View Full Version : EU 3 basic tips request


holy king
Jan 13, 2009, 03:23 PM
anyone have the time to give me some basic tips on eu 3 "in nomine"?
especially on how to keep the economy alive...
started a game as portugal, didnt change much about the sliders, war with morocco was going well, but by 1410 i had totally blewn my economy. (couldnt pay back loan, rep to -100 :eek:)

those aquired provinces in northern africa didnt quite get me any money at all...
is there a way to make a war pay for the required units by looting?
anything i fundamentally did wrong?

Dachs
Jan 13, 2009, 06:58 PM
Have you been using merchants adequately? You should use them to secure footholds or monopolies in as many CoTs as you can, as fast as you can, especially if you are a smaller nation like Portugal.

Icekommander
Jan 13, 2009, 10:48 PM
Note: That early in the game, don't worry about monopolies, they will come with a higher trade tech values.

For the economy: Trading is key, especially for a small nation. I've tripled my income as Denmark by having six merchants in Antwerpen, Venexia and Lubeck. The higher the value of the COT, the better it is.

Avoid minting. Minting is bad. Minting raises inflation, which for each percent increases the costs of techs, army regiments and ships (probably more too), which is very bad. If possible but all money towards tech. You will lose money per month, put it's yearly income that matters. Yearly income going up, thats good.

About the lack of value from the north African provinces, the money you get is modified by several things. First, the tax value. In about the top right corner of a province tab, you should see tax, and then a number. A few others are there like tarrifs or production too. This tax number, is essentially the amount of money your province gets from taxes, and this is where the majority of your income will come from (unless you are a small primarily trading nation).

Mouse over the tax value. You should see a list of modifiers. At the top it will say: Base tax value. This is the all important base worth of the province. Higher the better. Then this is added or reduced by several things. The main problems tend to be: Wrong Culture, Wrong Religion (-30% tax each) and then a high revolt risk (-1 % from a low revolt risk, as high as 50% with higher revolt risks). You can't loose money by owning a province, but you can quickly have provinces as dead weights.

However, each province only contributes ten percent of it's income to your annual tax each year. This will go too one hundered percent after it becomes a core province. Each province also increases technology cost. If you have too many "dead weight" provinces, they will drain your yearly income into the gutter compared to costs, and this will quickly crash your economy.

So avoid minting, trade lots, and watch province taxs values.

Maniacal
Jan 14, 2009, 12:25 AM
So I see no reason for me to stop using the money cheat.

Dachs
Jan 14, 2009, 12:59 AM
Note: That early in the game, don't worry about monopolies, they will come with a higher trade tech values.
Ahh, didn't look at the date. :cringe:
So I see no reason for me to stop using the money cheat.
Your integrity as a gamer?

Maniacal
Jan 14, 2009, 01:05 AM
I like EUIII but there's no way I'm going to wait that damn lnog to get things done. I think my integrity is fine.

Besides, when you have a lot of games to play, the ones that a lot of time tend to fall to the side and get restarted a lot.

holy king
Jan 14, 2009, 01:48 PM
have no manual.
found the merchants a bit too late. :)

started a second time, now have the western part of northern africa under control + cities on azores and madeira, most of it allready core provinces, economy is starting to get healthy. merchants in top slots in three centres.
it's about 1472 and i just aquired conquest of the new world.


my ships dont make it to the americas alive though, i guess that's a matter of naval technology? or is there some event around 1490 that let's you got this far?

castille relations fine, they already wiped out aragon. (not entirely)
france is scary, they inherited the hungarian throne early on and are putting pressure on the hre from two sides.

Maniacal
Jan 14, 2009, 02:58 PM
A ship with an explorer captaining it should be able to make it there... although unless it's a strong hulled ship it probably won't make it back. That is why it is important to take the azores, canary islands, and especially Bermuda.

Yeekim
Jan 16, 2009, 07:05 AM
EU III IN is a great game.
Manual can be found here: http://sharethefiles.com/forum/viewtopic.php?t=114382

I also suggest that you read some AAR's over at Paradox Forums. Some are really, really spectacular. I'd suggest Maldives, Malacca or Iroquois ones for top awesomeness.

RedRalph
Jan 16, 2009, 07:51 AM
my ships dont make it to the americas alive though, i guess that's a matter of naval technology? or is there some event around 1490 that let's you got this far?

How do you mean dont make it, do they sink or just cannot enter Terra incognita?

Maniacal
Jan 16, 2009, 01:27 PM
Ships will take damage over time so you ned strong hulled ships (like caravals, even carracks actually) to get over there. Don't expect carracks to come back though.

Icekommander
Jan 17, 2009, 08:28 PM
No Carracks are fine as long as you haven't toally neglected naval tech, although the Azores are nice, and Bermuda is great to get the jump on Mexico. But with just about anyone you can make a straight break for the closest tip of the America's, which is usually Newfoundland. Once your ships get there, colonize the first province. Your shipd will now be next to the shore, and thus shouldn't degrade very fast, if at all. Once the first colonist lands, stuff ships into harbour. Usually you have time for a second colonist too, if your first one fails.

holy king
Jan 18, 2009, 06:15 PM
i just had them stay in the ocean for too long. :lol:

great game, really.
got almost a hundred overseas provinces by now plus western north africa plus mali... :)

Grisu
Jan 19, 2009, 05:50 AM
also remember that a lot of revenue from overseas provinces gets lost if you don't have a large enough navy...

RedRalph
Jan 19, 2009, 05:55 AM
Yeah you need a certain amount of Big Ships or else you dont get the full tarrifs, you can see how much you are getting on the economic page.

Yeekim
Jan 19, 2009, 07:26 AM
Yeah you need a certain amount of Big Ships or else you dont get the full tarrifs, you can see how much you are getting on the economic page.

Afaik Light Ships count as well...Galleys and Transports do not.

RedRalph
Jan 19, 2009, 07:29 AM
Afaik Light Ships count as well...Galleys and Transports do not.

Oh, OK, I didnt know that...

Rashiminos
Jan 19, 2009, 10:07 AM
I think the wars had something to do with your economy taking a nosedive. Levy war taxes and demand gold while suing for peace.

holy king
Jan 19, 2009, 01:14 PM
hm...

finished the game. had a world wide empire (117 overseas provinces), a third of south america, parts of canada, most of the carribean, mali, some colonies in south-western africa, southern india, good chunks of indonesia, south-eastern australia and new zealand.
made a ton of money. (btw., you can see how efficient your oversea trade is by hovering over "tariffs" in the city screen)

but i had an inflation of about 150% untill the end, which i figured wasnt that bad over the course of 400 years, but then when i checked the stats i saw that most other big nations had an inflation of 0% ??? how did they do this? while still surpassing me technologically?
(had everything at about level 32. france was beyond 50 in all categories. i mean ok, they're france and i'm portugal, but then, even sicily wasnt that far behind france... (they had overrtaken italy but nothing else.)

Serutan
Jan 19, 2009, 01:39 PM
I haven't played IN, but in vanilla you have to only mint just enough to keep from
needing loans, then you can use improvements (extra tax) and the Banking idea (reduces inflation). You can get to the point where you set the minting slider so that
its actually reducing inflation, whilst still having positive income.

But since I remember from vanilla that most of the large AI nations had huge inflation
rates , it could be that Paradox made the AI immune to inflation in IN.

Grisu
Jan 20, 2009, 03:09 AM
it's because the AI cheats ;) seriously I've never been able to keep up with them in earlier years when it comes to inflation...but I've usually been able to get inflation back down in late game by using the national bank idea and building tax assessors in all my provinces...

Yeekim
Jan 20, 2009, 03:18 AM
150% of inflation is huge. Things should never get that out of hand.

When you adjust your treasury slider, you can see exactly how much inflation a year your current minting will create. The ideal solution is to never mint at all - this will keep your inflation at zero - and try to live off your yearly income and money gained from peace deals. However, if your nation is small and poor, this may not really work. In that case, look for Masters of Mint for your court and take National Bank idea. Both will reduce your inflation over time (again, check the slider) or, alternatively, let you mint a bit without increasing it.
Around lvl 30 of government tech you can build Tax Assessors, with that same effect.
And finally,moving towards Free Subjects also has 1/3 of chance of giving an event that reduces inflation by 2%.'
EDIT: Forgot, maxing out your centralization also reduces inflation a bit each year.

And no, AI is certainly not immune to inflation.

EDIT2: Also, try to earn more and spend less. For first, make use of your merchants. For second, lower your army maintenance during peace and do not overexpand with colonies (these two are usually the biggest cost articles).

Love
Jan 25, 2009, 06:41 AM
the colonist cheat is awesome, counquered all america in hundred years with it