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Valdrec

Corporal
49 Badges
Aug 25, 2017
33
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One line summary of your issue
[3.3.0] Merchant Republic Can't Move Capital for Minus Year Number

Game Version
3.3.0 (YDSW)

What expansions do you have installed?

The Reapers Due,
Conclave,
Horse Lords,
Way of Life,
Charlemagne,
Rajas of India,
Sons of Abraham,
The Old Gods,
The Republic,
Legacy of Rome,
Sword of Islam

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Turkic nomads had driven down into Sri Lanka, and settled there many generations ago, to form a Merchant Republic. Initially they made their capital at Pihiti, laid down a Great Harbor, and drew in a large number of riches as they piecemeal reconquered the Indian Subcontinent. Although changes in succession had lowered the standing of the royal family to a mere republic, Clever governance expanded the Most Serene Republic of Kabulistan, into the Yagbuid Principality.
Plans were set afoot to make Rohana, the new seat of the empire, given it's mountainous landscape, and difficulty to conquer while still remaining with access to the Indian Ocean, but it was discovered some time in the 1100s that it would be too early to move the capital. Wait. Too late? The number of months to move seemed to go up, but was actually going down. It read: -13357 months to move the capital.

Steps to reproduce the issue.
Move capital as Horse Lord.
Settle as Merchant Republic.
Attempt to move Capital.

(I'm not 100% sure of the route because it's a while since I did it, and then some time before I noticed it. I think I've had this problem with Merchant Republics before so it's not necessarily connected to Horse Lords)

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Maybe there are some very limited circumstances, such as when the capital is not the primary title's de jure capital, but otherwise, merchant republics cannot change their capital. This government description is inaccurate, to the best of my knowledge. This description does not reflect the game's mechanics, since it's just text.
 
I think that Merchant republics are intended to be able to change capital only to dejure capitals, and it seems to work that way, but the tooltip is lying, they do these things sometimes.
 
I think that Merchant republics are intended to be able to change capital only to dejure capitals, and it seems to work that way, but the tooltip is lying, they do these things sometimes.
The fact that it's a stack overflow and not a "if these things are true" makes me think it's a bug. But do you have other examples of this? I'm curious. almost 2k hours in the game and I'm still learning
 
The fact that it's a stack overflow and not a "if these things are true" makes me think it's a bug. But do you have other examples of this? I'm curious. almost 2k hours in the game and I'm still learning

Good Point, you converted me.
 
Last edited:
Can you write yourself some decisions/events for testing?
Set your government feudal and then do "set_preferred_capital = 1279 # Rohana" for your primary title, and see if this trick allows you changes capital.
If yes, there might be some room for improvement in nomad_adopt_republicanism decision.
 
Can you write yourself some decisions/events for testing?
Set your government feudal and then do "set_preferred_capital = 1279 # Rohana" for your primary title, and see if this trick allows you changes capital.
If yes, there might be some room for improvement in nomad_adopt_republicanism decision.

Not on iron mode, no.
 
When MRs came out, the AI would move the capital sometimes and destroy the MR. I think they took a hammer to the problem and now prevent the capital from being moved - ever.
 
When MRs came out, the AI would move the capital sometimes and destroy the MR. I think they took a hammer to the problem and now prevent the capital from being moved - ever.

Sure, people have suggested that as a reason in this thread, but why isn't it listed on the merchant republic choice, why can't I find any change logs of this?