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Domestic Policy: Just discussion

This part of coutry management is highly important to course of which your country is heading. Bad or unaccurate policy can result in loosing game or at least another important things (like provinces, traders, money, relations, etc).

My simple question is: What is the best way and how to achieve it? Is there any universal key? No!? So what different points of view can we use? Try to define few types of policy with reasonable explanation. :rolleyes:
 
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As no idea yet, I'll try form my standard method of building customized country.

Plutocracy - Aristocracy
I tend to lean to the side of Plutocracy as a better trade oportunity. You have better trade efficiency what means more money to country treasury and mainly to country budget. With more money you can pay even expensive cavalry and the ships are less costy.

Decentralisation - Centralisation
Here is my strategy simple as before. Centralised as much as it gets. You have cheaper technologies, much efficient production. If you runs stable country (as I do), you don't have to worry about higher revolt possibility.

Narrowmindedness - Innovativeness
Definitevely innovateveness. Only when you are not 'Free trade' or 'Naval' oriented, you can have little problem with colonists. But when you have such preferences and if you are protestant or reformed, you don't have to worry about insufficent no. of colonists. Another side of high innovativeness is cheap technologies, but on other hand more expensive stability.

Free trade - Mercantillism
Free trade is my suggestion. Your traders will be more successful and come with higher profits. You will also get more traders and colonists. Thats goog base for establishing pretty prosperous trade and colonial empire. Higher costs for trader placement is nothing you have to worry.

Attack - Defense
I leave this in the balanced position or somewhere near it. For better morale you should lean little more to the attack side.

Naval - Land
I usually choose balanced possition, with little advance of naval. Then you get little more colonists.

Quantity - Quality
Choosing quality with philosophy that I'm not so rich to spend my money to have large amount of weak army. Better to have less men with better morale.

Free Subjects - Serfdom
My choice is Free Subjects. Higher productivity, better morale. Stability costs more but with higher morale you have better stability so you don't have to improve it. With higher productivity you can pay more expensive army and what is really important, you gives more money to inventions.

This is my common procedures. Sure, it's suitable more for large countries like France, England and so on, but it's only one point of view (my, exactly) and it's limited.

Edit: I've played few EU2 games and in each I choose mostly the same way od customizing DP. Now when I registered here I got many new ideas and my opinion changed. Thanks all the people who spend their time to react and who pays attention to my posts.

I started to use different DP like before and my kingdom (French - I'm actualy playing) grows in pretty monstrous size and power.

Once more - THANKS.
 
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Its kind of funny but I do everything just about opposite as you. I figure I'm gonna be rich so I don't mind the set back being narrowminded, decenteralized.

I perfer easy stability gains, having a huge army and low prices with quanity, aristocacy, and land. These do change a bit when I play England.
 

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Originally posted by DSc

This is my common procedures. Sure, it's suitable more for large countries like France, England and so on, but it's only one point of view (my, exactly) and it's limited.

Nope. The policies you propose are best suitable for very peaceful, medium sized and very uniform countries (all provinces of the state religion and cultures), or you'll be paying loads for your Stability. Large empires are best governed with either "narrowminded free subjects" or "innovative serfs".

Apart from the links Asaris gave to you, I did a sort of abstract of all the PD debates that are mentioned there. Check in the link from my signature. Unfortunately, the DP guide has not been updated with the 1.05 changes, but you can get still a general idea
 

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Isn't there still a bug that gives you better production for being Decentralized? Obviously when that gets fixed I would prefer Centralized, but as it is I tend to lean a little towards Decentralized, but not so much that I can't keep up on tech. I like to go Mercantilistic if I have non-European CoT's, since I will need to ban people... often :D Generally I prefer Innovative serfs, since I usually don't have too much need for conversion, at least not multiple conversions per year. Just enough that I have some when I need them. This is of course untrue for realms likely to have multiple religions (3+), but even then you shouldn't have a whole lot of provinces with other religions, unless you've been bad...
 

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I tend to prefer narrow-minded free, for the extra colonists and missionaries and morale. But not to a large extent. If I'm playing a mostly mono-religious kingdom, I'll go innovative to the extent that I'm getting .2 missionaries a year. Which seems to be a good spot.
 

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DSc, I mostly have to disagree with you. I go with a max decentralized, mostly serf, mostly narrow-minded. I also like going naval and free trade for the explorers, but this obviously changes based on your country.

If that's how you're been paying give this way a try :D You'll see how much easier it is to keep a large heterogenous empire together when you opress your subjects!
 

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That's not entirely true. At early tech levels certain sliders can make a huge difference by adding .05 to your morale. Sometimes, this can turn a defeat into a victory.
 

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I stand by my comment.

Even at Land tech 0 improving your morale by 0.05 means nothing to the roll of the dice.

I think of 10 different things that would make more difference.

Morale is overrated. Combat damage is the key.

"I won the battle" but 50% of your troops are dead and the enemy lost 5%.

That morale won't help for the next battle.

And even if you did care about "winning" the fight. DP sliders won't help diddley. Send in reinforcements, pick the right terrain, wait for the right moment but don;t adjust a DP slider for a morale boost.
 

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Base moral at level 0 is 1.5 with full maint. it is 2.0
With all morale bonuses you could take it to 2.850.
A very big difference.
 

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But if you play some smaller country the winning of battle can be of a crucial importance despite you losing 50 % men. Think about relieving a sieged province where enemy spent thousands men on attrition with a succesfull attack.

Edit: It was ment to react to DeGrieve...
 

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If you play an european power, like England or France, probably the moral boost it is not so important, I say just probably.
For example, as Byzantium, in 2 out of 3 cases, after increasing the moral, I loose almoust all the battles with the minor turks. If I don't increase moral, then I beat them, but when I face Mameluks, 90% of battles I lost or have huge casualities, mostly because they have lot of cavalry.
For a poor country, like Ethiopia, the moral boost seem to really work and I can overpower the omanides armies and the Zanj warriors.

Regarding the Decen./Centralized, forget it. Even if you try hard, in 10 years sure come an event and make you decentralized, so you only has lost an opportunity to change other DP, and 1 stab.point.
The same with innovative. It will be fine to have low cost fr tech. and high productivity, but the increase is small and even that you have enough colonists, or you don't need them, you also lose missionaries, wich are good to have.

About free trade, I think a ballance is needed, so that you have enough merchants, colonist and missionaries, but also to have low cost for merchants and more power to them.
If you want to place 1 merchant in a 100d COT and the price is more than 5-6d, forget it. The revenue is to small, and logic say that COT if far from you so there are other local power trying to replace you, so unless you are a lot better than them at trade level, you will have to pump lot of merchants there to maintain your position.

Let me give one good example.
At Savoy in GC. Free m/Merc is ~ 2/3 for merc. In 4 years I reach level 2 in trade and infra. After that I was having 5 mechants in Liguria, 5 in Danzing, 3 in Paris, 3 in Anwers or watever is called, the next one to Paris, and 1 in another 3 COTs.
This situation continue for 10 years without change, because nobody could compete my there.
 

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Originally posted by Asaris
That's not entirely true. At early tech levels certain sliders can make a huge difference by adding .05 to your morale. Sometimes, this can turn a defeat into a victory.

I used to think this also, but then noticed that at early tech levels, morale is pretty irrelevant. Just use big, all-cavalry armies and select your battles. At later techs, morale gets boosted anyway.
 

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Originally posted by DSc
As no idea yet, I'll try form my standard method of building customized country.


Most imporatnt consideration of domestic policy is size and diversity. The smaller and more homogenous your country the more your choice mnake sense. If your're large and diverse the stab costs from your adopted policies may kill you - unless you're orthodox.

Decentralisation - Centralisation
Here is my strategy simple as before. Centralised as much as it gets. You have cheaper technologies, much efficient production. If you runs stable country (as I do), you don't have to worry about higher revolt possibility.
Just remember that the slider has a bug. In 1.05 centralization leads to a lower production efficiency. I advice to keep it on 5. Also there is the dreaded "...demands old rights" that cause -1 and -2 drops in stablity unless you decentralize.

Narrowmindedness - Innovativeness
Definitevely innovateveness. Only when you are not 'Free trade' or 'Naval' oriented, you can have little problem with colonists. But when you have such preferences and if you are protestant or reformed, you don't have to worry about insufficent no. of colonists. Another side of high innovativeness is cheap technologies, but on other hand more expensive stability.
The stab costs may kill you, in particular if you're protestant or reformed.
Free trade - Mercantillism
Free trade is my suggestion. Your traders will be more successful and come with higher profits. You will also get more traders and colonists. Thats goog base for establishing pretty prosperous trade and colonial empire. Higher costs for trader placement is nothing you have to worry.
You never get more than 12 merchants a year. With a 50pct increase in cost over neutral the extra merchants that you get may not be worth the investment.
Free Subjects - Serdom
My choice is Free Subjects. Higher productivity, better morale. Stability costs more but with higher morale you have better stability so you don't have to improve it. With higher productivity you can pay more expensive army and what is really important, you gives more money to inventions.
[/b]
The stab costs really will hit. With free subjects and innovativess you get an 80pct increase in stab costs. That makes recovering from a political crisis (-3) or peasant unrest (-2) event rather expensive.
This is my common procedures. Sure, it's suitable more for large countries like France, England and so on, but it's only one point of view (my, exactly) and it's limited.
Try it and see if it works. I've tried and given up in frustration using all money on recovering stability.

I regard your settings more as the desired end-state in 1819 than as means of attaining victory.
 
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Peter Ebbesen

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Originally posted by DSc
As no idea yet, I'll try form my standard method of building customized country.

Plutocracy - Aristocracy
I tend to lean to the side of Plutocracy as a better trade oportunity. You have better trade efficiency what means more money to country treasury and mainly to country budget. With more money you can pay even expensive cavalry and the ships are less costy.
But Aristocracy gives you a diplomatic bonus, and you are probably going to be building rather more cavalry than warships during the game, though there are exceptions. (E.g. trading nations like England and Holland can do very well by going Plutocracy....As can the Incas and the Aztecs - anything that increases the percentage of non-gold income is good :D)


Decentralisation - Centralisation
Here is my strategy simple as before. Centralised as much as it gets. You have cheaper technologies, much efficient production. If you runs stable country (as I do), you don't have to worry about higher revolt possibility.
Well, with the centralisation bug of 1.05 you actually hurt your production this way, but that will be fixed. The RR effect of centralisation (WE max adjustment) not bothering you has nothing to do with your having a stable country, but everything to do with you (sensibly) fighting short victorious wars.


Narrowmindedness - Innovativeness
Definitevely innovateveness. Only when you are not 'Free trade' or 'Naval' oriented, you can have little problem with colonists. But when you have such preferences and if you are protestant or reformed, you don't have to worry about insufficent no. of colonists. Another side of high innovativeness is cheap technologies, but on other hand more expensive stability.
Don't convert much, do you?


Free trade - Mercantillism
Free trade is my suggestion. Your traders will be more successful and come with higher profits. You will also get more traders and colonists. Thats goog base for establishing pretty prosperous trade and colonial empire. Higher costs for trader placement is nothing you have to worry.
On balance, I agree with you, although I will note that if you aren't going to colonise much, mercantilist is the better approach. Additionally, the higher cost can be very significant in the early portions of the game - enough to make placing traders in some CoTs economically unfeasible - so unless you desperately need the colonists, free trade can wait till you are well established.


Attack - Defense
I leave this in the balanced position or somewhere near it. For better morale you should lean little more to the attack side.
For quickly taking fortresses by siege and for cheap artillery, you should defensive. The extra morale for offensive is nice in the beginning as is the shock bonus, but it doesn't usually justify the expense of moving it that way first, and then going defensive around 1600 when artillery comes into its own.


Naval - Land
I usually choose balanced possition, with little advance of naval. Then you get little more colonists.
Either full land for cheaper men and slightly higher land morale, or full naval for cheaper ships, many more colonists, a significant trade bonus, and a 0.5 naval bonus. On balance, I prefer naval.


Quantity - Quality
Choosing quality with philosophy that I'm not so rich to spend my money to have large amount of weak army. Better to have less men with better
morale.

Quality=1, i.e. one step from max quantity. Better to field a large cheap supportable army, and have a large manpower pool, than an expensive small army and a small manpower pool.

Remember that quantity not only increases your manpower (and thus your supportable limit), but also reduces both the recruiting and upkeep cost of infantry and cavalry. And casualties in combat depend on the number of troops, not morale. Hence,

Quality allows your armies to fight longer battles due to higher morale. This is very useful in the early game when morale is low.

Quantity allows your armies to kill more enemies due to more men. This is useful throughout the game.


Free Subjects - Serdom
My choice is Free Subjects. Higher productivity, better morale. Stability costs more but with higher morale you have better stability so you don't have to improve it. With higher productivity you can pay more expensive army and what is really important, you gives more money to inventions.
Higher morale does not give better stability. Stability is independent of morale.

With lower stability rasing costs, you won't spend so much time investing in stability, meaning that over time you invest much more in research.

That said, free subjects are very attractive to small to medium sized religiously homogenous nation.


This is my common procedures. Sure, it's suitable more for large countries like France, England and so on, but it's only one point of view (my, exactly) and it's limited.
It is useful for small to medium sized European religiously homogenous societies.

Large multi-religious empires are much better off being narrowminded enserfers. Your preferred options makes stability recovery seven times as expensive as the alternative, and you won't be capable of doing any conversions. Thus non-state cultured provinces will drive your stability raising cost sky-high, making it hard to keep stability recovery within the comfortable 4-8 month period where it belongs once you begin expanding.

The morale effects of the dp-sliders is fairly irrelevant once you get your land-tech into the teens.

As you can see, I don't quite agree with your reasoning :)