General Campaign Tips

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CUM SA joci etw

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General Campaign Tips1) if all else fails and you bankrupts, sell provinces, disband units (don't be scared to disband units, and extra 200 bucks is always welcomed), these are extremes, and if you got that far, you've done something wrong or havn't checked you income expense. always try be at least 2000+ in the black, any closer and you're cutting it close.2) protect you trade ports from raids, station the cheapest unit in the port, the enemy ships won't be able to raid them, so, you will no need to repair it. a damaged port produces NO INCOME.3) BALANCE. 90% of the game is about balancing, usually between large income and low military force of vice versa. that is up to you to decide, this also includes logic, no points having a full stacked army (20 units) garrisoned in a town not near the border / frontier, that is a waste of money. same with the navy.4) With technology, again, it's balance, i recommend, especially when you just started, to sacrifice one of your craft shops and industries and replace it with a school or two. technology means a LOT. there are a few things you should research immediately, first,ring Bayonets. physiocracy, and a couple in farming. more food = more people, more people = more people who pay taxes = more money, well that's the logic anywhere., but then, have at least always 1 on military, and if possible have some alternating between enlightenment and economy.in ETW there are 3 types of government, absolute monarchy, constitutional monarchy, and republic.these are the pros and consAbsolute Monarchy:Repression: 5Nobility Class Happiness: +2Lower Class Happiness: -2Research Rate: -10%Recruitment Cost For Land Units: -5%Minister Growth In Home Theatre: -6Town Wealth Growth: -5Constitutional Monarchy:Repression: 3Nobility Class Happiness: +1Lower Class Happiness: +1Effects of Clamour For Reform: -25%Minister Growth In Home Theatre: +3Town Wealth Growth: +5Republic:Repression: 2Middle Class Happiness: +1Lower Class Happiness: +3Research Rate: +5%Effects of Clamour For Reform: -80%Minister Growth In Home Theatre: +10Town Wealth Growth: +12note: in absolute monarchy, the minister's post will pass onto his son (which usually has same sort of traits) when he dies.--------rebellions and revolutions.rebellions happened outside your capital territory, these will rebel into a new faction (for instance quebec for new france), these are caused by too high unrest, it will take three turns, first turn a strikes and letters, next riots, next rebellion.Revolution happen inside you capital territory, depending on who is rebelling and what you goverment type, is, it can affect your game, that is, a successfull revolution can change your goverment type:if lower class rebel, your goverment will change to:From absolute/constitutionTo, republicif high classes rebel, your government will change to:from: republicto: constitionORfrom: constitutionto: absolute.when a revolution happens, you pick a side, with your own government, or the rebels, whichever side you choose, if you loose to destroy rebels or secure the capital, you will loose the campaign, and it will end there.units outside your region capital may or may not stay loyal to you, if you want to keep them with the government, move them to region capital.a successfull revolutions will usually get you massive relations penalty for other factions, exept if they are same government type as you, going to a republic for instance causes -100 in relations.