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Aug 30, 2001
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Hi Thanks for answers to my last post...helpful.

I've been playing as well as reading the Sticky posts...things slowly become clearer.

A few questions:


1) If you are adding merchants at a CoT and keep getting removed is there a way to stop this. After spending a few hours finally getting a nice economy going (England in GC), I had about 4 monopolies for several years - suddenly I started getting kicked out of almost every CoT and my income plummeted (I had been peaceful throughout).

2) How do I build the Academy. I reached the appropriate research level but couldn't find it or it's price?

3) Can England Explore the New world in the early game or does it have to wait until the explorer unit is available?

4) ..... enough dumb questions for now.

Merci, Bedankt, Danke, Cheers, Gracias, thx

Thanks in advance for your help and patience
 
1) The AI sends each countries merchants to the CoT in its "drainage area." The merchant holding the monopoly is the first guy kicked out if there is competition, so the only CoTs you can have maintenance free monopolies in are your own colonial CoTs, which the AI won't send merchants to. The others you have to fight for.

2)Click your province, then in the city screen on the left click on the empty foundation looking thing in the upper left corner. Fine Arts academy is one of your build options.

3) Have to wait. Or steal a map.
 
England's first explorer pops up in 1497-they're just another type of historical leader, although they do come with some free ships! Map swapping'll also get you quite a long way.

Once you reach the appropriate naval tech level (16, I believe) all your vessels can explore. Land tech level 11 does the same for armies.
 
Originally posted by chill888
Hi Thanks for answers to my last post...helpful.


4) ..... enough dumb questions for now.

Merci, Bedankt, Danke, Cheers, Gracias, thx

Thanks in advance for your help and patience

You are doing well and your questions are sensible.
As someone once said: "The only dumb question is the one that is not asked".
.. and as Johan said "There is no such thing as too much information."

Keep playing and posting - by the time EU2 comes out you will be an expert!
 
CoT monopolies in europe are almost always not worth fighting for, because of too much competition. Also bear in mind that every time you expel a merchant, your relation with that country drops by 5. You don't want to kick out your allies' merchants.
 
Originally posted by BiB
Seeing it's naval tech 21 it'll take even longer :D

16 is the shipyard one.

Of course it is-another foolish error on my part. Indeed, by the time you get to this level stealing maps is the only real option-most of the world should already have been explored and claimed.
 
Hi,

Thanks for helpful response. Great Game and site!

I still don't see how to build the Fine Arts Academy... in the top left of my City View I see the refinery that I have already built (yes I've researched the appropriate tech for FA Acedemy)..but I don't see a way to build the Academy (do i need to have adequate funds for it to appear? I have about 900)...I'm trying to build it in my Capital as the manual said this received the biggest bonus.. Any Advice?

Thanks as always
 
You can only build one manufactory per province-if you've already built a refinery in the province, you can't put an academy their. I take it it's your capital province?
 
Only one manufactury per province. So that refinery is all you can put there for the rest of time, or until it gets burned down by random event, whichever comes first.
 
Originally posted by Agelastus
England's first explorer pops up in 1497-they're just another type of historical leader, although they do come with some free ships! Map swapping'll also get you quite a long way.

Once you reach the appropriate naval tech level (16, I believe) all your vessels can explore. Land tech level 11 does the same for armies.


Is this J Cabot? does this mean I can efficiently (low attrition) explore North America?

Thanks!
 
Originally posted by chill888
thanks....what's the best strategy then.... build a refinery or wait for later buildings (I'm sure it depends on Country but opinions are welcome) , Thx
Depends on the province, some say on the country. Refinery for wine or sugar cane, factory for shirts, cotton, tobacco, etc.

Some people have said small countries should focus on trade, so do refineries, and that big countries should focus on production, so do factories. I personally think you should do refineries as long as you have the appropriate provinces to do them in (see above). Trade income will always be bigger than production.
 
Originally posted by chill888
Is this J Cabot? does this mean I can efficiently (low attrition) explore North America?

Thanks!

Not really-if you just send him out like that he'll die before his historical date-Cabot's rating will allow a longer period at sea, but attrition still mounts up fast. You have to return him to port after discovering two or three seazones. Head him in the direction of Nova Scotia and hope he uncovers one of the four possible provinces on his first pass-building a colony there as rapidly as possible will extend his range nicely, depending what difficulty level your playing on.
 
Originally posted by Agelastus


Not really-if you just send him out like that he'll die before his historical date-Cabot's rating will allow a longer period at sea, but attrition still mounts up fast. You have to return him to port after discovering two or three seazones. Head him in the direction of Nova Scotia and hope he uncovers one of the four possible provinces on his first pass-building a colony there as rapidly as possible will extend his range nicely, depending what difficulty level your playing on.
Difficulty level affects attrition? Or something else to do with sea exploring?
 
Originally posted by Admiral Yi

Difficulty level affects attrition? Or something else to do with sea exploring?

Length of time to establish a colony-on the easy level you can just sail Cabot on a couple more provinces while its' building. On the hardest level you've got time to send him home, out again, and maybe even home again!:)
 
Quick note on trade. I am rather certain that higher tech levels give you an advantage against other traders when competing in a CoT.

You mentioned that suddenly you began to loose monopolies. It might be that other nations had acquired an edge and were squeezing you out of the trade.

Also, I never use the auto send merchants option early in the game. There's just too much competition and the costs of sending these merchants are quite substantial. The money saved on merchants I'd put towards trade research. (Using the sliders.) This will give you an advantage later in the game when the CoT's are larger.
 
Originally posted by chill888
thanks....what's the best strategy then.... build a refinery or wait for later buildings (I'm sure it depends on Country but opinions are welcome) , Thx

Refineries are *always* good, because each one increases your total income from your CoT merchants by 1%. By the time you have trade level 10, two dozen refineries means that you're pulling in 124% of your maximum trade income. Which is nice. :D

A fine arts academy is useless the whole time that your stability is +3, and since you should be trying to keep it there anyway, you hope you won't need one. The extra six ducats a year is really not worth the candle. So you made the right decision, even by accident :D
 
I always have a Fine Arts academy in my capital province, where its' more valuable. It's also about the first manufactory I build (I tend to wait 'till later in the game and build a couple of dozen at once before the price goes through the stratosphere!) It nicely compensates for the disadvantage Protestants have for stability increases, but I never build more than one!:)