- 首先，需要殖民台湾，这在一定程度上鼓励玩家选择 探索理念组 继续郑和的航海事业；
AI不会在国库中少于 1.5年的年收入，或少于 100点行政点数时通过该决议。
大明是1444 开局时拥有其他国家无法媲美的经济实力和领土面积的第一 列强 。大明的着重经济的理念可以让他在整场游戏中都拥有巨量的财富。然而，大明若想称霸也会面临诸多挑战。例如，思潮的推进会阻碍大明科技的进步，北方的游牧部落威胁着大明的边疆。不太平的边境和盲目的扩张还会减少大明的天命, 而天命的降低会导致诸多严重的问题。殖民会相对地减少北京贸易枢纽的重要性。即使这些烦人的问题都得到了妥善解决,另一个和大明实力相似，但是有多条加强军事能力的国家理念和传统的国家还是能轻易的击溃缺少这些加成的大明。一旦大明在科技或经济方面落后，她就将一蹶不振，难以应对其他列强的进攻。
另外一个 朝贡体系的副作用是私掠。因为大明无法在不受重大惩罚的情况下向自己的朝贡国宣战,成为大明的朝贡国基本相当于一张劫掠大明贸易节点的许可证。In order to protect trade income, a combat fleet of either heavy ships or galleys is required. Hunt pirates efficiency is based on the number of guns. Galleys offer more guns per maintenance cost. China is also home to a number of in-land seas. Thus a small galleys offer great utility early game. As the game progresses, heavy ships will be required for their combat capacity.
Ming's vast manpower pool and thus recovery speed in absolute terms can be cashed in for ducats or prestige using the subject interactions of tributary. Send additional troops to raise liberty desire after demanding extra tribute offers a limitless mean to milk Ming's tributary subjects dry. The send troops interaction requires the subject to be at war. Setting rich subjects as countries of special interest by right-clicking the country flag on the provincial interface can help tracking such opportunities. Of course, Send additional troops can also be used to manage liberty desire of large tributary subjects as with any other tributary overlord.
For most part of the first half of the game, Ming is too strong to have validrivals. Occasionally, validrival targets come up. For example, when Ming's development score is reduced by not having the most up to date institution. Be sure to scornfully insult the rival promptly to gain +10 power projection as the rival may not still be a rival as soon as next month. Privateering is often required to maintain a high level of power projection for Ming.
Ming starts with Confucian with most of its China provinces under the true faith. Neo-Confucianism adds extra +2 tolerance of heretics to the existing +2 from Confucian, making heretics almost as accepted as true faith even without Humanist ideas. Thus religious unity is not an issue early to mid game when Ming's territory stays within the coverage of eastern religions.
Combining the high tolerance with the fact that unaccepted culture gives -33% to most forms of incomes, and that cultures under harmonized religions cannot be converted, it is usually not worthwhile to harmonize other eastern religions -- except Shinto, which gives a valuable +5% to infantry combat ability. In order to harmonize Shinto, a province in Japan is required. Player needs to plan ahead whether he or she wishes to remove the unaccepted culture malus on rich Japanese provinces -- thereby requiring either a) reserving 2 to 3 accepted culture slots for Japan or b) complete conquest and cultural conversion before harmonizing Shinto. These two options need to be further balanced with the need to maintain total development among tributary nations, among which Japan can be an ideal option. The player may have to settle with a compromise somewhere in between.
和谐 vs 传教
Expansion beyond China region and Buddhism requires either religious conversion or harmonization to maintain religious unity. Conversion costs harmony and the cost scales with development. This makes religious conversion highly restricted with Confucian. Harmonization also costs harmony and takes up to 34 years, with some events offering opportunities to reduce the duration, but has the effect of affecting a whole branch of religion as truth faith. Thus, exceptional circumstances aside, harmonization is usually the preferred option. Given the lengthy process, it is wise to a) accumulate the positive modifiers for harmony as much as possible, b) avoid unnecessary spending of harmony on conversion, and c) avoid wasting harmony from overflow. The latter also means the harmonization of a religion should occur reasonably early before a lot of heathen provinces are conquered.
If the player moves capital to outside of Asia, trade company can be used to skip the harmonization of Hindu. (DLC or required.)
Ming cannot obtain Renaissance through adjacency within any reasonable time frame. Forcing its adoption through provincial development is the reasonable option. And the monarch point cost is hardly an issue as the economic prowess of Ming affords the most expensive advisers with the only nuance being to save up sufficient monarch points in advance while using them from time to time to avoid wasteful overflow. The more interesting strategic question is where to develop.
One obvious choice is the capital Beijing. With Ming's existing development, there would be -50% development cost reduction in Beijing. This can be further combined with imperial decree “Expand Palace Bureaucracy” and state edict “Encourage Development”. (DLC required.) There are, however, two downsides with developing in Beijing: 1) North Jiangsu is not stated and is not usually worthwhile stating (also conflicting with later addition to trade company if stated), which leaves a gap between the rich capital area and the rich southern Yangtze delta and Pearl River delta area, hindering spread via adjacency & 2) developing Beijing now adds to the cost of moving capital later. The former is less of a problem as at the time of Renaissance, before Ming expands and statify too many territories, the presence of Renaissance around North/South Hebei and Shandong is usually sufficient for a nation-wide embracement through the use of the some ducats. The limited stated development compared to late game also limits the ducat expenditure. The latter factor on moving capital is worth more consideration. If a player later decides to move the capital, Beijing developed far enough for adopting Renaissance would usually incur a full extra 500 admin points. The player needs to consider whether the -50% development cost reduction is worthwhile in light of the extra move capital cost. This is compounded by the fact that developing Hangzhou, for example, would make spreading to neighbouring (rich) provinces easier. This not only applies to Renaissance but also later institutions.
If Common Sense is not enabled, Ming may have to move Capital to Europe or North Africa and unstate most provinces in China -- reduces permanent cores into territorial cores in the process -- in order to obtain Renaissance reasonably early. It can take a century and more before Renaissance spreads to the China region without intervention.
Ming can reasonably compete for the origin of Colonialism. That usually requires Exploration as the first idea group. And that is a reasonable choice for Ming since Ming's initial economic prowess delays the need for a military idea group compared to other smaller nations. The adoption of Colonialism is intrinsically linked to capital move as well. Moving capital to the New World enables direct control of New World provinces. Since Colonialism does not spawn in countries whose capital is in the New World, the player should time his or her capital move in order to contend for the origin of Colonialism, which gives monarch powers, prestige, a minor local trade power boost and delays the adoption of Colonialism elsewhere. Individually, these benefits are small but combined they are worthwhile when colonization is already a part of the player's plan.
Delaying the move of capital is more than just that. It is a valid strategy to form a few colonial nations first before moving to the New World, reaping both the benefits of having colonial nations and directly owning provinces in the New World. This can go hand in hand with delaying the move of capital to contend for the origin of Colonialism. Delaying the move too far though slows the player's colonization progress because colonists take substantially longer to travel from Beijing to the Americas than the capitals of most other colonial powers.
Ming can also reasonably compete for the origin of Global Trade -- at least in single player. Usually, a sizable trade fleet to wrestle control of the Nippon trade node is required to maintain Beijing's top place in trade value among all trade nodes. This can be managed easier if Ming colonizes rapidly after Colonialism through a capital move to the Americas and subsequently steering trade to Japan. On the home front, widespread construction of manufactories is usually required. Choose provinces with decently valued trade goods. (See strategy for buildings.) If Beijing is a few ducats short, temporary Trade Embargo on England or Great Britain may reduce the trade value in English Channel just enough for the origin of Global Trade to spawn in Ming. To that end, some control in the Ivory Coast trade node is helpful. Temporary diversion of trade value towards Sevilla can reduce the trade value in English Channel by a good margin.
Enlightenment is another institution that is best planned ahead for. The spread of Enlightenment is slow for countries whose capital is outside of Europe. This is a late game institution thus the player is likely to have expanded Ming's territory to many parts of the world -- raising the minimum number of stated provinces required for the presence of Enlightenment before adoption as well as raising the ducat cost of embracement. The player should decide ahead of time whether a later move to Europe will be needed. If so, it may be best to avoid developing the capital for adopting Printing Press as well as Renaissance to avoid the costly development difference penalty from the move.
Ming can reach Americans reasonably early through island hops or through Alaska while being the first to colonize Africa -- seizing Cape and gaining a free merchant as a start. Colonizing Inhambane (1183) next to Kilwa can be a start of conquest in East Africa or could be the move to gain a high development tributary. In the latter case, control of ivory can still come but likely much later through Center of Trade upgrades and late game provincial trade power modifiers. To that end, colonization of the isolated islands in the East Africa trade region is advisable.
Since colonization is a valid strategy, and Ming's military position is not usually challenged early game, Exploration is a valid first idea in Single Player. If a human player is present in the region, a military idea group is most likely required urgently since Ming does not have strong military national ideas. If Exploration is chosen, completion is also valid strategy -- despite of the limited use of the idea group late game. That is because Ming may have limited number of coastal provinces and thus fall behind in Naval Force Limit, to which the Exploration group gives +25%. The Quality-Exploration policy gives -25% land attrition. That can be another reason to complete Exploration and keep it. Complete Exploration and a capital in the New World will allow Ming to quickly dominate the Americas.
Subsequent idea groups are usually common with other nations. Ming will need multiple military idea groups and need them before major territorial conquests. The core creation cost reduction from Administrative stacks with the bonuses from being the Emperor of China well. As vassals are usually required for Ming as a measure to preserve mandate, the -25% diplomatic annexation cost reduction and +2 diplomatic reputation from Influence ideas provide great utility for Ming. Between Humanist and Religious, Humanist likely offers greater value since as the conversion ideas will mostly be wasted on Confucian due to the cost on harmony. Humanist also gives the much needed yet rare to come by modifier of +0.25 yearly harmony growth. (DLC required.) The religious idea group nevertheless offers strong military policies. Military bonuses are in short supply with Ming. Thus it's not unreasonable to choose Religious ideas late game.
A Ming player is incentivized to move his or her capital for a number of reasons, some of which already described above. Enabling trade company in Asia is another major incentive. Trade Company when permitted in Asia can help managing relgious unity for Hindu and many Animist provinces -- players can skip harmonization of Dharmic group altogether by adding Indian provinces to trade companies (and potentially in conjunction with retaining Multan as one of the last remaining tributaries). Trade Companies will also provide merchants. In addition, through Trade Company investments, they will help maintaining Army Tradition, increasing naval force limit -- helpful if Ming doesn't own many coastal provinces, and production in the home China region if planned ahead strategically. (DLC or required.) Here, it is important to note that stated provinces cannot be added to trade companies and trade company investments are removed if a single trade company province is removed in a region where trade company is present. Stating and unstating within China will lose permanent cores. Thus, together, both stating and assignment of trade company provinces in China should be considered as permanent and there is no conversion between state provinces and trade company provinces. A player needs to plan ahead which region will belong to whom. Worthy of note are coal provinces within trade company charters.
Other strategies with trade company are common with other nations.
The potential benefits of moving capital for Ming is as follows. Note that some of them conflict with each other or require multiple moves to realize within the same run.
- Direct control of New World provinces (New World)
- Faster colonization in the New World (New World)
- Enable trade companies in Asia charters (New World, Europe)
- Faster spread for Enlightenment (Europe)
- Enable East India Trade Company decision, East Indian Trade Route and related Parliament issue (Europe)
Note that colonization in the spice islands will become slow after moving the capital to America or Europe. Thus if such a move is anticipated, early colonization of most high development islands is advisable.
Beware that moving capital moves trade capital to the same destination concurrently. This is usually not a problem. Advance planning will avoid sudden inconvenient income drop. Also moving capital to Europe exposes Ming to some of the mechanics of Revolution such as the Counter Revolution and Reaction modifiers.