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General Campaign Tips

1) if all else fails and you bankrupts, sell provinces, disband units (don't be
scared to disband units, and extra 200 bucks is always welcomed), these are extr
emes, and if you got that far, you've done something wrong or havn't checked you
income expense. always try be at least 2000+ in the black, any closer and you'r
e cutting it close.
2) protect you trade ports from raids, station the cheapest unit in the port, th
e enemy ships won't be able to raid them, so, you will no need to repair it. a d
amaged port produces NO INCOME.
3) BALANCE. 90% of the game is about balancing, usually between large income and
low military force of vice versa. that is up to you to decide, this also includ
es logic, no points having a full stacked army (20 units) garrisoned in a town n
ot near the border / frontier, that is a waste of money. same with the navy.
4) With technology, again, it's balance, i recommend, especially when you just s
tarted, to sacrifice one of your craft shops and industries and replace it with
a school or two. technology means a LOT. there are a few things you should resea
rch immediately, first,ring Bayonets. physiocracy, and a couple in farming. more
food = more people, more people = more people who pay taxes = more money, well
that's the logic anywhere., but then, have at least always 1 on military, and if
possible have some alternating between enlightenment and economy.
in ETW there are 3 types of government, absolute monarchy, constitutional monarc
hy, and republic.
these are the pros and cons
Absolute Monarchy:
Repression: 5
Nobility Class Happiness: +2
Lower Class Happiness: -2
Research Rate: -10%
Recruitment Cost For Land Units: -5%
Minister Growth In Home Theatre: -6
Town Wealth Growth: -5
Constitutional Monarchy:
Repression: 3
Nobility Class Happiness: +1
Lower Class Happiness: +1
Effects of Clamour For Reform: -25%
Minister Growth In Home Theatre: +3
Town Wealth Growth: +5
Republic:
Repression: 2
Middle Class Happiness: +1
Lower Class Happiness: +3
Research Rate: +5%
Effects of Clamour For Reform: -80%
Minister Growth In Home Theatre: +10
Town Wealth Growth: +12
note: in absolute monarchy, the minister's post will pass onto his son (which us
ually has same sort of traits) when he dies.

--------rebellions and revolutions.


rebellions happened outside your capital territory, these will rebel into a new
faction (for instance quebec for new france), these are caused by too high unres
t, it will take three turns, first turn a strikes and letters, next riots, next
rebellion.
Revolution happen inside you capital territory, depending on who is rebelling an
d what you goverment type, is, it can affect your game, that is, a successfull r
evolution can change your goverment type:
if lower class rebel, your goverment will change to:
From absolute/constitution
To, republic
if high classes rebel, your government will change to:
from: republic
to: constition
OR
from: constitution
to: absolute.
when a revolution happens, you pick a side, with your own government, or the reb
els, whichever side you choose, if you loose to destroy rebels or secure the cap
ital, you will loose the campaign, and it will end there.
units outside your region capital may or may not stay loyal to you, if you want
to keep them with the government, move them to region capital.
a successfull revolutions will usually get you massive relations penalty for oth
er factions, exept if they are same government type as you, going to a republic
for instance causes -100 in relations.

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