I've been playing merchant republics for a while and I can't imagine any scenario where I wouldn't want to change to another republican government. I made some comparisons between merchant republics and a standard republics. It seems clear to me that MR is a government form that pays a steep penalty just to get some flowery tools that become increasingly redundant as the game naturally progresses.
Thus, I have a few suggestions how to make MR government a bit more useful. I wanted to see if the community also agree with my comparisons or perhaps add in alternative or additional perspectives.
Compared to a normal republic, MRs gets the following penalties:
Even if you play 'tall' going with 40 development in every province, that would still only be 760 development in total. AI in mid game can easily reach over 2000 dev. No trade league of weak improverished OPMs are going to make a difference if you get attacked. In other words, the strength of merchant republics is incredibly limited.
For this reason, I think Merchant Republic can really do with some buffs.
I suggest the following:
Overall, these changes would not make Merchant Republics stronger than a typical republic, simply by virtue of still being softcapped to 19 provinces with -50 max absolutism cap. However, it would at least give them more ways to grow and develop their power base.
So, what do you people think?
Thus, I have a few suggestions how to make MR government a bit more useful. I wanted to see if the community also agree with my comparisons or perhaps add in alternative or additional perspectives.
Compared to a normal republic, MRs gets the following penalties:
- Loss of estates, which means:
- Losing 50-150 mana in every category every 20 years
- Losing 10% trade effiency (default burgher loyalty bonus)
- Losing 15% tax (default clergy loyalty bonus)
- Losing 20% manpower recovery (default noble loyalty bonus)
- Lost of Burgher designated tradepower bonus (+50% tradepower)
- Softcapped to 19 provinces, or lose RT
- Heavy absolutism cap (-50 max)
- MR Factions, which gives only ONE of these three bonuses:
- +5% army morale, +25% sailors, -10% tradepower aboard (if Aristocrat in power)
- +10% tradepower, 10% cheaper naval maintenance, -5% tax (if Trader in power)
- -10% construction cost, +10% trade good, -10% manpower (if Guilds in power)
- Ability to create trade leagues and trade cities
- Allows you to hoard OPMs that donate half of their tradepower to you while serving as a defensive ally but only taking one diplomatic spot
- All vassals give 50% trade power to a MR overlord passively
- Various trading bonuses:
- +1 Merchant
- Can add +10 tradepower to one province in each trade node for 50 paper mana
- Provinces gets a goods production bonus, scaling with half of your tradepower % in a trade node (capping at 50%)
- Merchant factions mechanics are simply weak compared to estate bonuses. The passive bonuses granted by the factions are inconsequential - it doesn't even make sense why each comes with a penalty.
- Trade leagues may be useful in some scenarios but anyone can make another weaker power donate 50% of their trade power without using a diplomatic spot. Defensively speaking, trade leagues becomes increasingly useless as the league leader grows and may even become a liability since league leaders cannot call in their allies to defend a member and the number of members in a league are softcapped. Trade cities can alleviate the softcap but they are limited since you can only have one in every trade node. League members can be unreliable, leaving if no longer a OPM or if they feel like it, and even ally with your rivals or pirate your trade node etc. The worst thing that can happen, is when you successfully defend a trade league member, only for them to go and steal province from the aggressor, causing them to leave the trade league...
- Vassal giving 50% tradepower to you is redundant because you can make any vassal hand you 100% tradepower by using the divert trade interaction, at the cost of some liberty desire.
- The governmental trade/economic bonuses are probably the only ones that actually scales half-decently. More money is more money.
Even if you play 'tall' going with 40 development in every province, that would still only be 760 development in total. AI in mid game can easily reach over 2000 dev. No trade league of weak improverished OPMs are going to make a difference if you get attacked. In other words, the strength of merchant republics is incredibly limited.
For this reason, I think Merchant Republic can really do with some buffs.
I suggest the following:
- Buff the factions - I suggest doubling all the bonuses and removing the penalty but this is may be too significant of a change for people to accept. But honestly, even if this was done, it would still be weaker than estates...
- Buff the trade leagues - attacking the trade league should be the equivalent to making the trade league leader co-belligerent, allowing the trade league leader to call in their allies. This covers the main liability of trade leagues, and makes them at least a net benefit past early game.
- Considering how limited trade cities are, I suggest that they should be made as a diplomatic-slot free subject, instead of a league member. If they are fed provinces to no longer be an OPM, they should be transition to a standard vassal.
- Make divert trade cost no liberty desire for Merchant Republican government. Alternatively, make vassals automatically give 100% tradepower to a merchant republic.
Overall, these changes would not make Merchant Republics stronger than a typical republic, simply by virtue of still being softcapped to 19 provinces with -50 max absolutism cap. However, it would at least give them more ways to grow and develop their power base.
So, what do you people think?
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