for coalition, let them declare and try to just protect your own lands for a bit. then when the coalition takes some of your allies land, just offer up their land (or them to free a country) to "lose" the war. you dont lose anything since you just gave away your allies land and now you have a truce for a while with all the coalition members
About letting allies do sieges: The tip to leave a 1 stack is good IF saving manpower is your priority. However, casualties and FORT sieges count for your war participation contribution. Fort sieges only count if you have a stack big enough for it to siege the fort singlehandedly. Leaving a 1 stack won't give you any war participation. This is important if you call your allies on Promise of Land that you intend to honour, and if you want to get direct money in the peace deal.
I dont know why im watching videos like this with 2500 hours in game. But to my suprise, I actually learned something. Thanks! (Didn't know about the rebel trick at number 1)
I don’t think trade ideas are as good as you make them out to be. They’re an entire idea group that only benefits ducat income, which is just not worth it in most scenarios (though it still has its uses)
@@Damo2690 Russia is a bit of an outlier though. They are so much poorer than any other typical great power, so money is more of a bottleneck for them than it normally is. Even then, the only reason I would take trade over economic on Russia would be because economic costs admin points, and Russia has a lot of early coring to do.
Something that you really should know as a new player, and Arumba mentions this often: Artillery only does HALF damage in the back row. And in the front row take DOUBLE damage. That's why you shouldn't have a lot of artillery until tech 16 when their pip is increased by 1.0 and being so expensive they will plumbed your economy in the early game.
True! I only take a full back row of canons until mil tech 16. IF my economy can handle it. That's the only thing I disagree on, cannons before that are just too expensive and have too little fire value. That's just my opinion of cousre. Good video. Very helpfull and always good to get these tips. Gonna watch one of your let's plays OP. Subbed.
Early on cannons are basically just good for sieging. That's why I generally only get 11(or 6 with lower budget) at most and put them in my "sieging" stack (if I have multiple stacks), but ofcourse it depends on your budget.
BUT: Artillery still does half damage from backrow. That is more damage than any other unit from backrow. Neither Infantry nor Cavalry do damage from backrow. So if you can fill your forcelimit and your economy is still fine, and you still fill your front row with infantry (or cavalry) in every battle, artillery can help quite a lot even at the lowest level.
@@PewPew1234567 Ofcourse, but overall the damage vs cost is not worth it early on. And most nations won't have the economic base to get more than the necessary amount of cannons to siege.
well i sometimes use this with small nations after early landgrabs, where manpower are running low and i usually racking up many debts lmao. those rebel numbers can get crazy for early small nations man.
Im bad at mp managing so whenever i take one idea my tech is like no u and every nation ever thinks ( ͡° ͜ʖ ͡°) and i get destroyed by everyone. please make a mp managing video.
eu4.paradoxwikis.com/Diplomatic_feedback#Provinces_of_interest Open your diplo menu and go to the last tab. Then click on a province you have an interest in.
Haven't watched the video yet, but just want to say, Harsh treatment on rebels is normally not worth it. It makes you massively behind in tech, just wait then crush them. This was a big mistake I did when I first started, then i'd end up being 6-7 military techs behind everyone else.
I've been the same, first game was getting behind in tech because of harsh treatment. Now I'm just letting them rebel if they must and it saves a ton of mil points. I'm only starting to do it again because I've done most of the military ideas I want, I'm ahead in technology, and it's the age of absolutism so I get absolutism for it.
spending military power to cut down rebels waste of monarch points imo. I rather take a loan to get some mercs to do that (not that i actually need to this in general) In a lot of cases u can prevent rebels by raising autonomy u get a bit less manpower and eco out your newly conquered territory but it will dwindle down through the years. If you want to state the provinces conquered hold your troops to slow down the rebel growth while coring, state the provinces and then raise autonomy as this will leave the autonomy a lot lower then nearly 100% it would have if you would do this when it is still a territory. Then again military power is thing u will have excess of most of the times, but i prefer to use it for either boosting my legitimacy or boosting development for institution spawns. Besides that good video nothing new learned but a lot these things I didn't know 400 hours back so it's a refresher i guess.
First of all, 10/10 KH profile pic. Second of all, the rebel trick is a micro-manage efficiency thing to buy yourself more time and save other resources if you can afford it, but it's ultimately up to preference and circumstance.
Another thing to use you mil points is recruiting generals to increase professionalism (and get some good generals in the process). Both the return of manpower when disbanding bonus and later extra manpower from professionalism can be really nice.
@@MDP1702 true that though in general i do that anyway if i get a sht general keeping rolling. And if i got some over i preffer to put in dev. just for bigger landforce limmit + manpower
I did that last tip on my previous game unknowingly. As Britain the remaining Irish Minors were forming a coalition so I started multiple wars spaced out to cut the coalition down to size. Ofc I won and annexed them but forming a truce isn't a bad idea either on larger nations.
i never core colonial provinces in colonial regions, and they still form CN ...im playing with mods... but they say they dont change anything towards colonialism
Interestingly enough, it happens a lot more than you think. The AI takes into account who else their target is at war with and often declares war before you manage to full occupy. (This even means you can stand on the capital of an OPM and as long as you haven't fully sieged it down yet, a local rival will probably also declare war.)
tip 1 doesn't save you militairy points, it's not using all of the other methods to deal with rebels... -tolerance -conversion -autonomy -army -accepting culture -take a few loans to spike in troop strength using mercs to overpower the rebels once spawned recommended only in the age of absolution if you ask me to spend monarch points on pesky rebels, untill then in most situations, the above is better
I don't think I've picked Diplomatic ideas once in my 1300 hours. Something like Innovative or Offensive is much better for small nations. Even Influence, since you can expand a lot faster when vassal feeding.
I would say as a beginner just play France, Cadtille, Portugal, Poland, Denmark or Ottomans you will have a chilling game and can slowly learn all mechanics with that nations
I think you should mention the "threaten war" mechanic. I use it sometimes and it can be really helpful. For example when I was the ottomans I was primarily conquering eastward (as this is far easier and more beneficial early game) and thus had very little AE in Europe. So I was able to every 10 years or so just threaten Lithuania into ceding a province to my march Crimea and within 100 years I doubled their size without fighting a single war and face AE in Europe. Plus it also helped in keeping trucks with large nations like Poland and Lithuania meaning if there were to be any coalitions, they couldn't join.
Regarding the vassal fabrication stuff, it really depends on the ruler's personality. This extends to PUs, as even though you can't see it, your ruler has his own personality as well. A diplomat ruler is exceedingly unlikely to fabricate at all, which is really bad for Poland as Kazimierz is almost always a diplomat and your entire path to the east is blocked by Lithuania, who still plays as though it has a diplomat ruler even after you get the PU.
Here's one advice that might be useful during the early game did you know you can subsidized your colony if you subsidize your colonial nation with 3.00 ducats they can fund their colonizer it's like having free colonizer which usually cost I think 2.00 ducats per colonizer in which the newly found colonial nation cannot fund
Take humanist diplomatic admin ideas around 1600 s begin to conquer trade company regions eg india the spice islands etc when age of absoluism comes reduce autonomy from provinces harash treatment rebeles and fire the court and country disaster to get absolutism use vassals of bigger countries that have collpsed eg the timurids use client states and give them lands you conquer to absorb overextension then take on the colonizers eg england etc to swim in money from there you will be swining in money to aford anything and nothing could stop you from conquering the rest of the world
Is it practical to have armies which are the size of your combat width? That sounds like an expensive army to produce and maintain but maybe I'm just playing with too few troops