Generally, the end nodes are the best to control as trade can only come in, and not leave. Fifty shades of black full movie, online. So, post 1.4 that's: Venice. Of these, I'd argue Venice is the 'best' as you don't need to control the new Western European trade node as well to get the trade from the Americas over, which is difficult given the comparative naval strengths of the powers who will seek to control it. Let's talk about Trade Nodes and Flow in EU4. This video is part of a series of guides for Europa Universalis 4. These are best viewed from the playlist: htt. EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). Type the name of a console command into the search box to instantly search 305 EU4 commands. Hover over a cheat code to view detailed argument explanation. Click on the name of a command to visit its command page for more help and examples.
Actual multiple monitors serial. Jianzhou-
- Take the two decisions at start
- Send ships to protect trade. Send merchant to collect trade in node
- Raise banners
- Raise host
- Delete infantry to get back to force limit
- Rival Haixi, Udege, Donghai
- Ally Korchin, if they become a Ming tributary
- Declare on Haixi when new cavalry regiments are at least half strength
- Occupy all Haixi provinces fast and full annex
- Attack Udege next and take all provinces with Jurchen culture
- Attack other tribes when possible to get to 20 cored Jurchen culture provinces
- Form Manchu
Manchu-
- Raise more banners and reconquest rest of the northern tribes
- Dissolve alliance with Korchin
- Attack Korea and take couple of provinces and humiliate
- Keep an eye on the mission tree and complete missions when possible
- Attack Korchin after truce is up and full annex them
- You should have claims or cores on everyone you have conquered till now
- Once your total development is 300+ cancel tributary to Ming
- Try to ally Oirat when possible
- Rival Ming if possible and declare war with mandate of heaven CB calling in Oirat either with promise of land or with favors
- Play slow and keep your armies together
- Siege down Shenyang and Beijing
- Wait for unguarded frontier disaster to fire then peace Ming with your cores and provinces you need to complete the next mission along with all their money and war reparations
- Attack Korea again if possible and take some provinces and more money
- Then attack Mongolia as you need provinces from them to form Qing
- Once Ming truce is over, declare again and this time take the mandate along with money and war reparations
- Now you can form Qing
Qing-
- Keep expanding in China and pay attention to managing mandate
- Next priority is to get more tributaries
- Also prioritize the provinces of Nanjing and Canton
- You have claims on all of China and with unify China CB you can take a lot of provinces very quickly
- Declare on every breakaway chinese nation as soon as you border them
- For expanding west, you should declare war to take some provinces and get borders with more nations. Then declare war again and make them a tributary.
Ideas
Colonizer Qing- Basic electronics notes pdf.
- Exploration-
- possible to spawn colonialism
- Put down colonies in Indonesia and Philippines. Make tributaries.
- Abandon colonies. Rinse and repeat.
- With golden century, you can also expel minorities to get more Manchu culture and thus more banners.
2. Expansion
Trade In Eu4
3. Military idea
Expansionist Qing-
- Administrative
- -45% coring cost reduction
- Just take first two ideas and then finish up the idea group later when you have spare admin points
2. Defensive-
- Chinese tech units are not the strongest so it helps to have some extra morale.
- Attrition is terrible in mainland China so defensive helps there as well.
3. Exploration
After that you can either focus on colonization or fast expand into Indochina and Burma regions going towards India as well as expanding west towards Russia.
For more details refer to the video below. Hope this little guide helps!
- Chinese tech units are not the strongest so it helps to have some extra morale.
- Attrition is terrible in mainland China so defensive helps there as well.
3. Exploration
After that you can either focus on colonization or fast expand into Indochina and Burma regions going towards India as well as expanding west towards Russia.
For more details refer to the video below. Hope this little guide helps!
Eu4 Trade Nodes
1) Every province in the world is part of a Trade Node. Every month, every province generates production, and adds its value |
to the node. The country who owns the province is immediately credited the gold worth of the production. There's no losses |
from trade. |
2) Every province has Trade Power. This is generally 2, but can be higher for certain key provinces. These provinces are |
labelled on the Trade View map. If you own a province, its trade power is added to your trade power for the node it belongs to. |
3) This is where it's going to get complicated, so I'm going to start with the simple example of no Merchants anywhere in |
the world. First, everyone whose capital province is in the current Trade Node takes their share of the value in the node, |
based on their Trade Power. Then, the connections of the node are considered. Most nodes (all but a few Europeans) have |
nodes that they point to (map here: http://www.eu4wiki.com/images/f/f7/Trade_nodes_with_arrows.png). Everyone who has power |
in the node and a capital downstream (along the arrows) adds their power to the arrow that points at them. Then the |
percentage of trade value equal to the percentage of Trade Power along each arrow goes along the arrow, moving to the |
next Trade Node. This is calculated starting from the source nodes that have nothing going into them, so trade from |
another node can be moved this way. |
4) BLING BLING GET CASH MONEY |
Next, we'll introduce Merchants, which complicate the process, but we'll step through it. |
5) A merchant at a node can Collect from Trade. This gives them their share of the trade value by % of Trade Power directly. |
However, this cuts the country's Trade Power in that and only that Trade Node by 50%, and is generally unrecommended. |
6) This is the step that trips up everyone. A Merchant can Transfer/Steer Trade at a node (two words for same thing, different |
parts of UI). For any node that has a merchant steering trade at it, only the countries that have merchants there can change |
the direction of trade value. The amount leaving the node is determined by all nations, but the relative percentages of the |
countries with merchants determine direction. |
Consider the following example: |
Ottomans have 25% of the trade power in Trade Node A and have their capital here, in Trade Node A, Castille has 25% pulling |
Direction B, France 25% pulling Direction C, Netherlands 25% pulling Direction D. Suppose Castille and France have merchants |
present. Ottomans will collect 25%, since they have 25% of power. Since Castille and France are the only ones with merchants, |
they choose the directions. Thus, 75% of trade value is distributed. 37.5% will go Direction B, 37.5% will go Direction C, |
and 0% will go Direction D. |
7) Here's where a bunch of extra weirdness ends up. A percentage of trade power from downstream nodes is added upstream. |
If you place a Merchant on an inland Trade Node (ones that are marked Inland), you get a flat big bonus to trade power. |
For coastal Trade Nodes, you can set light ships and only light ships to Protect Trade and add trade power to a node. |
This glosses over a lot of the modifiers, but gives a good sense of the general concepts. |
BLUFFER'S GUIDE FOR HOW TO HANDLE TRADE/WHERE TO PLACE MERCHANTS: |
1) Ensure you have 60-80% trade power, if not more, in the trade node of your capital. Conquer provinces that in the Trade |
View have any markers that give +Provincial Trade Power. Estuaries, Centers of Trade, Important Natural Harbor, etc. |
2) Next, look at the trade nodes that feed into your capital. If trade from them isn't flowing towards your capital, |
place a merchant there and have them direct trade towards your capital. |
3) If you acquire more merchants than there are nodes that flow to your capital, look for the node that feeds into your |
capital that you have the highest trade power in. Assign merchants to direct trade to that node. |
4) Never touch your merchants again. Ever. |
THINGS YOU SHOULDN'T DO EVEN THOUGH THEY'RE OPTIONS ON THE UI, WHY GOD WHY: |
1) Never place a merchant in your capital trade node. |
2) Never have a merchant Collect from Trade, anywhere. |
3) Do not assign light ships to privateering missions. |
4) Do not try to assign merchants to nodes that aren't upstream from your capital. |
5) Do not fight France. |