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Blizzrd33

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I played multiple games as Poland, and I've converted 80% of Lithuania's provinces in each game, since I increase my missionary %, and NOT ONCE in the last 4 games, has Lithuania ever activated the conversion bonus. I promise, it would have sped up the entire process for me by decades, I'd have noticed for sure.
Your subjects needs to have a strong economy to have spare monthly gold for state edicts like the religious one. I've seen plenty of my vassals use it, but only ever the wealthy ones. When going for One Faith if you're on the clock, subsidising your subjects and/or clearing their loans can be worth it in terms of time to enable them to turn on religious edicts while you convert their provinces.
 

SonofWinter

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Your subjects needs to have a strong economy to have spare monthly gold for state edicts like the religious one. I've seen plenty of my vassals use it, but only ever the wealthy ones. When going for One Faith if you're on the clock, subsidising your subjects and/or clearing their loans can be worth it in terms of time to enable them to turn on religious edicts while you convert their provinces.
If I can siphon income from a PU member then they can afford it. They are simply NOT doing it.
 

Blizzrd33

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If I can siphon income from a PU member then they can afford it. They are simply NOT doing it.
They are for me.

Siphon income just takes a lump sum of gold from your subject - their gold in hand is not the measurement that AI uses to determine whether it can afford to turn on a state edict or not - it is their monthly income. You can still siphon income when your subject has loans and is running a deficit, so hardly the right metric to be honest.
 
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SonofWinter

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They are for me.

Siphon income just takes a lump sum of gold from your subject - their gold in hand is not the measurement that AI uses to determine whether it can afford to turn on a state edict or not - it is their monthly income. You can still siphon income when your subject has loans and is running a deficit, so hardly the right metric to be honest.
Actually you can't siphon income if they are in debt. I've seen that as a grayed out option multiple times because of this reason.

Also, I'm paying for the conversion cost, not Lithuania. They just have to give me an assist, you'd think getting extra income, once the religion is correct, would be motivation enough. But noooo, that's just too much for the AI.
 

MotherRussia

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I always want to use the institution spread/speed one, but at this point in my current run I have 48 states -- so that's actually 96 clicks minimum on the macro builder in order to enable the institution spread across all my provinces, and then 96 clicks again later to default them all back to no edict. (It would be 144 clicks, but on the confirmation popup you can at least hit 'c' on the keyboard to save a click and speed things up)

I honestly can't do it anymore -- it's way too many clicks to manage edicts in any game in which you're a major land power. I looked for mods in the workshop that allow you to do edicts in bulk -- like setting it on 20 states all at once from the macro builder -- but no such mods seem to exist.

Right now the "manufactories" institution is spreading in pretty much all of my states at the same time, so here's where I have to ponder whether I'm really willing to do 192 clicks to turn the edict on and off again later.
 

TheMeInTeam

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Institution spread is a % modifier, it is useless unless you are already getting spread in the provinces in question. Usually, you just enable that one in a couple border states to be able to embrace sooner, then turn it back off. There's not much point for using it on institutions you will get within 5-10 years.

+200% cost tend to overwhelm any purely economic benefit, so edicts are inherently pushed towards temporary use. I mentioned defensive earlier in the thread, but development, de jure law, religious conversion, and advancement all see temporary use game to game too.

It is difficult to imagine many normal cases where a small amount of ticking autonomy reduction, trade power, or manpower is worth the added costs. Maybe you can mass the trade power one for a year just to hit an estate mission, then drop it again.

De jure law is interesting while it lasts. If you annex same-religion territory, you can often lower autonomy, wait until rebels are nearly 100%, then turn it on for a year to slap them back to 0%. Disable and repeat later until the 30 years pass.
 

SonofWinter

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yes. I use dev cost reduction to spawn instituion. I use religious conversion for - faster conversion (duh). I use institution spread in late late game.
Yes, we all do. The problem is that the Religious Conversion does NOT turn off when every province has been converted in that State, and then you are paying for an edict for the next 40 years because you forgot to turn it off. That's an easy fix but it isn't being done. A defensive edict is good, in time of, you know, WAR, we do NOT need it to rack up bills for us, in time of peace. Again, a minimum time limit of 1 year is fine but it should turn off, once the need for it, is gone.
 
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bokorthedust

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The culture conversion cost reduction is a gamechanger if you do culture conversions. With enough modifiers you can get the cost down to 3 power per province.
That is not true. Even before 1.32, you couldn't get all provinces down to 3 dip, but there were large swaths of lands from at the game start uncolonized provinces that you could, with reaching the -90% cost to culture conversion plus the -80% overseas modifier on top, convert for free, but the uniform 3 dip/province no matter its size was never true. As of 1.32 the lowest you can get the cost is equal to the development of the province, capped at 30.
 

Less2

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+200% cost tend to overwhelm any purely economic benefit, so edicts are inherently pushed towards temporary use. I mentioned defensive earlier in the thread, but development, de jure law, religious conversion, and advancement all see temporary use game to game too.

It is difficult to imagine many normal cases where a small amount of ticking autonomy reduction, trade power, or manpower is worth the added costs. Maybe you can mass the trade power one for a year just to hit an estate mission, then drop it again.

It's not actually +200% state maintenance because it's not additive with other state maintenance modifiers. In reality it's just 3x state maintenance while an edict is in effect. Because of this if you have town halls (-50% state maintenance) edicts are pretty cheap and stacking basically anything else makes them almost free. Ottomans for example get Pashas for another -50% state maintenance which makes edicts literally free.

Another "trick" is to turn on manpower edicts for one month before slackening.
 

holyvigil

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Yes. When they pay for themselves.

Missionary strength to decrease missionary cost.

Defensive to win wars.

Dev cost to dev.

Your capitol should always have one since state maintenance is reduced on it.

The ones I do not recommend is autonomy reduction and trade power. Both I think the math turned out to not really be worth it.
 
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Word_Smith

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That is not true. Even before 1.32, you couldn't get all provinces down to 3 dip, but there were large swaths of lands from at the game start uncolonized provinces that you could, with reaching the -90% cost to culture conversion plus the -80% overseas modifier on top, convert for free, but the uniform 3 dip/province no matter its size was never true. As of 1.32 the lowest you can get the cost is equal to the development of the province, capped at 30.
Maybe things have changed since last year, but in my last Ming game most provinces in China cost 3 dip to convert.
 

bokorthedust

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Maybe things have changed since last year, but in my last Ming game most provinces in China cost 3 dip to convert.
Actually, I think I misread your post and thought you said you can get the price down to 3 for all provinces. As in any in the world. You are right of course that before 1.32 you could get most for quite cheap (3-4-5), but bigger provinces cost more even back in those patches. And as of 1.32 the cheapest price is equal to the converted province's development, so 3 dev provinces convert for 3, 4 dev ones for 4 and so on, up until 30+ dev provinces which all cost 30.