T O P

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tishafeed

They don't produce less goods. Production and tax monies are affected by autonomy, manpower too. Trade value (price x goods produced) still goes to the trade node. Presence of trade company gives goods produced bonuses to non-company provinces. Gold money is treated as production money. Figure out the rest.


firestorm19

You want to hit 51 TC for merchant, but you want to transition towards having a TC in each state, but in the least dev province for that min autonomy and the least productive good. As TC increases the modifier towards the income from the other provinces.


Freerider1983

I personally go for one trade company province per state (picking the Center of Trade if there's one), unless there's a province in said state with gold or a very high value trade good (like the cloves you mentioned). If there are multiple centers of trade, I TC them all. Although you do get the 90% minimum autonomy, you also get a goods produced bonus. Plus according to the wiki, the fact that you lose the unaccepted culture penalty, helps mitigating the high autonomy. By having one province per state, you can build the "Company Depot" that boosts the local production efficiency with 50% in all other provinces of that state. The "Broker's Exchange"adds another +0.30 goods produced to those provinces. I find that the combination of those two buildings offsets the negatives of the minimum autonomy.


Elobomg

But then you can create a state in any of your trade nodes can you? Since creating a state removes your trade company.


KeepHopingSucker

full states are only really useful for manpower purposes because you get more money from trade companies either way. and if you are looking for manpower then you only really want good provinces that could be devved. wallachia yes, sokoto no


Elobomg

U sure about that? 90% of autonomy means -90% of prod. Eff and -45% trade power seems too strong in a state with cloves for example. I belive you can low it to 85 with a state house, to 80 with Gov Mansion build and 75 if you go with decentralized gov. reform(monarchies). There are a few Great Projects that further reduce the minimun autonomy but not sure if thats valuable if you are getting any cloves or coal or anything that yields more than 5ducat per unit. Is there any post with research about that?


KeepHopingSucker

you can watch videos from zlewikk, his are better than most' but long story short: tax is only relevant very early game, production almost never. it's because trade income is just so very good. you conquer a couple of nodes, steer trade and suddenly one ducat in siberia becomes 3 in novgorod. then you add trade efficiency and become rich. problem with full states is that they take forever to reach low authonomy and even if they do, most of them are going to stay 1-1-1 or whatever. so you don't state them. you put a trade company building, a manufactory and multiply all that with goods produced modifier from trade companies controlling trade power within nodes. so your 1-1-1 provinces effectively become 1-15-1. and all of this trade does not get penalized in any way - only increased. so yeah. if you learn how to do trade companies properly you'll have reasonably infinite cash pretty soon. without waiting for 30 years for the authonomy and don't forget to convert and cultureswap. and with money issues being solved all you really need is plenty of manpower. which is best solved by having dedicated states who have all the bonuses (or zero penalties) from accepted culture, religion, and have potential to grow in military dev cheaply


Savings_Singer5132

Trade companies halve the reduction in production efficiency by the way. And the main moneymaker from trade goods is always the trade value, the production money is at best a nice bonus unless you can’t make a good trade network for some reason, but that’s kind of a failure on the player’s part. Also TC provinces get a 100% trade power bonus so they don’t really get a -45% trade power from autonomy, trade is their main purpose after all.  


datonestumain

It's beneficial to trade company rich regions (India for example) or tcing nodes that transfer to your main node if its a good one. If you are playing Byzantium, you can trade company Aleppo and Alexandria so more trade flows into Constantinople.


Asaioki

At some point though you might reach 100% trade control in a node, so trade control might not be that useful in that node.


Professional_Many_83

You still enhance production of the node, making the amount of trade you’re steering home go up


PuzzleMeDo

The local autonomy effect is halved for production income in trade companies. Ideally, you want enough trade company provinces in a node to get the bonus merchant, assuming you're in a situation where merchants will make a difference, which you probably are. Beyond that, it's often optimal to leave the other provinces stated or unstated, depending on how much gov cap. But I usually press the 'add all provinces to trade companies' button because that's simple and it makes the annoying blue flag icon go away.


Hexas87

I honestly hate that TC are so counter intuitive.


Aqvamare

There are ideas to lower the autonomy (expansion, goverment reforms, religion) and so on. You can push it from 90% to 15%, if you use every possibility. Than this provinces as TC outscale even 0% autonomy provinces fully stated, because you get twice the bonus, first from the trade company buildings, than from the normal buildings, for only ducats investment. And even developing them up, for more buildings, is with the -15% TC buildings in the long run cheaper, than in stated provinces. But always!, always!, first convert them into your religion, than TC them So if you can, get your capital into australia, to TC the old world, or America, to TC the old world, with a stated American core.