Edicts available from Splendor abilities

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RichardOlcese

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There are three of them: Feudal De Jure Law, Religion Enforced, and Edict of Absolutism. Do the three of them work as intended? I have been told that the Religion Enforced edict is broken and does nothing. Is it so? What about the others?
 

Xetfield

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Never even bothered with any of these in my 1300 hours of playtime since 1.22
 

Zohtun

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They all work, they're all just extremely unimpressive for the price of tripling the state cost.

TLDR They work as intended but they're underpowered. Analysis of each to follow.

The Feudal De Jure Law edict reduces unrest by 5, which isn't enough to suppress separatists without decentralising. So you're better spending those ducats on your army and just squishing the rebels (or eating the penalty for decentralising, either way you're spending about the same amount of ducats and getting more for it, as either you get an army or the land will centralise over time and you'll regain the lost income)

Religion Enforced is RNG based. While a -90% chance of being picked by the CoRs does get added, as you say many people figure it's broken because CoR's are run by the third most spiteful RNG I have ever seen. If it wants to wreck your <censored> then you can have a 99.99% "chance" to not have it wrecked and it'll happen.

Edict of Absolutionism is the only one I can see as reliably actually situationally useful: as the Emperor of China. It allows you to reduce down devastation as if you have a fort there (which chances are if you're looking at that edict, you do not have a fort there). This lets you stop suffering the penalties to Mandate that you're having, In all other circumstances the devastation will reduce down on its own, without charging you more ducats per month than you're regaining per month, as long as you're not allowing the AI to carpet siege you on the regular.
 
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Cavalry

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all the thing that - unrest can very valuable for an expanding country. Just don't think one miracle measure is enough for all provinces. Get them together and you can have a quite peaceful empire with little rebels, and save on cost of troop replacement, manpower, harsh treatment cost.
- promote culture, selective conquering (get only the provinces you actually need and preferable on accepted culture and religious), advisor, edict, increase tolerance, religious conversion, ideas... and on the most rebel province: increase autonomy...

-5 unrest is useful because on many province you don't need to use the overkill and costly - 10 unrest by increase autonomy.

Religious, Humanist, Plutocracy Ideas are good because they have the tools to manage rebel.
 
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Zohtun

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all the thing that - unrest can very valuable for an expanding country. Just don't think one miracle measure is enough for all provinces. Get them together and you can have a quite peaceful empire with little rebels, and save on cost of troop replacement, manpower, harsh treatment cost.
- promote culture, selective conquering (get only the provinces you actually need and preferable on accepted culture and religious), advisor, edict, increase tolerance, religious conversion, ideas... and on the most rebel province: increase autonomy...

-5 unrest is useful because on many province you don't need to use the overkill and costly - 10 increase autonomy.
You forget that this edict is only available for roughly 90 years (150 before Paradox borked the Protestant reformation by adding a bunch of Catholics and forgetting that Reformation desire is a thing), meaning that unless you're already a really big empire/kingdom from the start (Ming, Ottomans, Mamluks, Poland (with PLC), Muscovy, Timurids [if unified], the HREmperor or France), you're not going to be able to stack the buffs like you describe. You're going to end up without the economy to manage it. And all of the ones I listed probably have the army enough to eat the replenishment and just persuade the rebels to go home by crushing them utterly.
 
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You're going to end up without the economy to manage it. And all of the ones I listed probably have the army enough to eat the replenishment and just persuade the rebels to go home by crushing them utterly.

Troops is needed too, but on low rebel level (and low gold) I can lower land maintainance to 0 for a long time and only raise it for occasion rebels. And I play on many islands so it may be best to use harsh treatment rather than move the troops around in ships with high attrition.
 

Astalic

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I used the religious one once in an austrian run but it changed nothing i got my country converted.

I never took the de jure. There is the transfer subject, -10% AE, and a bonnus on terrain who are similar to capital. And when you play tall there is free dev when colonize before de jure. This era is also the shortest (usually ~60 years but can go down to near of 50)

Absolutism one... Well at this moment of the game i usually don't care of devastation (this is usualy the AI who is devasted by me after 1600...)

So i basicaly took one of them once in 2k+ hours. And it was useless.
 
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Cancerofthehead

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The Fuedal de Jure Law is great, although the super early reformations that are common now the value is severely decreased. Especially early game when you are generally conquering lots of same culture and same religion lands you can prevent a lot of rebellions at a much lower cost than raising autonomy.

But it isn’t just for new conquests, if you get some events or otherwise get some unrest in your core you can get rid of it easily.

The reformation one is not very useful for two reasons (and one thing I have heard but never tested because it sucks anyway):

1) It is random so you may commit to it and still not ge touch benefit.
2) In many cases the COR will convert all available provinces and once there are no other options this does nothing, resulting in this edict just delaying the inevitable.

I have read, but never bothered to confirm because it sucks anyway, that reformation resistance is completely broken.

The Edict of Absolutism is also useless to me because it is coming to late. By the time I can get it my core states should be secure so it is unlikely to be devastated and most of my new conquests are going to be territories anyway.
 
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Xetfield

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I just see many other better options in Age abilities. Feudal de Jure Law is fine, but less agressive expansion, ability to steal subject nations, free war taxes and colonial dev for colonizers are much better deals for me.