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Sandmann

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Not entirely true. After all, you can do an awful lot to increase the odds of a male heir dying via generalship, allowing you to try to roll up a new heir.

What's much worse is regencies. Oh, your king fell down a flight of stairs and his third-cousin, twice-removed just had a child that he swears is a valid heir? Enjoy your 15 year regency (with stats rolled at 2d4-3) and ensuing non-existent legitimacy, since you can't just smother the brat and let a local (or foreign) noble take the throne and get back to normal affairs because, for no good reason, regents are incapable of declaring war.

Regencies suck all the fun out of everything for as long as they last.

I couldn't agree more on the cant declare war part, it feels unnecessary, regencys would feel pretty ok without it. It is limiting the sandbox too..
 

Castrolol

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The worst part trying to adopt plutocratic administration is the absolute trash idea that is economic. Having to get to a point in the game where you've fully filled out 2 ideas, have great trade income, have a weak heir, have less than 20 provinces AND have to sink 2800 admin in the worst admin idea is just a no go. It's even worse when you consider merchant republic isn't nearly as good as the late game republics.

Remove economic as a requirement (and possibly the weak heir thing because that's just annoying luck) and the decision can be taken much earlier when it makes sense to do so.
 

Sandmann

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The worst part trying to adopt plutocratic administration is the absolute trash idea that is economic. Having to get to a point in the game where you've fully filled out 2 ideas, have great trade income, have a weak heir, have less than 20 provinces AND have to sink 2800 admin in the worst admin idea is just a no go. It's even worse when you consider merchant republic isn't nearly as good as the late game republics.

Remove economic as a requirement (and possibly the weak heir thing because that's just annoying luck) and the decision can be taken much earlier when it makes sense to do so.

Two very good points and I never take the economic idea group.
 

Mikalos

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I couldn't agree more on the cant declare war part, it feels unnecessary, regencys would feel pretty ok without it. It is limiting the sandbox too..

you people and your bitching about "the sandbox!"
 

balmung60

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Honestly, even if they could DoW, regencies would still blow due to hemorrhaging legitimacy and the fact that they roll stats at 2d4-3 instead of 2d4-2. That you can't even declare war while in regency is just kicking you while you're down.
 

Sunspawn

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I also wish that there was a decision to put aside the regency in favor of a local noble like the Hungarian event with Janos - rather than railroad Hungary into 1 out of two paths (get PU'd now or resist and get PU'd or conquered later), turn it into a legitimate mechanic for everyone. Then allow the regent more control in the shape of allowing him to declare wars, at the expense of the risk of the actual ruler/heir dying and the regent assuming power as the king and tanking your legitimacy down to 20.
 

TheMeInTeam

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Two very good points and I never take the economic idea group.

Yeah, the decision to go noble republic is just so much better. People have differing opinions on aristocratic, but it will consistently give you utility regardless of income or situation, since you get a diplomat, an extra leader, an extra shock pip on your general, and less future miltech cost. It might not be the BEST first military group choice, but it might be, and it's solid regardless.

Influence on the other hand is just strong outright. And what do you get for all this? A government that gives less money than merchant republics, but also has ticking -LA and access to -.2 ticking LA at ADM 12.

The starts where I'd prefer trade --> economic are far less frequent than influence --> aristocratic, maybe Siberian clan councils (you can use the trade FL to beat Japan with galleys and economic lets you reform so that's something), but the game still wouldn't let you because you'd have to westernize first lol.
 

Bijeli Kamen

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Portugal as a Republic (Merchant or otherwise) is hilariously OP. It's probably a good thing that you have to work to get there.

Just for fun I played a non Ironman game where I started as Portugal and edited them to an MR. Only 4 Provinces per colonial Region and you can still dominate the Trade even more than in their basic setup XD. But true, a MR Portugal is way overpowered.

I agree that I would be nice if there would be a Sandbox Modus like custom game start with HOI3 http://forum.paradoxplaza.com/forum...ur-%96-Developer-Diary-1-%96-Custom-Game-Mode

Imagine that you could design your own National Idea set and the choose the Government (present at a given Tech Level). Surely, every Idea shouldn't have the same price for your set, but this would be amazing. Obviously, taking an Idea like -25% coring cost in your national Ideas should be very expensive, also depending whether you take it as tradition or ambition (or inbetween)
 

Mikalos

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The freedom of the sandbox, the unlimited amount of outcomes and possibilites of every game, the detail and the history is what has kept me playing this game for about 15 years.

the unlimited outcome and possibilities and hisotircal detail/plausability are two seperate things that conflict, not aid eachother
 

-Malovane-

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Can someone point me to the wiki or some place where it tells you what is required to turn into a merchant republic?

Yeah, I couldn't find that info online, either. But, it's listed in-game under decisions if you have a country smaller than 20 provinces.

IIRC, you need Economic+Trade, less than 20 provinces, have 40% or more of your income from trade, and either no heir or an heir with a weak claim.
 

josh127

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