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wastedduckling1

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It was suggested that I post this here too, so I'll just paste it:


So in my current game as the USA, playing as a constitutional republic has been made completely untenable by the sheer amount of shit I have to do to get anything through Congress. At my size (most of USA/Canada) I need about 57 seats in Congress. This is already a fucking shitstorm, because I have to hand out 57 seats which increases stability cost and war exhaustion cost by 114%. Couple that with having anything less than 100 republican tradition and you're spending 250/300adm on getting stability to 0. So half a tech's worth of admin points for 1 stability and you get some tax/production/manpower and minuscule autonomy reduction.

Now onto the actual mechanics of the parliament itself. Just look at the "Bribes" and imagine having to do about 30 of these just to get a decent chance of actually winning a debate. Tons of army/naval tradition, republican tradition, thousands of ducats, invaluable bird mana, prestige out the ass, just to get 1 base tax in a province and -5% build cost for 10 years? What's even the point when I can just spend the 50adm and forget about the 5 ducats I'm saving off my next Marketplace. Almost all of the actual rewards are outweighed by the ridiculous amount of resources you need to put in to make sure you can win the debate. And even if you paid your way to >75% chance to win, you can still lose and boom, 20 prestige gone. Advisers that cost 1 ducat/month can get you more than a lot of these bills can.

Now it's probable that Paradox designed this with smaller, denser countries in mind like England, and it probably works quite well with them. But neglecting to make it viable for large nations like the USA (whose standard government is a constitutional republic) just makes the flaws in the mechanic stand out.

I would suggest:

  • Add a province improvement mechanic alongside the bribe mechanic. Make these options more demanding than bribes, but reduce/nullify the chance that that MP will stop supporting the bill at some point. Examples: "Build a Galleon in X", "Build an Armory for X", "Increase adm/dip/mil development in X", "Convert Culture of X". This would encourage improving your provinces while not just sinking resources into the black hole that is bribery.

  • Make the bribery mechanic less demanding, but more erratic. Significantly reduce the cost for bribing MPs, but add more events that cause them to flip back and forth (maybe even increase the chance of defection depending on the ratio of bribes to province improvements), so that full reliance on bribes is dangerous and potentially costly for your nation.

  • Give much better rewards for passing the bills. With such a high input of resources into the debate, the rewards for passing bills should be much less mediocre. Perhaps add "tiers" of rewards based on the size of your nation. Examples: "+1 Colonist forever", "+X stability", "Add X base development to several provinces"
  • Rebalance the pros/cons of a seat being assigned to a province. I'm not quite sure how best to solve this problem, but a flat +2% stability cost per province is absurd.
On a side note, please, Paradox, for the love of god, let us pick the government type of our colonial nations (Between a Viceroyalty and a Republic) so that they stay the same government type when they form their independent nation.
 
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Casus_Belli

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I'd also say that some seats should support bills to begin with, this could be random, or based on certain conditions (e.g. lower developed seats may want a lower development cost.)

Also, perhaps you can have less seats, as in only a certain area of the nation's 'elite' is represented, but at the cost of a much higher unrest in certain areas without any nearby representation (I guess it could be similiar to a forts ZoC?), and may spawn rebels that would demand a seat and autonomy, or even outright independence.
 
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wastedduckling1

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Also, perhaps you can have less seats, as in only a certain area of the nation's 'elite' is represented, but at the cost of a much higher unrest in certain areas without any nearby representation (I guess it could be similiar to a forts ZoC?), and may spawn rebels that would demand a seat and autonomy, or even outright independence.

The ZoC idea could manifest itself in the form of states (or maybe you could designate provinces to a state, like a client state) and some of the bills could give a modifier for a whole state (like Add X base tax to Florida). One state, one representative.
 
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indalecio248

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  • Give much better rewards for passing the bills. With such a high input of resources into the debate, the rewards for passing bills should be much less mediocre. Perhaps add "tiers" of rewards based on the size of your nation. Examples: "+1 Colonist forever", "+X stability", "Add X base development to several provinces"

I usually add the base tax/dev/man whenever one of these debates come up, and it becomes prohibitively expensive. How much developement should be gained should be based on how large your country. Lets say 1 base tax/dev/man per 10 provinces you own. Something like that.
 
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BrokenSky

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I do agree that the benfits should scale with the size of your nation; For the +1 (development of some kind) things, it could give 1 point of relevant development to a number of provinces equal to the total development of your nation/100 rounded down (minimum 1).

How about wrt tiers there are two; temporary (10 years) and permanent (gives a permanent modifier to the nation, lost if the government type changes). There would be 5 temporary issues always, but permanent issues would only be available if you hadn't passed a permanent issue in the last, say, 30 years, and if there were one available. If these conditions were fulfilled, you would also have a choice of 2 (if possible) permanent issues, randomly chosen from the pool of available options. These would be unlocked by tech levels, idea groups, scenarios etc.

Permanent issues would be a lot harder to pass.
 
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