Am I missing something or are merchant republics incredibly weak?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Laurent1944

Colonel
43 Badges
Oct 11, 2017
1.015
68
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
What I am saying is that most of the actions you will do as a successful merchant republic can be done by other countries. Yes, but the real bonus of being a merchant republic is that you have so much money to do it. Money is not often an issue in EU4, but test one merchant republic run and you will see that it is amazing how much ducats you are making. My net income (after spendings) was almost one ducat for 2 of my dev points. And this extra monet allows you to make things that you won't be able to pay for with another government, or at least far latter.

For me the Hamburg ride was pleasant, and certainly different from the usual conquering blob. To delete the province cap will basically transform the merchant republic into a standard republic with amazing trade bonuses.
 

Laurent1944

Colonel
43 Badges
Oct 11, 2017
1.015
68
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
How is venetian merchant Republic more weak?

The big advantage of republic is to re-elect your rulers to have higher stats (+1 for each each re-elect). The Venetian republic is electing doges for life, giving you the choice between 3 rules, each having one of the three qualities of at least 2 (the MIL ruler has MIL>= 2). I have not done statistics, but my impression is that you finish having better ruler than the average monarchy. How it compares to a standard republic on the long term is to be tested, but with the shorter election term, other republic are probably better than the Venetian one. I guess that the Venetian republic will have a more flat MP generation, while other republic will fall with each new leader to 6 (or 7), jump to 9 (or 10) 3 or 4 years later, then to 12(13), then to 14(15), then to 16(17) and then to 18.
 

Xdevo

Major
71 Badges
Apr 28, 2015
557
1.333
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Call to arms event
  • March of the Eagles
  • Crusader Kings II: Jade Dragon
  • Victoria: Revolutions
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Stellaris: Galaxy Edition
  • Age of Wonders III
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Shadowrun: Hong Kong
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Rome: Vae Victis
  • Rome Gold
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
What I am saying is that most of the actions you will do as a successful merchant republic can be done by other countries. Yes, but the real bonus of being a merchant republic is that you have so much money to do it. Money is not often an issue in EU4, but test one merchant republic run and you will see that it is amazing how much ducats you are making. My net income (after spendings) was almost one ducat for 2 of my dev points. And this extra monet allows you to make things that you won't be able to pay for with another government, or at least far latter.

For me the Hamburg ride was pleasant, and certainly different from the usual conquering blob. To delete the province cap will basically transform the merchant republic into a standard republic with amazing trade bonuses.

Estates and the ability to improve trade centers provide more trading capacity than the various merchant republic uniquities. Nothing you've described here is unique to merchant republics and non-MRs could have done all of those things faster and gain more benefits afterwards.

The absolutism hit alone is enough to dumpster-tier the MR if you're going to conquer trade companies.
 

mysticdueler

Major
74 Badges
Jan 18, 2016
637
409
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Cadet
  • BATTLETECH - Digital Deluxe Edition
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma Pre-order
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Nemesis
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: La Resistance
  • BATTLETECH: Season pass
  • Europa Universalis IV: Golden Century
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Europa Universalis IV
  • Victoria 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome - Magna Graecia
  • Stellaris
I am hopeful that with the change to the Crown Lands mechanic coming in the eventual Europe update that Merchant Republics may get some kind of boost (or at least a QoL pass). So many aspects have become redundant (as others have noted) due to feature crawl. Maybe MRs can fall under the “tech debt” catchall?

Oh, who am I kidding, there’s probably so much dust gathered on Merchant Republics at this point they’ve probably become invisible.
 

rimworld inbox

Captain
18 Badges
Oct 17, 2018
390
1
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Merchant republics as the devs intended them to be played are indeed trash.

But...

Currently, the merchant republic type is actually pretty strong, with up to 50% GPM modifier once you achieve high trade power control:

tGSIvkk.png


The trick is you have to negate the penalty associated with having too many states, and there is a way to do this. There is at least one way to do this, I leave it to you to find it (hint, you can't lose RT if you have none of it)

Kind of funny that the three most powerful non-rev republic types right now are all paradox design oversights.
 

fleetothemoon

General
22 Badges
Jul 28, 2010
2.064
1.562
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Sengoku
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Way of Life
  • Stellaris Sign-up
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
Merchant republics as the devs intended them to be played are indeed trash.

But...

Currently, the merchant republic type is actually pretty strong, with up to 50% GPM modifier once you achieve high trade power control:

As I mentioned in the original post, the trade bonuses are literally the only thing for MR that scales half-decently past mid game. However, I wouldn't go as far as to call this bonus 'extremely strong' as it is certainly not worth the self-limitation of 20 provinces.

Note that the relative impact of GM percentage bonus is dependent on how many percentage additional goods bonus you stack, since it is additive. The more you stack, the less proportionally impactful GPM is. Using your example, the relative impact of GPM bonus is only +34% versus one without GPM.

Also, a standard republic will be in a far better position to dominate multiple trade nodes than a MR, just by virtue of them being able to control more land, not to mention, far more efficient development growth. Even a republic that focuses on very tall play of 40 development per province, they will still be more mana efficient than a merchant republic who will have to go past that due to the 20 provinces limit.

There is at least one way to do this, I leave it to you to find it (hint, you can't lose RT if you have none of it)

That's great tip and all, but I don't think there is much merit in considering the exploitation of bugs as a strength for MR.
 

covya

Genocidal Crusader
89 Badges
May 12, 2015
844
368
  • Crusader Kings II: Jade Dragon
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Federations
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV
  • Europa Universalis IV: Dharma Pre-order
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Teleglitch: Die More Edition
  • Victoria 2
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • War of the Roses
Merchant republics as the devs intended them to be played are indeed trash.

But...

Currently, the merchant republic type is actually pretty strong, with up to 50% GPM modifier once you achieve high trade power control:

tGSIvkk.png


The trick is you have to negate the penalty associated with having too many states, and there is a way to do this. There is at least one way to do this, I leave it to you to find it (hint, you can't lose RT if you have none of it)

Kind of funny that the three most powerful non-rev republic types right now are all paradox design oversights.
I'm lost. Is there a way to either prevent yourself from becoming a dictatorship at low tradition?
edit: nevermind, found it. That's a stupid oversight, my preferred method is still trade companies, though, since that doesn't involve suffering 0 RT penalties :p
 
Last edited:

covya

Genocidal Crusader
89 Badges
May 12, 2015
844
368
  • Crusader Kings II: Jade Dragon
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Federations
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV
  • Europa Universalis IV: Dharma Pre-order
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Teleglitch: Die More Edition
  • Victoria 2
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • War of the Roses
Can you share it with us who still don't get it, please?
but we're being all enigmatic and mysterious! :p Although as I am writing this, I just realised that this doesn't work for ordinary merchant republics or venice, it only works for pirate republics (and presumably you would then take the merchant republic reform)

There are two ways of getting the republican dictatorship reform. The first is by re-electing with low tradition, and happens immediately when you re-elect. The second is a MTTH event that can fire any time you are below 40 tradition. The first can be prevented by taking the sortition reform, because the sortition election event doesn't include a check for low tradition to force you into a dictatorship if you spend the 25 tradition to pick a ruler. The MTTH event can be stopped either by being a dutch republic (not relevant to merchant republics) a revolutionary republic (which is strange, given that the event then has a specific clause for revolutionary republics to force them into revolutionary empires rather than dictatorships) or by having the pirate republic government form.

It's possible that there's something I'm missing that means you can avoid the MTTH event as a normal merchant/venetian republic, but I don't know what.
 

Less2

Banned
Jan 20, 2016
3.737
5.039
If we're recommending non-Merchant Republic forms like Pirate republic, might as well go all the way and eliminate all weakness IMO. Much simpler too. Much simpler than becoming a pirate republic too.
 

covya

Genocidal Crusader
89 Badges
May 12, 2015
844
368
  • Crusader Kings II: Jade Dragon
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Federations
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV
  • Europa Universalis IV: Dharma Pre-order
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Teleglitch: Die More Edition
  • Victoria 2
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • War of the Roses
If we're recommending non-Merchant Republic forms like Pirate republic, might as well go all the way and eliminate all weakness IMO. Much simpler too. Much simpler than becoming a pirate republic too.
Except from the fact that pirate republics have the tier 5 reform called black market consortium, which gives them all the features of a merchant republic.
 

Less2

Banned
Jan 20, 2016
3.737
5.039
Wasn't aware of that I guess. Pirate governments are too silly for me to play. If its not linked to the T1 reform you could probably do the same thing to eliminate more of the Republic penalties though.
 

covya

Genocidal Crusader
89 Badges
May 12, 2015
844
368
  • Crusader Kings II: Jade Dragon
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Federations
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV
  • Europa Universalis IV: Dharma Pre-order
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Teleglitch: Die More Edition
  • Victoria 2
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • War of the Roses
Wasn't aware of that I guess. Pirate governments are too silly for me to play. If its not linked to the T1 reform you could probably do the same thing to eliminate more of the Republic penalties though.
I don't think that will work, though, as you only have access to the unique pirate reforms at tier 5 if you have the pirate reform at tier 1
 

mechanical_Critter

Lt. General
13 Badges
Dec 5, 2018
1.582
18
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
Aboslutism needs more of a downside but MR work well you just have to feed vassals to stay under the 20 province cap.

Absolutism does have downsides. You need to pay close attention to the relevant parameters (legitimacy, religious unity…), some actions are straight up not good anymore (raise aut, accept rebels, assign parliament seat…) because they lower your absolutism. And the usual route is to go through the very painful Court & Country disaster, which cripples your country for a while. Yes, it's good and effective, but it's certainly not for free.

Comparing the benefits of absolutism to the benefits of MR isn't fair imo, because you get MR benefits straight away, you have to work for a while to get absolutism running. And the fact that it is known how to do so, and thus it's very smooth for an experienced player isn't an argument either.
 

Laurent1944

Colonel
43 Badges
Oct 11, 2017
1.015
68
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
Aboslutism needs more of a downside but MR work well you just have to feed vassals to stay under the 20 province cap.

Absolutism will fire only in 1612. By this time, a MR will probably have its 20 provinces and all important places in TC land. And as a trade-based economy, a MR will then rather wage trade wars (asking for sharing trade power, war repairs and money) than conquest wars.

Again this is not compatible with a WC. But you can probably have the entire world giving you some kind a trade power at one time, that is another form of WC.