• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

JonathanOfArc

Beelzebub's Grandson
78 Badges
Nov 14, 2008
825
779
  • 500k Club
I used to always appoint a Prince-Archbishop or High Priest to Kingdoms I've ruled. Just sort of a house rule for myself to have my own top religious person. Lots of times I also create a Doge (though usually inland so I don't have all those patrician families running around).

Lately they seem to cause far more trouble then they're worth. Our government types don't match up, and that is a problem, but it seems like now they are always a nuisance. They always seem like they want to join factions and go against my ruler, more so than I'd expect. It's like they become possessed and hellbent on being a thorn in my side.

Is it now a bigger deal being liege to a vassal of a different government type? My feudal king having theocratic and burger duke vassals. Is that so bad?
 

Waffen9999

Supreme Soviet
75 Badges
Jun 26, 2002
3.508
129
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Sengoku
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Stellaris: Megacorp
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Deus Vult
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
I make vassal republics and Archbishoprics all the time. They help give money, otherwise it's coming solely from yourself unless you decide to tax your nobles. So, you could span the entire world and still make roughly 60 gold a month due to the fact that none of your vassals are paying you anything otherwise.
 

josefrees

Captain
16 Badges
Dec 27, 2015
360
40
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
Yeah merchant republics are good. Just have to make sure not to give them too good of land otherwise they become thornier. Same with theocracies. They might not like you as much but if they don't have much power they aren't going to be too much of a threat.

Also if you are doing merchant republics it can be a good idea to set someone from your dynasty there. they pull heirs to the dynasty house through unlanded members of your dynasty so those old unlanded distant cousins can win elections somewhat easily as well
 

JonathanOfArc

Beelzebub's Grandson
78 Badges
Nov 14, 2008
825
779
  • 500k Club
I make vassal republics and Archbishoprics all the time. They help give money, otherwise it's coming solely from yourself unless you decide to tax your nobles. So, you could span the entire world and still make roughly 60 gold a month due to the fact that none of your vassals are paying you anything otherwise.
Oh yeah the money is always nice. I tend to keep tax/levy marker right in the middle for nobles and tax the burghers and clergy.
Yeah merchant republics are good. Just have to make sure not to give them too good of land otherwise they become thornier. Same with theocracies. They might not like you as much but if they don't have much power they aren't going to be too much of a threat.

Also if you are doing merchant republics it can be a good idea to set someone from your dynasty there. they pull heirs to the dynasty house through unlanded members of your dynasty so those old unlanded distant cousins can win elections somewhat easily as well
I usually keep my duke level burghers inland. I only make a sea republic if there's no other option. My problem these days is that these two types of vassal are always just so determined to undermine me. I tend to try to keep them weak, and in the past they were always pretty docile. Now they always seem out to get me. If there are factions, the Doge and Prince-Archbishop are sure to be members.
 

SaphireSeas

High Admiral of the Stars
64 Badges
May 14, 2015
1.172
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Nemesis
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
Is it now a bigger deal being liege to a vassal of a different government type? My feudal king having theocratic and burger duke vassals. Is that so bad?
Vassals of a different government type are more likely to join independence factions. Also, remeber conclave halved the opinion modifiers, which means it's harder to get them up into the magical 50s and 80s
 

Mike Louis

Major
79 Badges
Aug 25, 2001
660
381
  • 500k Club
  • Crusader Kings III
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
In my games starting from 769, I make my first merchant republic in Tripoli (modern Lebanon) for trade post access to the Mediterranean so I don't have to raise taxes on my direct vassals. When I conquer Mesopotamia via a Great Holy War, I install my second merchant republic in Barsa for trade post access to the Persian Gulf and Indian Ocean. Those two merchant republics with their trade networks combined with the Silk Road trade posts encourages me to go with a "growing tall" mercantile power strategy.