I … Two, the march retains control of territory, and can thus provide you with significant amounts of land that are not counted against your state limit for the RT malus, but are stated land in the hands of your march that contribute 50% of their overall trade value (rather than having it be 75% autonomous unstated land in your hands) while still also contributing by being a producer of goods in nodes that you will doubtlessly dominate. colonisation is indeed a good option after that, so you can increase your navy, but secure your position in europe first(unless you're going for exodus), colonisation is expensive and that money can also pay for more mercs. This is insanely powerful, as it means you can finance expansion entirely on the back of loans, which then raises your income more than the interest you're paying on those loans, 4) national bank event; you're going to need 24x monthly income loans to keep your inflation at zero even with forgive usury, economic ideas, and half the time having a half price inflation reduction adviser. Later you can try and get the provinces with trading bonuses in your trading zone so you can keep most of the trade in, if you can expand west to the channel node it will be even better (In my game I didn't get the opportunity to do that but my node still had tons of money - more than both channel and Venice). I had disgusting amounts of mana to spend on development and obscenely low costs for doing so. My marches thus gave me 50% of their trade while retaining all the benefits of being a march. I did an Oman run as my first CoC game and that was actually really nice, but I sort of lost my drive to keep it going pretty early, despite how brutal the start felt. If you are not a republic already, you can switch to republic with the last tier government reforms for most countries. I want to know if I can form a merchant republic?
And you take no stab hit when losing your leader. Xsolla is an authorized global distributor of Paradox Interactive, EUIV: AAR's, Let's Plays, and Fan Fiction, EU IV: Alternate History Short Story Contest Contr, Rise of the High King 2 - A Munster/Ireland AAR. Then I rush ADM7 for Economics, then try to balance tech/ideas up to ADM10 for Trade. The "divert trade" vassal interaction is available for every country and transfers 100% of the subjects trade power. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers. I essentially had a tiered system. How to play a merchant republic I have started a custom nation as a merchant republic in the Genoa node and am looking for some advice in how to play merchant republics. if you hovered over the decisions for each you would see which idea groups you need for it. The only reason I'm not playing that specific game today is because I forgot that I was supporting Sweden's independence, and Denmark ended up beating me up as Poland/Lithuania never started supporting sweden's independence despite Poland AND Lithuania having rivaled Denmark. I only have to state one province and still benefit from the Trading Power Hudavendigar offers. Then you stack Caravan Power and rake in the trade money from all the inland HRE nodes.