There have been many suggestions, some good, some bad, about changing the existing idea groups. Nothing major happened, though i'm quite pleased with the tweaks that were done to them since launch.
There are still some major issues that always bother me when i play the "trade game", go vertical not horizontal, e.g. control the trade and get filthy rich.
First of, the trade ideas:
Although they are kind of ok overall, i find them lackluster and just never take them and even if i do it is very late in the timeline. The reason is not that they are bad taken by themselves, it's rather that the other idea groups are so much better and trade ideas can be so easily supplemented.
Taking expansion and naval ideas is simply the better choice in 90% of the games, there may be some exceptions i can't think of right now. This is specifically true for merchant republics, the prime candidates for a game of trade dominance. Plutocracy, expansion and naval ideas are definitely the way to go in that case, i don't think this can be disputed.
As a merchant republic, you get a total of 6 merchants without even taking the trade ideas, 7 if you are the Hansa or the Netherlands. (2 base, 1 merchant republic, 1 East Indian trade, 1 Plut, 1 Expansion). You can steer all the trade you want with that number if you use the trade map layout halfway efficiently.
Even as a standard kingdom, 4 merchants are usually 1 more than you really need.
Imho, the only nation trade ideas were somewhat viable for was England. If you wanted to control all of the American and African/Asian trade, you needed them. Yet, our much beloved WETN reduced the needed number to exactly 2 merchants, 3 if you want one for the collection boost in your home node, 4 if you don't want anything to flow into Alexandria. Also 4 if you want to channel everything around to the North Sea.
I know there might be some (not notable) exceptions where they still seems halfway viable, Ragusa for example if you want to switch to a merchant republic and for the nice Naval FL boost early on. Just switching to a kingdom and getting expansion and/or naval would still be the better choice imho.
Trade ideas are kind of in the same spot like quantity, not bad per se, but just worse than the alternatives under most circumstances. Whereas, in my opinion, they should be a MUST HAVE for every nation that wants to be seriously involved in the trade business. But unlike quantity, i think this could be easily fixed for trade because there is another "feature" that always bothers me, namely
Mercantilism
Why is there no real downside to it!??!!? 'Nough said
Suggestion
How about, kind of fitting for the next DLC, you rearrange those things.
Mercantilist Ideas:
Free Trade Ideas:
This would make those ideas actually useful situationally, for example Mercantilist Ideas for Russia, Free Trade Ideas for England and still neither of both for Austria as prime examples.
Note, this is just a rough sketch and is open for debate, please don't zero in on me for my oversights
I think changes along those lines would be a good fit for the next DLC and could also add some more depth to idea group choices.
I would really love to pick something else than Off, Def, Plut, Naval, Adm, Exploration, Expansion, Innovative, Dip and maybe Quality at least once in a while, i just can't see any reason to do so in the current state.
Opinions?
p.s.: There are some mods, VeF and MEIOU for example iirc, that do something similar and do it good. I don't want to make it seem like i was the only one who thought of that. Yet i think those changes could be essential enough to get included in the vanilla version.
There are still some major issues that always bother me when i play the "trade game", go vertical not horizontal, e.g. control the trade and get filthy rich.
First of, the trade ideas:
Although they are kind of ok overall, i find them lackluster and just never take them and even if i do it is very late in the timeline. The reason is not that they are bad taken by themselves, it's rather that the other idea groups are so much better and trade ideas can be so easily supplemented.
Taking expansion and naval ideas is simply the better choice in 90% of the games, there may be some exceptions i can't think of right now. This is specifically true for merchant republics, the prime candidates for a game of trade dominance. Plutocracy, expansion and naval ideas are definitely the way to go in that case, i don't think this can be disputed.
As a merchant republic, you get a total of 6 merchants without even taking the trade ideas, 7 if you are the Hansa or the Netherlands. (2 base, 1 merchant republic, 1 East Indian trade, 1 Plut, 1 Expansion). You can steer all the trade you want with that number if you use the trade map layout halfway efficiently.
Even as a standard kingdom, 4 merchants are usually 1 more than you really need.
Imho, the only nation trade ideas were somewhat viable for was England. If you wanted to control all of the American and African/Asian trade, you needed them. Yet, our much beloved WETN reduced the needed number to exactly 2 merchants, 3 if you want one for the collection boost in your home node, 4 if you don't want anything to flow into Alexandria. Also 4 if you want to channel everything around to the North Sea.
I know there might be some (not notable) exceptions where they still seems halfway viable, Ragusa for example if you want to switch to a merchant republic and for the nice Naval FL boost early on. Just switching to a kingdom and getting expansion and/or naval would still be the better choice imho.
Trade ideas are kind of in the same spot like quantity, not bad per se, but just worse than the alternatives under most circumstances. Whereas, in my opinion, they should be a MUST HAVE for every nation that wants to be seriously involved in the trade business. But unlike quantity, i think this could be easily fixed for trade because there is another "feature" that always bothers me, namely
Mercantilism
Why is there no real downside to it!??!!? 'Nough said
Suggestion
How about, kind of fitting for the next DLC, you rearrange those things.
- Kick naval ideas out
- Add Mercantilist Ideas
- Add Free Trade Ideas
- Introduce a malus in foreign nodes for high mercantilism similar to the bonus it gives in home nodes. Foreign nodes are those you don't own any land in and/or are in another region.
Mercantilist Ideas:
- Merchant, +20% Mercantilism
- Local Trade Power
- Trade income
- A big embargo efficiency boost
- Maybe a small naval FL boost
- A tax boost
- Revolt risk reduction
- maybe another merchant, or something else useful like production efficiency.
Free Trade Ideas:
- Merchant, -20% Mercantilism
- Trade steering
- Trade income
- Merchant
- A big naval FL boost
- Ship cost + Ship repair out of port
- Colonial, supply and trade range increment
- maybe another merchant, or something else useful like trade efficiency or +2 relations.
This would make those ideas actually useful situationally, for example Mercantilist Ideas for Russia, Free Trade Ideas for England and still neither of both for Austria as prime examples.
Note, this is just a rough sketch and is open for debate, please don't zero in on me for my oversights
I think changes along those lines would be a good fit for the next DLC and could also add some more depth to idea group choices.
I would really love to pick something else than Off, Def, Plut, Naval, Adm, Exploration, Expansion, Innovative, Dip and maybe Quality at least once in a while, i just can't see any reason to do so in the current state.
Opinions?
p.s.: There are some mods, VeF and MEIOU for example iirc, that do something similar and do it good. I don't want to make it seem like i was the only one who thought of that. Yet i think those changes could be essential enough to get included in the vanilla version.
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