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You basically just described administrative government. Which brings up to THE question; how to differentiate Republics from Administrative?

Perhaps the Republic could force everyone to have their estate in the capital, with estate owners called Patricians.

The Doge/Stadtholder would be more limited compared to the Basileus. Maybe all Patricians get to vote on stuff the Doge does (imprison, declare war, etc) in a Senate.

And Patricians would be able to build special buildings in any province where the local liege accepts, things like banks or warehouses, which open unique interactions. That's where they get their money to influence the Doge.

Republics would also be very restricted regarding expansion compared to Administrative. If the latter is for wide play, the former would be for tall play.

Administrative government is more based on governorships of the provinces. For a Republic, it needs to be based much less on governorships but rather the main republican offices and participate in the assembly/curia. So having the different College of the Sages, Captain General of the Sea and so forth. Holding offices should come with actual powers and not just giving some buffs to the republic.
 
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If I correctly remember the number that was given, it was something like 5% of people playing as a republic, while 95% did not.
CK2 has been free to play for a long time now, and playable republics are a DLC feature as well, so one thing I would like to know about those numbers is if they counted everyone who's also just tried the game for free and didn't play too long? And even before the game went free, did they count any of the 140,000 concurrent player peak when it had a free weekend back in 2018? 5% of people touching any DLC features at all in CK2 seems normal if that's the case.
 
Honestly, at this point, I am just waiting for CK3 Republics DLC.

I can't wait to play as Kuttenberg or any other medieval city, and create a city-state, later a republic. So many opportunities. Hell, I can even roleplay as my hometown.
Medieval larger communes were nests of political intrigue among patrician houses that ruled them, it's a great potential for CK3 DLC.

I really hope this time we'll be able to play also land republics, not just coastal merchant republics.
I wish I could play as my Hometown. But it is only halfway possible for Vienna where my family moved later but my ancestry in Judenburg is unplayable for me because we can not play as Barons. Personally I hope as part of Republic DLC we will also get playable Baronies.
 
Administrative government is more based on governorships of the provinces. For a Republic, it needs to be based much less on governorships but rather the main republican offices and participate in the assembly/curia. So having the different College of the Sages, Captain General of the Sea and so forth. Holding offices should come with actual powers and not just giving some buffs to the republic.

If we draw on the foundations layed out by administrative I imagine republics would primarily play around trade rather than governorships. This game doesn't really fit a truly republican playstyle but rather trade republics in which patrician dynasties compete for power.
CK3 is inherently about building a dynasty, not city management.
Holding council positions would give you influence, ofc, but the main source would be from playing around trade - and that requires a robust trade mechanic that fits CK3.
By "trade mechanic that fits CK3" I mean one that revolves around characters rather than an abstract system of resources. Now that we have adventurers we can imagine a system where adventurers can be merchants, going around making money by transferring "goods", and patricians in republics could earn money and influence by turning their family members into such merchants.

This requires a significant investment from the devs, a major DLC, while less than 5% of players were reportedly playing as republics in CK2.

I would much prefer feudal governments being made more interesting and engaging than making republics or theocracies for that matter playable

Agreed - feudal is the basis of this game and it hasn't got any new mechanical content since its inception.
I want council votes, interactable factions, a range of laws that my vassals can fight me over and a better system of feudal contracts, much more than republics.
The signing of the Magna Carta should be in the scope of CK3 - the barons of England managed to get a parliament in the 13th century... And how about the appanages of France or the convoluted nightmarish structure of the HRE?

Ideally, I would like a DLC that expands feudalism in these aspects and touches up a bunch of kingdoms in western Europe (England, France, HRE, Italy), giving them unique forms of laws and feudal contracts to make them all play differently. EU4 did DLCs that expanded several countries at once so CK3 can do this too.
 
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I didn't play ck2 republics because they didn't have any power over vassals and unlimited domain for nk mode is bugged(game slow down significantly for every holding you directly own)
I play admin government in ck3 almost exclusively due to control over vassals.
 
Agreed - feudal is the basis of this game and it hasn't got any new mechanical content since its inception.
I want council votes, interactable factions, a range of laws that my vassals can fight me over and a better system of feudal contracts, much more than republics.
The same should apply to clan governments. I’m not saying they should be identical, but they should share a solid core of mechanics, each with its own distinct flavor.
 
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I am eagerly waiting for next year's Republics' implementation. Want to feel the power of Venice!

As for furthering the feudal gameplay, I am all for it and it can be done in the same production cycle.
 
Oh you WILL feel it. Considering the trend of releasing increasingly more OP government types...
Sadly, too true.

But then one should never be constrained of playing vanilla. So it points out to more time well spent rebalancing it to my taste!
 
If we draw on the foundations layed out by administrative I imagine republics would primarily play around trade rather than governorships. This game doesn't really fit a truly republican playstyle but rather trade republics in which patrician dynasties compete for power.
CK3 is inherently about building a dynasty, not city management.
Holding council positions would give you influence, ofc, but the main source would be from playing around trade - and that requires a robust trade mechanic that fits CK3.
By "trade mechanic that fits CK3" I mean one that revolves around characters rather than an abstract system of resources. Now that we have adventurers we can imagine a system where adventurers can be merchants, going around making money by transferring "goods", and patricians in republics could earn money and influence by turning their family members into such merchants.

This requires a significant investment from the devs, a major DLC, while less than 5% of players were reportedly playing as republics in CK2.

They tried that with CK2 and it turns out people find that design to be boring. You need to have more active internal politics. City management can be tied to dynastic politics as you want your dynasty to win prestige and influence even in a variety of offices of the republic before becoming Doge.

That or when you have powers limiting the Doge and giving more power in the hands of the councils.