Hello there. In 1.20, protectorates as a subject type have been scrapped, with the stated line "protectorates and vassals are now merged". I'll argue why I disagree with that statement and give a couple of suggestion of why and how protectorates could be reintroduced in the game.
The Precedent:
First, let's get this out of the way. There is a precedent for a removed mechanism to make a come-back: looting. Indeed, few remembers how looting worked at release, how it was abusable (the "Bank of Ming" meme) and in the end tiresome. Now, looting was put back in the game in a manner that makes much more sense. Most players don't really use this mechanic, but when you play a Horde, that's something you'll need to use in order to keep your early momentum. Exactly how it should be, in my opinion.
Why vassals and protectorates were NOT merged:
I argue here that there was only a merger of the subject interactions, and not of the subject types. Indeed, it's true that now vassals (and marches, I think) get the previous protectorates abilities: Seize land, Send Officers, Divert Trade. But subject interactions are not the only thing that make a subject type different then another. It's not just semantics and here are the things that were lost in the "merger":
Why were protectorates removed?
Before 1.18, it is my opinion that Protectorates were working really well and had an useful role, albeit a bit niche:
Alas, this grandfather clause wasn't put in, which resulted in this major issue: protectorates would just go "poof" (loss of protectorate) after adopting an institution, with no reaction possible for the overlord whatsoever. This 50% rule also created the very wonky situation which saw protectorates reach exactly 50% tech penalty, lose their status, then a few months later be eligible for protectorate again, only to be lost a few months later. This is of course most frustrating and why protectorates were finally removed in 1.20.
But my whole point here is that removing the feature instead of fixing it was a wrong design decision (sorry for this strong language
). Below, I'll suggest some options to solve the institutions issue while still having protectorates in the game.
Some Suggestions to make protectorates workable again:
I think the direction of the game goes towards more subject types, as evidenced by the introduction of tributaries in MoH, and not fewer. Thus, removing protectorates was a surprising and for me saddening decision. I play the game since 1.0, protectorates came in 1.14 (Conquest of Paradise patch), which was in January 2014! Thus, they were for me an integral part of the game and I'm still not willing to see let go instead of fixing their issues.
I thank all that would go until the end of this post, and hope that it could at least start a reflexion on bringing protectorates back.
The Precedent:
First, let's get this out of the way. There is a precedent for a removed mechanism to make a come-back: looting. Indeed, few remembers how looting worked at release, how it was abusable (the "Bank of Ming" meme) and in the end tiresome. Now, looting was put back in the game in a manner that makes much more sense. Most players don't really use this mechanic, but when you play a Horde, that's something you'll need to use in order to keep your early momentum. Exactly how it should be, in my opinion.
Why vassals and protectorates were NOT merged:
I argue here that there was only a merger of the subject interactions, and not of the subject types. Indeed, it's true that now vassals (and marches, I think) get the previous protectorates abilities: Seize land, Send Officers, Divert Trade. But subject interactions are not the only thing that make a subject type different then another. It's not just semantics and here are the things that were lost in the "merger":
- Diplomatic relation free subject: vassals and marches all cost a very valuable dip rep slot, Protectorates didn't. This allowed you to "expand your family" (as @DDRJake puts it) without going over your relationship limits. This had of course a cost, namely that you couldn't annex your protectorate. Thus, you had a choice, and more choice = more strategy, which is supposed to be a good thing!
- Colonial wars: This was a feature added in The Cossacks DLC (December 2015). Now, the box is still there but has no use anymore (due to no protectorate to call in such wars). Meaning, a DLC features was removed and as far as I know, it wasn't replaced by anything else. This is very unusual, and a return of protectorates will make this a feature again. This isn't a good business practice to sell a feature and then remove it one year later, without replacement.
- Easier Diplomatic Subjugation: AI willingness to accept protectorate status was much lower that to accept vassal status. Now, if you want to establish a vassal/march in Asia or Africa, you basically have to go to war. I argue here that the distinction between vassals and protectorates again gave a choice to the player: military expansion with a "hard power" objective (meaning direct ownership as the goal after annexing the vassal) or diplomatic expansion with a "soft power" objective (meaning indirect ownership as the goal with a protectorate).
- Expansion CB: This is not a major point in my demonstration, but I'll argue here that the Expansion CB allowing you to establish protectorates free of DIP points was one of the more selling points of this idea group. After the CB removal (prior to Protectorates disappearing, I acknowledge that), there were no way to establish big protectorates via wars in a cost efficient fashion, which in my view removed some of the incentive to establish protectorates. A return of a similar CB (something has to be done for the Expansion idea group, really), would again make Protectorates desirable and thus encourage another type of wars for indirect expansion. More reasons to go to war is a good thing in my opinion.
Why were protectorates removed?
Before 1.18, it is my opinion that Protectorates were working really well and had an useful role, albeit a bit niche:
- Diplo relation free subject, thus a remedy to Hyperblob mode (also known as "map painting")
- Usable as auxiliaries in colonial wars, with usually better tech than their neighbours (due to -20% bonus) and better army (due to subject interaction).
- Easier to establish diplomatically, thus without the need to go to war half the world away. And you could seize their most useful provinces (CoTs and Estuaries) with the subject ability.
- You kept them as long as you wanted or LD was too high, because they didn't westernise.
Alas, this grandfather clause wasn't put in, which resulted in this major issue: protectorates would just go "poof" (loss of protectorate) after adopting an institution, with no reaction possible for the overlord whatsoever. This 50% rule also created the very wonky situation which saw protectorates reach exactly 50% tech penalty, lose their status, then a few months later be eligible for protectorate again, only to be lost a few months later. This is of course most frustrating and why protectorates were finally removed in 1.20.
But my whole point here is that removing the feature instead of fixing it was a wrong design decision (sorry for this strong language
Some Suggestions to make protectorates workable again:
- Link the tech penalty disparity to liberty desire. Thematically, this would make a lot of sense as the protectorate which will reach the level of technical advancement of his overlord would go restless and try to get out of the "inferior" relationship. But instead of losing instantly the protectorate, using LD will restore agency to the player, who could use "Placate rulers" or other types of subject interactions. There is already a similar mechanism to this: LD penalty due to too low DIP tech. The LD effect of tech penalty disparity could replace the DIP tech penalty for protectorates, and ideally be scalable.
An example with totally made up numbers: at 50% tech disparity, 0 effect on LD. At 0% tech disparity, 20% LD penalty. At 100% tech disparity, 20% LD bonus! Meaning if you're really far ahead of your subject, this is easier to keep them in line, which again makes a lot of sense thematically and would reward good institution management from the player.
- "Demerge" subject interactions: Already, there are calls to nerf vassals/marches due to the use of the "Send Officers" interaction in the dev MP game. But instead of nerfing those subject types, a return of protectorates will be the perfect occasion to demerge the problematic subject interactions and give them back to protectorates. "Send officers" is the main culprit here, and should be protectorates only. "Divert Trade" and "Seize Lands" could be kept by other subjects, as they can be really useful.
I would suggest here a new interaction: "Restrict arms trade" (working name), which would reduce the spread of institutions from the protectorate to neighbouring countries. For a LD cost, you would then be able to reduce how fast institutions will be spread in Asia and Africa from your protectorates, which is something a player will use.
- Refine Colonial wars: The main issue of protectorates before institutions came along, was aggressive expansion. Indeed, protectorates could declare their own wars but the aggressive expansion would go to the overlord, who could then face a worldwide coalition due to his own expansion in Europe for example, and that of his protectorates in Asia. Reintroducing protectorates should be a good occasion to fix this, and my suggestion is that when a protectorate declares a war on his own, he gets his own AE. But when an overlord declares a colonial war and feeds his protectorate, then the AE is for the overlord. For those who don't have The Cossacks DLC, they cannot declare colonial wars thus only the Protectorate will get AE, which is thus not an issue. Protectorates could then be coalitionned by their neighbours, and the overlord would then have to choice to defend or not his over-aggressive subject. This is again more agency for the player, and thus a good thing in my opinion.
Also, colonial wars should be a two way street, meaning if you declare such a war on a colonial power or one of his protectorates, then it will be a colonial war for your opponent as well (who would call his protectorates and not his allies). And such a war should prevent taking provinces from the same continent as the capital of the overlord. I suggested this before and I don't know why it wasn't implemented this way.
I think the direction of the game goes towards more subject types, as evidenced by the introduction of tributaries in MoH, and not fewer. Thus, removing protectorates was a surprising and for me saddening decision. I play the game since 1.0, protectorates came in 1.14 (Conquest of Paradise patch), which was in January 2014! Thus, they were for me an integral part of the game and I'm still not willing to see let go instead of fixing their issues.
I thank all that would go until the end of this post, and hope that it could at least start a reflexion on bringing protectorates back.
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