Strategies or suggestions for achieving A Protected Market?

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flavioso20

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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.
 

Alpinia

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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.
 

LanMisa

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I got repeated events giving me +2 mercantilism as Tunis. Something like "You have no wood. Import it from your enemies?" where the answer "We should rather build them from rocks instead!" gives you +2. I don't know what makes the event more probable to fire, though. This event alone triggered around 6 times during my campaign. Another one can happen if you have a trader as a monarchy, giving you +2 merc for -5 legitimacy.
 

calvinhobbeslik

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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, what is buying mercantilism with Papal Influence supposed to represent?
 

Purple Hazed

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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.
 
U

Ultrix Prime

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Wait, Trail of Tears is more doable? With all the extra provinces in the 13 colonies region?

Yes for two reasons - #1 luck isn't the core element to succeeding - strategy is. #2 Westernizing is a total walk in the park now. I westernized Ethiopia while at war with the Ottomans, for instance, since I was going to lose the war anyway and needed to spend the time more efficiently while getting roflstomped. So while there's more to grab up. thus theoretically making the victory condition more difficult, doing a fast westernization is much much easier in 1.8 (this is why everyone and their sister westernizes now in 1.8 - it's totally nerfed). Frankly, I'm just not fond of playing in NA - Mediterranean and Africa there's lots of islands, and a more interesting layout - especially so with Africa now. NA giant blob, go fetch (and the randomized new world creates these weird ugly things).

Any time you can plot a workable strategy to success this is 1000 times more doable than relying on luck. Strategy gets you success. Luck based approaches get you restarts. The fewer luck based elements the better.
 
U

Ultrix Prime

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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.
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.

This seems the most doable approach for 1.8.
 
U

Ultrix Prime

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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.

Now this is useful. Good job, well played! One thing to add - if you make the Papal state your vassal you can easily keep them at 200 relations for +100% papal influence. So currently I get +11 papal influence per year, which is clearly not fast enough. I think optimally one would want say 30 mercantilism from papal influence, so 3000 papal influence. Getting to 20 papal influence as quickly as possible seems like the way to go such that you can probably easily lock in the achievement with any of the merchant states as events and objectives seem to get you something in the 40-50 range for +mercantilism. I took plutocratic but didn't realize this gave +mercantilism events. Do any other idea groups do this as well?
 
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U

Ultrix Prime

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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?
 

Fionnix

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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.
 
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Ultrix Prime

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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 ;)
 

ChildeR

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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...
 
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Ultrix Prime

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I don't think they've stated which is the bug, no influence or popup saying you get...

The worst case scenario is that they took the influence away and left the popup by mistake. I'll assume the worst in this case as I'm sitting on 91.5 mercantilism and so of *course* i cannot get the last bits of mercantilism through papal influence for conversions. Has to be the worst case scenario. If it were, in fact, the other way, I'd save this ironman and wait for a patch.
 

flavioso20

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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.

I went looking in the game files and I've found the event, here it is:

country_event = {
id = mercantilism_events.6
title = "mercantilism_events.6.t"
desc = "mercantilism_events.6.d"
picture = MERCHANTS_TALKING_eventPicture

trigger = {
advisor = trader
advisor = master_of_mint
NOT = { has_country_flag = radical_mercantilist_reforms }
}

mean_time_to_happen = {
months = 120
}

option = {
name = "mercantilism_events.6.a"
add_mercantilism = 0.05
add_stability = -1
set_country_flag = radical_mercantilist_reforms
}

option = {
name = "mercantilism_events.6.b"
remove_advisor = master_of_mint
add_adm_power = 20
}

option = {
name = "mercantilism_events.6.c"
remove_advisor = trader
add_dip_power = 20
}

option = {
name = "mercantilism_events.6.e"
remove_advisor = master_of_mint
remove_advisor = trader
add_adm_power = 20
add_dip_power = 20
}
}

if you have a trader and a master of mint you can get 5% mercantilism in exchange of 1 stability. MTTH is 120 months.
 

Less

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It used to be possible (dunno if it still is) to take those Genoa missions over and over, and you could take them if the land was held by a vassal. You might try releasing vassals and re-annexing them a few dozen times over to continually complete the mission. Keep in mind that you'd need to have 2 different missions since the same mission won't come up twice in a row, and most of the missions won't come up if the owner of the province has their capital in said province.
 

lordvagrant

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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
 
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Ultrix Prime

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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

That could be a bit tedious since you basically end up doing a DDRJake style thing that they will probably patch when they get around to it like one of the infinite prestige exploit he did (mission to save money, buy a zillion ships to have no money, get decision, unqueue ships, take decision, buy zillion ships, etc, etc) - this may work for now, but it's sensible that they would either put in a bigger delay or eliminate being able to do this altogether.

It's very straightforward to get this achievement without having to undo a mission so you can recreate it and play the game in a more, to me any way, "normal" fashion (i just hate these gamey things - it doesn't feel like a strategy game any more at that point).


Simply play as a merchant state, Genoa is fine. Vassalize the Papal state and max relations. You get a 100% increase to yearly papal influence when your relation number with the Papal State is at 200. That is easily 9/year giving you 1 mercantilism ever 11 years. When the counter-reformation option comes along, simply take it for 11 PI a year making it 9 years and 1 month per point of mercantilism. If you want to take religious ideas for the additional papal influence you can do that as well and shorten the time span to getting 100 PI for another mercantilism even further. Then getting the 60% trade mission done and taking the missions to grab Constantinople, Tunis, Tangiers, etc throws another 20 mercantilism from the missions.

This combined with the normal events that give mercantilism as a decision make the achievement pretty close to a certainty. You do, of course, have to go taking places like Tunis, Tangiers, Constantinople which typically the Ottomans, Portugal and Spain are going to have something to say in the matter. Thus, it's not trivial, but it is very doable without sneakiness or a whole bunch of luck to get it.