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2) as Roronoa said, unstate the peripheral areas until you get the capacity issue contained
3) focus admin tech and look at the ideas that increase your capacity
As for your questions:
1) see above
2) you might be able to find a mod but I wouldn't count on it working since your CK 2 version wouldn't match so it would probably crash trying to load your save
3) the governing capacity penalties don't have any effect on this, unless you keep expanding in which case it's easier to generate a coalition
4) the economy is unaffected by governing capacity, it works the same as it always has
1) First things first get the max amount of GC you can. Go to the estates tab and grant them all the Land Rights to get the +300GC. The best way to deal with it is to get rid of land. Open the development mapmode and see which area has the highest development, this is your heartland. Go the furthest away from this area and see if there are any releasable nations in this area. Release a vassal and give it an area that is cosmetically appealing and then review the governing cap again. Repeat until you have run out of diplomatic slots or you are under cap. If you have left over land instead accept a demand to release a nation that you will completely engulf so that when you have the extra cap you can integrate them into your nation again. Once you have gotten under cap a comfortable amount state your core areas until cap and rush towards admin ideas for the +25% GC and likely Influence for the -20% integrate cost.
2) There is a user made converter on the Paradox forums. I would enquire there about the situation as they are most likely to be able to help. Not an expert here so I'll refrain from speaking out my arse.
3) Honestly? Not really. Even the vassal swarm above is very dicey above 2 vassals as they ally each other and seek independence. As long as you retain the highest development area its fine though as you can easily reconquer the lands as you get more GC. If you intend to take a reconquest route then you will want to release as many nations as possible.
4) Its a very number based system that can you can spend entire posts about. In reality all you need to know is this. All trade goes to London, Genoa or Venice. If you can get a trade capital here you are set. You can use your merchants to steer trade in predetirmined directions along the path to the above nodes.
Find your capital and then activate the trade mapmode. Look at which area it is in and then find that box with the area name. Look for the lines with arrows pointing towards that box and follow it back to the previous box. Click that box and then assign a merchant to transfer trade power. If As you get more merchants extend the congo line pointing to your capital. Merchants are more effective if you controls provinces (particularly trade centres) along the route.
Its a game converted from CK2 and if you add the lands above to the Aztec lands in North America think Domination of Mexico and Southern U.S. but, headed to the East Coast.
I think you're missing the point people are trying to make. Being over your governing capacity really shouldn't be causing you the issues you're complaining about in your game. The effects of being over the limit are annoying, not dangerous and certainly not catastrophic or crippling. Higher stability cost and increased AE really aren't huge stumbling blocks. The same applies to increased advisor and coring costs and a penalty to improving relations. For a huge empire all of those are fairly easy to work around.
Lmao no, it increases coring cost which also increases the time it takes to core provinces and makes improving relations extremely slow, which means aggressive expansion ticks down much faster resulting in more frequent and larger coalitions
He's already at 1/3 of the world sized Snowball empire.
Which is his whole problem. He's starting the game with essentially a 1650 WC pace sized empire.
I.e. the correct decision is to simply ignore Governing Capacity since you've already won. The game is over. You're too strong for literally anyone in the world, even in a coalition to win against even 1/3 of your forces. The +20% coring cost is literally nothing at that point since you've already got most of the world under heel, and between regular coring and vassal integrations can finish it off by 1600 or so.
And he's got the extremely OP High American tech group that is always the best (even at very end of the game where western has almost caught up (Western has slightly better cav at the end but worse infantry) and everyone else was left in the dust). So he's getting a free +1/+2 vs basically everyone at equal mil tech for the entire game.
Problem is it doesn't cap at +20%... to me it sounds like he is way more over his government capacity than 100%...
The point remains, there is nothing game-breaking about being over the limit when you've already won the game...
Government capacity is @$$, it slows the game way more than corruption