How To Make Money In Rome Total War – I wrote this guide about Trade and Taxes in Empire: Total War – this part of the game is more important than ever compared to previous Total War games and is really the lifeblood of your empire. To that end, I’m taking a close look at one of my favorite factions – the United Provinces. Here’s why – the United Provinces are the only faction with regions in all three theaters, and they start with a merchant fleet in the East Indies and a great ship, the Fluyt.
I will begin by describing the initial situation of the United Provinces. Initially, they control Amsterdam, their only European holding company. In America, they control Dutch Guiana and Curacao. And in India they rule Ceylon. Also, they start with a merchant fleet with 3 Indians in the East Indies. This puts them in a perfect position to take advantage of trade and taxes early in the game (the effects are much easier to describe).
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So let’s start with trade. Trade involves the use of ports and roads to transport goods from one province to another. It’s pretty much the same as previous total war games. The difference now is that instead of trade being a random, arbitrarily decided number, trade is determined by what a province produces. To get a good look at this, let’s look at Ceylon. Ceylon starts with a big city, a rice farm, a gem mine, a tea plantation, a port and a village. All of these play a role in determining Ceylon’s prosperity, but we are currently concerned with only two – the tea plantation and the port.
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The tea plantation produces 15 crates of tea per turn and the port allows this tea to be transported to Amsterdam. At the beginning of the game, each tea chest is worth 11 gold, which means that we can get 165 gold from these 15 tea chests. This appears in two places. It first appears in Ceylon – if you click on the city and open the city window, it says Ceylon earns 691 gold per turn. Some of this money comes from exporting the tea he makes and the tea leaf shows at the bar. The other part of the money comes from shipping the tea to Amsterdam. Once the tea reaches Amsterdam, it is shipped to its trading partners, which at the beginning of the game are Great Britain, the Mughal Empire, and the Maratha Confederation. If you ship tea to these three realms, you earn money for exporting. To be able to ship this tea, there must be a port or road connecting the source and the trading partner. Early game ports support up to three trade routes, and more advanced ports support more. Roads seem to be able to support as many trade routes as they connect to.
The next important trading area is the trading zones, which are located in the 4 trading theaters. Each commercial theater has 5 commercial zones and each zone in each theater produces the same product. So the East Indies all produce spices, the coast of Brazil produces sugar, and Ivory Coast and the Straights of Madagascar both produce ivory. As the United Provinces are launching a merchant fleet in the East Indies, we will look at things from there.
So in order to take advantage of a trade port, you must first load a ship. If you put a regular warship on it, it will occupy the trade port, preventing others from using it, but it will not generate trade. This is an excellent way to quickly establish a monopoly on the theater’s trade ports. To generate resources from trading ports, you need to place a ship with the small golden circle on it. For the United Provinces it is Indiamen and Fluyt. The difference lies in the number of guns between the two – the Flute has more than a sixth, while the Indian has less than a Sloop. Other merchant ships are the Spanish Galleon and the Maratha and Ottoman Dhow.
What do you get from a commercial port? Well, obviously you get the funding from the theater, but how much? Well, the first merchant ship produces the most resources, and each subsequent merchant ship produces less. Wow, that doesn’t help, does it? Let’s get to the nuts and bolts. But let’s start by taking the three Indians in the East Indies and seeing what they produce. A merchant ship produces 20 pounds of spice. Two yields 37 pounds, three yields 54 pounds. This means that the first produces 20 pounds, the second produces 17 pounds, and the third produces 17 pounds. Switching to a save where I control the entire East Indies with 10 Fluyts in each trading port, we explore a bit further. Four merchant ships produce 71, five 88, six 105, seven 122, eight 139, nine 156, ten 173, eleven 190, twelve 207, thirteen 224, fourteen 241. at the upper limit of the number of merchant vessels in the port. Having ten on all five ports produces 865 pounds of spice per round. These figures show that the first trading ship in a trading port produces 20 pounds of goods, and each subsequent trading ship produces 17.
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This whole trading thing sounds awesome – now how do we take advantage of it and start making money? First, you have to trade with someone. Without it, all incoming commerce revolves around doing nothing. But once you have a trading route, all the goods on the trading screen will earn you money immediately. So if all your goods are traded on a trade route, why should you get more? Well, there are many reasons for this, but there are also some reasons why it is not.
Let’s start with the reasons not to pursue multiple trade routes. More trade routes usually mean more wars involving trading partners. Wars mean things like piracy, blockaded ports, and the like. If a trade route is raided, you lose money even if the person raiding is not at war with you. If a port is blockaded, all trade that would pass through it ceases, deducting 0 trade income from that trade route. These are the primary reasons why you might not want an additional trade route.
So the reason for more trade routes. Multiple trade routes mean you’re not keeping all your eggs in one basket. This means that if your trading partner is blocked, your wallet has not arrived. For each turn you have a trade route, you also get a bonus to the wealth of that trade route. While this doesn’t seem like a lot in the early game, it really added up in the late game – by turn 160, the trade bonus had become Great Britain, and the United Provinces had amassed 20,000 gold from this trade route. There may be additional benefits, but this is not so easily tested. Additional trade routes, especially if you control all the sources of the resource (easy to do with Ivory), seem to raise the prices of that trade good and bring more profit from the goods you already control.
That’s all I have to say about the trade. Let’s move on to the other source of money – taxation. The source of taxation seems obvious – your cities. However, there is more to it than that. To take a closer look, after a few turns we’ll look at Dutch Guiana. Dutch Guiana has a commercial port, a small town, a gold mine, a gem mine, a logging camp, and a sugar plantation. After two turns, the logging camp, the gold mine and the gem mine will be completed, so you can take a closer look at the taxes of the region. At this point, the region has just over 5,000 gold in the region’s wealth. However, this is not what you get as a tax. Without adjusting the tax slider, the tax rate in America is 32%. So if you tax this region, you get 32% of the 5000 gold – about 1600 gold. To get a closer look at how cities affect this wealth, I’ll bring up another game I ran.
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Here we will look at late Berlin. The Brandenburg region has 30,000 gold assets. The year is 1783 and the region is home to the capital, a global trading company, a divinity college, 2 steam plants
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