Ck2 Making A Merchant Republic
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Ck2 Making A Merchant Republic Login
So in addition to my 'Amazing Adventures of House Louping' game, I've decided to try my hand at making an ahistorical Merchant Republic based off the Isle of Man, Charlemagne Start.Is it better just to rush straight into the Republic proper or should I spent time as a Tribal first, building up my holdings and maybe snagging a few bits and bobs from Ireland and Scotland before flipping?Along those lines, can Republics have feudal vassals (Like say, if I wanted to flip Ulster and Galloway Feudal but remain Republic myself), or should I flip any meantime acquisitions as surrogate cities? If I do so, will I then find myself competing with said cities for trade routes? Do not be in a hurry to become a Merchant Republic. Enjoy your time as a tribe pillaging with your decent levies. I highly suggest upgrading your villages as much as possible before taking the decision. Once you become a merchant republic, you will spend your entire time defending yourself from Germanic raiders as your counties will be the wealthiest in the region.
More provinces with maxed out villages (at least for the forts and market) means you'll be able to generate wealth faster. Unless you're a pagan, you're going to have a tougher time expanding once you become a republic as well.Republics can absolutely have feudal vassals. They can have any type of vassal. The only other characters in your realm that will compete for trading posts will be the other patricians that are created once you become a merchant republic. Keep in mind that you need to have Tribal Organization maxed out to become a Merchant Republic; since you're going to use the Isle of Man, you'll start as a duchy-level ruler so you don't have to wait to create a title first but it'll still take you twenty years of game time to do that since the first jump can be made immediately after the game begins. So there will be plenty of time to build infrastructure while you wait out the five year gaps between raising Tribal Organization. Scholarship is a good way to pass that time since it'll let you unlock shipyards early on and raid more valuable targets and you can toss the remaining points into Military Organization.
It's probably best to wait until your second ruler to become a Republic anyway; twenty years from start would put Man's ruler in his late fifties so he wouldn't have much time to enjoy the fruits of his labor.Grab some concubines from your neighbors while you're at it since you'll want tons of family members to increase your trade post limit. Set up matrilineal marriages for your daughters as well; basically keep all of your family at home for that first few generations. Since the game will use existing courtiers to start the other Patrician families (or generate them randomly if you don't have enough), try to get claimants for nearby counties to come to your court; if you claim a tribe for a Patrician, they'll develop a tribe into a city.Otherwise, the chances are pretty much nil that you'll wind up with a Republic vassal since the game is pretty much rigged against it happening. Feudal vassals are a waste of a perfectly good county if you're a Republic. Lord Mayors provide more revenue and don't have a huge opinion malus against you just because. Sure, you can take an additional opinion hit to get a pittance of taxes out of the feudal vassal but the AI WILL do away with feudal taxation if you ever lose the position as Doge.