there are events with the councillors that give mercantilism as well. I've got more than 20 mercantilism in a game as Denmark in 1.7, you have to get a trader and the guy who reduces inflation to get it, it used to give 5 mercantilism per event.
I'm trying this now as Venice. It's 1677 now and I've got 81% mercantilism. A large part of that is due to papal influence. I chose Religious Ideas second for the "Devoutness" +2 influence and "Christian First!" in the Venetian event for another +2 influence. I've got the Papal States as vassals and I get 16 papal influence each year, so if I'm unlucky and get no more mercantilism events I should still make it solely on papal influence.
Wait, Trail of Tears is more doable? With all the extra provinces in the 13 colonies region?
Yes, I have them as a vassal as well and the +100% influence for maxing relations with them does improve things a lot with the 100 influence for 1 mercantilism option. You're way ahead of me on mercantilism though as I'm in 1643 and only have 68. I did kind of give up on the idea at the start of this run through as it just seems unlikely since I'd still need a lot of mercantilism events to fire to make it. It does seem like I may end up getting close though. I buff my influence by conquering everything left and and right and converting it for 5 a pop, but I assume you're doing that as well since you're so far ahead. This seems like a good strategy - get the papal state as a vassal, maximize PI increase, grab up another mercantilism for 100 PI at a faster rate.I'm trying this now as Venice. It's 1677 now and I've got 81% mercantilism. A large part of that is due to papal influence. I chose Religious Ideas second for the "Devoutness" +2 influence and "Christian First!" in the Venetian event for another +2 influence. I've got the Papal States as vassals and I get 16 papal influence each year, so if I'm unlucky and get no more mercantilism events I should still make it solely on papal influence.
I was eyeballing this achievement as a possibility to hold me until DA:I drops cause i don't wanna start anything too big. This thread was very helpful so a little summary...
Merchant Republic to start at 25%
Republic Tradition < 50 : +3% Mercantilism Event
Christian for the 100 Papal Influence -> 1% Mercantilism
Trade Ideas + Plutocratic Ideas : Events
Religious Ideas : +2 Papal Influence
Genoa gets 2% Mercantilism Missions
Venice gets a +2 Papal Influence Decision
Someone mentioned Trader + Master of Mint Advisors = 5% Event but i couldn't find it on wiki, if anyone can help me out with that.
One problem - the game is bugged. Even though it says +5 influence for taking a province, it doesn't always actually do so. It seems like if you have recently used your influence to buy +1 mercantilism, the next few conversions after spending the influence are not counted. I think this is a bug although there may be some rule or some such wherein they intended this. But it does sort of screw things up a bit because optimally you would go out and grab up as many non-catholic provinces as possible and keep converting them in a stead stream to maximize your PI gain and thus your +1 mercantilism at 100 PI to the shortest time interval possible.
Anyone else seeing this issue?
Converting provinces no longer gives papal influence. I think it was changed in 1.8( correct me if i'm wrong) because of the new way the papacy works. If they kept it people could buy legitimacy/stability/mercantilism way too easily.
Meh, but there's still a pop-up. This rather ruins everything. They shouldn't have eliminated it - why even bother converting a province if your ideas and such basically give you so much negative unrest that there's no reason to even bother. I suppose that at Paradox they're just all atheists that hate Catholicism is the obvious answer![]()
I don't think they've stated which is the bug, no influence or popup saying you get...
Someone mentioned Trader + Master of Mint Advisors = 5% Event but i couldn't find it on wiki, if anyone can help me out with that.
If you have trade ideas and can get 60% trade income it is simple.
Remove trade ships to have between 40 & 55% trade income.
Get mission to have 60% trade which gives mercantilism.
Send ships out again -> complete mission.
Get another mission and cancel it.
11 months later reassign trade ship
Next month take mission again