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how can I force someone to become a reichsstadt ? they dont seem to wan to they always have -20 to do so. How can I increase the number? is it about diplo rep. or about imperial authority?
It is very difficult to get a non-republic to agree to become a free city. The wiki has a list with all the modifiers which affect their acceptance.
 
Is there any way to check which country is affected by Bankruptcy?
Or just check specific country?
For a specific country, you can hover over the autonomy of a province and see if it has +0.05 Monthly autonomy change from a bankruptcy. Or you can hover over the morale in the "Army quality comparison" in the ledger to see if they have -50% from bankruptcy.
If you want to be informed about when other countries go bankrupt, you can change the message settings. I don't know what the default is for that. I sometimes get popups about bankruptcies, but I'm not sure if that is only for countries of interest.
 
Maybe not a quick question, but is it worthwhile to take Mandate as Japan after eating almost all of China?

In my current game, Ming exploded and the remainder got mostly eaten by Shun, Wu, and friends. So I force-vassalized the three-province Ming minor and fed it back its cores, then diplo-annexed it. Does it make sense to take the Mandate from Shun at this point?

I took the mandate to see what would happen. The 25% advisor discount and spy defense seem nice, but so far each reform means at least five years of doing nothing but quashing rebels plus a lot of negative events while waiting for Mandate to get above 50 so I can get back to beating on the Ottomans. It's kind of like the old Westernization gimmick.

I haven't taken the mandate in my game for role-playing reasons. But it has some good benefits and a few downsides:

Max Legitimacy
-2 unrest
+1 religious tolerance (all faiths)
+1 dip rep
+10 max absolutism (super nice)
+5 vassal income (lol)

Max Mandate/Meritocracy
-2.5 unrest (less good than legitimacy, unless tolerance of heretics/heathens is somehow already +3)
-10% stability cost (not amazing)
-0.03 monthly war exhausting (nice)
-25% advisor cost (useful early/mid game, afterwards ehhh)
+50% spy defence (whatever)

All in all, I'm more of a fan of having legitimacy (Court and Country event is easier too) even if you decide not to take reforms and such and stay out of trouble and play like any nation. However, the last reforms are very nice (cheaper cores and a +1 adm/month). A benefit to not having legitimacy is royal marriages not costing legitimacy and not having to worry about heirs and such. One annoying factor is that devastation will be a big problem, so while normally you can just ignore it, now you have to build forts if events happen, and avoid enemies taking your soil.

Where it really shines though is in getting free tributaries. Getting a tributary is already nice (even by war, forcing a tributary costs max 200 dip... an investment that can be returned in 100-16 years depending on dev, so often very much worth it), but for the Chinese emperor it's totally free. You can absolutely swim in monarch points if you take strategic ports around the world and turn all those new neighbours into tributaries. Also useful for turning mp/money into prestige.

The decrees are ok too. Even if you don't have a high meritocracy gain, it's still useful as a button to convert 200 mil points into better armies/navies or also important, cheaper cores/development. A button to convert MIL into ADM is always good if you want to conquer lots of land. Probably also worth it for development, store monarch points until you're near the limit (quick with tributaries), turn it on for 200 mil (or less if you have meritocracy gain), and you'll have a net gain on mp and probably even on military points if you also keep developing for a few years after.

All in all, taking the mandate requires more patience and restraint (even if you don't get reforms), due to not taking loans etc. but the benefits will probably be worth it in the long term.
 
Max Legitimacy
-2 unrest
+1 religious tolerance (all faiths)
+1 dip rep
+10 max absolutism (super nice)
+5 vassal income (lol)
What how? When I took over the mandate legitimacy got replaced by meritocracy which on the other hand was hard to boost as it only grew from having high level advisors.
Also the mandate is only at 60 and reforming the empire takes its time which is quite annoying as the New debuffs are much more severe then before the update.
The mandate growth is really small as well unless you have lots of tributaries.
Also I don't like tributaries the do practically nothing for you.
 
Greetings fellow Emperors,

I would like to know where this aggressive Expansion comes from?

- Ironman, hard
- newest game version, all DLCs
- I never declared a non-CB war or did anything I know I get -AE from
- countries like Mali and Oriates dont even have a coast and are far away from my territories
- they got -28 AE out of nothing, and after I took 50 Dev in Indonesio after my last war they even climbed to -41 AE
- surprisingly, Vijajanagar, which is much closer, is only at -18 AE

Any ideas? :confused:

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I would like to know where this aggressive Expansion comes from?
[...]
- I never declared a non-CB war or did anything I know I get -AE from
Do you know that you get AE for taking provinces (base is 0.75/develop) and vassalizing countries(base is 0.5/dev)? These are decreased by distance and AE modifiers, but they are increased by several things including taking land from/vassalizing non-co-belligerents, same religion(you probably took sunni provinces and Mali is sunni), same culture, infidel conquest(all sunni nations get increase AE, if you take sunni provinces while you are not a muslim[of course the same happens for other religions as well]).
 
Do you know that you get AE for taking provinces (base is 0.75/develop) and vassalizing countries(base is 0.5/dev)? These are decreased by distance and AE modifiers, but they are increased by several things including taking land from/vassalizing non-co-belligerents, same religion(you probably took sunni provinces and Mali is sunni), same culture, infidel conquest(all sunni nations get increase AE, if you take sunni provinces while you are not a muslim[of course the same happens for other religions as well]).
Thx for the answer! I see, the distand modifier is also additive like infidel conquest, not multiplicative. That explains a lot thx :D
 
I see, the distand modifier is also additive like infidel conquest, not multiplicative.
Did you get that from my post? That's not what I wanted to say. I don't really know which modifers are additive and which are multiplicative. Based on some research somebody did for an AE calculator and my own tests, I think that part of the formula is:
Code:
base AE for province * CB AE * (1 + AE Impact) * (1 - adm eff) * (1 + target AE modifiers) * (1 + non-co-belligerent-modifier)
base AE is 0.5*dev for vassalization and 0.75*dev for conquest
AE Impact is as displayed in the modifiers list in game
target AE modifiers are added together from same religion(0.5), same culture(0.5), same culture group(0.25 applies only if not same culture), HRE conquest(0.5) and infidel conquest(0.25)
and non-co-belligerent modifier is 0.5 if you take land/vassalize a non-co-belligerent

But it is also possible that some of the target AE modifiers are multiplied with the others.
And I don't know where distance is placed in the formula. I think that the reason for the relatively high AE with african nations is that the whole of africa is one sub-continent, but Asia is divided into multiple sub-continents. Africa also has few regions and the Sahel region, where Mali probably has a province borders the Horn of Africa region directly
 
Did you get that from my post?
Thx for breaking this down in detail! No, I didn't take it from your prior post, it just looked to me that the distant mod is additive then. Might be wrong though and Wiki suggests that its multiplicative . . . So at least religion seems to be the explanation for my current -AE distribution. Thx :)
 
I have an army with a conquistador , but I am not able to get to some Terra Incognita areas.
For some I have green arrow and I am able to move there, but for some I have red cross. Why is that?

d35s.PNG
 
I dont get this.
I fought a small army and thought I would crush it. I won, but the army survived. It was on Ottoman territory. I thought I could engage them in Combat again, but now they are
FLEEING TO AUSTRIA?!
Why can they do that?!
They will reach safety at their bigger army. Isnt that unfair? Why can they go there?
ottos.jpg
 
If Ottomans still has an 40k army, but they are running around in the world and in the meantime all their country gets occupied,
will they be forced to dissolve their army because they get no income anymore?
Once I full occupied France who had 45K, I cornered that army in the last free province of France. My goal was to bankrupt them, while I did not manage to bankrupt them during the war they had so many loans that they started dissolving their army down to 30k. I was kind of surprised that they where able too, because The player can't delete units when bordering enemy armies (why can thethe AI though).

To answer your question: yes somewhen they will reduce the seize of their army, though it seems that they will only do that to evade bankruptcy (which won't help them if you take all their money in the peace deal).
 
I was kind of surprised that they where able too, because The player can't delete units when bordering enemy armies (why can thethe AI though).
IIRC there were no restrictions on disbanding originally, then across many patches they added random ones. Whether any given aspect is bug or 'feature' only God knows.
 
When force converting a nation while taking their current capital will the new capital instant convert? Or will no provincial conversion happen at all?

Also when subjugating a nation that has taken exploration ideas will that nation opt to take expansion as well or will it not?