• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

whatever321

Recruit
Sep 30, 2017
3
0
What to build in TC Provinces with more than 2 Slots? Which are usually reserved for Production/Production Efficiency. Market Place is not needed if you have a Monopoly. Tooltip says -100% on Tax and Manpower but most TC Provinces still generate both. Do I get any of this? Even if the Bonus is small I'd still build a Church or Docks for Sailors.
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
First focus on workshops and manufactories elsewhere, but... Per point in base tax, Churches in TC regions are more valuable than non-state, non-TC churches.

The 0 autonomy applies to tax as well and the tax income modifiers are additive. The -100% modifier is completely negated by the +75% core and +25% city modifier, and there's no cultural penalty either, meaning the +40% from a church is all income.

There are plenty of high ADM TC provinces w/ grain where a church is actually better than a workshop (w/o a manu). With no GoodsProduced bonus in a price 2 province, you need 2x DIP vs. ADM for a workshop to be better. With +60% Goods, it comes down to 25% more DIP than ADM.

Of course, with the manufactory it adds +5 DIP in that calculation so you only need like a bit more dip than adm for the workshop to be better. And that's not counting the Trade benefit from manufactories, which is why TC+workshop+manu. is so OP.

In price 3 and up provinces, the benefit flips quickly to workshops and the standard advice. And considering there's usually at least somewhere else you can build (or delete a AI docks and build ;)) you see why you should focus on workshops/manus.

If you're not ultra-blobbing, have extra building slots in TC regions, and have filled out your manufacturies and workshops elsewhere, and don't need a higher forcelimit, go ahead a build a church.
 
Last edited:

Badesumofu

Field Marshal
70 Badges
Dec 1, 2016
4.457
1.001
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Pillars of Eternity
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Imperator: Rome Sign Up
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
Churches are perfectly viable builds in TC provinces because the -100% to tax income just cancels out the +100% you get from the province being cored and a 'city' (city just means complete province as opposed to growing colony). The 0 LA also means you get full benefit from force limit buildings and manpower buildings for that matter.

Workshop/Manu is generally going to be the most important in provinces with valuable trade goods. But really the decision process should be pretty similar to State provinces because the penalties are all additive and just cancel out the base manpower you'd normally get without actually changing the base value.
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
Churches are perfectly viable builds in TC provinces because the -100% to tax income just cancels out the +100% you get from the province being cored and a 'city' (city just means complete province as opposed to growing colony). The 0 LA also means you get full benefit from force limit buildings and manpower buildings for that matter.

Workshop/Manu is generally going to be the most important in provinces with valuable trade goods. But really the decision process should be pretty similar to State provinces because the penalties are all additive and just cancel out the base manpower you'd normally get without actually changing the base value.
Right. Even with a factory, there's probably a number of low value good provinces where the tax building is a greater net. It's just that the opportunity costs often make it not worth it because there's somewhere else you can build for even more ROI.

BTW, the same argument applies to the manpower buildings as well. The city+core modifiers cancel the TC modifiers. So if you need the troops, build in that 15 Mil TC province.
 

GoWithTheFlo

Second Lieutenant
32 Badges
Jul 5, 2010
120
1
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Heir to the Throne
  • Leviathan: Warships
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Pride of Nations
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III
Hey, since you're all talking about TC; what's your strategy in terms of selecting provinces to add in the TC?
At first I added them all without thinking; and then I read that all you needed really was to only add the Trade bonus provinces to the TC (to get 50%+1 trade power) and keep the rest as territories/states to not get the TC malus. You guys seem to say that the malus are inconsequential (vs. territories at least).

Also, the wiki mentions that All provinces controlled by other nations in the trade company region get a bonus to goods produced equal to how large a proportion of the region's trade power the trade company controls... Does that include provinces of foreign TCs? Am I better colonizing just a few TC provinces and leave the rest to other countries since the goods will get shipped?
 

ecrurudesby

Lt. General
38 Badges
Jul 31, 2014
1.697
1.155
  • Europa Universalis IV: Rule Britannia
Hey, since you're all talking about TC; what's your strategy in terms of selecting provinces to add in the TC?
At first I added them all without thinking; and then I read that all you needed really was to only add the Trade bonus provinces to the TC (to get 50%+1 trade power) and keep the rest as territories/states to not get the TC malus. You guys seem to say that the malus are inconsequential (vs. territories at least).
Unless you're creating States then all of them. Non-TC Territories are bad.

Also, the wiki mentions that All provinces controlled by other nations in the trade company region get a bonus to goods produced equal to how large a proportion of the region's trade power the trade company controls... Does that include provinces of foreign TCs? Am I better colonizing just a few TC provinces and leave the rest to other countries since the goods will get shipped?
Not sure off the top of my head, I would think it only applies to non-TC land.
 

Zwirbaum

(Formerly known as Zwireq)
105 Badges
Jun 2, 2011
4.451
2.251
35
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Sengoku
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Teleglitch: Die More Edition
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Europa Universalis IV
  • PDXCON 2018 "The Emperor"
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Shadowrun Returns
  • Shadowrun: Dragonfall
Almost always add land to TC's. There is very rarely (if any out of the top of my head) reason not to.
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
What to build in TC Provinces with more than 2 Slots? Which are usually reserved for Production/Production Efficiency. Market Place is not needed if you have a Monopoly. Tooltip says -100% on Tax and Manpower but most TC Provinces still generate both. Do I get any of this? Even if the Bonus is small I'd still build a Church or Docks for Sailors.

Don't build docks. Just don't... If you have more than a handful of coastal provinces, which you should if you have TCs, you shouldn't have a problem with sailors.

Hey, since you're all talking about TC; what's your strategy in terms of selecting provinces to add in the TC?
Add all of them. If you're going for a One Faith and have already filled out religious, convert them first, then add.

At first I added them all without thinking; and then I read that all you needed really was to only add the Trade bonus provinces to the TC (to get 50%+1 trade power) and keep the rest as territories/states to not get the TC malus. You guys seem to say that the malus are inconsequential (vs. territories at least).
The 0 autonomy from TCs is OP af. The malus isn't "inconsequential" - you still don't make as much "normal" tax/manpower from a TC. It's just that because the modifiers are additive and the "base" TC modifier is 0 (25% City+75% Core - 100% TC), the malus has no effect on buildings. And because you can have 0 autonomy (which is multiplicative), *all buildings* are 4 times more effective in TCs than in regular territories.

Factories are preferred, of course, b/c TC lands generally have high value goods and get a goods produced bonus as well. Goods Produced gets double benefits (both trade and production). Similarly, workshops build off the goods produced bonuses as well so are good in high-valued trade good provinces, but temples are probably better in provinces with low value goods (assuming, of course, you've built better stuff elsewhere).

Also, the wiki mentions that All provinces controlled by other nations in the trade company region get a bonus to goods produced equal to how large a proportion of the region's trade power the trade company controls... Does that include provinces of foreign TCs? Am I better colonizing just a few TC provinces and leave the rest to other countries since the goods will get shipped?

...
Not sure off the top of my head, I would think it only applies to non-TC land.
That's what I thought at first too, but if you look at the tooltip for goods produced, the modifier seems to apply in TC land as well. This is contrary to both the wiki and the in-game info on the trade map-mode TC screen.
 

Badesumofu

Field Marshal
70 Badges
Dec 1, 2016
4.457
1.001
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Pillars of Eternity
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Imperator: Rome Sign Up
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
Not sure off the top of my head, I would think it only applies to non-TC land.
That's what I thought at first too, but if you look at the tooltip for goods produced, the modifier seems to apply in TC land as well. This is contrary to both the wiki and the in-game info on the trade map-mode TC screen.

Off the top of my head it was discovered a while back that it applies to land by held by any nation who has not embraced all current institutions. You can get the bonus in lands you own that are part of your own Trade Company.
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
Off the top of my head it was discovered a while back that it applies to land by held by any nation who has not embraced all current institutions. You can get the bonus in lands you own that are part of your own Trade Company.

I just tested this and it definitely seems to be the case. Prior to embracing Global Trade, Kandy had a GoodsProduced of 2.23 giving TV of 10.07 and Production of 1.45.
kandy_pre_global_trade.png



After embracing, it dropped to 1.73 GP, TV of 7.82 and production of 1.13.
kandy_post_global_trade.png

I didn't look at my total values, but that seems like a big decrease. My trade value rose from 180->200ish, but I'm not completely sure why; I didn't enlist my merchant anywhere.

Frankly this seems bugged and a potential holdover from the old pre-institution system and primitives, i.e. not Western = not at latest Institution. At the very least, if it's WAD, the tooltip isn't quite right.
 

GoWithTheFlo

Second Lieutenant
32 Badges
Jul 5, 2010
120
1
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Heir to the Throne
  • Leviathan: Warships
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Pride of Nations
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III
Yeah, it's weird, being up to date in Tech and Institution Spread should increase (if anything) goods produced.
I could understand a drop in value to represent increased supply; but I think that's more of a Victoria mechanic :D
 
I

indika_tates

Guest
What I usually do if I'm filty rich is to build only factories + regimental camp or factories + shipyards. It's a pleasure to raise 80k mercenaries to fight Ming having the budget on positive :)

Specialy when playing as a MR. It takes a long time to have 50-100 trade companies provinces but when you do if you have a good income no nation can stop the merc spam you can raise.