
Best Custom Nation Ideas Eu4
Breaking Custom Nations in EU4: 66+ Monarch Points per Month. EU4Ideas Guy Kingdom of Might Part 1. Europa Universalis IV - Custom Nation World Building.
Hopefully someone can point me in the right direction.I have decided i wantt o try a custom nation.My initial thought was a scenario where it would be as if a technologically advanced race landed in america, with 1 provence, but advanced tech and a bit extra cash. CBut i'm under the impression i would need to make a mod.So until then. Can someone offer any advice.I have tried starting a couple of custom nations in america, going up to 200 points. But every time i seem to be draining more gold that i can make at the start. Even if i lower funding to my navy and army, I'm still draining gold.Surely there must be a way to start a north american nation with western tech and confushunism, but also have a small amount of starting gold and income that i can actually get started?Are there certain provences that i should be trying to get or something? How to i start out with a but of gold and income?Any advice is appreciated. I have only done few games with custom ideas, but this is what I gather is good from personal experience.For ideas pick a colonist early on and global colonial growth is also very good.
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Start as a republic and have extra republican tradition, this REALLY helps a lot. You arent going to get royal marriages and with extra republican tradition you have all the monarch points in the world. For the 200point western Nation starting in Americas Achivement. Id adviseStart near the Aztecs get a few allies an go take some Central American gold as western you will have tech 3 when they have tech 1 Mil.Catholic - All Colonial powers will lily be Catholic so its nice to not have to mass convertSpanish or Aztec/Mayan Culture - Spanish culture groups cover Portugal making it better when taking over colonizersColonist and Global settler chance for all the free land.Inflation Reduction - There is alot of gold available an extra 0.10 inflation a year will help keep your economy incheck.
I haven't played the game in awhile, and it looks like lots has changed with all the expansions. It used to be that you would want to use your Merchants to transfer Trade Power downstream in a long chain where you would eventually collect a lot of ducats in your home trade zone because of the way the trade value increased with every hop on the chain.It appears this has changed. Now I can collect with a Merchant at Trade Companies with no penalty, and it seems to me the production and trade is dimished with the whole 75% Province Autonomy thing.What is the best way to maximize trade route value assuming a strong European country who can expand to Africa, India, and the Americas with lots of Merchants? I have read the EU4 wiki on trading and while it explains all the technical details, it doesn't straight out say what the most profitable way to maximize trade is.Also, are there game interfaces that tell me the best way to position my Merchants? How do you use your Merchants to their greatest effectiveness?Thanks for the help!
Sorry I don't have an answer, but I'd like to know more about Trade myself. I'm a pleb/newbie to the Paradox games and UE4/CK2 are the first two games that I'm giving a go at. (I think I got 10 hours between the two)From the vids that I've seen on YouTube it seems like most people pretty much ignore trade. Or give little effort towards it.I'd be really interested in anything you know or find out about trade within EU4.
Maybe we should create a trade union to share info.Anyway, I look forward to finding out more as well.-Matt. No, you can't collect in a trade company node with no penalty. Autonomy only affects trade power not trade value and if anything the impact is less now since you can make all your provinces states (except for trade companies which were always capped at 75%).
Your first paragraph is exactly how it still works. Maybe you're playing with a mod?Maybe some people play differently but I don't ignore trade at all - in fact it's the entire opposite. All my conquests are determined by the trade routes to my home trade node. Open the trade map mode. Look to see which trade nodes can be steered to your home.Get extra merchants from:1. Each Colonial Nation with 10 cored provinces adds 1.2.
Each Trade Company with 51% power adds 1.3. Completing the trade idea set adds 3 merchants.4. Some other ideas add 1.Colonize smartly in the new world.
For example, the English node can collect trade from USA or Canada, while the French needs Canada or Carribean. The Carribean node is the richest and most hotly contested node in the new world, so it can be problematic. When you start a new world colony, get to 10 provinces ASAP.
The Pope will help keep other Catholics out if you are first. You can lower the priority once you reach 10 provinces and place the free merchant there.Make your first Trade Company in the Ivory Coast. Take land there quickly by colonizing and conquest to get beyond the magic 51%. Then put in the merchant to steer home. That particular trade node can be steered to anywhere in western Europe, so it is the key to everything else in Africa and even Asia. Next up is South Africa.Use lots ot light ships in the contested nodes.
For example, France really needs many trade ships in the Carribean node, but not really all that much in Bordeaux since they should already strongly own that node without ships. England nearly always need light ships in the North Sea and English Channel unless they have taken out Norway and/or the Low Countires.Steering is almost always better than collecting. If you collect in a node that is not your home node, that merchant will cost you a lot of trade power.When in the trade map mode, you can click on a node to see how you are doing there. To be worth posting a steering merchant, you want a decent percentage of total trade power.
The best way to get trade power in a node is from owning provinces inside the node, but light ships can overcome this. Your Colonial Nation is good because if gives you a free merchant plus 50% of their provincial trade power is given directly to you as overlord.Finally, you want to have a steering merchant in each connecting node all the way to home.
England should steer north sea trade home even if they have 95% of the trade power there. Same for France and the Bordeaux node.
Do not post a merchant in your home node, he is nearly always better elsewhere. Thank you for taking the time to write out the replies. They are very helpful.This map shows all the possible Trade Companies that can be formed in order to get more Merchants:EU4 Trade Wiki:I don't have the El Dorado expansion, so hopefully I can still get Merchants from Colonies. I should find out soon in my game.I'll have to experiment with sending trade downstream. I had found that if I collected Trade upstream one node that I collected more gold than otherwise. I'll have to see if this is still true. Originally posted by:I don't have the El Dorado expansion, so hopefully I can still get Merchants from Colonies.
I should find out soon in my game.It should still work without this.But I strongly recommend getting El Dorado when colonizing the new world. It is the second best DLC in the game. The automated exploration feature is probably the best implemented automation in the game.
The search for the seven cities has been enhanced in one of the latest patches and now can give permanent bonuses. El Dorado also gives you gold fleets which can increase your income significantly.Not to mention that El Dorado gives you Custom Nations, which is how I played as Queensland, Australia to get the Ideas Guy achievement.Oh, and the Pope helping you thing is an El Dorado feature iirc.