Bye-bye factions, welcome estates for Merchant Republics

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RichardOlcese

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Jun 20, 2019
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Here's a short suggestion about it. Get rid of the old faction system. Create 3 special estates, exclusive to Merchant Republics such as sweet, sweet Venice. They aren't a "social class", like it happens in normal monarchies, but they represent the organization of every typical Merchant Republic at the time.
1) Doge
2) Great Council
3) Senate
There is no land share, nor diets.
Each one can interact via the privilege system. In early game, you'd like to give more power to the Great Council (merchants) and/or the Senate (aristocracy). When absolutism hits, you should start giving more privileges-power to the Doge. Some of them I can sketch right now:

1) Privileges for the Doge:
Enhance autocratic rule: +5 absolutism / +2.5% discipline / -0.5 yearly rep. trad.
Power of veto: +10 influence / +50% gov. capacity / -1 diplo mana monthly
Hereditary Duke: +10 absolutism / +5 unrest / +2 admin. power for rulers. When in place for 5 consecutive rulers of the same dynasty, gives option to change form of govt to monarchy, with "normal" estates.
Doge is the supreme judge: +5 absolutism / +100 govt. capacity / -10% loyalty average for other estates

2) Privileges for the Great Council:
Promissione ducale: +1 yearly rep. trad. / -10 absolutism / +10 influence
Rule by the merchants: +5% trade eff. / +10% global trade power / -5% tax eff. / -10 absolutism
Merchants leading our fleets: -25% cost recruit admiral / +1 maneuver for admirals / +1 diplo mana monthly / +10% influence / -5 absolutism
Monopolies normally for merchants.

3) Privileges for the Senate:
Rule by the old families: -5% trade eff. / +5% tax eff. / +10% manpower / -5 absolutism
Aristocratic armies: -25% cost recruit general / +10% mercenary cost / +1 mil mana monthly
Monopolies normally for nobility.
 
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