I can send you the save games in question. Since they are midgame saves, I obviously can't describe each and every move from the start of the game in order to duplicate the situation. But I can let you try to establish a protectorate yourself from my save position. It won't work. And that is duplicatable.
I originally encountered the Protectorate exploit because I was bound and determined to have Gaul submit to Protectorate status after laying siege to their last remaining territory in Celtiberia, so that I wouldn't have to worry about having to keep it garrisoned. They would under no conditions yield to my demands. So I went online to see if anyone had any advice about Protectorates. That's when I encountered the exploit; the person described it as working every single time, without failure, so I figured I'd just do it the quick and easy way. After several tries, I decided it just would not work.
One of the developers had also posted in that forum (I wish they'd do that more), and described a process that was somewhat longer and more arduous. I followed his advice, and a few turns later they finally agreed to a Protectorate for about 3-4,000 Florins.
I had the exact same results with Spain in Lusitania a few turns later.
I have a close friend who's also an avid RTW player, and I asked him to try it as well, in his game. He experienced the same results.
The exploit seems to work well near periods of extrema, in the absence of threats or alliances.
However, I HAVE observed an AI faction submitting to Protectorate status to another AI faction, when it did not seem reasonable. Specifically, in the same game Germany is a Protectorate of Brittania -- yet Germany is still strong, with a number of territories. Although this might seem illogical, it certainly doesn't work in my favor. It creates a situation in which they function almost as a single faction -- their alliance and military access and trade agreements give them the combined strength of a very large faction, which seems to be what people are saying they would like to confront later in the game.
As the first respondent, I will state that I agree with you -- but only partially. My agreement is restricted specifically to rebel territories, in which the AI will illogically abandon the territory for no gain. I think this is an oversight in the game design because in general the rebels seem to be treated as "just another faction".
Bookmarks