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And it's not like you have a choice, -300 ducats a month is tremendously bad
And do not hire lv3 advisors if you can't afford them
also what are you doing to have -90 IN FORTS on my run where im useing consle commands to buff my armys to hell and useing nothing but a merc army im only loseing 97 a month and im not even bothering to try to keep it low and im loseing (with pertty much all of eurpue under my rule) 93 with forts
Most importantly is play the tutorial though. There’s a lot to learn in this game and you can’t expect to know it all in moments after buying the game.
Lmao I’m logging off
In peacetime, your army maintenance doesn't need to be 100 percent and if you get the right advisros and build enough miltiary tradition and morale, you can tank maintenance without penatly.
Experiment where you send your merchants. You should try collecting in the capital for awhile as you get a bonus there. I would go back to the Ottomans for awhile, they will really teach you about many facets of the game and the many challenges you will face in other nations.
Being over the force limit will absolutely wreck your budget so be careful and use mercs when necessary and also try not to tank your manpower to 0.
forts are good at makeing bottlenecks and on mts but thats about it on say a grassland w/o and rivers they are pertty much useless do NOT build a fort in every state build a few on your weak borders and in bottlenecks but thats it
(also feel free to add me)
as for the tutorial don't even bother iv made a few post complaining aton about it so i won't do it again but tldr of them
its ♥♥♥♥ and don't do it as it buffs your nation aton
- Only hire mercenaries for a war and disband them after the war (they cost much more upkeep than regular troops)
- You can destroy most of the forts / castles you conquer, just keep a few at strategic positions to make it harder for enemy to get to your core land. As a rule of thumb, I generally delete almost all forts I conquer.
- To keep other countries from attacking you, keep a close eye on your aggressive expansion. You don't win by taking gazillions of provinces in every war, just slow down and avoid enemy coalitions against you.
- Get good allies and keep them happy. Means in wars with allies make sure, you give them a conquered province as well every now and then. Also, don't reject their call to arms unless they are facing an unbeatable enemies. As Sweden you will either want to expand towards russia or into poland/lithuania (get the other one as ally). If you are going for Britain (which I don't recommend), France / Castille seem like good ally options.
- As a beginner, I absolutely recommend to play with Portugal. You will have a quiet game and won't be involved in many major wars, instead you can focus on the colonization game, creating colonies in aftrica and north / south america. It's a good way to learn the basics without being threatened much and will give you a good understanding of trade/economy and how to keep your finances in line.
But it is giving you the heads to at least look and see what it's saying.
Since what you build will depend heavily on what the province is.
Is it a territory? Don't building anything except force-limit, possibly a fort if defensive terrain or trade-power buildings, since they're unaffected/reduce effected by autonomy.
Does it have an estate? Put the buildings that match the estate bonus.
Is it high tax (at least 5+)? Temples.
Is a high production (5-7+) and/or a goods produced modifier (like the Spice Islands buff) with a very valuable trade good (2.5+ value)? Workshop. Or a manufactory if you already have a workshop and have another slot to burn and it'll pay more than building a temple or you already have one.
Does it have a center of trade or some other abnormally high trade power benefit? Market. IF it's contested. If you already control 90+% of the node it's in, it's not worth building most of the time unless you're sending it through a contested node which the extra trade power can help offsetting collecting with a merchant or pushing the trade through the contested node. But if you only control 40-60%, then that'll add a pretty significant boost to your income.
is it complete garbage development? Nothing or maybe a force-limit building if you've got money to burn.
is it in mountains and on a border you may be attacked from where it can halt the enemy advance and give you a staging position to attack from a position of strength? Fort.
Somebody doesn't know how trade works.... You do not increase trade power with buildings, you increase trade goods, trade goods translate into tade power, however it also increase the amount of goods handeled in the node, increasing it's value in total.
(trade goods btw are not the same as production goods)
So even when you have over 90% power, adding markets can still increase the worth of the node.
Secondly, autonomy does effect trade power of provinces however :
1. Esturaries and Centers of Trade are considered buffs unaffected by autonomy.
2. Most of your autonomous trade provinces are going to most likely be Trade Companies who have a specific buff that bypasses autonomy penalties for : Trade Goods, Naval limit and Sailors.
Thirdly, even IF that node is at 90%, there might be nodes connected too it where you do not have a high % of power, nodes connected to each other lend strength to each other a bit. You can still buff your income considerably by building trade power at such a node depending on the situation.
As for the OP, here is a decent rule of thumb for you > Trade good of province 2.50 of lesser ? Focus on tax and not production (temples and courts) , 2.50+ ? Focus on production and not tax (markets, factories and workshops).
There also advisors of 1 skill that usually can make you money for employing them,
Admin > Production and Tax advisors, (make sure they are always +1 though since those are cheapest), scroll over your income to see if you make more with production or tax and hire accordingly
Diplo > Trade or Tarrifs, Trade if you do not have colonies, Tarrifs if you have colonies (only if they are considerable in size or plentiful in number though)
Military > Maintance (especially late game the best money safer).
All of these advisors at skill 1 usually start making you money when your 10+ provinces.
Other small rules of thumb > Barracks only worth building on provinces with 5 or more mil dev. Build Market Places on Centers of Trade / Esturaries.
Dont return loans if you have low inflation, spend on production/trade instead.
Spend some pope ideas to inflation reduction and mercantilism. If you have common sense DLC, upgrade tax and production, it's also way to increase build slots (10 developement, 20, 30...)
p.s. maybe you're out of force limit, army/navy upkeep become much more expensive if you go over it. And mercs make it even worse, they needed to be disbanded in peace time if u have any.
I like to build production factories in territories. At least if I have trade power in it.