Europa Universalis V

Europa Universalis V

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Which Burgher buildings in Towns?
So if i get a town but it has only 600 Burghers and 400 work in Library and Marketplace so how do i go from there? Do i just build the most income buildings or do i wanna eventually wanna build every building there? Like if i have 500 ducats to spend for a town?
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Originally posted by Aksolotli:
So if i get a town but it has only 600 Burghers and 400 work in Library and Marketplace so how do i go from there? Do i just build the most income buildings or do i wanna eventually wanna build every building there? Like if i have 500 ducats to spend for a town?


The 400/600 Number, just shows you how much Burghers your City can support in this specific Circumstance. Building a Building will in general Add the Ammount of Needed Worker to the Total.

Its not a "Hard Limit" (at least for a long time until you reach Total Max Pop Size of the City) it basicly just shows you how Many Burghers (as an Example) are living in the City and how many of them are Employed. Think of it more like a "Storage", you can let your Burghers Grow (without you doing anything) to this Limit and get some "Spare Workers" for when you Build a New Building. Because will Promot aslong as this Limit isnt reached.

About the Buildings Itself, check what the Game tells you. In generall the Money Projection in the Building Tab is a good Indicator. Early on i build everything that is above 10 Ducats per Year, later in the Game i basicly build everything as long as it makes money.
Originally posted by Takichi:
Originally posted by Aksolotli:
So if i get a town but it has only 600 Burghers and 400 work in Library and Marketplace so how do i go from there? Do i just build the most income buildings or do i wanna eventually wanna build every building there? Like if i have 500 ducats to spend for a town?


The 400/600 Number, just shows you how much Burghers your City can support in this specific Circumstance. Building a Building will in general Add the Ammount of Needed Worker to the Total.

Its not a "Hard Limit" (at least for a long time until you reach Total Max Pop Size of the City) it basicly just shows you how Many Burghers (as an Example) are living in the City and how many of them are Employed. Think of it more like a "Storage", you can let your Burghers Grow (without you doing anything) to this Limit and get some "Spare Workers" for when you Build a New Building. Because will Promot aslong as this Limit isnt reached.

About the Buildings Itself, check what the Game tells you. In generall the Money Projection in the Building Tab is a good Indicator. Early on i build everything that is above 10 Ducats per Year, later in the Game i basicly build everything as long as it makes money.
Yeah i know it increases little i usually build one of each burger building that give sometype of profit.
But what building 11/11 Cloth Factories or Tool shops in big cities or capital?
Also what about Masonry and Granies do i dump max them in to every location or just towns?
I hear maxing Scriptorium is good early game but for some reason cripple in late game what about those?
Originally posted by Aksolotli:
Originally posted by Takichi:


The 400/600 Number, just shows you how much Burghers your City can support in this specific Circumstance. Building a Building will in general Add the Ammount of Needed Worker to the Total.

Its not a "Hard Limit" (at least for a long time until you reach Total Max Pop Size of the City) it basicly just shows you how Many Burghers (as an Example) are living in the City and how many of them are Employed. Think of it more like a "Storage", you can let your Burghers Grow (without you doing anything) to this Limit and get some "Spare Workers" for when you Build a New Building. Because will Promot aslong as this Limit isnt reached.

About the Buildings Itself, check what the Game tells you. In generall the Money Projection in the Building Tab is a good Indicator. Early on i build everything that is above 10 Ducats per Year, later in the Game i basicly build everything as long as it makes money.
Yeah i know it increases little i usually build one of each burger building that give sometype of profit.
But what building 11/11 Cloth Factories or Tool shops in big cities or capital?
Also what about Masonry and Granies do i dump max them in to every location or just towns?
I hear maxing Scriptorium is good early game but for some reason cripple in late game what about those?


In generall Book Production, Cloth Production, Tools and basic Ressources like Masonary are allways worth. It depends a bit on how you Play, what you wanna do and where you are Positioned on the Map.
Its never wrong to max out a Building if it still is Profitable. However if you dont get the means of Distribute this it will become Ineeficent or dont get enought of the Base Ressources. For Example Cloth is something coming later in Demand because Aristocrats and Burghers themself will buy it and because of that the Demand in basicly every Country sooner or later will exist. So if you Combine it with Trading Hubs and trading in a lot of Markets there are Regions which can become extremly Rich by solely focusing on Cloth Production. Florenz(Firenze i think in english) and Constantynople for Example are 2 very extreme Cloth Regions in which you can basicly go and spam that Building everywhere, and as long as you keep up Trading Outpost in as much Markets as possible, you will make a ♥♥♥♥ ton of Money. Silk RGO´s>Cloth>Fine Cloth is a very good Line to make a ♥♥♥♥ of money.
Same goes basicly for every Product Burghers can Produce. You wanna check what is your Location, what are your Base Ressources, how much can you sustain. It´s more a "Observer and Learn and do by Feeling" Kinda Thing, at least for me, as something i could explain in absolut Detail. But as long as you dont Push the Projected Income down to low (like i said i usualy stop by the 10 Ducat in 3 Year Mark) you should be fine. Its pretty solid overall.

Building Ressources are another Thing. Stuff like Wood, Stone, Sand, Bricks and so on (not sure if these are the right English Terms sorry) allways has a Certain Demand, so using them isnt Bad. But you basicly got a Decision to Make. In Most Cases its worth to Swamp the Markets with these Ressources, because having more means your Buildings become Cheaper. And espacialy in the Later Stage of the Game in whic Buildings can cost Hundreds or Thousands of Ducats, its not Wrong doing this.


Grannies, i guess thats a Grannery? The Food Storage? It´s basicly never wrong to Spam them as long as your Economy Situation allows for it, because the more Food a City can STorage the Faster it will grow (meaning more people will be born each month there).
Nothing wrong with any of the advice above. I too build lots of granaries But Granary isn't really a burgher building is it? For burgher builds at start of game I always think of Tool first because tools build everything. Then fine cloth, weapons, guns when you can. You can then check your home market and see what it is short of. If its short of furniture, make a few carpenters and so on. That might give a good starting idea as the game goes on.
You use towns to create demand and get more estate pop that you can tax and to further increase demand for stuff. Build most clergy buildings to get more clergy to increase demand. Build wharfs, docks, protected harbors, countinghouses and so on. They all create demand on your market (aka profits for your burgher buildings and rgo's). And they all employ unemployed pop who will now also create demand from your market and pay tax.

And then do the burgher buildings to supply all that demand. And more granaries and marketplaces is great.
Originally posted by general fufu:
You use towns to create demand and get more estate pop that you can tax and to further increase demand for stuff. Build most clergy buildings to get more clergy to increase demand. Build wharfs, docks, protected harbors, countinghouses and so on. They all create demand on your market (aka profits for your burgher buildings and rgo's). And they all employ unemployed pop who will now also create demand from your market and pay tax.

And then do the burgher buildings to supply all that demand. And more granaries and marketplaces is great.
Do i go 11/11 Marketplace for cities.
Originally posted by Aksolotli:
Originally posted by general fufu:
You use towns to create demand and get more estate pop that you can tax and to further increase demand for stuff. Build most clergy buildings to get more clergy to increase demand. Build wharfs, docks, protected harbors, countinghouses, libraries and so on. They all create demand on your market (aka profits for your burgher buildings and rgo's). And they all employ unemployed pop who will now also create demand from your market and pay tax.

And then do the burgher buildings to supply all that demand. And more granaries and marketplaces is great.
Do i go 11/11 Marketplace for cities.
I do. You get alot of employed burghers and they will almost always find something to trade. Do yourself a favor and put trading on automatic. The ai do a pretty good job with micromanaging it.

https://imgur.com/a/QPZcnvP
This is how i determine if i should build more marketplaces or not. Number on the left is unused trade capacity and number on the right is your max. So if i have more than five unused trade capacity i dont build more.

And also spam armory when you can. They increase demand for weaponry and firearms which is profitable. And you need the manpower for your age 3 regulars. Heavy cavalry and men-at-arms.

https://www.youtube.com/watch?v=bmQLFxh6Czo
This video helped me understand how important it is to create demand and then fill that demand.
The game will tell you what buildings will make the most profit short term, however once you have those initial buildings up and running, you want to start thinking long term and focus primarily on building production/industry that will benefit from your nations natural resources.

For example England has an abundance of wool, this leads to cheaper paper and textiles which leads to cheaper books and fine cloth. But this depends on you expanding your Wool RGO's to lower the price of wool.

It's worth exploring your nations key/more common natural resources and have some long term chains in mind at the start.

You can also take advantage of a lack of resources in neighboring countries or regions and also if you have spare cash, think further long term in certain cases and invest early in things like Saltpeter to lower the price for when you start producing Gunpowder/Cannons etc.
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Date Posted: Apr 14 @ 4:26am
Posts: 9