Part 49 - Government Shuffle
Our Prince dies, but his replacement is certainly an improvement.
We make a push for the Popery Act, pushing our annual missionaries to +3.90. If we can get to max innovative, we'll still have nearly three missionaries a year. Due to BadBoy limitations, we'll likely have far more missionaries than we'll ever need - unless we convert back to Catholisism, or something.
Too bad someone took that as a serious suggestion. A little hush-money ends the risk of losing stability.
In Africa, our first concluded Pagan war ends. Sokoto becomes French for no BadBoy points at all.
Their ally, Mutapa, follows suit. Fort construction commences while the cavalry regiments are scattered out to quell or at least delay any uprisings before the forts are completed.
The Aragonese secure themselves their third foreign master. However, due to Austria's abysmal prestige at this stage, the union won't survive for too long.
The new African forts complete, without even a single uprising occuring - a minor miracle if there ever was one.
Armor, overwhelmed by vacationers from Paris, turns Cosmopolitaine.
Our high-rated Navigator comes through for us, pushing our stability to acceptable levels. As a reward, he's immediately fired, since the possibility for this event is the only reason we hired him in the first place.
Mecklenburg seeks to expand their territory, and unfortunately we didn't Guarantee Denmark in time.
Our next slider move comes around, as does Government tech level 25. This is the optimal time for some shuffling of our nation. Since we've entered the 1600s, it is time to abandon Ecumenism. We no longer need its protection from the Religious Turmoil event. In its place we pick Patron of the Arts. The prestige could come in handy as we attempt to gather up Boundary Disputes events, but more important are the two random events tied to this idea. Architectural Development should help us push towards Innovative, and provided we keep an Artist in the court and a fair positive cash balance, there's a chance for a cheap manufactory.
As a completely new idea, we pick Espionage. We certainly have the funds to play around with spies now, though the more important part is that the Espionage idea apparently increases the chance of generating a Diplomat advisor. That alone makes it worth an idea slot.
We push our Centralization to the max, resulting in a revolt. Now, we are prepared to attempt mass diploannexations... if only we can get our BadBoy rating down enough for them to be more than 'unlikely'. This probably won't happen until after 1650, as we'll need every point in the limit until then for eating as much Heathen land as we can.
Finally, we swap for a better Republic. The faster leader changes should make it a little easier to maintain a high-rated Diplomatic ruler. Anything less than a rating of eight is due for replacement at the earliest opportunity, to at least double the rate of Boundary Disputes.
...and here is the result of our configurations.
Denmark suffers a defeat. In some ten years, they're likely to vanish entirely.
The Horde seeks to attack Tver... their Union master, Poland, answers the call for war, but ultimately can do little to defend them.
...and in our first ruler raffle, we end up drawing more of the same, all things considered.
France needs more Cuckoo clocks, and claims Bern to corner the market.
Tver must be pretty frustrated with their choice of Union masters at this point.