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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1. Proper colonization can provide many benefits for a colonizing nation. Determining where to colonize for the greatest benefit is usually dependent on two factors, firstly, the location of the colonizing nation's main trading port, and secondly, the location of said nation in relation to Europe, where most Institutions spawns.
Historically, it was five powerful western European nations that worked to create vast and profitable empires overseas: Spain , Portugal , France , Great Britain , and the Netherlands even if many other nations also had colonies overseas.
In EU4, however, any nation can create a vast colonial empire with proper planning. In general, colonisation is far more profitable if a player can either eventually bring Trade Value back to their home node, or dominate one of the colonial trade nodes and collect trade income there.
With this in mind, some nations are much better positioned than others to take advantage of colonizable territory. To understand how to benefit from colonization, the player must look at the Trade Map Mode to understand how to bring Trade Value back home or to a trade node they can effectively collect at.
Note that any nation can move its Trade Port to any other node where they have a province, even overseas. Before the player does this, they should ensure that they possess enough Trade Power in both the new home node, as well as upstream connected nodes, to make it worthwhile. Even so, the nation will still forfeit Trade Value generated in any nodes that do not connect to the new Trade Port , which may include nodes where that nation has many developed provinces.
In general, a nation should have its Trade Port in the furthest downstream node to which it can control and push Trade Value. This second factor can make a significant difference in the amount of Trade Value a nation receives.
Because of this, a player should prefer to place Merchants in nodes with multiple exits, so that trade can be steered towards the nation's home node. Nations will always use all their Trade Power in any node to pull Trade downstream, even without a Merchant , unless a Merchant is Collecting Trade in that location.
Therefore, any upstream nodes with only one exit will automatically pull in the correct direction. For many nations in Asia, Africa and the New World, using colonization can be an effective way to get close to nations that have already embraced institutions, particularly Renaissance and Printing Press, which are guaranteed to spawn somewhere in Europe.
Of particular interest to Colonizers is the Colonialism institution. Not only does Colonialism have a chance to spawn in any nation that has both taken the Quest For the New World idea in Exploration and that has discovered the New World Random or otherwise , but Colonialism will spread into any nation with a New World Colonial Nation, regardless of adjacency.
This gives nations that begin colonizing before a significant advantage in regards to this institution. Colonizing nations have some ability to affect the spawn point of the Global Trade institution as well due to the amount of wealth that can flow from Colonial Nations and Trade Companies to the parent nation. Early in the game when colonial range is short, island hopping is necessary in order to cross oceans large stretches of territory. Paying attention to Colonial Range can assist the player in reaching important provinces before AI nations, or finding the quickest way to adopt institutions by bordering appropriate nations.
West Africa and the Central Atlantic islands are the fastest routes across the Atlantic. Without this, it will almost certainly take until Diplomatic Technology level 7 to reach the New World in a historical setup. Alaska, in the far north from Siberia, is the fastest route across the Pacific. Failing this, it will require Diplomatic Technology level 7 to cross the Pacific.
The other route is directly across the Pacific, hopping from island to island. If a Random New World is generated, it is important that the player discover the newly generated Trade Nodes as soon as possible, as the flow of trade may be such that a normally valuable Trade Nodes , such as Sevilla, may possibly receive no Trade Value from the New World whatsoever.
The player will have to adjust their colonization strategy to compensate for this, most likely focusing on Trade Companies and the static African and Asian colonizable areas instead. Technology groups are being used here primarily to identify the general location of a nation on the world map, as tech groups no longer have a direct effect on technology costs.
Befitting their historical importance in this field, nations with their capitals in Western Europe have the potential for the most monetary gain from overseas territories. European nations have a greater chance to be close to the spawning point of institutions, and so will be less vulnerable to falling behind in technology. This not only means that European nations may be able to unlock Exploration and Expansion ideas more quickly than other nations, but it also means that their colonies will grow more quickly than other nations, will be more profitable, and will be protected more easily, due to higher Diplomatic Technology level providing extra Global Settler Increase, stronger navies, and more Trade Power and Efficiency.
There is no territory in Europe to colonize, but any overseas colony can be just as valuable as a domestic province if they are part of a State.
However, the maintenance cost of State membership and relative wealth of the location must be taken into account. In the case of Trade Company regions, in most cases Western nations will benefit more from creating Trade Companies than they will from taking control of the provinces directly, due to the significant bonuses provided to Trade Power and Goods Produced.
However, Trade Companies provide no Manpower nor Taxes to the owner, whereas directly-controlled overseas States can still provide these resources. Colonies in Colonial Regions will, of course, be ceded to a forming Colonial Nation once five provinces are colonized, with all of the benefits and drawbacks of such.
In regards to Institutions , Western European colonizer nations may possibly have the best access to Institution spread of all nations in the game. These nations will start with Feudalism , will have local access to Renaissance and Printing Press due to having a capital in Europe, and will have a good chance to spawn Colonialism and Global Trade within their country. Even if Institutions like Global Trade , Manufactories , or Enlightenment have their source province overseas, a colonizer nation should easily be able to obtain at least some spread value from these locations, thanks to their global influence and the specific spread value triggers for certain institutions.
Reaching India, the East Indies and the rest of Asia is a historical achievement for European colonizers. These will always involve colonizing or conquering an Important Center of Trade province in a Trade Company region in this area.
For the most part, Eastern and Anatolian technology nations receive few benefits from overseas colonization. To receive any significant Trade Value from either the New World or important Trade Nodes such as Malacca, the player will have to conquer extremely large portions of Asia, which may be impossible, impractical or simply dull.
The only Eastern technology nation that benefits substantially from colonization is Muscovy , or any nation that conquers them early on, such as Novgorod or Lithuania. This is because it will allow the player to colonize the Siberia region, which can result in several free, remote, provinces with Gold as the Trade Good.
These provinces are best taken advantage of using the colonist from the Expansion idea group, not Exploration. If the player can make it all the way to the Far East and can control the Hangzhou or Beijing nodes, they can route trade from limited areas of the New World, specifically California, Mexico and Rio Grande. Even though a Colonial Nation can help to spawn or encourage the spread of the Colonialism institution, Eastern technology nations are usually close enough to natural AI colonizers that they will get this institution relatively quickly regardless.
In addition, these nations may have difficulty obtaining Colonial Range to the New World, especially by when the Colonialism institution is scheduled to appear. Eastern Slavic nations dont need to take Exploration or Expansion ideas, as they will gain "siberian frontier" ability, once they reform to Russia. Muslim technology nations only sometimes benefit from colonization; how much so depends on the Main Trade Port of the nation in question, since Muslim nations can range across a wide area. Nations near the Gulf of Aden or Hormuz may benefit from Trade Value produced in Indonesia, China or India, but keep in mind that a nation also cannot create a Trade Company on the same continent as its capital, so keeping control of Centres of Trade is necessary.
African or Asian nations may be forced to take direct control of overseas territory, via making the area a State , in order to compete with the Trade Company bonuses from Western powers. Unless North African nations, such as Morocco , manage to control the Sevilla or Genoa nodes, these nations possibly derive the least benefit from colonization of any nation, as the trade route from Ivory Coast to Sevilla bypasses Safi. If a Random New World is generated, Trade Value may sometimes flow through the Safi node, making colonization strategies for these nations viable.
Even obtaining Colonialism should not be too difficult due to nearly Portugal and Spain , though they will likely be hostile, reducing the spread rate significantly. Nations in the Indian technology group are part of Asia and as such have much quicker access to the rich provinces in Indonesia, and can easily pull Trade from these provinces back to Bengal, Ceylon, or Goa. Due to the trade flow, nations in Doab, Kashmir or Lhasa benefit very little from overseas territory, but these nations should move their Trade ports to better downstream nodes as quickly as is convenient.
Unfortunately, Trade Companies are next to useless for Indian nations due to the worldwide flow of trade; African Trade Value cannot be routed back to Indian nodes, and Trade Companies cannot be created on the same continent as a nation's capital.
Obtaining or even spawning Colonialism can be difficult for Indian nations as they may have difficulty obtaining Colonial Range to the New World, even when taking Exploration ideas first.
Later on, colonization may be useful in order to border Western nations, in order to obtain institution spread from them. Chinese technology nations exist exclusively in Asia, and so can receive decent benefits from colonizing the Indonesian regions, as well as creating a Colonial Nation in Australia. However, due to the trade flow in this area, no Trade from the Philippines, the Moluccas, Australia or Malacca can be pulled back to the upstream nodes Siam, Canton, Hangzhou, Beijing where most of these nations reside.
Most mainland Chinese nations including Steppe Hordes that wish to focus on Trade should move their Trading Port to the Malacca node once they can reasonably control that node. Bengal is also an alternative location that may be easier for some nations to control. Chinese nations that are lucky enough to start in Indonesia, such as Pasai , Brunei or Malacca , often receive Colonists in their National Ideas and benefit immensely from colonization, not only by grabbing the rich domestic territory in Indonesia, but also by preventing European colonizers from taking territory in the region.
Steppe Hordes , or far east nations such as Korea or Japan , can use early colonization to take the uncolonized provinces in Siberia, which can contain Gold as well as limit the power of Muscovy if necessary. A northern nation controlling the Beijing or Hanzong nodes can receive Trade Value from limited areas of the New World, specifically California, Rio Grande and Mexico, which makes colonial nations in this area beneficial.
All of these nations can use colonization to great benefit when obtaining Institutions , particularly Colonialism and Global Trade. Australia is a viable Colonial Nation. These nations can derive great benefits from colonization, but there are risks involved due to the tendency of major European colonizers to focus on this area.
There are many empty provinces in this area as well as around Africa itself that can be colonized, but all African nations face great danger if a European power declares war on them for this territory. Ivory Coast also receives trade, either directly or indirectly, from nearly all of Asia as well as Australia, California, Mexico, and Rio Grande.
Eastern and Central African nations, due to their location at or near the Zanzibar node, are capable of pulling trade from Indonesian provinces directly to their doorstep through Malacca, which can be very profitable indeed. However, African nations will only be able to create Trade Companies in Asia. If a Random New World is generated, substantially more or less Trade Value may flow into Ivory Coast, making the node more or less valuable to control.
Colonialism can be very easy to spawn or spread into Western African nations that take Exploration , due to their proximity to South America. As these nations usually start with very few provinces in an area with large amounts of empty territory, colonization is essential to playing these nations.
All North and South American nations can receive a bonus colonist through either their religious or government reform track, which can assist in obtaining as many provinces as possible. Nahuatl , Mayan or Inti nations will keep the bonus colonist even after Westernizing , as long as they keep their pagan religion.
Migratory nations can easily migrate to control Centres of Trade or Estuaries in their Trade Node of choice before commencing colonization, but this may put the nation in danger later in the game, as European colonizers prefer Centers of Trade over any other provinces, and may declare war to obtain one.
In general, colonizing towards the east coast of North or South America will result in quicker modernization in tech, but also comes with a greater risk of invasion by European powers before the player is prepared.
Colonizing to the west will be in most cases safer, but may result in high technology costs for most of the game. If a North or South American native has finished their appropriate government or religious reform track, simply bordering any nation with adopted Institutions will allow that nation to reform their government or religion, getting a massive boost in technology and adopting all institutions in the adjacent nation instantly, so colonization to obtain one of these borders when the time comes is higher recommended.
However, further institution spread after the initial boost may be difficult to obtain. Once a native nation's borders have expanded sufficiently, the player will want to move the nation's Main Trading Port as far downstream as is reasonable, as many trade nodes in North or South America are source nodes, or have a single preceding node, and thus are very poor.
In terms of overseas territory, nations with their Main Trading Port in Panama can pull Trade Value from the Phillippines as well as nodes upstream of this, such as Hangzhou. This makes the Caribbean by far the best home node for a nation in North or South America, but it may be very difficult to control. Colonies that would normally be ceded to Colonial Nations will remain as regular provinces instead and can be added to States to receive the full benefit from such provinces.
In a Random New World , the player should inspect their chosen nation to see if they can reasonably be played. Many Native nations generated in a Random New World are located on small, isolated islands, or smaller landmasses that have no uncolonized territory. This means that the player will be trapped on their land mass, as they cannot yet colonize over water. It will also mean that Native Councils , or nations of Nahuatl , Inti or Mayan religion, will never be able to border a nation with an Institution, and so will not be able to reform.
For American religious pagans, an absence of ownable territory or vassalizable nations may prevent the player from reforming their religion entirely.