Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Exploration -> Quantity / Offensive -> Trade -> Administrative (to the 2nd, for -25% Core Costs if you want to expand) or the other Quantity / Offensive
but im gonna sleep now, its almost 8am >_<
so you'd spend your first 10000+ diplo points on ideas rather than expanding the naval tech?
Being behind isn't too bad if you can lock down the trade nodes in North America... which also had me at war with Spain and I've won the war. The qaulity makes the most of the small amount of men I have, so that's useful. Defensive for the extra morale is vital as well. Naval for the obvious. I'm still debating if Trade is important or not... I'll likely get it... but I'm definitely considering innovative to save monarch points long term...5% is huge if you can use it for ideas... In the future, I would likely take Innovative as the third set of ideas... the points saved will allow for the purchase of future ideas.
and Quality?? i mean, as a colonial power you really need manpower, thats why I would prefer quantity instead.
I agree with quantity over quality, but i used mercs quite a lot during my playthrough in major wars, since money was my main attribute. your standing army should always be big enough for your colonial needs. though i still cant see any reason to take any of the others over quantity.
@expansion, true but the AI doesnt tend to be very effective / active on colonization and as you pointed out you get pretty rich through the trade so i dont see a reason for wasting even more diplo points early on just to be swimming in money a few years earlier, when most of the game, money tend to be quite useless (forcelimits & manpower are the important stuff)
oy m8, found you
Combine that with my plans for going protestant when the reformation hits, and I'm saving a lot of points on ideas :D