Being in the Merchant Trade is not easy. Somebody will try to kill you, or worse, they will want to steal your income. What can you do to stop this? How to stay on top? How to become a Monopoly? Sadly there is no full-proof method of “winning” in The Republic but there are ways of knowing your weapons, and how a lot of the game functions, so that you are not behind your AI opponents. While not a fully conclusive Guide these Ten Tips will attempt to be as thorough for you as possible, granting you much needed knowledge on the Republic DLC. If you are after our Review for this DLC follow this link. Otherwise, read on!
1. How do Mansions Work? – Your Mansion, as mentioned in the Review, is a land without a land. It is not tied down to a single province or piece of land. It cannot be conquered or destroyed. It will always be there for you. As such, if you ever fall on hard times and lose all your hard earned cash the Mansion could provide some of it back since they generate a very limited income, although they need to be far better upgraded to fill your coffers faster. Do not think a Mansion will substitute a series of Trade Ports. A mansion, even when fully upgraded, will not fund an army, far from it. It is an emergency system however, one which you should not disregard. While the Mansion may boost the abilities of your characters and generate income it can also provide you with a HUMONGOUS fleet and sizable army. What you might realise is that armies typically when Raised have the Technological level of the province they come from. What about Mansion armies? Everything depends on whether you have a City or Province anywhere. If you hold a single city your Mansion army will be raised according to that City’s Province Technology level. If not, your army will be raised according to the Republic’s “Home Province” (Capital). Take note that if you hold multiple Cities or Provinces your army will be raised in the province with the HIGHEST Technological level. As such, your Mansion Army can be a powerful force, if you control a City or Province with a high technological level.
2. Trade Ports – Trade Ports are your primary source of income. The trick to getting a high income comes from knowing how to use them, and their associated costs. A Trade Port will cost 150 coins by default. This amount changes according to two things: Distance to a Republic City or Province, and the Ruler’s disposition toward you. If you are building a Trade Port in the same Province your Republic has a city (or is the owner of the province) the cost will be 150. Then a certain amount is subtracted or added depending on whether a ruler likes or hates you. Once a Trade Port is built it will begin generating income, however, what is the best and worst scenarios for Trade Ports? What you normally want to do is to control all areas adjacent to a section of the sea. If you control all the Trade Port along a sea section and then fully upgrade the Ports and Enclaves in these locations you will generate the highest possible income. On top of that any Cities in the area under your control will also generate more income. If you hold a Monopoly in a region you will gain plenty of cash. However this income will drop if you expand your Garrison. On average a fully upgraded Trade Port will generate the most income, but it will also have the highest costs. Furthermore, a Trade Port located in another family’s Monopoly will not be as effective as it could be. Thus, if an area is too dominated by numerous rival families find a spot you can “colonize” for yourself and expand your ports in that area.
3. How to get rid of Enemy Monopolies – If you ended up as a “President” of your Republic you may ask the rulers of different nations to Embargo specific republics. What this results in is a war between the nation and you against the target republic. If The Ruler wins the enemy republic loses all of its Trade Ports that were built in his nation, the ruler gets plenty of coin, but any cities will remain intact. Furthermore an enemy Republic that lost an Embargo war will be unable to build any Trade Ports in a target nation for some time, giving you the chance to take over the market. Take note, this can happen to you as well. If you manage to win an Embargo war as a defender you will keep your ports and receive monetary compensation from the aggressor.
4. Cities – Cities are one of the most important things for your safe expansion in the world. If you hold a city you can construct Trade Ports cheaply around it. A fully developed City will provide you with more men for your armies. Unlike in other Noble Families you will not lose your Cities or lands within your Republic when you have multiple Male heirs because of Seniority Succession. Your lands will always remain united, which does mean that you might eventually need Vassals or a higher Intrigue to control more land. You can start wars with any nation, demanding their Cities. If you win, you get a city! Thus we move onto another important point…
5. Civil Wars - You would think that nobody can win during a war. Well, you are wrong. Republics can benefit highly from a Civil War. How else will you obtain much needed Cities if not through attacking a fractured nation, grabbing what you need, and then holding onto it even after the Civil War finished? As you might observe, from time to time, big nations, such as the Byzantine Empire, France and even some of the Islamic Nations to the South will have their own Civil Wars. Use these opportunities to target individual Lords that try to oppose their ruler (Dukes and Counts). This way you will be able to quickly defeat them and secure a location for your Trade Ports. However if you are too slow you might find the nation re-united and ready to take you on.
6. Friend or Foe? - A Republic might seem united, but each of the families have their own agenda. However, you can use rival families to your own advantage. For example, if you are quick, you can use the fact another family conquered a shore-line city and quickly build your own Trade Posts around it. The benefit of a shorter distance will still be there, and you will get the monetary benefit of a Monopoly. At the same time even though your Republic might have numerous Trade Ports along a coast that does not mean all the families benefit from it. If a single family controls a shore, then yes. However if multiple families share it, then no. Due to this you might find it beneficial to squabble over Trade Ports, petitioning the “President” for Trade Ports from other families. If you realise that the enemy has a weakened ruler he will not be capable of resisting the request. In turn, rival families might use the same weapons against you. Your Diplomacy, Intrigue and Stewardship is what you need to keep your Ports secure from intervention. Keep either of these sufficiently high (above ten at least).
7. Feuds - Just like in Romeo and Juliette you will always end up in a fight between two families. It is hard to realise why they squabble but they do, and always will. While the effects of this war may be felt on both sides rarely will either side have a solid upper hand. Sometimes, during rare events, can you conclude a Feud, but another one will always spring up, with another family. You should treat Feuds as a distraction, more than an actual threat. However, if you feel like focusing on your “Grand Enemy”, by all means. Just do not get too carried away, that costs money.
8. Mercenaries - War costs money, nowhere is this more apparent than in a Republic. Even if you had Retainers, a fully upgraded Mansion and a few cities you are by no means a super-power. You will always need Mercenaries, but if you played your cards right, carry enough cash and have a substantial income you can hire countless mercenaries to conclude a conflict with a bigger nation, to your benefit. Sometimes an enemy will use a moment of your weakness when you have less money and attempt to Embargo or Invade you. Always keep some money in the bank, especially if you are aware of your enemy’s plans. On one occasion I lost a war tragically when I ended up in debt and THEN my House Head became the President. All the mercenaries his predecessor hired joined the enemy and the war was lost in an instant. Even if you have a high income, keep a small reserve.
9. Family Matters - Unlike in other Noble Families you will not have as much a problem keeping an eye on everybody. Alliances with Nobles are not as common, and your Sons and relatives will marry off to lesser Merchants from time to time, giving you a bit of extra money. There is one essential point, you NEED sons (or male relatives). A woman cannot act as your Family’s Head, ever. If you must, kill your old wife, marry a young woman, and breed some brave men to become your future leaders. It is both heartless and cruel, but unless you want to lose it’s your only choice. You cannot adopt anybody into your family so you need a blood bond. Take note that if your daughter married a Noble her sons will not count as candidates. The male side of your family needs to produce some sons (I know what you are thinking but it’s just a game).
10. MOAR MONEY! - Here is a useful thing to know when you worry that you do not have enough cash to sustain your Empire. Your relatives and children, from time to time, will earn money on their own. If they end up being hired by the Republic’s ruler or yourself they will have a steady income throughout your rule. I sometimes jumped from happiness when I saw my treasury boosted by a thousand coin total because the new Family Head held such a monetary reserve. Give your family jobs to do and once they come next in line their money will pass onto you. I did not decipher when do they earn money on their own or not but some of them do so naturally. You can always look how much money a family member has by checking their character screen.
I hope you found these tips useful. While perhaps this is not everything you should know about the game it should help you keep a steady course in your future games. Here is one last freebie, if you want to play in a Republic from a start, but not as the ruling family click one of the Vassal portraits. That way you will be able to play as a lesser Family, or just a family that has a cooler sounding name. Some families will have a greater advantage than others, such as a starting port or city, so experiment a bit!