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dawnwithrosyfingers

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Hello, absolutely love the mod, however I have some gripes with the way feudalism is represented (thanks to CK2 not the mod!), that I think the mod could easily re-evaluate laws, demesne limits and vassal limits to create a much more realistic government system. I have been modding and altering myself, with great results, however a lot of my ideas are going beyond my own simple capabilities and I think the team would be in a better position with their experience to implement. My ideas come from being an historian and studying all kinds of civilisations and governments and wondering how to create the mechanics of them in a game like CK2.

Firstly, rework demesne limits and vassal limits. Demesne and Vassal limits represent the capability and availability of a character to manage vassals. The two should really be rolled together into one thing, however we have to work with CK2's mechanics. This is the fundamental idea behind feudalism and management in general: delegating work to vassals because as a person you cannot manage everything yourself. Thus the game needs to make the demesne and vassal limits of a character match exactly what real people of the time and situations would have been capable of managing. This generally means the more things you are managing, the worse a job you will be doing at managing each of them. Thus is makes absolutely no sense that an Emperor would be directly administrating and taxing 10 different holdings spread out across his Empire with maximum efficiency for all of them. With every new holding he has to manage, it would eat into his time and ability to manage other holdings and other vassals, thus reducing his taxation and levy abilities.

Thus I propose the base demesne limit for everyone being 0, with demesne limit being based entirely on Stewardship level. No more increases just because you have a more prestigious title; just because you are King doesn't make you better at managing tax accounts. The base of 0 means that people who are truly horrendous at stewardship will be over their demesne limit even with one holding and will be tax and levy inefficient. Only capable stewards will be able to manage multiple holdings.

The same applies for vassal limit, have the base at zero, remove title multipliers and only have diplomacy skill decide how many vassals a Liege can manage. This ofcourse requires balance in adjusting variables to accurately represent how much demesne and vassals a feudal society would have been able to manage. Vassal limit needs to be equated to demesne limit in a conversion (how many vassals could a liege have managed compared to managing a city/barony), I imagine about 10 vassals to 1 demesne is a good conversion, and has worked well in my tests. Generally a realm ends up with about a 30 vassal limit, which requires them to delegate, and gives them management issues as they try to reduce their vassals. The centralisation law has been surprisingly useful as a way of converting Vassal limit into Demesne limit, or vice verse and is important to let the two limits be interchangeable.

Secondly Laws! Now the laws are supposed to represent the gradual change of feudalism towards the more centralised states and absolute monarchies that came later. However with every law introduced that reduces the autonomy of a vassal, it also reduces your capability of managing your vassals as you are forced to take a more direct role in the state. The kings peace for example means that the King has to spend a lot of time ensuring no vassals wage war, thus it should be represented in a vassal limit malus to show he can't take on as many vassals due to his preoccupation enforcing a law. A liege that doesn't have Kings peace for example would be able to have many more vassals simply because they are autonomous and run themselves without his input, leaving him time to do other things.

So every law that curtails the freedom of vassals must have a vassal limit malus to go with it to represent the management required to enforce that law. To give examples: free investiture means you are appointing bishops yourself rather than leaving it to the pope, thus you are spending time doing that, have a vassal limit malus. Or, revokation law: you are spending time revoking titles rather than letting your vassals control what they keep, have a vassal limit malus. I would also suggest fully separating each and every law like HIP has started to do. Thus minimum vassal levy should be separated into its own law, as well as maximum vassal levy, and tax level for each class. I would also suggest allowing max and min levy % to go all the way to 100% in the law slider to represent the levels of conscription absolute states would later be able to achieve. Likewise with tax, allow it to eventually reach 99% of vassal income to represent how vassals became salaried members of a civil service and ceased to be governments in their own right. These levels of laws would ofcourse be very difficult and take many years to achieve, like they did in history and would rely on technology to facilitate this change.

Thirdly: Merchant republics. They are represented badly in CK2 and are OP. I recommend removing the family manors of each patrician family as it basically just conjures holdings out of thin air and makes Merchant republics unfairly superior to dukes. Without them, patricians have to get money by controlling holdings like everyone else. This means the max republic limit and patrician tax modifier can be removed as Merch republics become just like feudal vassals except they can create trade posts. (optimally I would remove merch republics altogether and just allow all gov types to create trade posts, but alas hardcode, so we make do).

Fourthly: Holding types. The holding system makes no sense and is ahistorical having specialised castles, cities and bishoprics, especially as Cities are vastly superior to all other types. The most historical way to represent holdings would be to balance each holding so they are equal although specialised and give the ability to destroy holdings. This solves the issue of some dumbass count filling Brugge with baronies, thus irreversibly reducing your realm's ability to make money.

Fifthly: Standing armies: Get rid of retinue cap and let players manage how much retinue/standing army they can afford. There is no such thing as a standing army cap in history, it is only money that decides a nation's ability to raise a standing army, which won't really be possible until a realm has centralised its tax revenue streams just like in history.

I have many many more ideas and ways of accurately portraying reality and history in this history simulator and would be very happy to help if the mod team think they like the sound of these ideas and would like to implement them.

Thanks
 
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Toa Kraka

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To give examples: free investiture means you are appointing bishops yourself rather than leaving it to the pope, thus you are spending time doing that, have a vassal limit malus.
But wouldn't this force the Pope to have a gigantically-negative vassal limit, after all the rulers of Christendom transferred their bishop-appointing duties to him, increasing their vassal limits but decreasing his?
The most historical way to represent holdings would be to balance each holding so they are equal although specialised and give the ability to destroy holdings.
Get rid of retinue cap and let players manage how much retinue/standing army they can afford.
But would the AI be able to understand these changes? I think MEIOU & Taxes (for EU4) had problems with the AI trying to build all the way to the forcelimit and bankrupting itself even after the modders made armies significantly more expensive.
 

evan1119

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Firstly, rework demesne limits and vassal limits

That's a non-starter with the devs. I broached a similar idea a while ago in a thread about how best to represent the historical absence of Dukedoms under the Norman kings of England. So I agree with you yes vassal limits are arbitrary and in no way adequately represent the system of feudalism but this is where the idea of HIP as a historical simulator must acquiesce to HIP as a stable, functional and, most importantly, fun historical strategy game.

In any case, you don't really seem to be arguing that their should be no limits but that it be based entirely on the stewardship and diplomacy of the ruler. Well, they are already taken into account when determining vassal and desmene limits at the present and are adjusted further, correct me if I'm wrong, by the stewardship and diplomacy level of a) the steward councilor; b) chancellor and c) wife (which IMO is not that historical considering the uber-limited authority of queens, with certain exceptions, during the time period). Yes the game sets a floor and does so for stability purposes. Even the most incompetent rulers (see Edward II) were still able to rule de jure, if not de facto, fairly large domains. There vassals just had out-sized influence and were susceptible to being overthrown. Which is, again, already implemented in the game through massive opinion penalties for vassals (too many holdings) and substantially reduced levies (too many vassals).

A balance needs to be struck between historical simulation and historical game. Your proposed changes may be a more accurate representation of feudalism but would likely break the stability of the game for a lot of players. A floor vassal and demense limit set by title rank is where that balance is struck for CK2.

Still, you raise an important point. Feudal governments were notoriously unstable precisely because they relied tremendously upon the competence of the ruling liege. I would be for character traits and skills to have a more outsize influence on governance of realms. But within reason...
 
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dawnwithrosyfingers

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But wouldn't this force the Pope to have a gigantically-negative vassal limit, after all the rulers of Christendom transferred their bishop-appointing duties to him, increasing their vassal limits but decreasing his?


But would the AI be able to understand these changes? I think MEIOU & Taxes (for EU4) had problems with the AI trying to build all the way to the forcelimit and bankrupting itself even after the modders made armies significantly more expensive.

Thanks for your response. Firstly, yes the Pope in theory should have his vassal limit reduced due to the fact he is micromanaging the affairs of christendom. Would it affect him considering that other than investiture he lets all his vassals (christendom) run pretty much autonomously thus not having a vassal limit malus? I think it's probably irrelevant anyway due to hardcode limitations not allowing this vassal penalty to exist for the pope.

The holding change is really a way to cope with the AI's inability to recognise what holdings are beneficial to build, so make every choice viable rather than building useless baronies and bishoprics. You are right about AI coping with things and the system should be designed with that in mind. I am not sure what motivates the AI to build retinue, if it is cashflow or cap, but either way if a cap is necessary it should be used to mirror cashflow not be arbitrarily tied to tech or buildings. The player should really never have to even perceive a cap to exist, but only limit themselves by gold.
 

dawnwithrosyfingers

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That's a non-starter with the devs. I broached a similar idea a while ago in a thread about how best to represent the historical absence of Dukedoms under the Norman kings of England. So I agree with you yes vassal limits are arbitrary and in no way adequately represent the system of feudalism but this is where the idea of HIP as a historical simulator must acquiesce to HIP as a stable, functional and, most importantly, fun historical strategy game.

In any case, you don't really seem to be arguing that their should be no limits but that it be based entirely on the stewardship and diplomacy of the ruler. Well, they are already taken into account when determining vassal and desmene limits at the present and are adjusted further, correct me if I'm wrong, by the stewardship and diplomacy level of a) the steward councilor; b) chancellor and c) wife (which IMO is not that historical considering the uber-limited authority of queens, with certain exceptions, during the time period). Yes the game sets a floor and does so for stability purposes. Even the most incompetent rulers (see Edward II) were still able to rule de jure, if not de facto, fairly large domains. There vassals just had out-sized influence and were susceptible to being overthrown. Which is, again, already implemented in the game through massive opinion penalties for vassals (too many holdings) and substantially reduced levies (too many vassals).

A balance needs to be struck between historical simulation and historical game. Your proposed changes may be a more accurate representation of feudalism but would likely break the stability of the game for a lot of players. A floor vassal and demense limit set by title rank is where that balance is struck for CK2.

Still, you raise an important point. Feudal governments were notoriously unstable precisely because they relied tremendously upon the competence of the ruling liege. I would be for character traits and skills to have a more outsize influence on governance of realms. But within reason...

Thanks for the response. The thing is, from my tests in removing arbitrary vassal limit modifiers, it actually makes the game fun, more historical and stable. The AI copes very well with having a greatly reduced vassal limit and pawns off its vassals to senior vassals. Bigger realms like the HRE and Byzantine Empire tend to be a little more unstable just like they historically should be. These oversized realms are often too busy dealing with vassal problems they they can't blob unhistorically and can be beaten by exterior forces when they are seeing weak moments. It makes the game more fun because it's no longer easy being big, and you have to think and structure your realm rather than mindlessly expanding. History always wonders why great empires eventually doom themselves to collapse. It is precisely this reason, of a nation micromanaging and taking on too many vassals for it to manage effectively that makes an Empire lose cohesion and collapse.

I think that the Laws when they are set to their most autonomous should give a vassal limit bonus, which is eaten away when news laws are introduced. This can accurately represent cases of incompetent Lieges sitting back and letting their vassals run their realm whilst only paying tribute and lip service.

BTW I always play without the arbitrary cooldown timer for law changes. Makes the game so much better as you are only limited by the disagreement of vassals and the time they take to vote on laws.

I do recommend though players trying the game out where they remove vassal and demesne limit multipliers (don't forget to increase the diplomacy modifer though to compensate, I recommend about 1.5). Also I got rid of the arbitrary title creation costs, so it is free to create de jure titles, however they don't grant you any prestige on creation, just the prestige over time.
 

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Thirdly: Merchant republics. They are represented badly in CK2 and are OP. I recommend removing the family manors of each patrician family as it basically just conjures holdings out of thin air and makes Merchant republics unfairly superior to dukes. Without them, patricians have to get money by controlling holdings like everyone else. This means the max republic limit and patrician tax modifier can be removed as Merch republics become just like feudal vassals except they can create trade posts. (optimally I would remove merch republics altogether and just allow all gov types to create trade posts, but alas hardcode, so we make do).

I like Merchant Republics, with a particular passion for the Venetians. Anyways, I have my own ideas for Merchant Republics which I will post in another thread to reflect the nature. Merchant republics, such as Genoa and Venice didn't operate like feudal nobles(not that it stopped Venetians in the early republic from trying to do just that). However, I am not exactly a fan of your ideas(especially the removal of them)

However, as mentioned, I have a number of ideas of my own to improve republics. There should be specific laws for the republics, not to mention the council seats should be FAR larger then they are currently. IMO the council in republics ultimitally should be large.

Fourthly: Holding types. The holding system makes no sense and is ahistorical having specialised castles, cities and bishoprics, especially as Cities are vastly superior to all other types. The most historical way to represent holdings would be to balance each holding so they are equal although specialised and give the ability to destroy holdings. This solves the issue of some dumbass count filling Brugge with baronies, thus irreversibly reducing your realm's ability to make money.

Blame Paradox on this one. I can't recall if this was the case in ck1 or not; though I am pretty sure it was not. But it has been so long since I played that one.

I have many many more ideas and ways of accurately portraying reality and history in this history simulator and would be very happy to help if the mod team think they like the sound of these ideas and would like to implement them.
Thanks

Would be curious to hear your ideas. I do kind of like your first and second idea, but don't know the implications of them mechanically.

The thing I am more interested in getting for the game is flavor for the various different regions.
 

evan1119

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I think that the Laws when they are set to their most autonomous should give a vassal limit bonus, which is eaten away when news laws are introduced. This can accurately represent cases of incompetent Lieges sitting back and letting their vassals run their realm whilst only paying tribute and lip service.

Not sure I get entirely the correlation you are trying to make here. Not every successive law, such as council laws, takes a realm one step closer out of feudalism. Some laws are sliding scales, such as centralization and liege levy laws, others are not. You are painting with a very broad brush. Some laws are macro, some are micro, and they don't necessarily need to be coherent.

I'm a lawyer, I deal with incoherent law codes in 2016. I don't think it's a leap to say they can be in the ck2 time period as well.
 

dawnwithrosyfingers

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Not sure I get entirely the correlation you are trying to make here. Not every successive law, such as council laws, takes a realm one step closer out of feudalism. Some laws are sliding scales, such as centralization and liege levy laws, others are not. You are painting with a very broad brush. Some laws are macro, some are micro, and they don't necessarily need to be coherent.

I'm a lawyer, I deal with incoherent law codes in 2016. I don't think it's a leap to say they can be in the ck2 time period as well.

Apologies, I wasn't clear as I was referencing the detail written in my initial post. I mean to say that government at its most anarchic should have the highest vassal limit due the fact that the government is basically letting the realm run itself and set up sub governments within the realm, where its only vassal interactions are tax and levy. Thus subsequently every law introduced that attempts to give the liege more control over the realm, be it kings peace, revokation etc. Gives a vassal limit malus to represent the difficulties a government faces when it starts meddling and enforcing laws in the affairs of its vassals. For example an empire that only has a small tax and levy obligation from its vassals could probably run a 3 tier count only system. Whereas an empire that demands huge levies and taxes, is becoming an absolutist state with all kinds of laws restricting their vassals, would probably have to run a 5 tier king, duke, count system to keep everything stable, which we then see represent more modern states and a budding bureaucracy and civil service.

Indeed some laws are micro and some are macro, thus one just needs to examine each and realistically and logically determine the degrees in which the laws would reduce the monarch's personal ability to run their state and thus the amount of vassal limit malus.
 
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I like Merchant Republics, with a particular passion for the Venetians. Anyways, I have my own ideas for Merchant Republics which I will post in another thread to reflect the nature. Merchant republics, such as Genoa and Venice didn't operate like feudal nobles(not that it stopped Venetians in the early republic from trying to do just that). However, I am not exactly a fan of your ideas(especially the removal of them)

However, as mentioned, I have a number of ideas of my own to improve republics. There should be specific laws for the republics, not to mention the council seats should be FAR larger then they are currently. IMO the council in republics ultimitally should be large.



Blame Paradox on this one. I can't recall if this was the case in ck1 or not; though I am pretty sure it was not. But it has been so long since I played that one.



Would be curious to hear your ideas. I do kind of like your first and second idea, but don't know the implications of them mechanically.

The thing I am more interested in getting for the game is flavor for the various different regions.


My issue with merchant republics is that they are entirely gamey and not based on history. When it comes to the history of governments and societies, feudalism and republicanism do not really exist. These are labels that historians and laymen have given to groups as they try to make sense of history, and these labels often represent rosy tinted glasses that people look back with to justify some things whilst damning others. Feudalism is not something tied to medieval europe, it is the most basic form of government one step away from anarchy. "Republics" like venice, were simply just elective feudal monarchies with slightly larger electorates.

anyway it matters not as they are hardcoded, but merch republics must be nerfed for realism sake. You may enjoy them because they are op and a one island nation can take on the holy roman empire, but whats not to say you would enjoy playing them more if they have a similar difficulty as being another duke level title. The problem stems really from the unnatural bonuses these guys get to tax and the fact that each mechant republic spawns an untouchable 5 holding county when created. Patricians should have to rely on a real holdings for money and levy just like all other individuals in the game. Basically paradox did a terrible job representing republics and sought to whitewash history as they tend to do when it comes to republics and make them unrealistically superior in everyway.

I am glad you like the 1st and second ideas though, would be happy to share more, if I can justify typing them all up!
 
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The AI copes very well with having a greatly reduced vassal limit and pawns off its vassals to senior vassals
No, it definitely does not. The AI hardly even considers vassal limit -- when it begins to reach it and acquires more vassals, it starts weaving a quilt of nonsensical internal realm border gore just to shed what vassals it can. I'm not convinced that there is _any_ AI logic whatsoever in the "find someone to which to hand this vassal because I'm over the limit" component of its functionality.
 
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No, it definitely does not. The AI hardly even considers vassal limit -- when it begins to reach it and acquires more vassals, it starts weaving a quilt of nonsensical internal realm border gore just to shed what vassals it can. I'm not convinced that there is _any_ AI logic whatsoever in the "find someone to which to hand this vassal because I'm over the limit" component of its functionality.

I disagree. From my tests there tends to be limited internal bordergore, with large contiguous vassals. Even if the ai does shed vassals randomly, its not really all that different from what human players do, and there is no reason not to shed vassals randomly other that arbitrary and pedantic aesthetic reasons. The ai dukes and kings also seek to claim their dejure land anyway so any randomness soon reverts to dejure after vassal infighting.

By your logic the vassal limit system should be removed or made unreachably high lest the ai ever reach it.
 
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I disagree. From my tests there tends to be limited internal bordergore, with large contiguous vassals. Even if the ai does shed vassals randomly, its not really all that different from what human players do, and there is no reason not to shed vassals randomly other that arbitrary and pedantic aesthetic reasons.
Disagreement is your right, but that doesn't make you right. I'm not making this up. CK2Plus even has code to detect when vassals are reassigned to lieges that are ridiculously distant from them and reassign them to a more sane selection. This is a bit heavy-handed for me, but regardless, it's a problem. Also, there is definitely reason not to shed vassals randomly beyond my arbitrary and pedantic aesthetic reasons -- go figure.

By your logic the vassal limit system should be removed or made unreachably high lest the ai ever reach it.
What logic was that again? Just stated the collective observations of the modding community. There was no implication.
 
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Disagreement is your right, but that doesn't make you right. I'm not making this up. CK2Plus even has code to detect when vassals are reassigned to lieges that are ridiculously distant from them and reassign them to a more sane selection. This is a bit heavy-handed for me, but regardless, it's a problem. Also, there is definitely reason not to shed vassals randomly beyond my arbitrary and pedantic aesthetic reasons -- go figure.


What logic was that again? Just stated the collective observations of the modding community. There was no implication.

Apologies if my response came across as a bit brutish. I do agree there will probably be a tendency of randomness in vassal distribution from the ai. But I dont see this as a problem and havent experienced it as a problem as dejure vassals quickly reclaim their dejure land removing the randomness. Even then a few sparsely distributed vassals does not create much problem due to the game engine only barely and crudely factoring in distance as a penalty.

Your logic was that when the ai reachs and goes beyond vassal limit it makes the game bad, so by that logic the vassal limit should be made unreachably high to prevent the chance of the game going bad due to being over vassal limits. Yet HIP does not do this. Are you proposing the removal of the vassal limit system or defending the status quo (which would conflict with your complaints)?
 

vyshan

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Republics" like venice, were simply just elective feudal monarchies with slightly larger electorates.
No, that is incorrect. now I can't comment that much on other republics, Pisa or Genoa, being that I tend to prefer studying Venice, but that statement is just not correct at all.

First in the early days of the Republic of Venice, the Government was far more like the romans/byzantines then it was like western europe. It looked far more to Constantinople. The early doges tried to copy the roman method of setting their son up to succed them in the roman/byzantine fashion. However the venetians themselves never really liked that, considering that they exiled, tonsured, blinded, castrated many of their doges in the early years. At one point they locked him in his palace while the city was on fire.

Moreover they were never like an elective monarchy, they never could have the power that the king of France or King of England could have. Rather early on the various political factions in the republic stripped away his power. By 1268 though, the Doges of venice had lost their power. He became a figurehead, a prestious and influential figurehead but a powerless one. The Great council ruled, and fully confirmed that power in 1298 with the Serrata del Maggior Consiglio(or the Lockout of the Great Council).

This is also summarizing the transformation process that Venice went through. Their election process starting with Doge Lorenzo Tiepolo in 1268 is rather famous for being rather byzantine in nature.

From the Great Council 30 were chosen by lot
the 30 were reduced by lot to 9
The 9 named 40 from the Great Council which had to be approved by 7 of the 9
The 40 were reduced by lot to 12
The 12 named 25 from the Great Council which had to be approved by 9 of the 12
the 25 were reduced by lot to 9
the 9 named 45 from the Great Council which had to be approved by 7 of the 9
the 45 were reduced by lot to 11
the 11 named 41 from the Great Council which had to be approved by 9 of the 11
These 41 members chose the Doge of Venice, and the doge of Venice needed 25 of the 41.

Not to mention by the time that the Serrata happened, the Venetian republic had a number of different government organizations that made up the republic: the Signoria, The senate, Quarantia(or the council of Fourty), The minor Council, the Concio, and the Great Council. They would add other administrative parts, such as the council of Ten in 1310. That is just the administrative apparatus. The Venetians had a lot of different government roles and jobs but it was a republic and not a monarchy. An aristocratic one yes, but one nonetheless. It should also be mentioned that one could get into the Venetian Noble class by buying your way into it.

As I mentioned earlier, I have some ideas on seeing about bringing all this out in CK2. :)

anyway it matters not as they are hardcoded, but merch republics must be nerfed for realism sake. You may enjoy them because they are op and a one island nation can take on the holy roman empire, but whats not to say you would enjoy playing them more if they have a similar difficulty as being another duke level title.

Uhm, no. I like playing as republics, particularly venice, because well i like Venice. If anything I want it more like how it was historical, but when I play as the Venetians, I don't like to go after the Holy Roman Empire unless it starts collapsing.

Basically paradox did a terrible job representing republics and sought to whitewash history as they tend to do when it comes to republics and make them unrealistically superior in everyway.
I am not exactly sure what you mean by whitewashing history here in regards to republics.
 
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I'm not making this up. CK2Plus even has code to detect when vassals are reassigned to lieges that are ridiculously distant from them and reassign them to a more sane selection.

I was wondering why in CK2+ this is less of an issue than it is in the base game and HIP. I, for one, am not opposed to heavy-handed corrections of clearly illogical AI behavior, should you be inclined to take that route ;).

Border gore is a real issue, and not just for aesthetics (although that is bad enough and decent enough reason to fix the issue IMO). It a) breaks the immersion for role players because border gore basically renders de facto borders meaningless during play and b) drags AI into having to defend multi-front wars with far flung states that often tends to drag on wars, and put the AI into the red economically, indefinitely.
 
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No, that is incorrect. now I can't comment that much on other republics, Pisa or Genoa, being that I tend to prefer studying Venice, but that statement is just not correct at all.

First in the early days of the Republic of Venice, the Government was far more like the romans/byzantines then it was like western europe. It looked far more to Constantinople. The early doges tried to copy the roman method of setting their son up to succed them in the roman/byzantine fashion. However the venetians themselves never really liked that, considering that they exiled, tonsured, blinded, castrated many of their doges in the early years. At one point they locked him in his palace while the city was on fire.

Moreover they were never like an elective monarchy, they never could have the power that the king of France or King of England could have. Rather early on the various political factions in the republic stripped away his power. By 1268 though, the Doges of venice had lost their power. He became a figurehead, a prestious and influential figurehead but a powerless one. The Great council ruled, and fully confirmed that power in 1298 with the Serrata del Maggior Consiglio(or the Lockout of the Great Council).

This is also summarizing the transformation process that Venice went through. Their election process starting with Doge Lorenzo Tiepolo in 1268 is rather famous for being rather byzantine in nature.

From the Great Council 30 were chosen by lot
the 30 were reduced by lot to 9
The 9 named 40 from the Great Council which had to be approved by 7 of the 9
The 40 were reduced by lot to 12
The 12 named 25 from the Great Council which had to be approved by 9 of the 12
the 25 were reduced by lot to 9
the 9 named 45 from the Great Council which had to be approved by 7 of the 9
the 45 were reduced by lot to 11
the 11 named 41 from the Great Council which had to be approved by 9 of the 11
These 41 members chose the Doge of Venice, and the doge of Venice needed 25 of the 41.

Not to mention by the time that the Serrata happened, the Venetian republic had a number of different government organizations that made up the republic: the Signoria, The senate, Quarantia(or the council of Fourty), The minor Council, the Concio, and the Great Council. They would add other administrative parts, such as the council of Ten in 1310. That is just the administrative apparatus. The Venetians had a lot of different government roles and jobs but it was a republic and not a monarchy. An aristocratic one yes, but one nonetheless. It should also be mentioned that one could get into the Venetian Noble class by buying your way into it.

As I mentioned earlier, I have some ideas on seeing about bringing all this out in CK2. :)



Uhm, no. I like playing as republics, particularly venice, because well i like Venice. If anything I want it more like how it was historical, but when I play as the Venetians, I don't like to go after the Holy Roman Empire unless it starts collapsing.


I am not exactly sure what you mean by whitewashing history here in regards to republics.

So you have a head of state (doge) voted in by the wealthiest members of society. This is an elective monarchy if ever I've seen one. The doge delegating to council and vassals is exactly what happens in feudal monarchies. One can dress up governments in fancy names like republics, but the mechanics are exactly the same as an elective monarchy.

Paradox tends to whitewash history in eu4 and ck2 by presenting republics as these wholly different and superior government forms from monarchies. Historically they tend to be not too dissimilar mechanically from the monarchies that paradox attempts to separate them from. But i digress as it is irrelevant and can't be modeled ingame.

Basically i just want to remove the aspects of merch republics that make no sense such as free money and holdings that appear out of thin air.
 

vyshan

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So you have a head of state (doge) voted in by the wealthiest members of society. This is an elective monarchy if ever I've seen one. The doge delegating to council and vassals is exactly what happens in feudal monarchies. One can dress up governments in fancy names like republics, but the mechanics are exactly the same as an elective monarchy.

The doge didn't delegate to the great council because by 1268, the great council had all that power. The power resided in the Council, be it the Concio, Commune, or the Great Council. More over, a monarch has power, the doge by 1268 anyways, did not. The doge didn't even have the power of a baron. It was a prestious title, filled with pomp and circumstance but no power. The Venetians removed all that power and gave it to their council.


Paradox tends to whitewash history in eu4 and ck2 by presenting republics as these wholly different and superior government forms from monarchies. Historically they tend to be not too dissimilar mechanically from the monarchies that paradox attempts to separate them from. But i digress as it is irrelevant and can't be modeled ingame.

Now I shall disagree with you on most of CK2's history. However, I will agree with you that in the early years, ie the Charlagmane and Old Gods bookmark, that they were a little bit similar. Though keep in mind the Venetians looked to Constianople not feudal Europe in the early days of the republic.