So can somebody tell me whats so good about Plutocratic?

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slv

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You get two trad per ten years, not three.
Oh god, was it nerfed? Than sure, policy sucks :)
For those of you arguing the math, are you taking into account the random 50 bonus points to A/D/M at each re-election?
Sure, I did :)
Similar to some others, you have to operate on the assumption that you get an extra election that you wouldn't have otherwise, and that is a very large assumption.
Ehrm, it is a very large but true assumption. So imagine two scenarios.
1. I play a game with republic, start with 100 RT, end the game in 1750 with 50 RT
2. I add an event in 1500 which gives me 10 RT. I play a game start with 100 RT and end in 1750 with 50 RT.
Assuming I got the same events where does RT goes for? Yep, it's one more reelection :)

Sure, I can't say that these 10 RT points went for an reelection of a 666 guy (I was reelecting 666 guys in scenarion 1 evey time too). Most likely I just started reelecting a "Dictator" one year earlier, shifting the rulers order. But still, in 1750 you will see that you had an extra reelection.
 

yerm

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How many of you are actually limited in re-electing 666 monarchs based on rep tradition, or are you like me and just reelect a young dude until he's dead, then super saiyan RT back up with 411s, then reelect when RT is high and the monarch is young? The policy is gradually increasing RT gain. Unless you're for some reason voting a 666 out (why god why) you're not actually adding a raw cycle at max value, you are in effect decreasing the downtime of 411 leaders so that you are at the powerup to 666 point sooner. So, as a result, RT from the policy should hold the same MP value as RT from any other source - the average - not some magical ideal re-elected 666 amount.

In other words, if Novgorod averages 10mp/month, but after unlocking Ivan's hundred it averages 12mp/month, we would say that the .5rt is adding 2mp/month. We wouldn't give it magical credit for only 666 re-elections, that's absurd.

So, if someone really wants to math it out, figure out what the running average is with and without the policy, and the difference is quite obviously how much the policy adds. Don't do some pseudomathnonsense where you take the value of 666 re-elections exclusively, when we all know you're going to re-elect that 666 with or without the policy.


Personally, I think plutocratic is useful as a military point dump for mostly non-military ideas. Useful if you don't think you REALLY care about mil ideas long term but want just a little something now, or you're looking to dump mil points. The policy is not in any way a factor on me taking plutocratic.
 
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TheMeInTeam

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I have to get pretty lucky to get enough young rulers in a row that I can't re-elect someone in 30's to 6/6/6 then do it again first opportunity, or sufficiently unlucky to have serious dictatorship risk. This pluto policy has the makings of a harms-more-than-helps pick, unless you really need that tax. Plutocratic is taken before policies are a serious boon, as an early game springboard, not to run suboptimal policies late game.
 
I

indika_tates

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Plutocratic is very good-rounded idea group. Is not the best one of course, but if you take it early you get a lot of benefits from it. 5% tech discount is ever welcome. The caravan trade power is something that can't be neglected. Combined with your caravan power from being a republic mean that you steer a lot of inland trade nodes just putting a merchant in. Increasing goods produced nationally increases your income. -2 unrest is an awesome idea. Is a merchant-republic idea group oriented, not a military idea to be the new Prussia. Every time I play a merchant republic i take it as my second or third idea.
 

qbln

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Someone probably told earlier but Plutocratic Idea is basically a bundle of adm and dip ideas which you can buy with mil points. Considering it's so hard to dump excessive mil points late game, it's quite good alternative to pick up.