Oh my god, I completely forgot about that. Yeah you can spam the OPM's too, and that's not an issue with the Mughals. So you maritime last before popping the last aristo event, and make 3271 trade protectorates (you need 1 province for yourself, and the game has 3272 provinces total) so you end up with an extra +6542% goods produced!
@@LemonCake101i think the bonus is limited to 300%, but I'd need to check, I know I had the idea of boosting my economy with an entire africa full of protectorates through the thallosocrascy reform
Wildly enough you can make an Ironman compatible custom nation starting with a flat +2 goods produced. It’s basically cheating with how much money you make from the very start.
Custom nations would lose 10% goods produced cap from only having 20% goods produced versus dithmarschen with 10% and 20% from missions but I think you would need to get like 100 base goods produced for that to matter
This one was meant to be out 4 days ago, but I kept finding more shenanigans, and issues with previous shenanigans. I hope this one doesn't have too many mistakes, and as always, enjoy!
There's also goods produced modifier that scales with amount of trade power in the node of trade companies, and with later institutions it nets you another couple hundred points
5:17 you don't even need vassals, send pirates to the wealthiest node and have the pirates be the largest trade power to block global trade from spawning. (this actually makes maritime ideas sleeper op if your goal is to cockblock global trade)
The other way to prevent global trade is to protect trade in the highest value trade node so you become the strongest trade power there while not owning any privinces in it
Yup, as mentioned in another comment, I forgot about that one. Genuinely. It doesn't come up in the code search basically, but yeah. You can spam the OPM's too, and the reform is compatible with the Mughals. So you take maritime last before popping the last aristo event, and make 3271 trade protectorates (you need 1 province for yourself, and the game has 3272 provinces total) so you end up with an extra +6542% goods produced!
@@LemonCake101 The real question is: how much money would a 999 diplo dev province with gold give you if you had all possible modifiers (so +7185%)? Oh and how much inflation would you get?
Global trade can also be stopped much easier if you just pirate the node endlessly, as long as they have over 50% of the trade power in the worlds largest node it will not spawn.
Damn, two requests in one comment, I do have a list but its quite substantial. Manpower recovery may get moved up though since I am personally quite intrigued by it.
@@LemonCake101 but it would stack so fucking well you might as well do it. With +500% it would be even better than having manufactories in each province
Is there a way to have more than 3 spefial units at once? Theoretically, you can get marines, polish hussars and caroleans at the same time. I don't know if you can do Rajputs shinanigens to get more types od units.
Not sure, I know Russian missions give you access to some from the missions for example, but that would need a lot of looking. Rajputs should also be not impossible to pick up.
@@LemonCake101 The problem is most of the special units are locked behind specific culture's gov reforms. Caroleans are locked to swedish culture, streltsy are locked to Russian culture and to get Rajputs you need to be north indian culture iirc. Thing like hussars and banners are idea locked so you can theoretically get 1 of them with any nation.
@@DarthFhenix55 yup, I am aware, but what I meant is the Russian missions for example spawn some Finish unique units, and as such I will need a proper routing of it to answer the question.
@@DarthFhenix55 If you start as Lithuania, they get Hussars from their ideas. Convert to Orthodox and swap to Ruthenian to form Ruthenia to get Streltsy. Since you're in the Eastern tech group you get the Cossacks. And then just take Maritime or Naval to get Marines.
Its on the list, but I believe someone actually did a Netherlands run getting a pretty realistic non-theoretical limit, and Florryworry did a run where he stacked not dev cost necessarily but devved a province enough to overflow on the dev cost, so its kinda been done before. Doesn't mean naturally I can't throw my own attempt into the ring, but those do exist if you are personally curious.
I dont know if it was mentioned in the taxation min/max videos but is 0% goods produced possible? I imagine a world where nothing is produced and everyone taxed to make up for it.
@@varus4827 yes, but autonomy is applied after everything else is calculated so it becomes for example 1.2 goods produced + 50% goods produced +200% prod efficiency, and then the final count is modified by autonomy to become 0.
@@LemonCake101 but the goods produced still affect your trade income i think he ment getting to -100% goods produced like the modifier when a province leaves a trade company
@@khangluong5672 I am not sure, and even if possible, as mentioned in other videos I personally class that as an exploit, since its not intended. I know thats a very 'rich' definition given what I normally do, but there has to be a line drawn somewhere, and spawning Ottos estates is kinda that line.
@@LemonCake101 You could have just told me directly that you didn`t like my video... ;) Anyways the most important thing you missed might be the Trade Company Bonus as it stacks to insane numbers with each institution that you spawn... But I know how this is as you just always miss something because this game is so deep and non-transparent after 10 years of patching Bugs while constently adding new ones XD
@@thestudentYT Nah, I knew about it pre-video, but I personally count as an exploit, I understand if other use it. The other issue, is that it makes the videos less entertaining since doing that trick would just become a necessity in literally every single run. As for the Trade Company bonuses, I meant to say in the disclaimers I am not including them since they are really strong in game, but really hard to get to a number for a counter, and apply on a trade node basis and not a global basis.
@@LemonCake101 its regional councils and its local gp. Idk exactly how that changes things per say, cuz ik there are other modifiers that are similar but also entirely different in the game especially when it comes to trade. you should check it and tell me.
You spent so much time talking about how to game the institutions, but left out the 10% goods produced from embracing Manufactories. Great video though
Actually a pretty low amount given the amount of stuff the wiki is missing. The issue with the wiki is it’s both usually very bad in terms of missing sources and also gives you a lot of sources of goods produced that are impossible to have at the same time. As such most control F is actually me going through the game code
With great shenaniganery comes great responsibilty But m'lord, you forgot something What about the mischievous Thalassocracy? Or did you intentionally not include it? Also I did not abandon our conversation on purpose back in the days 😔 Had some things going on but will enjoy intellectual conversation again in the future
Ah, welcome back! I have to admit I have forgotten the convo. A Thalassocracy comment is now pinged, hopefully that helps calm people down, but hey at least its giving me engagement... genuinely a skill issue mistake though. Hope all is well!
@@LemonCake101 Oh well I maybe should have read the other comments before complaining myself Our conversation was the one with like 50+ messages here on youtube because you (and I)would not stop answering ^^
using thalassocracy reform you can get 2% goods produced per trade protectorate, in a recent game I have +300% from 150 protectorates as great britain
Oh my god, I completely forgot about that. Yeah you can spam the OPM's too, and that's not an issue with the Mughals. So you maritime last before popping the last aristo event, and make 3271 trade protectorates (you need 1 province for yourself, and the game has 3272 provinces total) so you end up with an extra +6542% goods produced!
@@LemonCake101i think the bonus is limited to 300%, but I'd need to check, I know I had the idea of boosting my economy with an entire africa full of protectorates through the thallosocrascy reform
@@LemonCake101 there are tag limits you can create for example 75 trading cities and make them trade protectorates or 100 client states.
500% is insane, to put that into perspective
every 5 dip dev is 1 good produced, that's basically saying every 5 dip dev province is now 30 dip dev
Its good, isn't it :)
Wildly enough you can make an Ironman compatible custom nation starting with a flat +2 goods produced. It’s basically cheating with how much money you make from the very start.
Custom nations would lose 10% goods produced cap from only having 20% goods produced versus dithmarschen with 10% and 20% from missions but I think you would need to get like 100 base goods produced for that to matter
This one was meant to be out 4 days ago, but I kept finding more shenanigans, and issues with previous shenanigans. I hope this one doesn't have too many mistakes, and as always, enjoy!
Truly, the Newton of our age
@@th0mas_papill0n3👀
Yeah I am not gonna do that era strat, but if someone else did it...
I would watch that effort
I define what's possible, not what's enjoyable :P
There's also goods produced modifier that scales with amount of trade power in the node of trade companies, and with later institutions it nets you another couple hundred points
Forgot to mention in the disclaimer I’m ignoring the trade company stuff, but in a real game obviously use it
5:17 you don't even need vassals, send pirates to the wealthiest node and have the pirates be the largest trade power to block global trade from spawning. (this actually makes maritime ideas sleeper op if your goal is to cockblock global trade)
That is true, that would also work.
The other way to prevent global trade is to protect trade in the highest value trade node so you become the strongest trade power there while not owning any privinces in it
Yup, that's valid!
I think you are forgetting one source of goods produced modifier; each trade protectorate subject gives you 2%
Yup, as mentioned in another comment, I forgot about that one. Genuinely. It doesn't come up in the code search basically, but yeah. You can spam the OPM's too, and the reform is compatible with the Mughals. So you take maritime last before popping the last aristo event, and make 3271 trade protectorates (you need 1 province for yourself, and the game has 3272 provinces total) so you end up with an extra +6542% goods produced!
@@LemonCake101 The real question is: how much money would a 999 diplo dev province with gold give you if you had all possible modifiers (so +7185%)? Oh and how much inflation would you get?
@@blutwirbel3180 I mean you can dev past 999 for the record, oh and the inflation from gold would still be a % of your total income (so a LOT)
@@LemonCake101 do you know how high you can dev, if there is a cap?
Global trade can also be stopped much easier if you just pirate the node endlessly, as long as they have over 50% of the trade power in the worlds largest node it will not spawn.
huh, fair enough. There are options in stopping Global Trade, that's for certain.
Where is the siege ability video? Did you forget about it. Do you plan on making a video on manpower recovery speed?
Damn, two requests in one comment, I do have a list but its quite substantial. Manpower recovery may get moved up though since I am personally quite intrigued by it.
1:23 but I can dev every province to 500 production dev
You can have a little production dev… as a treat.
You could also form france at some point for a flat +0.2 goods produce
Yes, but as mentioned, only global % increases
@@LemonCake101 but it would stack so fucking well you might as well do it. With +500% it would be even better than having manufactories in each province
@@exqeott Yes, it would. However, this is stacking Goods Produced to a theoretical limit, and you lose 50% temporary and 5% permanently for it..
@@exqeott Also it won't be better then a manu, it would stack nicely with a manu but the manu would be just 1 goods produced instead of 0.2, sorry.
Is there a way to have more than 3 spefial units at once? Theoretically, you can get marines, polish hussars and caroleans at the same time. I don't know if you can do Rajputs shinanigens to get more types od units.
I thought it was possible to get Sreltsy, Cossacks, Hussars, and Marines all at the same time
Not sure, I know Russian missions give you access to some from the missions for example, but that would need a lot of looking. Rajputs should also be not impossible to pick up.
@@LemonCake101 The problem is most of the special units are locked behind specific culture's gov reforms. Caroleans are locked to swedish culture, streltsy are locked to Russian culture and to get Rajputs you need to be north indian culture iirc. Thing like hussars and banners are idea locked so you can theoretically get 1 of them with any nation.
@@DarthFhenix55 yup, I am aware, but what I meant is the Russian missions for example spawn some Finish unique units, and as such I will need a proper routing of it to answer the question.
@@DarthFhenix55 If you start as Lithuania, they get Hussars from their ideas. Convert to Orthodox and swap to Ruthenian to form Ruthenia to get Streltsy. Since you're in the Eastern tech group you get the Cossacks. And then just take Maritime or Naval to get Marines.
I may have got too silly
👀
Good videos
Glad you enjoyed!
this video should include all provisional modifiers, so it would be an hour or two long.
issue is, they don't stack with each other
did the polish mission tree get changed in domination? it was updated in lions of the north
You are correct it was Lions of the North
Maybe dev cost next? Do both single-city and nationwide?
Its on the list, but I believe someone actually did a Netherlands run getting a pretty realistic non-theoretical limit, and Florryworry did a run where he stacked not dev cost necessarily but devved a province enough to overflow on the dev cost, so its kinda been done before. Doesn't mean naturally I can't throw my own attempt into the ring, but those do exist if you are personally curious.
I dont know if it was mentioned in the taxation min/max videos but is 0% goods produced possible? I imagine a world where nothing is produced and everyone taxed to make up for it.
Will need to take a look, I am assuming you mean without resorting to 100% autonomy etc everywhere?
@@LemonCake101 does autonomy affect goods produced? only production income right?
@@varus4827 yes, but autonomy is applied after everything else is calculated so it becomes for example 1.2 goods produced + 50% goods produced +200% prod efficiency, and then the final count is modified by autonomy to become 0.
@@LemonCake101 but the goods produced still affect your trade income i think he ment getting to -100% goods produced like the modifier when a province leaves a trade company
I'll say something different, what if you do maximizing goods produced, but every provinces in the world have cloves and see how much nations make?
you can hit stack overflow on money without global cloves
It's possible to get +2 good produced as a national idea btw, i just checked yesterday
Only as a custom nation I am afraid.
@@LemonCake101 Is it possible to roll that for a janissary breakaway state?
@@khangluong5672 I am not sure, and even if possible, as mentioned in other videos I personally class that as an exploit, since its not intended. I know thats a very 'rich' definition given what I normally do, but there has to be a line drawn somewhere, and spawning Ottos estates is kinda that line.
@@LemonCake101 You could have just told me directly that you didn`t like my video... ;)
Anyways the most important thing you missed might be the Trade Company Bonus as it stacks to insane numbers with each institution that you spawn... But I know how this is as you just always miss something because this game is so deep and non-transparent after 10 years of patching Bugs while constently adding new ones XD
@@thestudentYT Nah, I knew about it pre-video, but I personally count as an exploit, I understand if other use it. The other issue, is that it makes the videos less entertaining since doing that trick would just become a necessity in literally every single run. As for the Trade Company bonuses, I meant to say in the disclaimers I am not including them since they are really strong in game, but really hard to get to a number for a counter, and apply on a trade node basis and not a global basis.
isnt there also a gov reform that gives you 33% gp state edict in the age of revolution
Oh dear, I may have missed that one. Well spotted if that’s the case, but I have a suspicion it’s less since that would be way too overpowered
@@LemonCake101 its regional councils and its local gp. Idk exactly how that changes things per say, cuz ik there are other modifiers that are similar but also entirely different in the game especially when it comes to trade. you should check it and tell me.
@@hubris_3920 oh I see, I will take a look when I am free. It may be 33% to be fair, but 33% sounds like the Anbennar Wood Elves edict to me.
You spent so much time talking about how to game the institutions, but left out the 10% goods produced from embracing Manufactories. Great video though
Oh god you are so right, that cos for a while I assumed you won't be having it. Yup, 10% there too, so 510%/653% at the end!
How much time was spent with ctrl f "goods produced" on the wiki in the making of this video
Actually a pretty low amount given the amount of stuff the wiki is missing. The issue with the wiki is it’s both usually very bad in terms of missing sources and also gives you a lot of sources of goods produced that are impossible to have at the same time. As such most control F is actually me going through the game code
This is way harder than I think
Its not that bad, I believe in you!
With great shenaniganery comes great responsibilty
But m'lord, you forgot something
What about the mischievous Thalassocracy?
Or did you intentionally not include it?
Also I did not abandon our conversation on purpose back in the days 😔
Had some things going on but will enjoy intellectual conversation again in the future
Ah, welcome back! I have to admit I have forgotten the convo. A Thalassocracy comment is now pinged, hopefully that helps calm people down, but hey at least its giving me engagement... genuinely a skill issue mistake though.
Hope all is well!
@@LemonCake101 Oh well I maybe should have read the other comments before complaining myself
Our conversation was the one with like 50+ messages here on youtube because you (and I)would not stop answering ^^
@@whitehunter2545 Oh I remember the conversation, trust me :P
5:20 alternatively you can demote all trade centers in the node to 1.
huh, fair enough. There are options in stopping Global Trade, that's for certain. I kind of forget the demote button exists a lot of the time.
next time do a liberty desire on subject vid please
Interesting one, going on the list, but I am afraid the next video and the few afterwards are already planned and well under way
i swear to god i have subbed to your channel like 3 times. For some reason its always unsubbing
Oh damn, never been unsubbed myself before but welcome back for the third time I guess!
I had to make it 667 likes 2 more and it's nice