I think a section on ministers would have been really good here, if you get yourself like a 10 star treasury secretary, you'll be adding an insane amount of wealth per turn.
@@ulture No. They have. But their effect is little in comparison to others late game. If you earn 300 wealth per turn in the province, the - maybe - 7 or 8 from the minister are not that "insane".
In my exsperience keeping lower classes low is the best idea. I saw this in my Prussia playthrough where i kept the lower class tax low but my economy still exsploded as i was able to build alot of industry and trade ports in my regions.
this totally makes sense. if the population is exploding with lower taxes, the next time you increase it then there will be so much people to pay 😂 really good video
Man I started playing empire this month and I had booted it up probably 3 or 4 times previously but not continued playing because I couldn't figure shit out, but youve been my savior, everything I look up im getting videos made by you for my answers haha, awesome work, youre carrying my empire knowledge
@@FaramirsRangers if you dont mind me asking here, ive been trying to figure out how to put troops on boats to go and conquer the British isles and elsewhere, but can't seem to figure it out, is it only a certain ship type that lets troops board for travel?
@@kalebfitzgerald9102 no they can go on any ship. Take the army to a port is one way and bring your ship there as well. Select the army then there is a tap to board them up. You have to move them over to the ship and then move them by the fleet and do opposite when you get to your destination.
Your guide videos make play ETW much more fun; which is the goal. Especially, grand coping with the pickies forcing us to stay home. Total War games are crack for nerds!
Gonna say I really appreciate this. There isn't enough content for pre Rome 2 Total Wars. I mean maybe there are enough let's plays of older Total Wars, but let's plays have never been my cup of tea do I have a hard time learning from them.
as all other tw games, i always prioritize economy and development than rapid expansion. however; empire total war is not ck3. you need to invest in military and expansion as well. if you play as maratha and prussian or UP the game won't allow you to play TALL. also as Ottomans/Turks you will be surrounded by enemies from all sides in a few turn so you etiher defend or blitz before being attacked. i think empire tw is a perfect game that force you to BALANCE economic development and military upgrades. if you don't have security based issues like above nations, you can play TALL. appoint best ministers alternative, upgrade econ buildings and farming. then you will definitely have a boost. the one tip i can give is that some farm or building upgrades don't return same amount of money. so always upgrade wealtyh/prosperous region buildings and the farms-estates that give more money than other regions' farms-estates. second tip would be about ministers. i always appoint best minister to justice even he might be better for treasury. cuz once you get public order green or yellow at least, taxes keep coming and you don't have to worry about recruting unnecessary garrison units. so better justice minister better off than better treasure minister. third tip, never forget selling tech to friendly-indifferent nations. minor nations are always eager to buy tech.. always push for maximum cash. they give 3000-8000 gold for the mid-game level techs (depending on which difficulty you playing)
Great video! One thing which I've always wondered: Once all the small villages and fising-villages have been automatically upgraded to slots you can actually build buildings in, is there any need for population growth in this province? I think growing the lower classes doesn't generate taxable wealth, AFAIK. It's a nice touch that recruiting troops does actually diminish a city's population. A curious situation at 7:11: Is Prussia actually owning Tunisia?!? ... H-how? O_o
No, troops are not being recruited from the pop as it was in Rome and Medieval. They come out of nothing. Pop has no need anymore once all slots are present. Countrys own Tunisia and Algeria since the Barbaresques sell them for peace deals with AI countries.
@@kellymcbright5456 Incorrect. Population growth in Europe feeds (at about 10 times) population growth in North America. For a game ending in 1799, the population growth in Europe, feeding economic growth in North America, I believe is far more valuable than the very slow direct economic growth from European Trade Ports.
I don't know if the math lines up with my strategy but during early game, I keep my taxes as low as possible, then one turn before a building gets done, I switch everything to very high the back to very low when the building is done. I do so so that I have enough money for the next building project and only lose growth for a turn in exchange for money the next turn. This has been my strat since Rome 1.
On a small Side Note, ALL ports and small towns in Empire have a "prosperity level". Prosperity goes: Very poor, poor, growing, wealthy, prosperous. This effects how much wealth you get from building a Port or Industrial building in that town. I want to say this also effects the Wealth per turn but i don't recall if thats true or not, i know it effects the Flat wealth value you gain.
There's a bug with ports though. The game doesn't allow them to change as they're incorrectly flagged. All ports that are grown start as very poor. Provinces can't become richer than their poorest town. There's a mod that fixes it. And iirc the wealth of the town doesn't feed into growth, only flat.
no taxes at the biggining till the province is have no new cities. ports first you have fishing ports to grow the population than you do trade ports for more $$$ researching military at the start is a waist of time, research farming and education so you can research faster concentrate the all university in the capital so you can start a revolution and then you have one nice public order so you don't need an army to keep order and the most important is the trade ships and ports over 50% of your income will come from there sure will affect you at the start but then you r booming later on ...
yeah, exactly - trade ships and trade routes give way more income than anything else. Also unnecessary wars kill your trade, so border as few people as you can :)
Military research makes troops live longer and fight better. Requires fewer troops and having standing armies is also a form of peace. I do military eco and steal or batter philosophy
I was today years old when i finally figured out that putting a gentleman or scholar in one of your schools or universities will actually DOUBLE the technology research rate.
Not quite - and oly for a Level 1 School. A Gentleman will typically rate between 3 (default) and 5 (3+2) "research points" in the specialty which his School is currently researching; but the School itself contributes, according to level: School: 9 points; College: 13 points; University: 17 points (either Classical or Tradational); and (Modern) University: 24 points. If you are fortunate enough to acquire a Longhouse in North America, from one of the Indian tribes, they are worth 20 research points (nearly that of a modern University), but with a smaller penalty from Clamour For Reform.
I disagree with setting taxes to low entirely. By setting taxes to low, you'll have more gold and population later on, but you sacrifice income in the early game. The thing is, an advantage in early game is way more impactful than an advantage in late game bc they stack with each other. An advantage increases the chance of getting another advantage. I'd rather have more money early game to invest in trade ships and armies than hoping that some day the investment into growth will pay off (It wont). As with all TW games (actually every strategy game), a good early game is absolutely vital for a good overall game. I remember Shogun 2 where the absolute best economy tactic is to toggle between moderate and very high taxes in order to gain maximum income early-mid game. Sure you sacrifice 100% of late game growth income but this is nothing compared to having loads of cash from very early on. Also, it seams that population in ETW doesnt directly impact taxes, it seems population is mainly for growing towns. Once thats done, there is basically no more benefit to growing population (bigger towns are harder to convert and you get more town watch, according to wiki, but these are minor benefits).
Everyone has different preferences but I will tell you that lowering taxes has an impact within 3 turns playing as Great Britain or Prussia. That is all it will take to have your next town ready for you to use on another college. This gives you another research point to grow your economy. The faster you get new towns the faster you get new income that was not possible before even if it is just adding another weaver cottage. This will double your income in that area while also expanding your growth. When you do raise taxes you now will have a higher wealth from with to tax from. As for income loss in the early game yes it is a trade off however you can use your naval to supplement the loss and gain even more through piracy and capturing ships. Why not have your cake and eat it too?
@@FaramirsRangers Yea low taxes do seem to have their use in ETW, at least until you grow some villages. But still, the principle that the impact of advantages decrease as the game goes on applies to every strategy game. Or rather that early game advantages have a massive impact longterm. I wanna have both maximum income and all the supplements from prize money etc. I wanna have the cake and I want the whole godam thing now. But yea Im not sure I'll continue ETW anyway , the battles are so clunky, especially siege, and it's way too easy. It's a very hearty TW though.
@@1iRa I am actually working on a Russian campaign now for the channel and I was looking at the loss of income you take for the end turn. It is only a loss of just over $300. That is not enough to even buy my loved gorodskiye streltsy militia. The impact is I am able to build a new college twice as fast as I would if not changing the tax lower. Also when I have all my new towns arrived I switch my low class tax to mid level and drop my wealthy tax down. The amount of wealth increase is huge and it helps filp towns that were very poor to wealthy which gives you tons on wealth to tax. We are talking big impact
@@FaramirsRangers That's **very** situation dependent - and true for your example only because Russia as such a poor starting economy, largely dependent on Fur exports. It, often, rapidly becomes false for an aggressive player playing other factions.
When would you say is roughly the proper time to lower the taxes for the lower/middle class and the upper classes (As in should they be done right away or mid-game)?
This is my tactic on tax levels. Just keep in mind it is a flexible thing. Starting the game I usually start off with level 2 tax on lower instead of standard level 3. This doesn't hurt my income to much and helps with population growth. The only nation I start with standard 3 is Ottoman Empire. Ottomans because I have too much need to build up a small military that you start off with. As for all others I try to keep at level 2 until I have completed all new towns emerging. There is times I raise it for a turn or 2 to gather more money but usually no more that 2 turns. As for upper class I keep at level 3 to start the game and as soon as I have started gaining a healthy level of end turn income I drop it a level. Again I can raise it from time to time to gather more income and drop back down as needed. By doing this I am now comfortably raising enough taxes on level 1 on both upper and lower class (4000-7000 a turn) in my Sweden campaign 1720's or 40ish turns in. Once I hit all new towns completed I will raise lower class to level 3 again. That should generate just massive levels of income. On the current turn I am in after raising more expensive light dragoons I am making 4400 a turn with both on level one. If I raised the tax levels to 3 I would make 13,700 a turn. Again I have been converting my cav over to more expensive Swedish light dragoons each costing over 300 a turn. I currently have 19,000 in the bank and gaining as I have maxed up all my buildings.
In the beginning of the game you want to secure friends and good trade agreements. defend your ports and your allied ports from blockades. blockade your foes with cheap shit. Leave lower tax at the minimum so you can build towns. once towns are built its not as much of a factor. Make sure youre looking at tax income too. if your region is only generatin 400 gold theres not much use in taxing.
So you explained how I get money growth, but not exactly how much that effects my income? So if my taxes are 33% lets say and the growth is 3 per round. Does that mean I get 1 extra income per round effectivly? That cant be worth it can it
i ever do this when i play Prussia with hardest difficult, i have no enough money to raise army against enemy from every direction. It's really hard challenge. i ever played on normal tax only to end hardest difficult with Prussia.
If I destroy a cotton weaver town, the growth per turn till now also gone? or is it only the turn income? And thank you the tutorial helped me to understand
I believe you are incorrect on the Education growth in Town Wealth. It comes from the Cultural building in the region Capitol, not from the Enlightenment Techs researched. On the details of how the economic engine works - great explanation. However, I argue that your conclusions are dead wrong. Reason is that the pay-back period, the length of time to recoup just the direct cost (ignoring opportunity cost) of the necessary investment is horrendously long. Typically its about 20 turns for a level 2, 40 turns for level 3, and 80 turns for level 4, building and infrastructure. I used to play the way you are doing it here; and slowly realized that the less I did I invested in infrastructure relative to military, the faster both my empire, and consequently my economy, grew. Like you I only play VH/VH Vanilla, but now can conquer the entire World by the mid 1740's as nearly any faction, and recently completed that in 1733 as France last fall. (Factions with starting access to the Americas have a big step up relative those without.) As it happens I started a Swedish campaign last week and am now, Winter 1712, holding everything from Hungary-Silesia-West Prussia to Bashkira, allied with Russia ensconced in Don Voisko and Astrakhan as my buffer against Dagestan/Georgia, and with Courland as protectorate.
Good points. I should probably say it is more beneficial for my style of playing. I do like to take my time on my campaigns forcing myself not to take things to quickly. I guess I enjoy the early grind too much and want it to last as I do find myself bored late game when it is just so easy.
I’m playing as spain, own half of europe and about 80% of all trade nodes, and i’m making a GRAND total of 2500 gold per turn. Im just laughing at how this can be possible. This game can be really ridiculous.
Check if your trade is being blocked. If your trade with a nation is being blocked cancel the agreement and your income will rise. Also make sure that you don’t have too many armies that are not being used.
Dude your a king. 2021 and empire videos still comin
Glad you like
@@FaramirsRangers yes you are
Damn right
Also love it
Yruo’urere*
I think a section on ministers would have been really good here, if you get yourself like a 10 star treasury secretary, you'll be adding an insane amount of wealth per turn.
Just in the early game.
@@kellymcbright5456 what do you mean? Do treasury secretaries stop having an effect?
@@ulture No. They have. But their effect is little in comparison to others late game. If you earn 300 wealth per turn in the province, the - maybe - 7 or 8 from the minister are not that "insane".
In my exsperience keeping lower classes low is the best idea. I saw this in my Prussia playthrough where i kept the lower class tax low but my economy still exsploded as i was able to build alot of industry and trade ports in my regions.
this totally makes sense. if the population is exploding with lower taxes, the next time you increase it then there will be so much people to pay 😂 really good video
Man I started playing empire this month and I had booted it up probably 3 or 4 times previously but not continued playing because I couldn't figure shit out, but youve been my savior, everything I look up im getting videos made by you for my answers haha, awesome work, youre carrying my empire knowledge
Glad I could help
@@FaramirsRangers if you dont mind me asking here, ive been trying to figure out how to put troops on boats to go and conquer the British isles and elsewhere, but can't seem to figure it out, is it only a certain ship type that lets troops board for travel?
@@kalebfitzgerald9102 no they can go on any ship. Take the army to a port is one way and bring your ship there as well. Select the army then there is a tap to board them up. You have to move them over to the ship and then move them by the fleet and do opposite when you get to your destination.
@@FaramirsRangers thanks alot im gonna try this out when I get off work!
Your guide videos make play ETW much more fun; which is the goal. Especially, grand coping with the pickies forcing us to stay home. Total War games are crack for nerds!
Major crack lol so true
Gonna say I really appreciate this. There isn't enough content for pre Rome 2 Total Wars.
I mean maybe there are enough let's plays of older Total Wars, but let's plays have never been my cup of tea do I have a hard time learning from them.
as all other tw games, i always prioritize economy and development than rapid expansion. however; empire total war is not ck3. you need to invest in military and expansion as well.
if you play as maratha and prussian or UP the game won't allow you to play TALL. also as Ottomans/Turks you will be surrounded by enemies from all sides in a few turn so you etiher defend or blitz before being attacked.
i think empire tw is a perfect game that force you to BALANCE economic development and military upgrades. if you don't have security based issues like above nations, you can play TALL. appoint best ministers alternative, upgrade econ buildings and farming. then you will definitely have a boost.
the one tip i can give is that some farm or building upgrades don't return same amount of money. so always upgrade wealtyh/prosperous region buildings and the farms-estates that give more money than other regions' farms-estates.
second tip would be about ministers. i always appoint best minister to justice even he might be better for treasury. cuz once you get public order green or yellow at least, taxes keep coming and you don't have to worry about recruting unnecessary garrison units. so better justice minister better off than better treasure minister.
third tip, never forget selling tech to friendly-indifferent nations. minor nations are always eager to buy tech.. always push for maximum cash. they give 3000-8000 gold for the mid-game level techs (depending on which difficulty you playing)
Great video!
One thing which I've always wondered: Once all the small villages and fising-villages have been automatically upgraded to slots you can actually build buildings in, is there any need for population growth in this province? I think growing the lower classes doesn't generate taxable wealth, AFAIK. It's a nice touch that recruiting troops does actually diminish a city's population.
A curious situation at 7:11: Is Prussia actually owning Tunisia?!? ... H-how? O_o
Prussia probably bought it off of the Barbary states
No, troops are not being recruited from the pop as it was in Rome and Medieval. They come out of nothing. Pop has no need anymore once all slots are present.
Countrys own Tunisia and Algeria since the Barbaresques sell them for peace deals with AI countries.
@@kellymcbright5456 Incorrect. Population growth in Europe feeds (at about 10 times) population growth in North America. For a game ending in 1799, the population growth in Europe, feeding economic growth in North America, I believe is far more valuable than the very slow direct economic growth from European Trade Ports.
Thanks for using good examples, this video helped me a lot. Playing on a tablet
I don't know if the math lines up with my strategy but during early game, I keep my taxes as low as possible, then one turn before a building gets done, I switch everything to very high the back to very low when the building is done. I do so so that I have enough money for the next building project and only lose growth for a turn in exchange for money the next turn. This has been my strat since Rome 1.
On a small Side Note, ALL ports and small towns in Empire have a "prosperity level". Prosperity goes: Very poor, poor, growing, wealthy, prosperous. This effects how much wealth you get from building a Port or Industrial building in that town. I want to say this also effects the Wealth per turn but i don't recall if thats true or not, i know it effects the Flat wealth value you gain.
There's a bug with ports though. The game doesn't allow them to change as they're incorrectly flagged. All ports that are grown start as very poor. Provinces can't become richer than their poorest town. There's a mod that fixes it. And iirc the wealth of the town doesn't feed into growth, only flat.
@@captainmurphy4948 what mod may that be? Playing as GB I feel I'm suffering due to a lack of economic growth
keep the videos coming!!
Thank you I have much more coming soon :)
Thanksss, man. Greetings from Brazil.
Welcome from Texas
@@FaramirsRangers yessir!!!!
How do you do this as the ottomans? To me it seems impossible to grow before being eaten alive.
no taxes at the biggining till the province is have no new cities.
ports first you have fishing ports to grow the population
than you do trade ports for more $$$
researching military at the start is a waist of time, research farming and education so you can research faster
concentrate the all university in the capital so you can start a revolution and then you have one nice public order so you don't need an army to keep order
and the most important is the trade ships and ports over 50% of your income will come from there
sure will affect you at the start but then you r booming later on ...
yeah, exactly - trade ships and trade routes give way more income than anything else. Also unnecessary wars kill your trade, so border as few people as you can :)
Military research makes troops live longer and fight better. Requires fewer troops and having standing armies is also a form of peace. I do military eco and steal or batter philosophy
I was today years old when i finally figured out that putting a gentleman or scholar in one of your schools or universities will actually DOUBLE the technology research rate.
Not quite - and oly for a Level 1 School. A Gentleman will typically rate between 3 (default) and 5 (3+2) "research points" in the specialty which his School is currently researching; but the School itself contributes, according to level:
School: 9 points;
College: 13 points;
University: 17 points (either Classical or Tradational); and
(Modern) University: 24 points.
If you are fortunate enough to acquire a Longhouse in North America, from one of the Indian tribes, they are worth 20 research points (nearly that of a modern University), but with a smaller penalty from Clamour For Reform.
Holy shit man! I think I played you on online 2 weeks ago. I was the crappy guy with the United States 😂
Mam Pirates Uber Alles makes you feel like you've never played this game before
This help me ALOT and your other videos as well !!
I disagree with setting taxes to low entirely.
By setting taxes to low, you'll have more gold and population later on, but you sacrifice income in the early game. The thing is, an advantage in early game is way more impactful than an advantage in late game bc they stack with each other. An advantage increases the chance of getting another advantage. I'd rather have more money early game to invest in trade ships and armies than hoping that some day the investment into growth will pay off (It wont). As with all TW games (actually every strategy game), a good early game is absolutely vital for a good overall game.
I remember Shogun 2 where the absolute best economy tactic is to toggle between moderate and very high taxes in order to gain maximum income early-mid game. Sure you sacrifice 100% of late game growth income but this is nothing compared to having loads of cash from very early on.
Also, it seams that population in ETW doesnt directly impact taxes, it seems population is mainly for growing towns. Once thats done, there is basically no more benefit to growing population (bigger towns are harder to convert and you get more town watch, according to wiki, but these are minor benefits).
Everyone has different preferences but I will tell you that lowering taxes has an impact within 3 turns playing as Great Britain or Prussia. That is all it will take to have your next town ready for you to use on another college. This gives you another research point to grow your economy. The faster you get new towns the faster you get new income that was not possible before even if it is just adding another weaver cottage. This will double your income in that area while also expanding your growth. When you do raise taxes you now will have a higher wealth from with to tax from. As for income loss in the early game yes it is a trade off however you can use your naval to supplement the loss and gain even more through piracy and capturing ships. Why not have your cake and eat it too?
@@FaramirsRangers Yea low taxes do seem to have their use in ETW, at least until you grow some villages. But still, the principle that the impact of advantages decrease as the game goes on applies to every strategy game. Or rather that early game advantages have a massive impact longterm. I wanna have both maximum income and all the supplements from prize money etc. I wanna have the cake and I want the whole godam thing now. But yea Im not sure I'll continue ETW anyway , the battles are so clunky, especially siege, and it's way too easy. It's a very hearty TW though.
@@1iRa I am actually working on a Russian campaign now for the channel and I was looking at the loss of income you take for the end turn. It is only a loss of just over $300. That is not enough to even buy my loved gorodskiye streltsy militia. The impact is I am able to build a new college twice as fast as I would if not changing the tax lower. Also when I have all my new towns arrived I switch my low class tax to mid level and drop my wealthy tax down. The amount of wealth increase is huge and it helps filp towns that were very poor to wealthy which gives you tons on wealth to tax. We are talking big impact
@@FaramirsRangers in that case low taxes are surely worth it
@@FaramirsRangers That's **very** situation dependent - and true for your example only because Russia as such a poor starting economy, largely dependent on Fur exports. It, often, rapidly becomes false for an aggressive player playing other factions.
When would you say is roughly the proper time to lower the taxes for the lower/middle class and the upper classes (As in should they be done right away or mid-game)?
Also curious
This is my tactic on tax levels. Just keep in mind it is a flexible thing. Starting the game I usually start off with level 2 tax on lower instead of standard level 3. This doesn't hurt my income to much and helps with population growth. The only nation I start with standard 3 is Ottoman Empire. Ottomans because I have too much need to build up a small military that you start off with. As for all others I try to keep at level 2 until I have completed all new towns emerging. There is times I raise it for a turn or 2 to gather more money but usually no more that 2 turns. As for upper class I keep at level 3 to start the game and as soon as I have started gaining a healthy level of end turn income I drop it a level. Again I can raise it from time to time to gather more income and drop back down as needed. By doing this I am now comfortably raising enough taxes on level 1 on both upper and lower class (4000-7000 a turn) in my Sweden campaign 1720's or 40ish turns in. Once I hit all new towns completed I will raise lower class to level 3 again. That should generate just massive levels of income. On the current turn I am in after raising more expensive light dragoons I am making 4400 a turn with both on level one. If I raised the tax levels to 3 I would make 13,700 a turn. Again I have been converting my cav over to more expensive Swedish light dragoons each costing over 300 a turn. I currently have 19,000 in the bank and gaining as I have maxed up all my buildings.
@@FaramirsRangers very nice
In the beginning of the game you want to secure friends and good trade agreements. defend your ports and your allied ports from blockades. blockade your foes with cheap shit.
Leave lower tax at the minimum so you can build towns. once towns are built its not as much of a factor.
Make sure youre looking at tax income too. if your region is only generatin 400 gold theres not much use in taxing.
So you explained how I get money growth, but not exactly how much that effects my income?
So if my taxes are 33% lets say and the growth is 3 per round.
Does that mean I get 1 extra income per round effectivly? That cant be worth it can it
Thank you for this.
I have a question, is it better to build the military training bulding or administration building in regions with only a single building slot?
I always prefer administration as they help more with the economy
@@FaramirsRangers yea can you make a guide on Pirates Uber Alles?
@@nsawatchlistbait289 how hard is that mod to download I have never played that one
Awesome
i ever do this when i play Prussia with hardest difficult, i have no enough money to raise army against enemy from every direction. It's really hard challenge. i ever played on normal tax only to end hardest difficult with Prussia.
If I destroy a cotton weaver town, the growth per turn till now also gone? or is it only the turn income?
And thank you the tutorial helped me to understand
I hate how you say population but God damn I love your videos!
It’s Texan lol thanks man
I believe you are incorrect on the Education growth in Town Wealth. It comes from the Cultural building in the region Capitol, not from the Enlightenment Techs researched.
On the details of how the economic engine works - great explanation. However, I argue that your conclusions are dead wrong. Reason is that the pay-back period, the length of time to recoup just the direct cost (ignoring opportunity cost) of the necessary investment is horrendously long. Typically its about 20 turns for a level 2, 40 turns for level 3, and 80 turns for level 4, building and infrastructure.
I used to play the way you are doing it here; and slowly realized that the less I did I invested in infrastructure relative to military, the faster both my empire, and consequently my economy, grew. Like you I only play VH/VH Vanilla, but now can conquer the entire World by the mid 1740's as nearly any faction, and recently completed that in 1733 as France last fall. (Factions with starting access to the Americas have a big step up relative those without.)
As it happens I started a Swedish campaign last week and am now, Winter 1712, holding everything from Hungary-Silesia-West Prussia to Bashkira, allied with Russia ensconced in Don Voisko and Astrakhan as my buffer against Dagestan/Georgia, and with Courland as protectorate.
Good points. I should probably say it is more beneficial for my style of playing. I do like to take my time on my campaigns forcing myself not to take things to quickly. I guess I enjoy the early grind too much and want it to last as I do find myself bored late game when it is just so easy.
Who's poppa lation?
How to use the trade ships?
You can place them on trade nodes or raid trade routes
Republic Power!
Republics definitely grow faster than absolute power :)
I’m playing as spain, own half of europe and about 80% of all trade nodes, and i’m making a GRAND total of 2500 gold per turn. Im just laughing at how this can be possible. This game can be really ridiculous.
Check if your trade is being blocked. If your trade with a nation is being blocked cancel the agreement and your income will rise. Also make sure that you don’t have too many armies that are not being used.
@@FaramirsRangers thanks for the advice! My trade with prussia was indeed getting blocked. Explains a lot.
La curva de laffer a largo plazo.
This was just so rambling
Amateurs
Very badly put together video.