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Use the same foreign relations strategy with Embassies as in the World Wars for foreign aid. Only focus on it if it is required for a mission (same with modern era). Tourism is finicky and gives money pretty inconsistently. It is up to you to weigh this decision accordingly. You also now have access to the Nuclear Testing edict (you need to research it) that gives you 100k free at the cost of heavily harming relations with every faction. The payment will cover the Embassy cost and you can raise relations to get 20k every 5 years by asking for financial aid.Ĭold War: Shipyards, State Loans, Penal Colony, an Immigration Office, and Banks will remain useful in this era. If you get a Task to invite a superpower to an Embassy, accept and complete it. Do not do anything to upset the major factions or superpowers.
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Having no military is recommended for this era, just be sure to choose Pacifist State in the constitution to slow rebellion.
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Always build a Bank or two and keep them on max budget to gain lots of interest over time. Build an Immigration Office kept it on Open Doors and research Penal Colony and then issue it. Whenever you issue the edict is up to you, but be aware that the monthly payments can be very tolling if you aren’t making enough money, though banks can more than cover the expenses through interest with enough in the Treasury. Research State Loans and the Wealth Tax, which will give you 50k that you must pay back (and then some) over 10 years. World Wars: Utilizing Logging Camps, Lumber Mills, and the new Shipyard building will be your saving grace in the World War era. Build a few guard towers near your shores/ports if the game tells you to or right before independence (assuming you don’t want to spend 15k), but keep them on a low budget until you’re ready to secede. Construct a Pirate’s Cove and decide between Rescue: Many if you need workers, or Treasure Hunt if you want to try and get extra money on the side. Follow the typical rebel requests and always ask for 10 Revolutionary Immigrants, and research the Penal Colony and issue that as soon as possible. Make sure your teamsters are not overloaded by building either more Teamster Offices or upgraded Teamster Ports. Issue the Wealth Tax and Employee of the Month (goes for ALL Eras). Gold is another very valuable resource that nets a lot of profit with only one structure required (Gold Mine) and little commitment. Keep both Logging Camps and Lumber Mills on max budget and build affordable housing nearby them. Planks are a great early export make sure you find an optimal trade route to get a bonus 5-20% on top of the already consistent revenue (as well as for other exported goods). A good strategy to follow for consistent money is to focus on creating Logging Camps and Lumber Mills. Colonial: This is the hardest era to mess up, as once you play through the colonial era a few times, you’ll understand just about everything there is to this opening Era.
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