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Canute VII

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Edit: this thread was formerly known under the name "Let's make it harder to kick-start institutions". I created it under the impression of a particular game situation. However, it has evolved into something else and I reflected that by changing the title.

Where I'm coming from

Playing Majapahit, I vassalized Brunei and Luwu + conquered everybody in range fro fabricate claim. Fine. I kickstarted rennaissance colonialism institution by developing two of my provinces beyond 30. Now, I'm in a unique position that my institutions won't spread to the other south-east asian countries, since they don't border me :D Oh happy day, I will likely show them their place soon.

But wait - how plausible exactly is this?
  • I have a merchant active in the malakka, phillippines and canton trade nodes - and none of the other countries that my merchants must surely interact frequently gets some idea of jsut how marvellous some institutions I have bred? (I'll not discussin this in this thread, though)
  • I have developed those tho provinces to 38 and 36, respectively, and none of my other provinces cares about that, well, very uneven blessing?
To be sure: I like the idea of being able to breed istitutions, but - is it not a bit too easy?

At least one suggestions I would like to make: If we have a very unevenly developed country, give us some corruption!


What we are talking about

First we need to redefine what corruption means. Yes, corruption is embezzlement by the leading class and the bureaucracy, right. More generally it is embezzlement by any power center. A country is defined by which class, which societal sector and even which province holds power and influence. If there are stark imbalances, corruption is on the doorstep. But corruption also is the resistance of the locals towards aloof centralized power, where instead of formal autonomy they exercise a form of informal power through corrupting the beaurocracy to get their way and being corrupt as a means to collect their due share of tax. In this lines of thinking (I'm not sure I worded it very well....) autonomy and corruption would be antagonists with centralization leading to corruption and decentralization leading to less corruption (all else equal). Therefore 100% local autonomy should cancel a province's contribution to imbalance-induced corruption.

In a twist of the arguments presented in this thread https://forum.paradoxplaza.com/foru...hould-countries-start-with-corruption.971872/ I would argue, that we should start the game with steadily increasing corruption and through our actions be able to reduce corruption (or increase it). THIS would represent the sort of INTERNAL STRUGGLE nations went through in their quest for modernity.

Then we would have a tendency for large, unequal societies/countries to be exposed to a dynamic of increasing corruption, while small and/or equal societies/countries would not be affected as much. As countries face these challenges of ORGANIC CORRUPTION, they may choose several ways of action:
  • tolerate the increase of corruption
  • fight the symptoms of corruption as it constitutes crime against the state (with ducats via the corruption slider)
  • fight the root cause of corruption by
    • making society/the country a more equal one (by levelling out development as I will propose)
    • increasing local autonomy in those provinces that contribute to imbalance and therefore to corruption OR decreasing local autonomy in those provinces that contribute to balance (via autonomy toggle or via estates) EDIT: when doing the computations for Ming I noticed that local autonomy effects effective development from which the cost to root out corruption is computed. That's to say, LA is already somehow factored in....:oops:
    • building courthouses and/or town halls in those provinces that contribute to imbalance/corruption

What is an enequal society in EUIV terms?


I suggested a rather complicated and unwieldy system before,
The uneveness of a country could be measured by standard deviation (SD). Yes, its a bit brainy, i know, but there must be a lot of rather brainy stuff going on behind the scenes of EUIV, which is not exposed to the player, so hold on. The player could simply shown a tooltip that corruption rises due to "uneven" or "very uneven" development, or doesn't rise due to "even" development. To make this work I will introduce two concepts: developmental imbalance and self-referential institution growth.

I imagine there being two kinds of developmental imbalances:

  1. inter-provincial imbalance
  2. inter-sectoral imbalance
I will describe what this shall mean and how I think we can combine these to give a measure that determinces corruption.

1. inter-provincial imbalance

E.g. in my Majahapit case, these is the development of my provinces:

38
36
23
22
17
16
14
13
13
12
11
9
7
7
5

This gives an average development of 16.2 and a standard deviation of 9.5 - that means I would get some amount of corruption until I even my development out.

2. inter-sectoral imbalance

E.g. my country got 83 tax, 100 production and 60 military development, since I prioritized production over tax over mil development. When I express this as average over my 15 provinces I get average 5.5 tax, 6.6 production and 4 mil development. Now, this imbalance again could be measured in standard deviation which is 1.09.

Combining these two sorts of imbalance would look like this:

overall dev. imbalance (ODI) = inter-provincial imbalance x inter-sectoral imbalance

In my example overal dev. imbalance would be 9.5 x 1.09 = 10.4


(If you measure iner-sectoral imbalance not over the averages but over the original values 83, 100, 60 you would ptentially penalize countries more the bigger they get... so we won't do that :D But well, its up to balancing so here we go: In my example SD would be 16.5, "ODI" then could be squareroot (9.5 x 16.5) = 12.5).

The amount of corruption could be set fix according to categories outlined below,
Example:
ODI <5 "even" -> no corruption increase
ODI >5 and <10 "uneven" -> 0.1 yearly corruption
ODI > 10 "very uneven" -> 0.2 yearly corruption
or it could be smoothly scaled to "ODI" like 10.4 in my example gives 0.104 corruption.

This would make it a bit more difficult to jump start institutions out of thin air.

To counterweight I believe, once you developped your province and got that first 1.3% (or something along thiese lines) institution growth in your province, there should be a self-referential growth. The institution should not just sit there "stale" unless I pour MP onto it. It should grow e.g. 1% per month. So if I have developped that province and have 1.3% growth, next month it will grow by 1% * 1.3 =0.013; if I have developped it to 40%, then next month it will grow by 1% * 40 = 0.4. The 1% is just for example, ideally it should come from the institution spread modifiers (10% from peace, 10% form being a port, etc.). I could imagine if your institution spread modifiers are e.g. 40% then the self-referential growth could be 4%.

This would make it more of a choice to abide your time and wait for the institution to grow after you jump-stared it in province (instead of pushing the institution to 100% being the optimal way forward, always, since you don't want to end up with 100% tech cost penalty...).
but now settled on a streamlined version:

We approximate inequality by looking at the development values of a province: tax-production-manpower.

First, let's look at this on a province by province basis. Take max(provincial development per category) - min(provincial development per category), then sum up over all provinces and divide by 1000 (somehow arbitrary, but hey, this is the threshold to proclaim an Empire :))..

Example Ming:
Province contribution of e.g. Beijing would be 9, since admin dev 14, prod dev 14 and mil dev 5. 14 - 5 = 9, there you go. Repeat for every province. For Ming as a whole this would add up and divieded by 1000 would give something like 0.215 base corruption.

For most other countries I can imagine right now, it will most certainly give much lower corruption on account of the devision by 1000...


How can we lead our country to modernity?

You will understand that you can counter this source of corruption by balancing out the development in our provinces: while a 10-5-5 province will contribute 5/1000 = 0.005 to corruption a 10-10-10 province will contribute exactly zero.

One drawback of this design could of course be, that people who do not own common sense dlc could suffer corruption w/o being able to do much about the source of it. Therefore as written above, local autonomy should act as an antogonist to corruption - and indeed it does, since it reduces the cost to root out corruption.

I also suggest to give a new ability to two well known (and most of the time useless) buildings:
  • Courthouse: reduce a province's contribution to provincial imbalance by 50%, since provinces with court house would at least be under the "rule of law" and made compliant
  • Townhall: reduce a province's contribution to provinceial imbalance by another 50% (to a total of 100%), since the sectors would be brought to one table and disputes mitigated

Should the existing sources of corruption be rebalanced?

As it is, my suggestion would introduce a new organic source of corruption. Now let's look at the existing sources of corruption, if they can/should be rebalanced. Why should they be rebalanced? Because some of them are a bit far-fetched and would need some rework, especially if we have a more plausible source of corruption. They are:
  • religious unity
  • overextension
  • unbalanced technology
As to overextension I don't have any ideas at the moment, so I'll write a bit about the other two.

Religious Unity

I believe its a not too much a stretch to reality to have this as a source of corruption in game. What I would like is that we could actually do something about it other an converting. I've suggested to factor local autonomy into religious unity, so we could raise autonomy to reduce a province's contribution to religious (dis-)unity. I think it makes sense that if left by themselfes other religions would not lead to nationswide corruption. https://forum.paradoxplaza.com/foru...gious-unity-local-autonomy-corruption.973161/
Hi there! In my recent run I've tried Genoa (with mare nostrum) and this is what stroke me. As Genoa has three italien provinces (catholoc), one in the aegaeis (orthodox) and three in Crimea (orthodox+sunni), it has a religious unity of slightly above 50%.

As I couldn't create a vassal out of the three crimean provinces and also didn't want to give them as a present to my neighbours, I increased local autonomy to at least get partly rid of unrest and then forget about them until I find a use for them. Well, not that easy, since they would still contribute to religious (dis-)unity and increase corruption.

But well, wait. These provinces are at max local autonomy. Basically, they are self-sustaining and only pro-forma part of my country. I completely ignore them - or I would, if they wouldn't effect my country as a whole. Which comes to the basic issue: if they are self-administrating, autonomous fiefdoms only formally bound to my throne, why, oh why do they give COUNTRY-WIDE penalties?

A good solution (if you agree that there is a problem in the first place) would be, to factor in local autonomy when computing "religious unity". This would mean that provinces with 100% local autonomy would simply be ignored for religious unity and corruption. To balance this, I suggest that local autonomy is also factored into missionary strenght. Say, -1 (or -2?) missionary strength at 100% local autonomy, no penalty to miss. strength at 0% la.

That would give some religiously divided countries a better way forward, although at the cost of effectively loosing some provinces income-wise. It would make some countries aim for higher local autonomy, which would be a good thing, especially if they are large. To sustain this, I believe the effect from religious unity on corruption should be increase again (I think pdx decreased it from 0.3 to 0.1 something). The reason it was decreased, was effectively the fringe case of having countries with two provinces each of a different religion, giving 50% religious unity and high corruption. Factoring in local autonomy, balancing it with a decrese in provincial missionary strength, would solve these fringe cases and at the same time give corruption some bite again for the big countries.

PS: the way I maanged to get away from the low religious unity was to conquer catholic provinces in Italy - hardly something that should be encouraged, especially as originally I wanted to play a "trade game". Being "forced" by the game to conquer is a bit awkward :)

Unbalanced Technology

While when introduced I could see some merit in the idea, now it seems just a bit off. Lately in a game I got a warning that my corruption would be rising. When I searched for the culprit I saw it was rising due to me being too advanced in .... - administrative technology!!! And too much behind in military technolgy...!!! My corruption was rising :eek: So it really, really seems to be a rather bad proxy for what I want to do with "developmental imbalance". I understand that PDX want to push players to keep up with tech, but that's mainly trying to iron out another mechnic they introduced, namely the "behind in time" tech reduction ("neighbour bonus"). Better way to deal with unbalanced technology imho would be to either drop or reduce the "behind in time" reduction. After all we already have "research technology" which is a better representation of the issue at stake. Nations too much behind in admin tech could suffer a -2% production efficiency modifier per each level of admin tech behind and a -2% trade efficiency modifier for each level of diplo tech behind. If not, at least corruption from unbalanced technology could be halfed.

eu4_47.jpg
eu4_46.jpg
eu4_45.jpg

So thanks for reading :)
 
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bbqftw

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I don't think this is overpowered - you notably sacrifice something through dev forcing, you basically don't expand at all.

Your proposal to nerf differentially developed countries would end up having a lot of effects on certain playstyles too...
 
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Orange1861

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Giving corruption for uneven development would kill rich Europe expanding into poor Europe, poor Europe into rich Europe and would be a super nerf to Ming as they have 3 dev provinces and the highest dev provinces of the world.
 
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miniboes

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I think the current way it works is pretty fair. An improvement to me would be requiring more strategy than just developing, but I don't think this does that. It'd feel unfair and is certainly unrealistic. Most countries of the world are not evenly developed, including countries that are among the least corrupt. Just look at the population density map of Finland, which is considered to be one of the least corrupt countries in the world:
800px-Population_map_of_Finland.svg.png
 
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Viktor Vaughn

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this also absolutely destroys nations that colonise (and those colonies don't become colonial nations) such as Iroquois, Maya, even Russia.
and as has been said, you have to spend a lot of monarch points to generate an institution for a province. I played as Jaunpur and embraced Renaissance by 1480, but I had to get my capital up to 50 development

i don't think the current mechanic is necessarily reflective of reality, but it works well in terms of game balance
 
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Canute VII

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I don't think this is overpowered - you notably sacrifice something through dev forcing, you basically don't expand at all.
If you look at my pictures, I assure you that this meets the definition of "overpowered". :) Even without there being institutions, you already get something out of developing: ducats and manpower. So I wouldn't exactly say that you sacrifice anything. Besides that, I was able to expand quite a bit even while forcing institutions. My suggestion would at max decrease the speed with which I could become, well, unstoppable.
Your proposal to nerf differentially developed countries would end up having a lot of effects on certain playstyles too...
Not on historically plausible play styles I guess. :) Besides that it would really depend on the amount of corruption that would be attributed.
 
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Canute VII

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Giving corruption for uneven development would kill rich Europe expanding into poor Europe, poor Europe into rich Europe and would be a super nerf to Ming as they have 3 dev provinces and the highest dev provinces of the world.
Ming! I happen to have played Ming. Currently, they get very little corruption and can secure religious unity with little effort. If it wasn't for the artificial 50% fixed Local Autonomy, I would say they need a lot more of that corruption to paint an accurate picture of them. :)

Besides that my suggestion wouldn't "kill" anything, but pose realistic problems that wait for skilled solutions... In the end it will be a balancing issue for devs if a particular situations deserves a 0.01 or a 0.03 or a 0.5 or something corruption increase.
 
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Canute VII

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I think the current way it works is pretty fair. An improvement to me would be requiring more strategy than just developing, but I don't think this does that. It'd feel unfair and is certainly unrealistic. Most countries of the world are not evenly developed, including countries that are among the least corrupt. Just look at the population density map of Finland, which is considered to be one of the least corrupt countries in the world:
800px-Population_map_of_Finland.svg.png
Your argument is not quite as good as you may think, sorry.
  1. Development is not equal population density
  2. You can't compare the situation of modern finland with its welfare state to the 15th - 18th century
However, there is some truth in what you say as well. Finlands northern provinces would be expensive to develop just in order to reduce corruption and doing so would be equally implausible/ahistoric to the situation I would like to remedy.

A solution could be to factor in the uneven development across development categories: e.g. my country got
got 83 tax, 100 production and 60 military development, since I prioritized production -> tax -> mil development. Now, if this uneven mix would give corruption, finland would be saved as long as it balances development across those categories . :) Or at least it would be in the hands of players to save it from corruption, while still being able to jump-start institutions and neglect artic provinces a bit. With self-referential growth of institutions, I guess, finland could even be better of with this than currently.

I think, this should be the preferred way forward, as I realize that my original suggestion relies too much on sn assumption of uneven development per unit of population where in fact we have no clue in game what the population in a province would be. I guess since I increased development by 10+ levels in a single in-game day, I tacitly assumed that population in a given moment is fixed and you shower development over one part of your population - which led to my argument. More in line with my interpretation would be a suggestion that the act of developing should give a fixed small increase of corruption per development point. However local actions giving per se national effects seems not too plausible, either.
 
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Canute VII

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this also absolutely destroys nations that colonise (and those colonies don't become colonial nations) such as Iroquois, Maya, even Russia.
and as has been said, you have to spend a lot of monarch points to generate an institution for a province. I played as Jaunpur and embraced Renaissance by 1480, but I had to get my capital up to 50 development

i don't think the current mechanic is necessarily reflective of reality, but it works well in terms of game balance
The example of Russia would rather support my argument. :) Besides that I believe that while the current mechanic is definitely not reflective of reality, it neither works well in terms of game balance - just look at my pictures.
 
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bbqftw

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If you look at my pictures, I assure you that this meets the definition of "overpowered". :) Even without there being institutions, you already get something out of developing: ducats and manpower. So I wouldn't exactly say that you sacrifice anything. Besides that, I was able to expand quite a bit even while forcing institutions. My suggestion would at max decrease the speed with which I could become, well, unstoppable.
Dedicated expansion with any OPM start on normal generally results in GP by 1500, #1 GP by 1544 - occasionally its possible to hit this benchmark on VH modes with a fast start (I did this recently as Theodoro). And Majapahit isn't exactly an OPM start.

Put it this way, that 4k you spent on development is potentially another 500-800 dev you left on the table. You recoup some of this from development but lose out on snowballing potential from having more clay.
 
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Canute VII

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Dedicated expansion with any OPM start on normal generally results in GP by 1500, #1 GP by 1544 - occasionally its possible to hit this benchmark on VH modes with a fast start (I did this recently as Theodoro). And Majapahit isn't exactly an OPM start.

Put it this way, that 4k you spent on development is potentially another 500-800 dev you left on the table. You recoup some of this from development but lose out on snowballing potential from having more clay.
If I wouldn't have kick-started those two institutions I would soon sit on a +100% tech penalty, which roughly means +600 MP cost per tech. Putting this MP into development will always, always be preferred to putting it into the black hole of tech penalty.

And, well, the things you say about "dedicated expansion" just seem to cry for more corruption to be added to this game...:) I'm not looking for the most efficient empire building strategy here, I'm looking for a plausible set-up within which empire building strategies can be pursued.
 
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Canute VII

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Just need to add a thought, since one drawback of this design could of course be (depending how it is implemented), that people who do not own common sense dlc could suffer corruption w/o being able to do much about the source of it. So I suggest to give a new ability to two well known (and most of the time useless) buildings:
  • Courthouse: cancel a province's contribution to inter- provincial imbalance, since well-developped provinces with court house would at least be seen under the "rule of law" and worse-developped ones made compliant
  • Townhall: cancel a province's contribution to inter-sectoral imbalance, since the sectors would be brought to one table and disputes mitigated
 
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cub298

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Just need to add a thought, since one drawback of this design could of course be (depending how it is implemented), that people who do not own common sense dlc could suffer corruption w/o being able to do much about the source of it. So I suggest to give a new ability to two well known (and most of the time useless) buildings:
  • Courthouse: cancel a province's contribution to inter- provincial imbalance, since well-developped provinces with court house would at least be seen under the "rule of law" and worse-developped ones made compliant
  • Townhall: cancel a province's contribution to inter-sectoral imbalance, since the sectors would be brought to one table and disputes mitigated
I have one thing to add and bring to light of this. What about the provinces that are ridiculously expensive to develop? Arctic, Mountains, Tropical, Desert, etc. You would be a huge challenge to make the development of these areas and provinces the right size. The only way I could see the corruption make some sense and not make it too unfair by you having to develop these waste lands is that it be state based by the corruption.
You would add up all the province's development in state and divide by the number of provinces there. Then you could end up comparing the different states more evenly without being too skewed. It would also make sense if there would be some sort of range between what is acceptable and what isn't. Maybe a 50% difference between your top developed state average to the lowest.
 
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I agree with the idea to make "development" of institutions harder. I am not sure if proposed approach adds much in a way of interesting decisions though. But if going this route I would formulate penalties differently - each province with development over k*mean would cause corruption proportional to the difference between its development and k*mean development. k can be something like 2. This way only over-developed provinces (in comparison to overall development level) are penalized.
 
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I have one thing to add and bring to light of this. What about the provinces that are ridiculously expensive to develop? Arctic, Mountains, Tropical, Desert, etc. You would be a huge challenge to make the development of these areas and provinces the right size. The only way I could see the corruption make some sense and not make it too unfair by you having to develop these waste lands is that it be state based by the corruption.
You would add up all the province's development in state and divide by the number of provinces there. Then you could end up comparing the different states more evenly without being too skewed. It would also make sense if there would be some sort of range between what is acceptable and what isn't. Maybe a 50% difference between your top developed state average to the lowest.
I agree that making it state based could add an interesting tweak to the idea. :) Regarding the expensive to develop provinces, that's exactly why there should be two dimensions of imbalance, multiplicatively combined. So you would alway be able to optimize development along one dimension while neglecting the other. E.g. a country with arctic provinces could have uneven development across provinces, but even out sectoral development. While having one of the dimensions balanced, zero corruption would be added.
 
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Canute VII

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I agree with the idea to make "development" of institutions harder. I am not sure if proposed approach adds much in a way of interesting decisions though. But if going this route I would formulate penalties differently - each province with development over k*mean would cause corruption proportional to the difference between its development and k*mean development. k can be something like 2. This way only over-developed provinces (in comparison to overall development level) are penalized.
Think of it along the lines of GINI-coefficient: the skew goes in both directions: the well-off per se are not a problem, neither the poor. It's when they must come together and exploitation and envy emerge....

https://en.m.wikipedia.org/wiki/Gini_coefficient
 

Canute VII

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I've noted 6 disagrees and 1 agree, so I guess my suggestion is lacking some sugar. As we would have higher base corruption right from the beginning of the game and it potentially rises the bigger the country (i.e. you need more ducats to buy it down), this would be a good time to add
  • "Mothball" (i.e.set to low maintenance) individual armies
One province countries would not suffer the corruption (their inter-provincial imbalance is zero) and would not profit from "mothballing" armies. Big countries on the other hand would suffer more corruption but would also profit more from the "mothballing", since they regularly have more than one army stack. Sugary enough?
 
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Think of it along the lines of GINI-coefficient: the skew goes in both directions: the well-off per se are not a problem, neither the poor. It's when they must come together and exploitation and envy emerge....

https://en.m.wikipedia.org/wiki/Gini_coefficient
This is not a suitable model for this. It's easy to see where it breaks. Let's say you have a nice dev 50 OPM and then you've added entire Greenland to your glorious empire. Do you realistically expect a massive jump in corruption? Or even any kind of significant change at all? From gameplay point of view it doesn't make sense either - what is being achieved by severely penalizing adding a couple of 1-1-1 provinces to a big empire?
 
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I've noted 6 disagrees and 1 agree, so I guess my suggestion is lacking some sugar.
I think it has more to do with the fundamental flaw. Easy and cheapest way to acquire an institution is to conquer provinces that already have it. WS and AE scale with the development, so people will simply take a mix of provinces to improve their "development balance", so the most efficient choice will become even better in comparison to the alternatives because it will not only allow to acquire an institution, but also to reduce corruption.
 
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