Do you ever build new Courthouse and Townhall?

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Beagá

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courthouse ?
no, seriously; I'd just hire a minus revolt risk adviser, or park an army there.

Sometimes, you can do neither. Then you do what?

Also, +1 advisor exsits in idea groups and is so valuable EXACTLY to increase chance of said advisor. So... why not Innovative or Administrative ?

That said the building is weak and should only be used in places that are VERY tough to convert, like centers of reformation.
 

taltamir

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Sometimes, you can do neither. Then you do what?
not courthouse, because courthouse is still worthless, it takes too long too build, is too expensive, and is far too situational.
in that case you would want to either increase autonomy to remove the unrest, or decrease it to make them rebel faster so you can crush it for the -20

That said the building is weak and should only be used in places that are VERY tough to convert, like centers of reformation.
In such a case you are better off with a cathedral for the +3 missionary strength rather than the a courhouse for the -unrest.
 

bzflater

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Sometimes, you can do neither. Then you do what?

Also, +1 advisor exsits in idea groups and is so valuable EXACTLY to increase chance of said advisor. So... why not Innovative or Administrative ?

That said the building is weak and should only be used in places that are VERY tough to convert, like centers of reformation.

+1 advisor ideas were devalued greatly in 1.12 with the addition of the button that makes them go away forever.
 

Incompetent

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The courthouse is definitely a niche building, not something you want to have set up all the time. I think the idea of these buildings is not that you put them up and then take them down as soon as the unrest from separatism goes away, but you keep them up long enough to aggressively reduce LA without getting unrest. Could be useful in diploannexed land, for example. In practice though, I suspect it very rarely pays off, seeing as the building cost/time is considerable and LA decays so quickly on its own (as long as you're not a duchy with a low-tech government type).

Throwing in LA reduction as part of the building would be a buff, but I don't think that's the way to go since LA reduction rate and unrest are to some extent interchangeable anyway. Perhaps if it softened the effect of wrong culture (rule of law = cultural traditions are not so important for keeping things ticking over) it could be interesting in very rich wrong-culture provinces. To go with this, I would make the basic wrong-culture penalty harsher than it is now.
 

jockedahl

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Give them
  1. Decreases autonomy in province by -0.X per month.
  2. Decreases culture conversion cost and culture conversion time in the province by X%
This way you can build it if you really want to quickly decrease the time of autonomy in newly gained provinces, or build it in a region where you want to culture convert due to roleplay reasons or just due to min/max reasons.
 
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Poulp

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Give them
  1. Decreases autonomy in province by -0.X per month.
  2. Decreases culture conversion cost and culture conversion time in the province by X%
This way you can build it if you really want to quickly decrease the time of autonomy in newly gained provinces, or build it in a region where you want to culture convert due to roleplay reasons or just due to min/max reasons.

Instead of culture conversion cost, I'd rather see a decreased accepted culture threshold or provinces with courthouses weighting more in the calculation.
 
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Sangwiny

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Instead of culture conversion cost, I'd rather see a decreased accepted culture threshold or provinces with courthouses weighting more in the calculation.
+1
I would definitely use that. Right now I'm playing as Portugal and I can only helplessly look at my tolerated morrocan culture slowly dropping to 10% trashhold.
 

zezeb

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Or perhaps giving a (tiny) reduction in raising stability?

Problem is that you could stack them up way to much. In the current state of the game each % of lowered stability cost lowers it by 1. So 10% cheaper is 10 monarch points saved. (According to Arumba)
 

Seraphithan

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Thinking about it I guess I could have used them in my last campaign. I went on a blobbing spree as catholic Netherlands but didn't have humanist or religious, so rebels in freshly conquered heathen/heretic provinces were rather annoying since even provinces without separatism had positive unrest at 0 overextension thanks to my deteriorating religious unity. With 100% OE I'm looking at a third of my empire having at least 5% unrest. At the same time I had an income of over 200 ducats a month and 70k in the bank. Thanks to economic ideas my saved ducats alone would have been enough to build town halls in more than 200 provinces.

Having to manually free up a slot in all those provinces would have been annoying though.
 
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sub-woofer

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I actually built it once: 90% rebels progress, one island province with positive unrest (advisor already hired) and high MP cost of Harsh Treatment. Yeah, I could keep a mercenary force, but I would have to sustain it for possibly a long time (the progress counter is bloody unpredictable). So I built a Courthouse and the rebels went to bed, nice and quiet.

Only once, however. I strongly agree that those buildings are useless (and expensive!). Decreasing Local Autonomy is a great idea, maybe you could post it in "Suggestions" for devs to read?
 

tobias.mb

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In my last milan game I took neither religous nor humanist, and to get enough conversion power for flipping rome to protestant I had to enact all the + conversion power - heretic tolerance decisions.
In the end I couldn't keep unrest below 0 in catholic / reformed provinces; even with no seperatism. Which wouldn't have been a problem if not for the 30 years of -100% conversion power left behind from missionaries + CORs. So I had the choice of either buidling a courthouse or raising autonomy all the time (which I couldn't be bothered to do.)