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Roga Danar
05-13-2003, 05:48
I've done some searches in this forum, and can't really find any info on this:

I was just wondering if anyone out there could give me some tips on making florins. I am playing the Danish on expert. I have some trade routes with the ships in my area, and am trying to build trading posts for all of my lands that have tradeable goods.

I seem to spend quite a bit of time in the negative...so things don't get built fast at all.

Currently I have Denmark, Sweden, Norway, Scotland, (the province south of Scotland), Lithuania, and the province north of Lith. Should I build as many ships as possible to make more trade routes?

Any suggestions? I've gone threw about 60+ years without yet being on the positive side for any length of time.

Thanks

Herodotus
05-13-2003, 06:20
It sounds like your army is to big for your budget, use your ships to protect certain provinces from invasion so that you can afford to leave minimal forces there. Note certain provinces such as Scotland are extra rebellious and so need a decent garrison.

Brutal DLX
05-13-2003, 08:50
First of all, income has nothing to do with the difficulty level.
Danes really do have problems making money. If you have cash left, then by all means build ports and ships. It's the first thing to do when starting a Danish campaign. Then use the trade money to build agriculture.
If you're low on cash, either plunder Scotland and Northumbria and then retreat from Britain, or try to conquer all of Britain. If not possible, then at least conduct some raids and don't worry about losing the British provinces. If you retreat, they can't touch you as you should control the North Sea.
In general, I usually try to conquer Lithuania and Kiev, trade a while, then expand and conquer all of the Russian territory and then Britain. After this has been accomplished, you're wealthy enough to start taking on the remaining factions... but initially, you should keep peace with everyone for as logn as possible (for trading reasons and also to not be forced to maintain a big army).

MalibuMan
05-13-2003, 09:06
I've found that one of the most important things to do when you're strapped for cash is evaluate provinces based on their economic rather than strategic importance. e.g. as the Danes DO NOT invade Norway too early because it will actually cost you more to keep it than you gain from it. It has no natural resources to mine and pants farming income - but it does come into its own once you have a good trade empire set up.

Sweden on the other hand is a cash cow: resources to mine, good agriculture and THREE trade goods. Try to build up a trade empire as quickly as is feasible because trade incomes really can skyrocket. Once you have fairly extensive shipping coverage (reaching the italian coasts) Sweden can be generating thousands in trade income.

el_slapper
05-13-2003, 09:08
Yup. Ships & trade are the ONLY way to play the danes. Have ships that go up to Trebizond, disband your obsolete units(spies are usually better at Garrisoning provinces far from threat, and cost no maintenance), and here you are.

Another trick is to get at peace with neutrals. It means you'll have in a year no contact with them at all, wether by land or sea. This is usually done by conquering all neutrals with land borders to your territory, and then retreat(for one single year) everyone of your boats form seazones bordering neutral provinces. Then get them back, and you'll get trade from neutral provinces to(I presume you are at war since you conquered Sweden...)

Notice you'll have to do it again if you happen to fight them once again.....

Gregoshi
05-13-2003, 12:33
Greetings Roga Danar. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif Looks like you've already got lots of good advice from the regulars. Good luck.

SmokWawelski
05-13-2003, 12:58
as the Danes DO NOT invade Norway too early because it will actually cost you more to keep it than you gain from it.

It seems that most of the Florin problems come from this equasion. Players need to look at the provinces not only as an automatic gain (which it is when you play towards the ultimate goal of 60% - 100% domination), but also responsibility. After all you have to provide security for your minions, which means buildings and army. SOmetimes it is better to let go of the land, burn down the buildings and use the resources to build some upgrades elsewhere.

MalibuMan
05-13-2003, 15:59
Yeah i quite often use this tactic, and it can helpfully destroy enemy plans as well. If, during a war, you find yourself in control of an economically poor region, you can just destroy all the buildings in it and then retreat. The AI will retake it, and pour florins into rebuilding in the relatively unimportant province. Of course if the province is very important strategically you're better to hang on to it.


As an aside, have people noticed that the economic character of provinces is less important in VI? The fact that you can build Abbeys anywhere, which offer a very good return on investment, means you need care less about farming income (especially since returns on forest clearing and basic farms are so poor). Resources and trade goods are still important though.

BDC
05-13-2003, 18:56
Still, fully upgraded farming (despite taking decades) still brings in a healthy profit. Then you are raided. http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

Roga Danar
05-13-2003, 21:31
Thanks for the info everyone...I started pumping out ports and longboats, and now I'm making a bunch of money...

I have another couple questions (while I'm writing this...I haven't done a search on the subject yet):

What is the difference (in the game) between a trebuchet and mangonel? The only difference I saw was size...even though the trebuchet can only be built in the high period and later, is it any better than the mangonel?

I assume that the culverin and semi-culverin are just for blasting the heck out of walls (or long range artillery). What is the serpintine for? Same thing? Is it any better than the culverin family?

Thanks

Roga Danar
05-13-2003, 21:34
Quote[/b] (Gregoshi @ May 13 2003,06:33)]Greetings Roga Danar. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif Looks like you've already got lots of good advice from the regulars. Good luck.
Thanks Gregoshi

I just got the game last week and have been searching for strategies...this is the best site by far

http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif

Doug-Thompson
05-13-2003, 22:24
Quote[/b] (BDC @ May 13 2003,12:56)]Still, fully upgraded farming (despite taking decades) still brings in a healthy profit. Then you are raided. http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Enough farm improvements can give the good steward virtue to the governor and to the ruler. That raises farm income by 10 percent. It also boosts happiness.

That's an increase of 20 percent in farm income when both the governor and ruler have that virtue, even if the governor's and rulers farm bonuses do not benefit from compound interest. That can be a whole lot in a rich farming province.

Brutal DLX
05-14-2003, 09:17
Quote[/b] (Roga Danar @ May 13 2003,21:31)]What is the difference (in the game) between a trebuchet and mangonel? The only difference I saw was size...even though the trebuchet can only be built in the high period and later, is it any better than the mangonel?

I assume that the culverin and semi-culverin are just for blasting the heck out of walls (or long range artillery). What is the serpintine for? Same thing? Is it any better than the culverin family?
There isn't much difference indeed. I'm not sure at the moment, but I think trebuchets can't fire on non-castle maps, but mangonels can.
As for the artillery pieces, some are better for sieging, some do well vs. troops. Check the unit description before you build one, it's pretty accurate on what it should be used as. Serpentines are good battlefield artillery.