This is a guide intended to teach everyone how to play the game at its maximum.
This is mostly intended to help less expert players who might feel discouraged to play against much more expert playing.
Problem is, that some player (I'd like to include myself among those) are very expert and know every secret about the game.
Secrets that like you will sonn see, can make a huge difference. I have played those game for years before getting here,
while others have played a little and then joined here.
So if you are interested in reading lets start with teaching.
Note: if you are interested in learning I suggest you to not skip any part of this guide and try to carefully understand everything I'll write.
Many of the things I'll write you won't find in any guide here on TWC or everywhere else.
Settlement's management: using the scrolls is the best ways.
I had the impression that very few knew here about how to use the scrolls to manage the settlements in the best way.
As you can see from the image once you get on this panel , you can check important parameters.
Putting on the cue a building, you can check on this panel how it will affect (if you see a semi-transparent addition it means that parameter will get an increase, on the other hand if it flashes it means it will get reduced):
1-population growth
2-Public order
3-Income
Addendum1-How to check directly the effect of a building on the 3 above aspects:
As I wrote, every building has usually effects that affect (sorry for the unwanted game of words ) one or more of the 3 above aspects of a settlement (Population growth, Public order ,Income). Now lets see an example so that everything is clear. You can see here, the details regarding the Huge City of Wexford which make 2146 profit from trade.
I should choose now, which building put on the cue. Now lets see the projection if I upgrade the Wharehouse to a Docklands , the change of the trade output:
As you can see the semi-transparent addition indicate that the output would change to 2908 once the building will be complete. That's a +762 boost! The same can be done with every building for checking the effect it will have.
Combined with the building tree scroll
you can plan the best path for developing the settlements of your faction . In fact with that scroll you can check:
1-how many turns to build a cartain building
2-Requirements to build a certain building (for instance some building might require a market in order to being built)
3-At what level you barracks should reach to being able to recruit a certain unit
Combining with the Trade-Settlement-Summary scroll you get an even better idea from where your money come from and how a war would affect you financially. Indeed with every mod (vanilla is the least dependent from it, and the most balanced under this aspect) most of the money come from the trade. Once you get at war with a faction, the trade with the settlements of that faction would cease.
So if it's a neighboring faction, you might be greatly affected financially. On the contrary a war with a distant faction (like when you are on a crusade/jihad against a faction on the other side of the map) might not affect you at all (unless you have merchants on his lands, which will see their output reduced by 33%).
That's why usally it's not wise to be at war with all your neighbors.
Also that's why plague greatly affect your economy: when a settlement is affected by plague, all the income generated by the trade in that settlement will get to 0 (so the richest the settlement , the most it will affect you). And not only that.. also the nearby settlements will be affected as they won't be able to trade with that settlement as long as the plague will endure.
The Economy's management
Although many do not realize it, this is the key factor in winning an HS. The more moneys your faction make, the more (and better by developing the settlements) armies you'll be able to
make. And even the few ones who realizes it, do not very well which path to follow to get the maximum output.
Lets start analyzing the financial scroll:
here you can see all the entry about the income and the outcome. Obviously to maximize the profit, you would want to increase the income part and decrease as much as possible the expenditure part.
So we start looking at the Income's entries:
1-Farms: contrary to what someone believe and you can see, farming is in the game the least indicate way to increase your income. Actually every farm upgrade will give you something like +70 coins per turn. The output you see here, include the "base" farming input (and represent most of that output) which you would get even if you didn't upgrade any farms. I'm not saying you should not upgrade farms! . But if you do that, you should do for a different reason than increase than increase the income from that development, because as we'll see there are better building which will gives you more.
Last note is that, in vanilla (and Retrofit ) mods, farming upgrade has better value under an economic perspective because is much more balanced (but still farming is not such decisive under the economy aspect) than any other mod out there.
2-Mining: mining can be a very important part, depending on what mod are you playing and which regions you own. Usually gold mines give a very good profit. So whenever you have a region with gold resource, building a mine (or upgrading the existing one) is one of the best way to quickly boost the income (usually over +600 for the basic mine, which becomes over +1000 when upgraded to the mines network) from such settlement (also because mines can't be destroyed, so even if your enemy manage to capture it from a short window of time, he can't destroy your effort in building it).
Other mine-resources (in order of importance silver, marble ,sulphur, tin ,iron , coal) might also offer some interesting profit boost .
2- Trade: trade is the aspect that might play the most decisive part in increasing the income from your settlements. Although things might differ from vanilla to mod and from mod to mod, here are my general indications:
A-Paved roads: unless your settlement is an island with only one settlement (on which road have no effect at all), the more the settlement is linked to other regions by road, the more the income will boost when you'll build paved road (keep in mind that simple roads do not give any boost on the income). Also they are very useful and decisive in moving more quickly your troops/agents and also they might give a slight boost on population increase. Also Wharehouse and Docklands usually gives huge boost in trade (deoending on the mod)
3- Merchant trade: this is another factor which might be very decisive, and many players underestimate. Let's start by making comparison among the mods. KGCM (among the mods usually played here) is the mod where the merchant trade can make the biggest difference. In fact the gold mines in Technochtitlan can give a good merchant over 3000+ and you can have 2 of them in that region for that resource. Keep in mind that there are regions where the same resource is present in 2 locations. That means to you, that in such region your merchant would get 2 times the income he would get in a region where the same resource is present just once.
Very importantly, is that if the resources is not in one of your regions, you should (unless it's your enemy) try to obtain the trade rights because that would increase by around 30% the profit your merchant would make out of that resource.
How to choose the most profitable resources? I know how the system work and which files to look, but that would be too long to explain. So I'll explain in the simplest way:
A-start a single campaign with the faction and the mod (or vanilla if you're playing vanilla) you're playing with.
B-It's important the capital stays in the same place where you have your Capital in the HS (as switching the capital change also the values that resource will profit to your merchants).
C-Open the console and press the code toggle_fow to see the clear map.
D-Now left-click your merchant and with the mouse point on the different types of resources to check which ones will give you the most profit. keep in mind that silk will always give you the same profit, whether you trade it in Italy or Baghdad. Differences might arise if you have trade rights with one of the 2 regions and not with the other one. Also as I already wrote, if the same resource is present in one region twice, it will also give you twice the income (unless a merchant from another faction is exploiting the other one..).
4-Taxes: there's not much to say about this. Not because it's not important, but because more important factors would decide whether you wanna keep your taxes low or high. Every step in raising taxes make decrease population_growth rate by 0.5.
So if you are not in desperate need of money and you might want to keep taxes as low as you can until you settlement reaches the population_requirement to upgrade to the level you wanted it to be.
Usually in KGCM and Vanilla you might want to keep low until you can upgrade to city level. After that , I suggest you keep as high as possible, because population will increase anyway very fast . In SS, instead increasing population would be very difficult in a HS. So it's up to you (as HS might finish in 50-60 turns your effort to develop the settlement might be in vain) decide whether lose money (by keeping taxes low) in order to reach more quickly the population level requirement.
Good governors might give a good boost with taxes and administration income.
5-King purse: that's decided by the the mod, and you can't modify with your actions. But what's important to know, is that King purse differ from faction to factions and from mod to mod. Why is it important to know? Because if for instance you are playing KGCM as Russia, and there's a Mongol human controlled opponent which you reduced to own only 2 regions, it might be important to know that he has a king purse of 5k (while the average is from 500 to 2500) and that so even with just 2 regions he can still represent a great danger (because he could support up 2 full stacks if he's given the time to recruit them) if you don't finish him off quickly.
6-Diplomatic entry: that represent the money you give or get from other factions (like tributes or one lump sum). It's important you keep track of them (for instance to verify if someone is actually really paying you the sum or interrupted the cash flowing towards you).
7-Corruptions and others: under this voice on the income side the should represent the income derived by "good administration" thing. Good Governors and building like city hall help to increase the amount coming from this entry. Usually this entry is not very important on the "income" side. On the other hand this entry becomes very crucial as far as you expand your "empire". Why? Because corruption output depends primarily from the distance of your settlements from your capital (which is actually represented by the number of tiles separating your settlement from the capital).
So if for instance you own Bologna as capital and only 2 other close settlements (for instance Florence and Venice), you'll have 0 corruption, no matter what. So in areas where settlements density is scarce (means settlements are far one from the other , like for instance in KGCM in the Russian steppes ) even with few settlements you have a high level of corruption. On the other hand where density is high (like in KGCM in the British islands) you'll have very low corruption even with a relatively high number of settlements.
Now keep in mind that in mod like KGCM, there's a cap to the max corruption drain you can have from a settlement. This malus is capped to 1000 max. But as long as it doesn't reach that level, the more you increase the trade/tax/farms/mining the more, proportionally will the corruption increase until it reaches the max of 1000. On MTW vanilla and SS I believe there's no max to corruption, but in any case it can never be higher than the sum of the income from that settlement.
So I guess your big question is: how can I reduce the corruption, so that I can make more profit each turns?
There are mainly 3 ways:
A- the cheapest and most important is to move your capital in the most "centralized " zone, which is not necessarily the exact center of your empire. Well now it's difficult to explain exactly what I means, so I'll explain an easy method to do that:
Open the financial scroll and get note of the corruption outcome. Then move your Capital in settlements which you think might be more central in your empire. Every time you do that take note again of the new level of corruption in the financial scroll. Then after you made all the trial you feel necessary, you move the Capital to the settlement where you registered the lowerest level of corruption outcome. This trick can save you up to several thousands of coins every turn. It also will improve (generally speaking) the level of public order in your empire. Keep in mind that changing the capital, might change (for good or worse) the income from merchant-trading.
B- Another effective way of reducing corruption, is to build building which gives +law bonus. Indeed law bonuses effectively reduce corruption. City hall usually give the best low bonuses. Also Barracks in KGCM and vanilla (I'm not sure about vanilla) and some other buildings (sometimes guilds too) or settlements upgrades.I can't give the exact list as it changes from mod to mod.
C-Governors:the ones with the right traits, can greatly reduce the corruption to 0 or close to. On the other hand bad governors will increase it. So as advice regardless of the command stars they have, keep the best governors to manage cities and the bad ones use them as generals. Tips for having good governors: buildings like city hall help to get good traits (that are good to decrease corruption), and markets financial ones (to increase trade generated from the settlement), on the other hand churches usually increase chances to get give bad financial traits and brothel to get "corrupted" traits.
Ok now lets keep more attention on the expenditure side. We already analyzed one of the major components: corruption.
Let see the other ones:
8- Wages. It's certainly not the most important one, but if you don't keep it under control, it might become a problem.
Usually you'll want to keep this entry to a max within 1/10th of the income sum (5% is the recommended). It included the cost of generals ( in some mod though generals have no cost) and your agents (priest ,spies, assassins , diplomats..). If the generals have an upkeep cost, do not make increase their number indiscriminately . Take only the good ones ( if offered for adoption) and distribute them according to your needs. The same goes for the other agents.
9-Army upkeep: normally this one will be your main expenditure during the whole campaign. It's a good rule you keep this entry around no more than 40% of your income during peace-periods and to max 60% during war times. Only when it's really necessary you should pass that limit. This because the more you spend on them, the less you can spend for developing (which will secure the future growth of your income ) your settlements. Also if you spend almost everything on army upkeep it means that during war-time you won't be able to easily replace your loss as you'll barely make some profit every turn.
It's important you keep this balance. Many players (even the ones considered experts) make this mistakes, although I noticed lately someone learned a bit this lesson.
10-Recruitment costs and Construction costs: I put together as those are the 2 entries which you'll have to manage every turn.The money you'll have to spend on them will depend on how much you contained the cost of the other 3 expenditure entries. I personally always give priority to developing settlements. I recruit units only when strictly necessary and needed. Your ability to recruit units only when needed will make a huge difference during the HS.