Specifying a country tag as a second argument will result in this command changing the age of that country's ruler. This console command sets the age of your ruler to the specified amount of years. ![]() You can optionally specify a country tag as a second argument, if provided, this command will affect the country with this tag instead of your own. This cheat sets the age of your country's consort to the specified amount of years. See argument information for help with CID Type and Index. This console command adds the specified amount of unrest (advancement) to the specified faction. Specify a negative number to remove money from the Curia Treasury. This command adds the specified amount of money to the Curia Treasury. Negative numbers can be used to decrease the absolutism of a country. ![]() If a country tag is specified as a second argument, absolutism will be added to this country. Not that I'm saying that local venture is always the right choice, but it's up there with Manufacturies in good province in the best way to spend ducats to get more ducats.This console command adds the specified amount (number) of absolutism to the country you are playing as. In some case like Russia and Siberia, then the local venture seems to be strictly superior since you get basically all of it in trade, especially with the lack of building slots in that area (though there is something to be said about "state and build manufactories that get the GP bonus from having a trade company in that area" in some case too). How much of it you would get in trade depends, but you would prioritize the TC where you can get majority control, so at least 50% of it, further boosted by trade steering so a manufactory in the home node might not necessarily be much better than an investment in TC land. Of course, in a grain state it's not worth much, but when you have 4 province with valuable trade goods, you get 1.2GP, of which you get 82.5% of the production value (assuming as 90% autonomy floor), so 0.99GP in production, which is basically the same as a manufactory. Local venture is +0.3GP per province though. Of course, late game TCs with all of the money investments and manufactories are beasts, but when you are already swimming in money more money isn't nearly as useful as getting more manpower, for example.Īlso, I forgot to say that the tax investment cane be worth on places with one or more gold mines as gold provinces are always worth deving. As the main source of trade power in TC land is CoT, you are best served conquering/charting new TC than investing on buildings. But going from 51% to 53% isn't nearly as good. ![]() In reality, it is extremely good if pushes your share on the node from, say, 49% yo 51% and net you a merchant. It doesn't guarantee a free merchant and the additional trade power means that the total power of the node increases (again, the bonus isn't as good as it first appears). Needless to say, investments building instantly is a big advantage that they have. Local venture, on the other hand, gives additional production (which is affected by autonomy so it isn't as good as the game implies) and only 0.3 GP in a TC node (this is important because it is much harder to get 60% control of a TC node than it is go control your home nose). Manufactories give a flat +1 GP and you will generally build them in nodes that you own the majority share so you can easily reap both the trade profit and the production increase.
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