Being a merchant republic, can I have trade company and trade post in the same prov?

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Phalanx300

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Thanks for your reply, pal.

BTW, can Netherlands have access to merchant republic government form? How?

Pretty sure anyone can form a Merchant or Noble Republic if the requirements are met. For Merchant Republics I think you need to have the Trade Ideas completed and trade needs to be a big part of your income.
 

balmung60

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The become a Merchant Republic, you must meet the following conditions:
* Not already a Merchant Republic
* Completed Trade Ideas
* Completed Economic Ideas
* Technology group is Western, Eastern, Ottoman, or Muslim. Note that if you're in a converted CK II game, High American will not work for this.
* At least 40% of income is from trade.
* Have less than 10 provinces
* Must be a Monarchy or Republic (Theocracies need not apply)
* If a Monarchy, must have no heir or an heir with a weak claim (claim strength less than 50)
* Have at least 1 Stability (if you're a Republic, you'll get -1 Stability, if you're a Monarchy, you'll get -4)
* Must be at peace
* Must be independent

If you meet all of these conditions, you can take a decision to become a Merchant Republic (decision is "Adopt Plutocratic Administration"). There are also similar, but slightly different conditions to become a Noble Republic (Monarchy only, Aristocratic and Influence Ideas, and less than 20% of income from trade).
 

balmung60

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Its not Trade Ideas and Economic Ideas, rather Trade Ideas or Economic Ideas. Same with Noble Republics.
Nope, I've got the decision file open right in front of me, and the idea groups are not in an OR block like the weak/no heir thing, and all not-OR-ed conditions in the allow scope are treated as being AND conditions.

Or more simply, looking at the relevant decision file, it's quite clear that both idea groups are needed.

Relevant code with the important bits in orange:
Code:
	plutocratic_administration_rep = {
		major = yes
		potential = {
			NOT = { government = merchant_republic }
			OR = {
				technology_group = western
				technology_group = eastern
				technology_group = ottoman
				technology_group = muslim
			}
			government = republic
			NOT = { num_of_cities = 10 }
		}
		allow =  {
			stability = 1	
			NOT = { num_of_cities = 10 }
			trade_income_percentage = 0.4
[COLOR="#FF8C00"]			full_idea_group = trade_ideas
			full_idea_group = economic_ideas[/COLOR]
			is_at_war = no 
			is_subject = false
		}
		effect = {
			change_government = merchant_republic
			add_stability = -1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				num_of_cities = 5
			}
		}
	}
	
	plutocratic_administration = {
		major = yes
		potential = {
			NOT = { government = merchant_republic }
			OR = {
				technology_group = western
				technology_group = eastern
				technology_group = ottoman
				technology_group = muslim
			}
			government = monarchy
			NOT = { num_of_cities = 10 }
		}
		allow =  {
			stability = 1	
			NOT = { num_of_cities = 10 }		
			OR = {
				has_heir = no
				NOT = { heir_claim = 50 }
			}	
			trade_income_percentage = 0.4
[COLOR="#FF8C00"]			full_idea_group = trade_ideas
			full_idea_group = economic_ideas[/COLOR]
			is_at_war = no 
			is_subject = false
		}
		effect = {
			change_government = merchant_republic
			add_stability = -4
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					adm = 2
					dip = 2
					mil = 2
				}
			}
			modifier = {
				factor = 0
				num_of_cities = 3
			}
		}
	}
	
	aristocratic_administration = {
		major = yes
		potential = {
			NOT = { government = merchant_republic }
			OR = {
				technology_group = western
				technology_group = eastern
				technology_group = ottoman
				technology_group = muslim
			}
			government = monarchy
			NOT = { num_of_cities = 10 }
		}
		allow =  {
			stability = 1	
			NOT = { num_of_cities = 10 }		
			OR = {
				has_heir = no
				NOT = { heir_claim = 50 }
			}
			NOT = { trade_income_percentage = 0.2 }
[COLOR="#FF8C00"]			full_idea_group = aristocracy_ideas
			full_idea_group = influence_ideas[/COLOR]
			is_at_war = no 
			is_subject = false
		}
		effect = {
			change_government = noble_republic
			add_stability = -4
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					adm = 2
					dip = 2
					mil = 2
				}
			}
			modifier = {
				factor = 0
				num_of_cities = 3
			}
		}
	}

If it only required one group or the other, it would look like this (important bits in orange again):
Code:
	plutocratic_administration_rep = {
		major = yes
		potential = {
			NOT = { government = merchant_republic }
			OR = {
				technology_group = western
				technology_group = eastern
				technology_group = ottoman
				technology_group = muslim
			}
			government = republic
			NOT = { num_of_cities = 10 }
		}
		allow =  {
			stability = 1	
			NOT = { num_of_cities = 10 }
			trade_income_percentage = 0.4
[COLOR="#FF8C00"]			OR = {
				full_idea_group = trade_ideas
				full_idea_group = economic_ideas
			}[/COLOR]
			is_at_war = no 
			is_subject = false
		}
		effect = {
			change_government = merchant_republic
			add_stability = -1
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				num_of_cities = 5
			}
		}
	}
	
	plutocratic_administration = {
		major = yes
		potential = {
			NOT = { government = merchant_republic }
			OR = {
				technology_group = western
				technology_group = eastern
				technology_group = ottoman
				technology_group = muslim
			}
			government = monarchy
			NOT = { num_of_cities = 10 }
		}
		allow =  {
			stability = 1	
			NOT = { num_of_cities = 10 }		
			OR = {
				has_heir = no
				NOT = { heir_claim = 50 }
			}	
			trade_income_percentage = 0.4
[COLOR="#FF8C00"]			OR = {
				full_idea_group = trade_ideas
				full_idea_group = economic_ideas
			}[/COLOR]
			is_at_war = no 
			is_subject = false
		}
		effect = {
			change_government = merchant_republic
			add_stability = -4
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					adm = 2
					dip = 2
					mil = 2
				}
			}
			modifier = {
				factor = 0
				num_of_cities = 3
			}
		}
	}
	
	aristocratic_administration = {
		major = yes
		potential = {
			NOT = { government = merchant_republic }
			OR = {
				technology_group = western
				technology_group = eastern
				technology_group = ottoman
				technology_group = muslim
			}
			government = monarchy
			NOT = { num_of_cities = 10 }
		}
		allow =  {
			stability = 1	
			NOT = { num_of_cities = 10 }		
			OR = {
				has_heir = no
				NOT = { heir_claim = 50 }
			}
			NOT = { trade_income_percentage = 0.2 }
[COLOR="#FF8C00"]			OR = {
				full_idea_group = aristocracy_ideas
				full_idea_group = influence_ideas
			}[/COLOR]
			is_at_war = no 
			is_subject = false
		}
		effect = {
			change_government = noble_republic
			add_stability = -4
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					adm = 2
					dip = 2
					mil = 2
				}
			}
			modifier = {
				factor = 0
				num_of_cities = 3
			}
		}
	}
 

oblio-

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Which government form is more valuable for a trade focused power,

Dutch republic? Merchant republic?
The Dutch Republic comes with a ton of bonuses and events plus the faction slider. A regular Merchant Republic is strong, but I don't think it's as strong as the unique Dutch Republic.
 

Castrolol

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The Dutch Republic comes with a ton of bonuses and events plus the faction slider. A regular Merchant Republic is strong, but I don't think it's as strong as the unique Dutch Republic.

A merchant republic can make serious bank using the increased goods produced and protectorates. It's by far stronger than a Dutch Republic if you want to min/max.

Sadly the process to become a merchant republic is by far too restrictive and should be revised in AoW. The 10 provinces and economic ideas requirements should go. I'm never going to spend admin points on that rubbish idea group.
 

oblio-

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A merchant republic can make serious bank using the increased goods produced and protectorates. It's by far stronger than a Dutch Republic if you want to min/max.

Sadly the process to become a merchant republic is by far too restrictive and should be revised in AoW. The 10 provinces and economic ideas requirements should go. I'm never going to spend admin points on that rubbish idea group.
Maybe I'm mistaken, but doesn't the Dutch Republic allow you to get awesome rulers? With a bit of care and attention those extra MP can turn into cash really quickly: lower level advisors needed for the same tasks, extra buildings purchased, etc.
You could do something similar with a Merchant Republic but I've found it's quite hard to go beyond 6/3/3 rulers every 5-6 election cycles without trashing your RT - and even that almost always taking the +RT options for events. An unlucky string of events can keep you at very low stability for a long time - thus lowering your income, and also making your country quite unstable. Of course, if you have Humanism and your country is culturally homogenous, this is not a concern.
 

Castrolol

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Since you're Western tech (unless you managed to become a Dutch Republic by Native Advancement) you really don't need god leaders. You'll be drowning in MP even with standard republican candidates and due to the ahead of time penalty for techs you'll hit the 999 threshold easily with little to spend it on.

Merchant republics abusing trade ports, trade companies and protectorates will be drowning in money to the point where you won't be able spend a fraction of it. Either way you'll have something in excess but I find unlimited money offers a lot more flexibility.
 

Frungy78

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So if you're already a republic of some sort, you still have the same restrictions as becoming a merchant republic as a monarchy? (Economic AND trade, less than 10 provinces, etc)? I thought it was supposed to be easy to switch between different monarchies and republics as long as you were the same type...
 

PhroX

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So if you're already a republic of some sort, you still have the same restrictions as becoming a merchant republic as a monarchy? (Economic AND trade, less than 10 provinces, etc)? I thought it was supposed to be easy to switch between different monarchies and republics as long as you were the same type...

It's slighly easier, as you don't have to rely on getting a low legitimacy monarch. But yeah, becoming a merchnat republic from other republics is not straightforward. They're somewhat of a special case that stands alone from the usual government switching options.
 

Alblaka

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It can be argued that an easy way to switch to Merchant Republic would devalue the already existing Merchant Republics and 'remove their flavour'. Forcing non-initial merchant republics to adopt a bad idea group to get there (Economic, Trade is usually a no-brained anyways) can be considered a compromise.