or beurocrazy (that WAD - written as intended). Another Option: QFTNW first until you have discovered what you want to colonice and then switch.
2) Colonial Ventures (to expand faster and fire good events :)) if you have not enough money to make use of the colonists better go ahead with 3 and chose it later on.
3) Viceroys ($$$)
4) Smithean Economics (more $$$)

(Though smithian can be better than viceroys if you get high production colonies - didnt do the math.)
 

Jasmo

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Smithian economics is very powerful due to its impact on events and should definitely be an early choice. See the thread on impact of national ideas but getting your production efficiency first above 30% and then above 50% can have a tremendous impact on dramatically reducing negative events. Since most of these events are per province, having a lot of colonies without high production means constantly firing negative events eating away at both your gold and your stability. After production hits 50% you can lock down the slider at 0 but definitely grab Smithian Economics 2 or 3 possibly even 1 if you are playing an east asian nations with high production provinces. Also keep at least a little research going into production.
 
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Mister Max said:
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 ;)


I agree 100%. Your exploration will open up COT's on the way, and getting as strong position in them ahead of other Europeans will provide the financial backing for setting up your colonies.
 

TKaz84

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Smithian Economics also makes more overseas province look attractive for colonization. Specifically the base tax 1 sugar provinces that dominate the northern and eastern coasts of South America. Sure they may not add much to yearly income, but the production incomes you can generate (especially with SE) gives you a substantial boost to your research.
 

unmerged(54584)

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My favorite Power is Portugal. Because they have such an early lead on other colonial powers, and only border one other nation (Spain), some of my first National picks are flavored.

First, did you know that you can change national ideas for a stability hit? So, once you build your explorers, you can change to something else.

I'm playing with Magna Mundi so am limited to few colonies in teh early game. (Compared to the unrestricted version of EU3 where you can have a HUGE colonial empire after just fifty years.)

With Magna Mundi I use.....
Deus Viod (That free Decleration of War Idea) This allows me to bring in War taxes for 4 out of every five years. (The fifth year, we rest). Going to war doesn't always mean conquest, sometimes I'll declair war on Morroco just to capture a few ships. Once you have 30+ ships and an admiral worth his salt, your navy will only grow during wars.

Shrewd Traders Around 1515 you can discover the far east CoT's. One is worth 1,600 in trade income. You will find about 4 other european powers there, milking up 250 gold per year from that CoT. Make sure your one of them! You can make a sick amount of money from Merchants. Get that fleet out there and find some CoT's!

National Bank I like keeping inflation beneath 3%. That's just a quirk of mine. Low inflation makes me smile, and National Bank gives me a way to keep it low. I think some other Ideas may be mroe useful, but oh well...

-YC