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UnsungHeroRising

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How can I get HRE minors to actually accept Unlawful territory? It always says "strength of alliances -100 or something close." But it's 3 province minor Baden with 0 Allies and I'm Burgundy with all my union members, 24k army, and allied to 4 of 7 electors. (plus all my god generals, thaaank youuuu charles) I even border the guy. How the hell does that work? I keep hearing that people abused it for Imperial Authority way back, but now it doesn't seem to do anything. I also heard that once people abused it, Paradox just made it the way it is now.

If the case is that people abused it for IA, then just remove the excess IA. Unlawful territory should be used to stifle powers that you don't want to grow, from growing. Not for giving revolt risk to people you don't like. It could be something like this: You don't lose IA unless they refuse, in which case you get the amount you spent back once you win a war verses them for the war goals you set. they should be way more willing to accept, unless they themselves are close to your strength, or further away from your nation. This works both in the literal sense that a nation SOMEHOW in the HRE in Asia will never accept unlawful territory, because honestly there is very little common sense reason why you would go that far to beat them, but Salzburg will return both Bavarian provinces to them because they are literally next door and despite how many allies they have they know they'd be the front line, getting the most war exhaustion and most of the sieges, and in the sense that nations of fair strength in corners of the empire that you are not so close to (like Prussia) will historically get much stronger because they weigh the pros of taking over their rival, say, Pomerania's lands as being worth more than the risk of being declared on by an Austria that has high war exhaustion and low manpower thanks to a war with somebody like France over the lowlands or something. Maybe add something like "historical rival" as an optional behavior for nations that historically grew strong in the HRE, limiting those that don't? I don't know. I'm just a guy with too much time to think about these things I guess.

I just think there are ways to make imperial authority work without just turning it into an unrest spawn-er and a cb giver. As it is stealing the empire from Austria and being emperor yourself seems strange. You still get the massive AE from taking Imperial provinces, but you actively have to fight all the other members to keep them from killing everyone else. When you beat a member, guess what! You have to kill his three neighbors because they took chunks out of him while you were fighting him. Diplomacy with HRE members seems mostly pointless, the emperor actions mostly don't work even if you ARE half the empire or more, and you end up at war with them anyways. I get that the HRE wasn't a real empire, but even so I doubt the emperor was as powerless against the members as you the player are. As it stands, being the emperor of the HRE doesn't feel like being emperor of the HRE. You feel like a member of a role playing club, trying to enforce the rules that you all set at the beginning while everyone else just ignores them. Imagine if everyone ignored the Dungeon Master in D&D. Is that fun?

Maybe this is just a bug, maybe all that I've said is pointless. I don't know. I'll be getting my Inca sun god achievement either way.
 

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The HRE needs a rework since a long time ago. Even if you get the Imp. Lib. CB if they refuse, what good it does when it expires? You can't really expect people to truce break to actually use it whenever an elector you allied to starts blobbing like a madman.