A tribe that reforms out of primitive status will immediately settle all tribal land.Settled tribes may use tribal development to permanently settle tribal land, turning it into a regular province.Tribes pay increased costs for migrating to provinces not in their tribal land.Tribes get a casus belli on any nation that borders or inhabits their tribal land.If a non-native conquers tribal land, it automatically settles the land.ĭespite not directly conferring resources like settled land, tribal land still has several benefits: Tribal lands may be taken in war like any other provinces (but at a lower cost). Settled tribes may add unclaimed lands bordering existing provinces for the same cost. Migratory tribes may add land that they currently occupy (so long as not tribal land of any other nation) as new tribal land for 100 + 10 for every existing tribal land province. Colonial powers may ignore the tribal land claim and settle it directly without needing to declare war on the tribe. On the political map, they appear uncolored (like uncolonized land) but with the name of the tribe superimposed. Tribal land provinces are not fully settled and do not directly provide income or manpower to their owners. In-game, this is represented by tribal land. Natives often had traditional migratory land that they claimed but did not permanently inhabit. Not that I'm saying that local venture is always the right choice, but it's up there with Manufacturies in good province in the best way to spend ducats to get more ducats.Please help with verifying or updating this section. In some case like Russia and Siberia, then the local venture seems to be strictly superior since you get basically all of it in trade, especially with the lack of building slots in that area (though there is something to be said about "state and build manufactories that get the GP bonus from having a trade company in that area" in some case too). How much of it you would get in trade depends, but you would prioritize the TC where you can get majority control, so at least 50% of it, further boosted by trade steering so a manufactory in the home node might not necessarily be much better than an investment in TC land. Of course, in a grain state it's not worth much, but when you have 4 province with valuable trade goods, you get 1.2GP, of which you get 82.5% of the production value (assuming as 90% autonomy floor), so 0.99GP in production, which is basically the same as a manufactory. Local venture is +0.3GP per province though. Of course, late game TCs with all of the money investments and manufactories are beasts, but when you are already swimming in money more money isn't nearly as useful as getting more manpower, for example.Īlso, I forgot to say that the tax investment cane be worth on places with one or more gold mines as gold provinces are always worth deving. As the main source of trade power in TC land is CoT, you are best served conquering/charting new TC than investing on buildings. But going from 51% to 53% isn't nearly as good. In reality, it is extremely good if pushes your share on the node from, say, 49% yo 51% and net you a merchant. It doesn't guarantee a free merchant and the additional trade power means that the total power of the node increases (again, the bonus isn't as good as it first appears). Needless to say, investments building instantly is a big advantage that they have. Local venture, on the other hand, gives additional production (which is affected by autonomy so it isn't as good as the game implies) and only 0.3 GP in a TC node (this is important because it is much harder to get 60% control of a TC node than it is go control your home nose). Manufactories give a flat +1 GP and you will generally build them in nodes that you own the majority share so you can easily reap both the trade profit and the production increase.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |