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Empreorpoef

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Hey.


One thing which I would like to see is more national ideas with unique mechanics. Europe has these kind of ideas, take a look at these:

The French idea Native Trading Principles (Reduced native attacks, native tax & manpower +100%).
The Castillian idea Inter Caetera (Can fabricate claims on any overseas province, +1 Colonist).
The Horde tradition no cost for reinforcing.
The Russian idea Siberian Frontier (Auto-exploration of all territory adjacent to owned home territory, +1 colonist).
(Hungary, USA, even NORWAY has these type of unique ideas!).

Now, England used to have an "unique" idea (+33% [sic?] embargo efficiency), which is now gone. Same for Ottomans, which had Ghazi, again, removed. Shame.

RoTW has nothing like this. I'd like to see more ideas like this implemented in the game (of course, more time than regular ideas as these might actually require coding).

what do you think?

[Moderator edit] three threads on the same topic merged.
 
Last edited by a moderator:
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LanMisa

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not rest of the world, but...

Swiss/maybe Inca: Impenetrable Fortress: +100% defense bonus fighting in cored mountains (morale/shock - to make them impenetrable but not overpowered when attacking other nations)

Netherlands: Rotterdam Harbour: Ships get +50% trade power boost (might be broken though...)

Japan: Buddhism and Shintoism: As long as Japan stays Shinto, Buddhism is an accepted religion, too (to reflect that Buddhism and Shintoism coexisted in Japan and still do today)

Southern Indian powers like Vija: War Elephants. Doubles the shock pips of Cavalry units but nulls their Fire pips. Making them glass cannons like in real-life.

Malayan Culture: Floating bridges/Swimming Army: Allows their troops to walk over water as long as they only have to cross one water province (sea zone). The province crossed must not be blockaded by enemy ships. If an enemy ship arrives in a sea zone while units cross it and there is no friendly ship to protect the soldiers then every soldier in the sea dies (army gets routed). Crossing kills 1/10th of the army due to attrition.

Scotland: Unyielding spirit: 1/4 of any killed soldier is returned to the manpower pool instead.
 

VampireBoot

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Other possible effects (which I'd love to have access to for modding purposes):

* Decreasing autonomy causes half as much unrest (or unrest lasts half as long) - for centralized empires
* Conquered provinces start with X% less autonomy - for conquering empires
* Diplo-annexed provinces start with X% less autonomy - for Austria and the like
* Harsh treatment costs X% less or reduces rebel faction strength by X% more - for countries like Ottomans with reputation for harsh retaliation against rebels
* Vassals and marches take up half a relation slot - for countries that historically kept a lot of vassals/tributaries (again, like Ottomans)
* Trade company provinces give +X or +X% more trade power - for countries with strong historical trade companies
* Same culture provinces give bigger benefits - for countries that promoted their own culture / nationalism
* Decreased penalties for non-accepted cultures - for highly tolerant countries
* Desert provides +1 defensive bonus in combat - for countries that specialized in desert warfare
* +X% piety gain/loss, or +X% patriarch authority gain/loss - for religiously-oriented Muslim or Orthodox countries
* Tropical / arid / arctic give less penalties for colonizing - for countries like Malayan minors (tropical), Saharan minors (arid), and northern native tribes (arctic)
* Westernization costs X% less points - for countries like Russia and Japan
* +X% gold production - for countries with heavy gold production
* -X% gold inflation generation - same as above
* +1000 garrison size - for very defensive countries
 

TheDarkMaster

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How about a native tribe idea that reduces colonial maintenance costs? I also suggest making one of the national ideas for the natives +1 colonist, since they otherwise stop colonizing completely once they've reformed their government.
 

Haccoude

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Other possible effects (which I'd love to have access to for modding purposes):

* Decreasing autonomy causes half as much unrest (or unrest lasts half as long) - for centralized empires
* Conquered provinces start with X% less autonomy - for conquering empires
* Diplo-annexed provinces start with X% less autonomy - for Austria and the like
* Harsh treatment costs X% less or reduces rebel faction strength by X% more - for countries like Ottomans with reputation for harsh retaliation against rebels
* Vassals and marches take up half a relation slot - for countries that historically kept a lot of vassals/tributaries (again, like Ottomans)
* Trade company provinces give +X or +X% more trade power - for countries with strong historical trade companies
* Same culture provinces give bigger benefits - for countries that promoted their own culture / nationalism
* Decreased penalties for non-accepted cultures - for highly tolerant countries
* Desert provides +1 defensive bonus in combat - for countries that specialized in desert warfare
* +X% piety gain/loss, or +X% patriarch authority gain/loss - for religiously-oriented Muslim or Orthodox countries
* Tropical / arid / arctic give less penalties for colonizing - for countries like Malayan minors (tropical), Saharan minors (arid), and northern native tribes (arctic)
* Westernization costs X% less points - for countries like Russia and Japan
* +X% gold production - for countries with heavy gold production
* -X% gold inflation generation - same as above
* +1000 garrison size - for very defensive countries
Further ideas with no specific country in mind:
- Marches have a higher base tax cap
- Factories cost less
- +1 to a specific monarch stat (possible OP, but something like all rulers have +1 mil than they otherwise would have had).
 

TheDarkMaster

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* Tropical / arid / arctic give less penalties for colonizing - for countries like Malayan minors (tropical), Saharan minors (arid), and northern native tribes (arctic)
Oh, that's a good one. I've actually always thought that nations that start in one climate should have less penalties for colonizing the same climate.
 

Denkt

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Here is one of my more important ideas:

Give/Ask for foreign aid in military/diplomacy/Administrative technology.
If you are a country of a weaker technology group you can ask for aid in one of the tech field if not all 3 of them.
If you get aid you are considered as being part of the aiding country tech group in that field, also you get the aiding country neigbhour bonus.

Example 1: Aztec get military aid from Spain will have it military tech cost as western tech also as Spain is 5 military techs ahead it will get a nice neighbour bonus but only for military tech.

I will add in more then I have time.
 

LanMisa

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Morocco (or some other nation, maybe Poland? Lithuania?): "Openmindedness": gets double the "neighbours ahead in technology" bonus. Or 1.5 times the amount; double sounds too strong.
 

IFWanderer

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Make Incan ambitions remove the 50% Local Autonomy floor on same-continent colonies.
 

VampireBoot

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What's the trigger for Ghanzi? If it's just for fighting heretics and heathens, Ming could get it as their last idea/bonus.
Ghazi 1) was pretty overpowered, and 2) didn't make for great gameplay. Players often declared meaningless wars against minors like The Knights in order to keep the manpower flowing. May as well just skip the middleman and give a permanent manpower boost (like Ghazi currently does).
 

BaZERGer

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* Tropical / arid / arctic give less penalties for colonizing - for countries like Malayan minors (tropical), Saharan minors (arid), and northern native tribes (arctic)

I was gonna suggest this too, for all countries that starts out with a type of harsh climate as their native terrain, though rather than reducing penalty, just gain a bonus to the effects instead, since the the result is the same. Like having a free extra effect in their traditions, that could grant a nation like Kongo something like +15 settler growth, and 15% settler chance and supply limit in tropical provinces could be a nice touch.
 

Empreorpoef

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Any specific suggestions?


* Tropical / arid / arctic give less penalties for colonizing - for countries like Malayan minors (tropical), Saharan minors (arid), and northern native tribes (arctic) // Thanks @ VampireBoot, really good idea.

* A bonus to using Scorched Earth - for countries like Wallachia

* Maximum warexhaustion is 10 - Mongolia
* Can force convert heathens - for Ottomans/ Mughals or something else.



will add more as I figure them out
 
Last edited:

colinljx

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An old idea: every nation with over 100 province (e.g. Ming) automatically get "celestial empire" effect goverment or modifier (50% LA or more except capital) and factions and Inward Perfection (same effect as Ming's).
 

saegoto

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Sep 4, 2012
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unique idea for switzerland and hessen:
- you can allow other countries to buy merc from your merc pool. cost and maintenance goes for you
unique idea for netherlands:
- your trade companies give 0,1 landforcelimit also
unique idea for england:
- reduce cost of increasing and decreasing tarrifs
unique idea for portugal:
- you need to share 40% instead of 50% trade power in trade company charter to get + 1 merchant
unique idea for poland:
- folwark system: all your grain provines +50% good produce instead of 10% production efficinecy
 
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