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2 : which is kinda funny, since of course your monarch isn't married to all those princesses! -at least not at the same time :D . No, a Royal Marriage is just somebody from the royal family marrying somebody from their royal family..

5 : Oh? - I really need that Compete Modifiers Chart! I just captured a COT in Suz (or something..The Gold province in Morroco).. after I got my BB down to 1, I had compete of 80-97 'ish.. Then I got a Vassal (peaceful-like), Nicely asked Holstein to Join, left the empire (Slesvig and Holstein)..And suddenly my compete is 50'ish! and lower..

6: Network Time Protocol??? what has that to do with anything? :D (what was those two NI's you abbreviated?)

5 - That actually sounds more like a bunch of people started trading in your CоT which caused your chances to fail.

I'll take a guess on #6: National Trade Policy and Shrewd Commerce Practice.

That is correct, I believe.
 
Well.. does number of competing merchants matter to your competechance? there was no free seats anyway...

Found something about noncore CoT's giving -15% to your competechances..
from Wiki :
(EU3 before v1.3) Owning a CoT with non-accepted culture: -15% competitiveness in foreign CoTs for each such CoT
(EU3 v1.3, NA & IN) Owning a non-core CoT: -15% competitiveness in foreign CoTs for each such CoT


Maybe what I had was : positive chance from reducing BB showing up immediatly. And at monthchange the negative modifiers for the extra CoT got factored in...
 
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Well.. does number of competing merchants matter to your competechance? there was no free seats anyway...

Found something about noncore CoT's giving -15% to your competechances..
from Wiki :
(EU3 before v1.3) Owning a CoT with non-accepted culture: -15% competitiveness in foreign CoTs for each such CoT
(EU3 v1.3, NA & IN) Owning a non-core CoT: -15% competitiveness in foreign CoTs for each such CoT


Maybe what I had was : positive chance from reducing BB showing up immediatly. And at monthchange the negative modifiers for the extra CoT got factored in...

If people with better trading sliders get into the CoT then it drops your compete chance, which is what I was getting at.
 
I purchased Chronicles a few days ago and have be learning the mechanics. Your AAR is very instructive and informative. Thank you.

You are welcome, and I'm glad it's helpful!

There is a decision which gives +10% tax. It requires serfdom..something. Also other interesting decisions.

I know the one you mean, but I can't recall its name either. I always found that the -20% technology seems to always outweigh the benefits of various serfdom decisions, but perhaps that's just me.

Another good update! If you haven't mentioned it already, you might want to talk about the min/max slider limits and what effects they have (i.e., the limit most governments have on Centralization, etc.).

Ah, good idea!

A good update! I agree with knul on his comments, to 100%. :)

Thank you. I agree with him as well. I'll definitely need to compile some of these comments people are making into a kind of "useful notes" section.

This is really cool , please keep it up! :)
Will there be a chapter covering the empire? Because I've intentionally been avoiding the area cause I don't get it :eek:o

Oh! I never thought of that. Now that you mention that, I believe I shall do a lesson on it after I finish up sliders, basic buildings, etc.
 
Answer to Gela :

well.. yes and no... the real chance, or odds, is your compete-chance compared to his compete-chance..as far as I understand it. And the chance you see in your ledger, is your compete-chance, not the final odds..

this from the Wiki :
"Upon arrival to a full CoT a merchant must first compete against a random foreign merchant for a slot. The base success chance is 50% and to that are added several modifiers (shown below) that apply to the new merchant and subtracted the modifiers that apply to the foreign merchant (except the base 50% of course). If they are equal, the chance will be the base 50%. If the new merchant is successful at competing, the foreign merchant is thrown out of a CoT and an empty CoT slot is available. Then the placement chance of the new merchant will determine whether they will actually manage to get in that newly opened slot. "

Since the Merchant to compete with is chosen at random (from eligible canditates) at arrival, you cannot show the exact odds in the tooltip. So the Tooltip must show only your own competechance-including-modifiers. ..Or maybe just your Placement-chance, for an empty place???

So harder competition will not change what competechance I am shown in the tooltip.
 
Lesson VIII pt 2

Today we begin moving into some of the less important sliders. A lot of these are sliders I only move when I can't think of anything else to do with a slider move.

Let's start with...

Land vs. Naval

EU3_86-1.jpg


Okay, this one is still important. I'd put it in a kind of second-tier slider, above the completely ignorable ones but below things like innovative and centralization.

This is a very simple slider, and its one of the (in my opinion) best balanced in the game. Land will seriously make being a land power easier, as might be expected. However, if you plan on using your navy a lot or colonizing much, this slider will screw you over if you move towards it too much.

EU3_87-1.jpg


And this is Naval, which at first glance seems to be a better slider. However, for the most part a lot of nations will use the benefits of Land a lot more than the benefits of Naval, which is why I say it's very nicely balanced. Extremely situational, but for the most part I suggest that you never go to either extreme.

Quality vs. Quantity

EU3_88-1.jpg


Another army-related slider, Quality adds fire and discipline, but raises infantry costs and lowers manpower. Pretty straightforward.

EU3_89-1.jpg


Quality is almost the opposite, just it gives you a higher reinforce speed and doesn't take away fire. I'd suggest moving to Quality later on in the game, as early on fire just doesn't really matter at all. As a big nation, Quantity won't be of much use except for the higher reinforce speed.

I went with a move towards Free Subjects. However, later on, I thought we should wrap up this lesson with the most debated slider comparison that goes on in these forums.

Free Trade vs. Mercantilism

EU3_98.jpg


Wow! Look at all that green! National spy defense is the only huge hit you take -- the compete chance and efficiency bonuses usually make up for that lowered owned provinces compete chance. Still, Free Trade's major detraction is that when there's a lack of foreign owned CoTs, you take a huge hit.

EU3_97.jpg


Mercantilism is sort of an opposite of Free Trade, but it doubles the amount of compete chance you get from owned provinces (which, if you didn't know, is a bonus you get depending on how much of a CoT's particular trade value comes from your provinces)

All the negative values make Mercantilism suck at trade. Yeah. Really. I said it. But once you get the majority of the world's provinces and you own CoTs that are in tens of thousands of value, Mercantilism pays for itself many times over. This is extremely useful in one particular case.

You see, when you get a monopoly, it normally means you own six spots in a CoT and the rest are filled up. What you might have not known is that if you send merchants to a CoT you have a monopoly in, you kick another nation's merchant out upon success. This results in an increased share for everyone involved. So, guess what you get when you send a merchant so many times that you are the only one with merchants in that particular trade center?

Every. Single. Ducat. The entire CoT's trade value becomes what your merchants are making. For a center that is attached to most of Europe, this helps greatly.

I personally think Free Trade is better in most instances, but Mercantilism can really pay off later on if you plan on conquering a lot.
 
Really excellent synopsis of the sliders! Part of me wishes that Auto-Send kept sending merchants for the so-called "super-monopolies" so I don't have to do it manually. Since I've never successfully done it, is it still possible to lose a "super-monopoly?"
 
1.) Place a crapload of merchants, then mouseover to see your compete chance. You'll see a negative modifier for placed merchants. BB and non-core CoTs also drop your compete chance like a rock (as noted), but only en other people's CoT's. You can compete just fine in your own.

2.) On sliders: The immediate effects are not always the entire story - some sliders heavily influence events or decisions (especially Centralization, Free Subjects/Serfdom, Narrowminded/Innovative).

3.) Free Trade gives large bonuses to the trade value of colonial goods (by increasing demand), but Mercantilism has 3 triggered modifiers (Sound Toll, Bosphorus Sound Toll, and East Indian Trade Route) that give massive bonuses to global trade income, along with some decisions that boost global trade income. If you are playing an aggressive, map-eating monster of a country (not that I would ever do that or anything, mercantilism crushes Free Trade like a bug. If you're playing a relatively peaceful, low infamy game, Free Trade absolutely smokes Mercantilism, especially if you colonize. If you play Portugal or Castille right, you can seal off the entire Americas with relatively low infamy, for example.

There's a trade guide out there that I wrote that explains how trade values are calculated and helps you see what the bonuses of Free Trade vs. Mercantilism are (DW has fixed a bug around copper supply and slightly changed how buildings affect trade, but that's about it), and there is also a helpful page on the wiki that helps show what the hidden effects of national ideas and sliders are (that is updated for DW). I'd grab the links for you, but I'm going to go splat. If they're not there by tomorrow night, I'll hunt them down.

4.) Regarding 100% monopolies: These are easiest to get if you have max mercantilism or max free trade along with a tech lead. However, there is one caveat: once someone knocks you out, no one holds a monopoly, and the AI gets free shots to take the empty slots until you can retake the monopoly. Since the AI prioritizes rich CoT's (and your CoTs will tend to be rich if you manage them and your economy right), holding a 100% monopoly can take a bit of work. But getting 100% of a 1000+ ducat CoT is extremely gratifying.
 
In addition to the comments above, let me add two things:

1) If you are a Trade League leader, "owned provinces" means all provinces of all trade league members. That can be a lot.

2) For a newbie, I'd always recommend Free Trade. Mercantilism really only shines in very specific, gamey circumstances and you need to know what you're doing. Yes, Free Trade does not get as much bonus from owned provinces, but the bonus it gets for any trade is just massive. Just move to Free Trade, and plunk 5 merchants into all CoT all over the world.
 
Really excellent synopsis of the sliders! Part of me wishes that Auto-Send kept sending merchants for the so-called "super-monopolies" so I don't have to do it manually. Since I've never successfully done it, is it still possible to lose a "super-monopoly?"

Super-monopolies are very temporary even in the best of circumstance. They tend to fail spectaculary with you going down to 5 merchants and the empty spots quickly filled by foreign merchants.

Some comments:

--- While Free Trade is indeed better than Mercantilism in most cases, most nations start heavily slanted towards Mercantilism. This means a lot of slider moves to get to Free Trade that could have been used on other sliders. Also, going Free Trade means that you need another source of spies, either the Espionage NI or having a positive Plutocracy.

--- I do not agree that the Land/Naval slider is unimportant and should have the lowest priority, as its bonusses are quite significant. The Land/Naval slider setting should depend on your long-term policy on colonisation or otherwise getting overseas provinces. If you plan to get a lot of overseas provinces, go for Naval. Otherwise, go Land. I do not really agree on the strategy of staying the middle, unless you have a halfhearted policy on getting overseas provinces, which I would advise against. The main benefit of going Naval is the tariff bonus. The decrease in ship cost (which also reduces maintenance cost, BTW) is counterbalanced by the increase in army costs, which almost always costs more.

Tariffs are the income you get from oversees provinces (basically provinces on another continent that are not connected to your capital by a land route). Most of the tax income and all of the production income of an overseas province is converted to tariffs. If you go full Land, you get only 75% of that tariff income. With full Naval, you get 125%, a relative increase of 66%. If you throw in the National Idea Viceroys (+33% tariff income) and the slave trade bonus (IIRC, it gives +25% tariff income), you can get a 180% tariff income modifier, earning more than double than with no bonusses and full Land. This shows that overseas income can be very high if you are dedicated to it.

In short, in my opinion the Land/naval slider is mostly about if you build an overseas empire or not, with an overseas empire having the edge in income and the non-overseas empire in military power.

--- The Quality/Quantity slider is one of the least important ones. While most people agree that going Quality is to be preferred, going Quantity will also work. I almost never use free slider moves on this, unless all other sliders are to my liking.
 
Land/Naval is not unimportant, but there are more important sliders like Innovative/Narrowminded, Centralization or Free Trade, which I would move first before going to Land/Naval.
And there are some sliders which are even lower priority like Quality, Offensive, Free Subjects. (OK, some of them may become higher priority if specific decisions pop up)
 
You all thought I was gone, didn't you? Bahahah! You were wrong! Take that.

Answer to Gela :

well.. yes and no... the real chance, or odds, is your compete-chance compared to his compete-chance..as far as I understand it. And the chance you see in your ledger, is your compete-chance, not the final odds..

this from the Wiki :
"Upon arrival to a full CoT a merchant must first compete against a random foreign merchant for a slot. The base success chance is 50% and to that are added several modifiers (shown below) that apply to the new merchant and subtracted the modifiers that apply to the foreign merchant (except the base 50% of course). If they are equal, the chance will be the base 50%. If the new merchant is successful at competing, the foreign merchant is thrown out of a CoT and an empty CoT slot is available. Then the placement chance of the new merchant will determine whether they will actually manage to get in that newly opened slot. "

Since the Merchant to compete with is chosen at random (from eligible canditates) at arrival, you cannot show the exact odds in the tooltip. So the Tooltip must show only your own competechance-including-modifiers. ..Or maybe just your Placement-chance, for an empty place???

So harder competition will not change what competechance I am shown in the tooltip.

As far as I've noticed, it's an average of your compete chances against all candidates. I might be wrong on that though, it's just something I've always assumed and never had real reason to doubt.

Really excellent synopsis of the sliders! Part of me wishes that Auto-Send kept sending merchants for the so-called "super-monopolies" so I don't have to do it manually. Since I've never successfully done it, is it still possible to lose a "super-monopoly?"

As knul said, super-monopolies are very temporary unless there are a low amount of other nations in the world (this is awesome in MP when there's only four or five other nations near the end and you're all neck and neck)

1.) Place a crapload of merchants, then mouseover to see your compete chance. You'll see a negative modifier for placed merchants. BB and non-core CoTs also drop your compete chance like a rock (as noted), but only en other people's CoT's. You can compete just fine in your own.

2.) On sliders: The immediate effects are not always the entire story - some sliders heavily influence events or decisions (especially Centralization, Free Subjects/Serfdom, Narrowminded/Innovative).

3.) Free Trade gives large bonuses to the trade value of colonial goods (by increasing demand), but Mercantilism has 3 triggered modifiers (Sound Toll, Bosphorus Sound Toll, and East Indian Trade Route) that give massive bonuses to global trade income, along with some decisions that boost global trade income. If you are playing an aggressive, map-eating monster of a country (not that I would ever do that or anything), mercantilism crushes Free Trade like a bug. If you're playing a relatively peaceful, low infamy game, Free Trade absolutely smokes Mercantilism, especially if you colonize. If you play Portugal or Castille right, you can seal off the entire Americas with relatively low infamy, for example.

There's a trade guide out there that I wrote that explains how trade values are calculated and helps you see what the bonuses of Free Trade vs. Mercantilism are (DW has fixed a bug around copper supply and slightly changed how buildings affect trade, but that's about it), and there is also a helpful page on the wiki that helps show what the hidden effects of national ideas and sliders are (that is updated for DW). I'd grab the links for you, but I'm going to go splat. If they're not there by tomorrow night, I'll hunt them down.

4.) Regarding 100% monopolies: These are easiest to get if you have max mercantilism or max free trade along with a tech lead. However, there is one caveat: once someone knocks you out, no one holds a monopoly, and the AI gets free shots to take the empty slots until you can retake the monopoly. Since the AI prioritizes rich CoT's (and your CoTs will tend to be rich if you manage them and your economy right), holding a 100% monopoly can take a bit of work. But getting 100% of a 1000+ ducat CoT is extremely gratifying.

2 - As I've noted before, I don't really like talking about event effects. They're too dependent on chance, and shouldn't be part of the strategy of a beginning player, whom this guide is targeted at.

3) Interesting. If you PM me a link to that guide, I'll put in the first post of this.

4) Unfortunately, the latter part of that is true.

In addition to the comments above, let me add two things:

1) If you are a Trade League leader, "owned provinces" means all provinces of all trade league members. That can be a lot.

2) For a newbie, I'd always recommend Free Trade. Mercantilism really only shines in very specific, gamey circumstances and you need to know what you're doing. Yes, Free Trade does not get as much bonus from owned provinces, but the bonus it gets for any trade is just massive. Just move to Free Trade, and plunk 5 merchants into all CoT all over the world.

I agree with your second point. It's less complicated all around.

Super-monopolies are very temporary even in the best of circumstance. They tend to fail spectaculary with you going down to 5 merchants and the empty spots quickly filled by foreign merchants.

Some comments:

--- While Free Trade is indeed better than Mercantilism in most cases, most nations start heavily slanted towards Mercantilism. This means a lot of slider moves to get to Free Trade that could have been used on other sliders. Also, going Free Trade means that you need another source of spies, either the Espionage NI or having a positive Plutocracy.

--- I do not agree that the Land/Naval slider is unimportant and should have the lowest priority, as its bonusses are quite significant. The Land/Naval slider setting should depend on your long-term policy on colonisation or otherwise getting overseas provinces. If you plan to get a lot of overseas provinces, go for Naval. Otherwise, go Land. I do not really agree on the strategy of staying the middle, unless you have a halfhearted policy on getting overseas provinces, which I would advise against. The main benefit of going Naval is the tariff bonus. The decrease in ship cost (which also reduces maintenance cost, BTW) is counterbalanced by the increase in army costs, which almost always costs more.

Tariffs are the income you get from oversees provinces (basically provinces on another continent that are not connected to your capital by a land route). Most of the tax income and all of the production income of an overseas province is converted to tariffs. If you go full Land, you get only 75% of that tariff income. With full Naval, you get 125%, a relative increase of 66%. If you throw in the National Idea Viceroys (+33% tariff income) and the slave trade bonus (IIRC, it gives +25% tariff income), you can get a 180% tariff income modifier, earning more than double than with no bonusses and full Land. This shows that overseas income can be very high if you are dedicated to it.

In short, in my opinion the Land/naval slider is mostly about if you build an overseas empire or not, with an overseas empire having the edge in income and the non-overseas empire in military power.

--- The Quality/Quantity slider is one of the least important ones. While most people agree that going Quality is to be preferred, going Quantity will also work. I almost never use free slider moves on this, unless all other sliders are to my liking.

I suppose I was phrasing it wrong when I said Land/Naval is insignificant. It's important, but not when compared to hugely important sliders.

Land/Naval is not unimportant, but there are more important sliders like Innovative/Narrowminded, Centralization or Free Trade, which I would move first before going to Land/Naval.
And there are some sliders which are even lower priority like Quality, Offensive, Free Subjects. (OK, some of them may become higher priority if specific decisions pop up)

This sums up what I was going to say to knul.

New lesson coming soon!
 
Thanks for all the help so far, Gela and other contributors. If you're looking for ideas for the next few lessons, could you please tell me why I should want missionaries? I'm a complete newbie to the series, as is probably obvious from that question.

I look forward to future instalments, whatever the content!
 
I just realized something. I had posted a new lesson, but apparently the forums didn't like it so they ate it. Sorry for saying "New lesson soon!" and not having one appear.

Bah.

@Pertusaria: I will try to work in something about missionaries, possibly in a future lesson on religion bonuses.
 
Lesson IX: Sacra Romanum Imperium Nationis Germanicae

This lesson was originally going to be about building trees. Well you know what? Screw building trees!

Actually, no, there is a reason. I wrote it, posted it, and then the forums killed it. I was so annoyed I didn't exactly want to write it again. So instead, here we go!

Before we get to the main attraction, let's check out our progress in terms of technology. Conveniently, there is a new feature in 5.1 called the "technology mapmode". It's a mapmode that contrasts our technological advancement with that of the rest of the world in a visual form. Previously, you had to go to the ledger and check each individual category. Now it's much easier to check how much more advanced you are than your terrible mouth breathing neighbors.

EU3_100.jpg


Eastern Europe is red, Muslimland is all green and stuff, and most of the west is orange, though there's some exceptions. Some of the larger but still rich countries have some kind of.. grorange going on. It's sort of green and sort of orange and.. well, I can't really put my finger on it. However, if you look in the Lowlands, there's a little bright green speck lit up like the second sun, a beacon of civilization and savior of the educated ideal.

The great Red Lion, Holland!

(Yes, I seriously just was that melodramatic.)

Okay, enough of that. Just another example of how INCREDIBLY POWERFUL TRADE IS. (Figure that out yet? :p)

EU3_545.jpg


This is our main deal. (Ignore the fact that it's Austria, it was the first HRE screen picture I had lying around. Or, uh.. digitizing around. Wait, that's not the right word. Um... Bah. Screw it)

The big shield at the top is the flag of the Imperial homeland, followed by the name of the emperor and his home country. Below that we have seven mid-sized flags. Collectively, these seven are the Electors of the Holy Roman Empire, who determine the next emperor when the current one dies. Historically, they could be impeached, but that's not really an option. So if you just want a short-term position, feel free to just win the election then stop caring what the rest of the nation thinks. (This is a good way to stop the Empire from unifying, since you can kill the authority of the Imperial office)

Following that, we have a bunch of tiny flags. These are the members of the HRE, who gain the benefits of Imperial protection (when the emperor feels like it), relative peace (except when one nation gets too powerful), and free cores upon inheritance (assuming you don't get PU'd first). Yeah, actually, when you put it that way it sounds like a terrible thing.

However, members have it pretty easy when it comes to being elected (non-members get an electoral penalty) and thus it has uses that way. In fact, the three things I listed above are pretty good, under normal circumstances. However, let's talk about the benefits of being Emperor.

First off, you get huge forcelimits and manpower increases. Stability is so cheap you almost never have to invest in it. You get free CBs on tons of nations, many of which lead to free core provinces. Finally, you can unify the empire under a single banner using the reform system. Not bad, eh? (There's also other benefits, but these are the main ones)

So, how do you go about getting elected? Well, you need the majority electoral vote upon the death of the current emperor. How you get voted for depends on the elector themselves.

You see, if the elector is a kingdom, you can get a Royal Marriage for a good +20 points. However, if the elector is a theocracy or archbishopric (or, later on, a republic) that goes out the window. Instead, you'll need to use other means. For all electors, high relations are a must. It's a good idea to get all electors to 200, if you plan on becoming emperor. Vassals will most likely vote for, unless you're a terrible, terrible candidate (Vassal/union gives you +250 electoral points with the respective elector)

High infamy will lower your electoral points. You need to be of the same religion as the elector, unless they are your vassal and you are simply a heretic (no one will ever vote for infidels). If you are a current emperor vying for a second term, authority gives you electoral points (one point for one authority) which can be useful.

It's a good idea to secure as many electors as possible, because the current emperor will generally steal your electors back at a relatively high rate. If you have a lot, that's a higher security that you will win upon the death of the current emperor.

So there you go! The Holy Roman Empire in a nutshell. It can be a bit confusing at first, but if you play Austria or Bohemia, you'll get the hang of it pretty quick. (Bohemia is my personal favorite for a first game, since they start as emperor AND they're also an elector)
 
This is awesome, gela. I've been playing EU3 for about a year now I believe, and was recently thinking of doing my own AAR at some point. Now I don't have to look like too much of a dunce in doing so :D
 
I'd probably also mention the benefits of being a member of the HRE as well (MP, research, revolt risk, prestige, bb) if you haven't already, since they are pretty important. Right now it looks as if only the Umperor gets anything out of it.
 
I'd probably also mention the benefits of being a member of the HRE as well (MP, research, revolt risk, prestige, bb) if you haven't already, since they are pretty important. Right now it looks as if only the Umperor gets anything out of it.

I will at a later date. This is mostly about the emperor and the imperial office. I think I'm doing a part 2 of this lesson later on.