Europa Universalis IV

Europa Universalis IV

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David May 10, 2018 @ 12:34pm
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Last edited by David; Dec 10, 2024 @ 1:25pm
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Showing 1-15 of 36 comments
Parker Rose May 10, 2018 @ 12:39pm 
How do you have negative -293 ducats a month..
Basil May 10, 2018 @ 12:40pm 
Make sure you are not over force limit
Basil May 10, 2018 @ 12:43pm 
They wont, if you get alliances. Swedens force limit at that time should be pretty large.

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
Last edited by Basil; May 10, 2018 @ 12:44pm
firestar587 May 10, 2018 @ 1:26pm 
start in 1444 as a major nation like ottos france england castile it will be WAY easier then mid 1600s sweden

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
Parker Rose May 10, 2018 @ 1:56pm 
I don’t know how you can get negative 300. Play the tutorial. Pay attention the your income per month. You don’t need to fortify every province just key forts(I always like them in the mountains or with a rivers surrounding them) (BONUS IF THEY HAVE BOTH!). You don’t want corruption and you want to steer clear of loans if you can manage it although it’s not a end of the world thing to take loans if you need them. Pay only for an advisor you can afford monthly. Try to ensure your army can be maintained at full maintenance. If you don’t feel safe seek allies, even a minor nation providing 5-10k troops is 5-10k more soldiers to call on in the event of war.

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.
Parker Rose May 10, 2018 @ 1:56pm 
Originally posted by ScottySpooge:
Git Gud.

Lmao I’m logging off
xStaabOnMyKnobx May 10, 2018 @ 2:10pm 
The game tells you all of your expenses very handily. By the time you get level 8 forts, you really NEED to mothball all forts then only active the forts you beleive will be under attack should war come. Other forts can be activated (And should be activated) only when the enemy starts sieging.

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.
firestar587 May 10, 2018 @ 2:21pm 
Originally posted by David:
Originally posted by firestar587:
start in 1444 as a major nation like ottos france england castile it will be WAY easier then mid 1600s sweden

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

build a level 6 fort in every state were it was possible, I thought the pop up from the system meant that it recommended it to do

Ahh, this game is truly wonderful! So much to learn, so many things
AHAHAHAH thats golden it really says that? LMFAO paradox has never played their own game i norm run as OTTOMANS 4-5 forts TOTAL across my whole empire until about 1600 even then i norm only have 10ish forts
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
CondorDrake May 10, 2018 @ 2:29pm 
- Always stay under force limit (costs for going over the limit are extreme)
- 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.
[OCe]Kagari May 10, 2018 @ 4:19pm 
just bully opm's near you especially lubeck, usually theyre pretty rich
kronos May 10, 2018 @ 4:50pm 
1 word: mothball
kaiyl_kariashi May 10, 2018 @ 6:00pm 
The Pop-up just says you COULD build a building. Not nessecarily that you should.

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.
Last edited by kaiyl_kariashi; May 10, 2018 @ 6:00pm
Mod Games May 10, 2018 @ 7:33pm 
EU4 is deep, very deep game. you can learn from vids in youtube or somewhere. and EU4 reveals why Europe Union fails lol If you try to make One Europe, massive Rebels and coalitions against us and they aren't much wealthy. So I go to the new world. England, Spain, Portgual, France whatever.
shogunsmurf May 10, 2018 @ 11:55pm 
Originally posted by kaiyl_kariashi:
The Pop-up just says you COULD build a building. Not nessecarily that you should.

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.
Last edited by shogunsmurf; May 11, 2018 @ 12:03am
僕の名前 (仮) May 11, 2018 @ 12:00am 
Now way you can't have 170/month for army. You mean for year? Takes some loans and inflation reduction idea/mint dude while trying to build trade/production (and maybe even colonization), use light ships for trade if you can reach rich trade nodes (fleet basing rights can help here too)

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.

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.
I like to build production factories in territories. At least if I have trade power in it.
Last edited by 僕の名前 (仮); May 11, 2018 @ 12:15am
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Date Posted: May 10, 2018 @ 12:34pm
Posts: 36