• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
Hello everyone. We're a bit too busy working on patch 1.13 to make a proper DD today, so I just thought I'd do a little preview of new national ideas we're adding in 1.13.

Patch 1.13 is planned for release as a beta patch next week, to be made a full patch later (we don't want to release it as a full patch right now because the team is about to disappear on vacation). It should be compatible with 1.12 saves, but as always, no guarantees. It contains 200+ bug fixes (mostly older pre 1.12 bugs) and a bunch of balance tweaks. As you might have surmised, it also contains a bunch of new idea groups, so without further ado:

Yarkand
Traditions
National Unrest: -1.00, Trade Efficiency: +10.0%
  1. Northern Silk Road: Caravan Power: +20.0%
  2. Altishahr: National Tax Modifier: +10.0%
  3. Tarikh-i-Rashidi: Diplomatic Reputation: +1.00
  4. Empower the Khojas: Tolerance of the True Faith: +2.00
  5. Holy Warriors: Morale of Armies: +10.0%
  6. Black Mountain and White Mountains: National Manpower Modifier: +10.0%
  7. Encourage Tarim Trade: Provincial Trade Power Modifier: +15.0%
Ambition
Domestic Trade Power: +10.0%

Luxembourg
Traditions
Production Efficiency: +10.0%, National Garrison Growth: +25.0%
  1. Imperial Legacy: Diplomatic Reputation: +1.00
  2. The Ardennes: Fort Defense: +20.0%
  3. The Moselle Trade: Trade Steering: +15.0%
  4. The Fortress of Luxembourg: Fort Maintenance: -15.0%
  5. The Spanish Road: Manpower Recovery Speed: +10.0%
  6. The Grand Duchy of Luxembourg: Diplomatic Relations: +1
  7. Rivals On All Sides: Diplomats: +1
Ambition
Siege Ability: +10.0%

Nizhny Novgorod
Traditions
Build Cost: -10.0%, Fort Maintenance: -10.0%
  1. At The Confluence Of Giants: Caravan Power: +20.0%
  2. Crossroads Of Nations: Development Cost: -10.0%
  3. Issue Land Reforms: National Tax Modifier: +10.0%
  4. Citadel Of Russia: Fort Defense: +10.0%
  5. To The East!: Colonists: +1
  6. Open Up The River Trade: Trade Efficiency: +10.0%
  7. Russian Ambition: Culture Conversion Cost: -15.0%
Ambition
Time to fabricate claims: -20.0%

Orleans
Traditions
Fort Defense: +20.0%, Trade Steering: +10.0%
  1. Seiges of Orleans: Fort Maintenance: -15.0%
  2. Port of Orleans: Provincial Trade Power Modifier: +10.0%
  3. Saffron of Boynes: Production Efficiency: +10.0%
  4. Chateaux of the Loire Valley: Yearly Prestige: +1.00
  5. The Cathedral of Orleans: Tolerance of the True Faith: +2.00
  6. French Language in All Courts: Income from Vassals: +15.0%, Diplomatic Annexation Cost: -10.0%
  7. Calvin and Molière: Idea Cost: -10.0%
Ambition
Build Cost: -15.0%

Nubian Ideas
Traditions
National Tax Modifier: +10.0%, Diplomatic Relations: +1
  1. The Nile: Goods Produced Modifier: +10.0%
  2. Nubian Heritage: Stability Cost Modifier: -10.0%
  3. Warriors of the Sahara Desert: Attrition for Enemies: +1.00
  4. Encourage Long-Distance Trade: Caravan Power: +10.0%
  5. Nubian Religious Unity: Missionary Strength: +2.0%
  6. Desert Cavalry: Cavalry Combat Ability: +10.0%
  7. Fortified Strongholds: Fort Maintenance: -10.0%
Ambition
Land Maintenance Modifier: -10.0%

Sapmi
Traditions
National Manpower Modifier: +10.0%, Religious Unity: +30.0%
  1. Land of the Midnight Sun: Attrition for Enemies: +1.00
  2. Protection of Reindeer Herds: National Tax Modifier: +10.0%
  3. Regulate Trade with the Southerners: Merchants: +1
  4. Encourage growth of the Winter Market: Provincial Trade Power Modifier: +10.0%
  5. Defend the Noaidi Traditions: Tolerance of the True Faith: +2.00
  6. Living off the Land: Land Attrition: -10.0%
  7. Standardize Literary Language: Stability Cost Modifier: -10.0%
Ambition
Missionary Strength: +1.0%

Galicia
Traditions
Light Ship Cost: -15.0%, Yearly Navy Tradition: +1.00
  1. The Way of St. James: National Tax Modifier: +10.0%
  2. Galicia la Bella: Fort Defense: +20.0%
  3. Rein in the Cities: Stability Cost Modifier: -10.0%
  4. Galician Shipyards: Ship Durability: +5.0%
  5. Santiago y Cierra!: Morale of Armies: +10.0%
  6. Sailors of the Cantabrian Sea: Morale of Navies: +15.0%
  7. Irmandinos: Infantry Combat Ability: +10.0%
Ambition
Merchants: +1

León
Traditions
National Tax Modifier: +10.0%, Tolerance of the True Faith: +2.00
  1. Heritage of the Reconquista: Yearly Army Tradition: +0.50
  2. Leonese Cortes: National Unrest: -1.00
  3. Conquest of the New World: Colonists: +1
  4. School of Salamanca: Idea Cost: -10.0%
  5. Expand the Leonese Navy: Naval Force Limit Modifier: +25.0%
  6. Patronize the Leonese Language: Yearly Prestige: +1.00
  7. Leonese Nationalism: Infantry Combat Ability: +10.0%
Ambition
Production Efficiency: +10.0%

Yi
Traditions
Infantry Combat Ability: +10.0%, Fort Defense: +20.0%
  1. Strengthen the Yi Caste System: Stability Cost Modifier: -10.0%
  2. Deep in the Mountains: Attrition for Enemies: +1.00
  3. Chain of Zimo Domains: Reinforce Speed: +15.0%
  4. Yi Solar Calendar: National Tax Modifier: +10.0%
  5. Promote the Bimoism: Tolerance of the True Faith: +2.00
  6. Renovate the Skyward Tombs: Yearly Legitimacy: +1.00
  7. Children of the Black Tiger: Morale of Armies: +10.0%
Ambition
Manpower Recovery Speed: +10.0%

Nevers
Traditions
Infantry Cost: -10.0%, Yearly Papal Influence: +2
  1. Forges of Nivernais: Production Efficiency: +10.0%
  2. Commentaire sur la Coutume du Pays et Duché de Nivernais: Stability Cost Modifier: -10.0%
  3. Faience Production: Goods Produced Modifier: +10.0%
  4. True Frenchmen: Morale of Armies: +10.0%
  5. Bridges of the Loire: Fort Defense: +20.0%
  6. Morvan Wet Nurses: Manpower Recovery Speed: +10.0%
  7. Greatest Palace of the Loire Valley: Yearly Prestige: +1.00
Ambition
Infantry Combat Ability: +10.0%

Medri Bahri
Traditions
Stability Cost Modifier: -10.0%, Trade Steering: +10.0%
  1. Kings of the Sea: Trade Efficiency: +10.0%
  2. Christian Legacy: Tolerance of the True Faith: +2.00
  3. Diplomatic Flexibility: Diplomats: +1
  4. Strengthen Central Rule: National Tax Modifier: +10.0%
  5. Independent Traditions: Morale of Armies: +10.0%
  6. Promote the Red Sea Trade: Domestic Trade Power: +15.0%
  7. Princely Ambitions: Aggressive Expansion Impact: -10.0%
Ambition
Diplomatic Reputation: +1.00

Dali
Traditions
National Manpower Modifier: +10.0%, Tolerance of Heretics: +2.00
  1. Renovate the City of Jumie: Yearly Prestige: +1.00
  2. The Tea-Horse Route: Caravan Power: +20.0%
  3. Confucian Influences: National Tax Modifier: +10.0%
  4. Buddhas Teachings: National Unrest: -1.00
  5. Benzhu Worship: Stability Cost Modifier: -10.0%
  6. Rice Terrases: Development Cost: -10.0%
  7. Dian Bronze: Production Efficiency: +10.0%
Ambition
Goods Produced Modifier: +10.0%

Andhra
Traditions
Mercenary Cost: -15.0%, Fort Defense: +20.0%
  1. Patronize Telugu Literature: Yearly Prestige: +1.00
  2. Telugu Warrior Aristocrats: Yearly Army Tradition: +0.50
  3. Kakatiya Legacy: National Tax Modifier: +10.0%
  4. Great Forts of the East: Fort Maintenance: -15.0%
  5. Legend of Prataparudra: Yearly Legitimacy: +1.00
  6. Diamond Mines of Kollur: Production Efficiency: +10.0%
  7. Encourage Coromandel Trade: Domestic Trade Power: +10.0%
Ambition
National Manpower Modifier: +10.0%

French Ducal Ideas
Traditions
Fort Maintenance: -10.0%, Cavalry Cost: -10.0%
  1. Men of Trade: Domestic Trade Power: +10.0%
  2. Renaissance Palaces: Prestige Decay: -1.0%
  3. Qui Ruit Et Lethum: Infantry Combat Ability: +10.0%
  4. Religious Conviction: Tolerance of the True Faith: +2.00
  5. French Cuisine: Yearly Prestige: +1.00
  6. French Enlightenment: Diplomatic Relations: +1
  7. La Petite Nation: Morale of Armies: +10.0%
Ambition
National Tax Modifier: +10.0%

Hormuz
Traditions
Merchants: +1, Trade Power Abroad: +10.0%
  1. A Vast Emporium: Trade Efficiency: +10.0%
  2. Protecting the Islands: Fort Defense: +20.0%
  3. Reform the Moqarrariya: Stability Cost Modifier: -10.0%
  4. Far-reaching Diplomacy: Diplomatic Relations: +1
  5. Maintain Trading Monopoly: Global Trade Power: +10.0%
  6. Develop Qeshm and Hormuz: Development Cost: -10.0%
  7. Hormuzi Naval Expansion: Naval Force Limit Modifier: +25.0%
Ambition
Naval Maintenance Modifier: -10.0%

Greek Ideas
Traditions
Galley Cost: -20.0%, Fort Defense: +20.0%
  1. Greek Orthodox Faith: Tolerance of the True Faith: +2.00
  2. Maritime Heritage: Yearly Navy Tradition: +1.00
  3. Klephtic Recruitment: Infantry Combat Ability: +10.0%
  4. Greek Diaspora: Advisor Costs: -10.0%
  5. Control the Mediterranean Trade: Trade Efficiency: +10.0%
  6. Philhellenism: Diplomatic Reputation: +1.00, Diplomatic Relations: +1
  7. Greek Enlightenment: Idea Cost: -10.0%
Ambition
Core-Creation Cost: -10.0%

Moluccan Ideas
Traditions
Production Efficiency: +10.0%, Goods Produced Modifier: +10.0%
  1. The Spice Islands: Trade Efficiency: +10.0%
  2. Shared Cultural Heritage: Yearly Legitimacy: +1.00
  3. Dominance over the Outer Islands: Colonists: +1
  4. Agents of Trade: Merchants: +1
  5. Four Kingdoms: National Unrest: -2.00
  6. Alliance with the Papuans: Light Ship Combat Ability: +15.0%
  7. Pragmatic Diplomacy: Diplomats: +1
Ambition
Attrition for Enemies: +1.00

Ladakh
Traditions
Tolerance of the True Faith: +2.00, Diplomatic Relations: +1
  1. The Two Kingdom of Ladakh: Yearly Prestige: +1.00
  2. Fortified Mountain Cities: Fort Maintenance: -20.0%
  3. Wool from the Roof of the World: Goods Produced Modifier: +10.0%
  4. Construction of Great Monasteries: Build Cost: -15.0%
  5. La dvags rgyal rabs: Stability Cost Modifier: -10.0%
  6. A Kingdom United: Yearly Legitimacy: +1.00
  7. Invite Far-Away Traders: Trade Efficiency: +10.0%
Ambition
Fort Defense: +20.0%

Baluchistan
Traditions
Fort Maintenance: -10.0%, Looting Speed: +25.0%
  1. Natural Defences: Attrition for Enemies: +1.00
  2. Hani and Sheh Mureed: Morale of Armies: +10.0%
  3. Khan of the Baloch: Yearly Legitimacy: +1.00
  4. Reorganization of the Army: National Manpower Modifier: +15.0%
  5. Control the overland Trade: Domestic Trade Power: +10.0%
  6. Chiefs and Landlords: National Tax Modifier: +10.0%
  7. Baluchi leadership: Yearly Army Tradition: +0.50
Ambition
Land Force Limit Modifier: +20.0%

Mutapa
Traditions
Yearly Inflation Reduction: +0.10, Goods Produced Modifier: +10.0%
  1. Mwenemutapa: Discipline: +5.0%
  2. Rekindling The Royal Fires: Stability Cost Modifier: -10.0%
  3. Mutapa Architecture: Fort Maintenance: -10.0%
  4. Spokesman before the Dead: Yearly Legitimacy: +1.00
  5. Elected Administrators: National Tax Modifier: +10.0%
  6. Curva: Trade Efficiency: +10.0%
  7. Controlling the Mutapan Riches: Domestic Trade Power: +20.0%
Ambition
Development Cost: -10.0%

Kangra
Traditions
National Tax Modifier: +10.0%, Attrition for Enemies: +1.00
  1. Katoch Lineage: Prestige Decay: -1.0%
  2. Riches of the Kangra Valley: National Manpower Modifier: +10.0%
  3. Martial Heritage: Morale of Armies: +10.0%
  4. Control of the Hill Forts: Fort Maintenance: -10.0%, Garrison Size: +10.0%
  5. Strengthen the Mountain Trade: Caravan Power: +15.0%
  6. Pahari Painting: Yearly Prestige: +1.00
  7. Tigers of the Himalayas: Discipline: +5.0%
Ambition
National Unrest: -1.00

Mazovia
Traditions
Domestic Trade Power: +10.0%, Cavalry Combat Ability: +10.0%
  1. Piast Legacy: Yearly Prestige: +1.00
  2. Mazovian Frontier: Fort Defense: +20.0%
  3. Between Monk, Eagle and Purse: Diplomatic Relations: +1
  4. Szlachta Zasciankowa: Cavalry Cost: -10.0%
  5. Mazovian Lawmaking: Stability Cost Modifier: -10.0%
  6. Sejmy i Sejmiki: Yearly Legitimacy: +1.00
  7. Central Emporium: Provincial Trade Power Modifier: +10.0%
Ambition
National Unrest: -1.00

With these, only 33 of the 596 countries in the game now have generic ideas - and of those, several are formable tags that don't need them.

DpZRmjU.png
 
Last edited:
I have a dream, that one day no nation will have generic/culture group ideas.
 
  • 2
Reactions:
You guys are completely right that I forgot about Jan Mayen. I just wrote some ideas for them while waiting for a build to finish (probably won't make it into 1.13 tho).

Jan Mayen
Traditions
Land Leader Shock: +1.00, Core-Creation Cost: -15.0%
  1. Of Noble Bearing: Yearly Prestige: +1.00
  2. The Right to Bear Arms: Infantry Combat Ability: +20.0%
  3. Grizzly Terrain: Attrition for Enemies: +1.00
  4. Keeping our Bearings: Naval Attrition: -15.0%
  5. Polarized Nation: Accepted Culture Threshold: -25.0%
  6. Come Bearing Gifts: Improve Relations: +30.0%
  7. Expand the Bearocracy: Development Cost: -10.0%
Ambition
Land Maintenance Modifier: -10.0%
 
  • 82
  • 9
Reactions:
You guys are completely right that I forgot about Jan Mayen. I just wrote some ideas for them while waiting for a build to finish (probably won't make it into 1.13 tho).

Jan Mayen
Traditions
Land Leader Shock: +1.00, Core-Creation Cost: -15.0%
  1. Of Noble Bearing: Yearly Prestige: +1.00
  2. The Right to Bear Arms: Infantry Combat Ability: +20.0%
  3. Grizzly Terrain: Attrition for Enemies: +1.00
  4. Keeping our Bearings: Naval Attrition: -15.0%
  5. Polarized Nation: Accepted Culture Threshold: -25.0%
  6. Come Bearing Gifts: Improve Relations: +30.0%
  7. Expand the Bearocracy: Development Cost: -10.0%
Ambition
Land Maintenance Modifier: -10.0%

The puns! I cannot bear them!
 
  • 16
Reactions:
You guys are completely right that I forgot about Jan Mayen. I just wrote some ideas for them while waiting for a build to finish (probably won't make it into 1.13 tho).

Jan Mayen
Traditions
Land Leader Shock: +1.00, Core-Creation Cost: -15.0%
  1. Of Noble Bearing: Yearly Prestige: +1.00
  2. The Right to Bear Arms: Infantry Combat Ability: +20.0%
  3. Grizzly Terrain: Attrition for Enemies: +1.00
  4. Keeping our Bearings: Naval Attrition: -15.0%
  5. Polarized Nation: Accepted Culture Threshold: -25.0%
  6. Come Bearing Gifts: Improve Relations: +30.0%
  7. Expand the Bearocracy: Development Cost: -10.0%
Ambition
Land Maintenance Modifier: -10.0%

I can bearly contain my excitement at these getting patched in.
 
  • 11
Reactions:
You guys are completely right that I forgot about Jan Mayen. I just wrote some ideas for them while waiting for a build to finish (probably won't make it into 1.13 tho).

Jan Mayen
Traditions
Land Leader Shock: +1.00, Core-Creation Cost: -15.0%
  1. Of Noble Bearing: Yearly Prestige: +1.00
  2. The Right to Bear Arms: Infantry Combat Ability: +20.0%
  3. Grizzly Terrain: Attrition for Enemies: +1.00
  4. Keeping our Bearings: Naval Attrition: -15.0%
  5. Polarized Nation: Accepted Culture Threshold: -25.0%
  6. Come Bearing Gifts: Improve Relations: +30.0%
  7. Expand the Bearocracy: Development Cost: -10.0%
Ambition
Land Maintenance Modifier: -10.0%

Please make this real.
 
  • 2
Reactions:
Please make this real.

It's a real idea set. Here are the descriptions:

JMN_ideas: "Jan Mayen Ideas"
JMN_ideas_start: "Jan Mayen Traditions"
JMN_ideas_bonus: "Jan Mayen Ambition"
polarized_nation: "Polarized Nation"
polarized_nation_desc: "Our nation is one of polar opposites between the rulers and the ruled. Our elite has little in common with our subjects, differing greatly in language, diet, customs, appearance and even sleeping habits during winter. In order to ensure our continued rule, we shall have to be tolerant of their strange ways."
keeping_our_bearings: "Keeping our Bearings"
keeping_our_bearings_desc: "When crossing the cold northern seas it is important to have skilled navigators, so that we do not lose our bearings or forget the best hunting spots out on the ice."
grizzly_terrain: "Grizzly Terrain"
grizzly_terrain_desc: "Jan Mayen is cold and harsh, and its natives are not friendly to those from other, weaker and smaller races. We can use this to our advantage, should we ever be invaded."
of_noble_bearing: "Of Noble Bearing"
of_noble_bearing_desc: "The proud lineage of our monarchs, standing far taller on two legs than the rulers of any other nation on earth, should be evident to all!"
come_bearing_gifts: "Come Bearing Gifts"
come_bearing_gifts_desc: "Though we are used to getting our way through fear, sometimes it is necessary to employ diplomacy when dealing with other countries. A generous gift of raw fish and seal meat will do wonders to thaw up frozen relations."
expand_the_bearocracy: "Expand the Bearocracy"
expand_the_bearocracy_desc: "Our empire has grown, and its ruling class can bearly keep up with the demands of all our subjects. To continue to administrate our country efficiencly, we will need to attract more talented administrators from the northern lands where they currently dwell."
the_right_to_bear_arms: "The Right to Bear Arms"
the_right_to_bear_arms_desc: "We are a race of natural warriors, and for us the right to bear arms is the most cherished right of all!"
 
  • 36
  • 7
Reactions:
It's a real idea set. Here are the descriptions:
There's a typo in the bearocracy description: efficiencly instead of efficiently
 
  • 1
  • 1
Reactions:
Looks like Luxembourg has special focus on having lots of friends, lots of defense, and lots of trade

Gather ALL the Trade!
 
  • 3
Reactions:
You guys are completely right that I forgot about Jan Mayen. I just wrote some ideas for them while waiting for a build to finish (probably won't make it into 1.13 tho).

Jan Mayen
Traditions
Land Leader Shock: +1.00, Core-Creation Cost: -15.0%
  1. Of Noble Bearing: Yearly Prestige: +1.00
  2. The Right to Bear Arms: Infantry Combat Ability: +20.0%
  3. Grizzly Terrain: Attrition for Enemies: +1.00
  4. Keeping our Bearings: Naval Attrition: -15.0%
  5. Polarized Nation: Accepted Culture Threshold: -25.0%
  6. Come Bearing Gifts: Improve Relations: +30.0%
  7. Expand the Bearocracy: Development Cost: -10.0%
Ambition
Land Maintenance Modifier: -10.0%

I love paradox
 
  • 24
Reactions:
polarized_nation_desc: "Our nation is one of polar opposites between the rulers and the ruled. Our elite has little in common with our subjects, differing greatly in language, diet, customs, appearance and even sleeping habits during winter. In order to ensure our continued rule, we shall have to be tolerant of their strange ways."
They're all great, but this one especially had me laughing for quite a while.
 
  • 7
Reactions:
I have just realized one thing.

What the hell is Andhra? It looks like some Indian nation but I have never listened of it, never seen it and it is not on the wiki...
 
A most important fix : will the Arawaks see a change in their idea that gives increased Caravan Power while there's no inland node in their continent ? :p
 
I have just realized one thing.

What the hell is Andhra? It looks like some Indian nation but I have never listened of it, never seen it and it is not on the wiki...
It is however in the screenshot ;)
 
  • 4
  • 2
Reactions:
Egypt in Africa has generic ideas.

I'm just curious whether there are any plans to create unique ideas for Egypt. I understand that it takes the ideas of the country that forms it, so strictly speaking it doesn't have "generic" ideas in-game and doesn't necessarily need new ones. But in practical terms, if it forms at all, it forms from the Mamluks*, which means it takes Mamluk ideas including "Purchase New Mamluks", which is a little weird for a country that has gone out of its way to abandon its identity as the Mamluk Sultanate.

*ETA: I've also seen it released from the Ottomans when they implode. I wish I'd kept a save from my last game where that happened, so I could check what idea set they took. I'm not sure how it works if they were released rather than formed. I assume they would then, indeed, take generic ideas, though I don't know for sure.

I'm not suggesting I have good ideas for what unique ideas Egypt should have, though I know I would give it a healthy prestige boost for the antiquity of Egyptian heritage. I'd probably also call the last idea "Rosetta Stone", since that was discovered near the end of the timeframe, though, admittedly, not deciphered until after the game ends.

Sorry I missed the Jan Mayen thing on the forum so I'm not informed if this a serious thing or not, but actually exist a Jan Mayen province in the game? Seems not, so why exist a tag, and why exist for Jan Mayen and not for example for Iceland?

I know there's a "Jan Mayen" in Victoria 2 that literally has polar bears for its population. So, as you said later, a meme. Still, I have to agree with this post that it's weird that Iceland is still not in the game. Of all the formable/releasable nations that should be in that aren't, I personally would put that at priority one.

And yes, I know someone is going to say that Iceland never existed as a nation between 1444 and 1821. I would counter that it existed as a nation both before and after that period, and there's no inherent reason why it couldn't have attained independence during the period. If Germany and Italy (didn't exist as unified nations during the period), Ireland (didn't exist as a unified, independent nation during the period), Greece (didn't exist as an independent nation until immediately after the period), and Scandinavia (has never been a unified nation at all) are all formable or releasable in the game already, then there is no reason Iceland couldn't be.

And yes, before anyone points out that the "Icelandic Nationalism" mod exists, I'm aware of it, and I play with it activated. I'm saying that I believe Iceland should be in the base game without needing to use a mod.
 
Last edited:
  • 10
Reactions:
Status
Not open for further replies.