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Guerilla Warfare
1. +1 terrain bonus when defending on non-plainslike provinces.
2. -20% shock casualties, -10% shock damage.
3. +1 terrain bonus in capitol terrain type.
4. +200% defensiveness on provinces with a fort level of 0.
5. -20% fire casualties, -10% fire damage.
6. +1 Leaders without upkeep.
7. +1 naval combat bonus off of owned coasts.
Bonus: +10% Discipline while outnumbered in combat.
The game needs a "playing tall/small nation" MIL set.
Why would a tall/small nations have provinces with a fort-level of 0, and what stops a nation playing wide from deliberately being outnumbered to get the discipline bonus? +1leaders also seems better for wide nations, since the more armies you have the more leaders you can put to use at once.
I would divide Administrative into two mutually exclusive ones, Centralisation (More geared towards tall play) and Decentralisation (More geared towards wide play)
Divine Right
+1 Yearly Legitimacy City of the world's desire:
-5% Development cost
-15% Expand infrastructure cost Centralised Bureaucracy
-10% Administrative technology cost Revoke Estates Rights
-10% Estate's influence
-20% Autonomy change cooldown Crackdown on dissidence
-20% Harsh treatment cost Centralisation efforts:
-0.025 Monthly Autonomy change
-15% Centralise State Cost One state, one army:
-10% Minimum Autonomy on territories
+50% Professionalism Gain Bonus:
+0.25 yearly prestige
+5 Maximum absolutism
Delegation of Powers
-10% Stability Increase Cost
Patronise local traditions:
-25% Promote Culture cost
+1 Accepted Cultures
I would also rework Exploration into "Exploration" and "Colonial", Exploration would be geared towards establishing trade-empires in the old world, Colonial would be a more proper New World domination focused.
Overseas exploration
Allows recruitment of Explorers & Conquistadors
+50% Colonial range Overseas Claims:
+1 Colonist Adventurer Spirit:
+10 Global settler increase Oceanic seafaring:
+5% Ship durability
Allows High Seas travel Establish new trade routes:
+15% Ship Trade Power Trading Posts:
+20% Supply Range
-20% Center of trade upgrade cost Charter Companies:
+10% Trade Power Abroad
-15% Trade Company Investments Bonus:
May fabricate claims in trade charter regions.
+3 AI reasons to accept Charter Company purchases
Quest for the New World
Allows recruitment of explorers & conquistadors
Allows High Seas travel Colonial Ventures
+1 Colonist Overseas Expansion
Can fabricate claim overseas in colonial regions Land of Opportunity
+20 Global settler increase Viceroys
+10% Global tariffs −20% Envoy travel time Free Colonies:
+5% Settler Chance −100% Expel minorities cost Global Empire
+25% Naval force limit modifier Bonus:
+1 Colonist
Naturally, the addition of another colonial group would imply changes to expansion, i removed all colonial-based bonuses and instead added expansionist (aka: blobbing) ones.
Additional Diplomats
+1 Diplomat Additional Merchants
+1 Merchant Accessible Citizenship
-25% Core Creation Cost Common Enemy
−50% Fort maintenance on border with rival +15% spy network build rate against the rival Geopolitics
+1 Diplomatic relation New Imperialism
-15% Agressive Expansion Perpetual War
-0.05 Monthly War exhaustion Bonus:
+250 Government Capacity
As for military, i would make a few tweaks on the existing ones:
Regimental System: −5% Land maintenance modifier Entrenchment tactics:
-15% Fort cost
Supply Trains: +33% Reinforce speed In Defense of the Homeland
+15% Recover army morale speed
Military Drill: +15% Morale +5% Discipline
Bonus: +1 Attrition for Enemies Bonus: +20% Garrison size
Discipline over Morale (Better to fight defensively and inflict high casualties on foes)
National Conscripts −10% Recruitment time Expanded Supply Trains
−10% Land attrition
Esprit de Corps +5% Discipline
+10% Morale
Morale over Discipline, since on the offence it's more important to beat back the enemy than to outkill it.
Corvettes +5% Ship durability Drill Centers:
+33% Army drill gain
Marine combat bonus to make the idea a little more useful outside of naval combat.
And add a new one:
Local Militias:
-10% Regiment upkeep Ambush Tactics:
-20% Shock Damage Taken Supply Raiding:
+1 Atrittion for Enemies Scorched Earth:
−20% Supply Limit for enemies Infiltration:
+15% Movement Speed Popular Support:
+1 Combat bonus on core territory Assymetrical Warfare:
-20% Fire Damage Taken Bonus:
-15% Combat Width
Essentially a manpower conservation group for minor countries with small armies.
(Also, a new military idea could make mutual exclusivity between Quality/Quantity Offensive/Defensive viable due to a larger number of alternatives)
As someone who did idea rebalances fir MP mods: more idea groups with vanilla policy system is a nightmare. The truely hard and time consuming work are the policies. One has to account for so many different combinations and find a balance to create meaningful and interesting policies for each combination without creating gamebreaking combinations.
Why would a tall/small nations have provinces with a fort-level of 0, and what stops a nation playing wide from deliberately being outnumbered to get the discipline bonus? +1leaders also seems better for wide nations, since the more armies you have the more leaders you can put to use at once.
Because not all small nations are wealthy enough to have forts in all of their provinces. And yeah if you're large you can deliberately have smaller stacks, but that's not leveraging your advantages as a large nation.
The +1 leaders might not make sense though, I'll give you that.
I would divide Administrative into two mutually exclusive ones, Centralisation (More geared towards tall play) and Decentralisation (More geared towards wide play)
Divine Right
+1 Yearly Legitimacy City of the world's desire:
-5% Development cost
-15% Expand infrastructure cost Centralised Bureaucracy
-10% Administrative technology cost Revoke Estates Rights
-10% Estate's influence
-20% Autonomy change cooldown Crackdown on dissidence
-20% Harsh treatment cost Centralisation efforts:
-0.025 Monthly Autonomy change
-15% Centralise State Cost One state, one army:
-10% Minimum Autonomy on territories
+50% Professionalism Gain Bonus:
+0.25 yearly prestige
+5 Maximum absolutism
Delegation of Powers
-10% Stability Increase Cost
Patronise local traditions:
-25% Promote Culture cost
+1 Accepted Cultures
I would also rework Exploration into "Exploration" and "Colonial", Exploration would be geared towards establishing trade-empires in the old world, Colonial would be a more proper New World domination focused.
Overseas exploration
Allows recruitment of Explorers & Conquistadors
+50% Colonial range Overseas Claims:
+1 Colonist Adventurer Spirit:
+10 Global settler increase Oceanic seafaring:
+5% Ship durability
Allows High Seas travel Establish new trade routes:
+15% Ship Trade Power Trading Posts:
+20% Supply Range
-20% Center of trade upgrade cost Charter Companies:
+10% Trade Power Abroad
-15% Trade Company Investments Bonus:
May fabricate claims in trade charter regions.
+3 AI reasons to accept Charter Company purchases
Quest for the New World
Allows recruitment of explorers & conquistadors
Allows High Seas travel Colonial Ventures
+1 Colonist Overseas Expansion
Can fabricate claim overseas in colonial regions Land of Opportunity
+20 Global settler increase Viceroys
+10% Global tariffs −20% Envoy travel time Free Colonies:
+5% Settler Chance −100% Expel minorities cost Global Empire
+25% Naval force limit modifier Bonus:
+1 Colonist
Naturally, the addition of another colonial group would imply changes to expansion, i removed all colonial-based bonuses and instead added expansionist (aka: blobbing) ones.
Additional Diplomats
+1 Diplomat Additional Merchants
+1 Merchant Accessible Citizenship
-25% Core Creation Cost Common Enemy
−50% Fort maintenance on border with rival +15% spy network build rate against the rival Geopolitics
+1 Diplomatic relation New Imperialism
-15% Agressive Expansion Perpetual War
-0.05 Monthly War exhaustion Bonus:
+250 Government Capacity
As for military, i would make a few tweaks on the existing ones:
Regimental System: −5% Land maintenance modifier Entrenchment tactics:
-15% Fort cost
Supply Trains: +33% Reinforce speed In Defense of the Homeland
+15% Recover army morale speed
Military Drill: +15% Morale +5% Discipline
Bonus: +1 Attrition for Enemies Bonus: +20% Garrison size
Discipline over Morale (Better to fight defensively and inflict high casualties on foes)
National Conscripts −10% Recruitment time Expanded Supply Trains
−10% Land attrition
Esprit de Corps +5% Discipline
+10% Morale
Morale over Discipline, since on the offence it's more important to beat back the enemy than to outkill it.
Corvettes +5% Ship durability Drill Centers:
+33% Army drill gain
Marine combat bonus to make the idea a little more useful outside of naval combat.
And add a new one:
Local Militias:
-10% Regiment upkeep Ambush Tactics:
-20% Shock Damage Taken Supply Raiding:
+1 Atrittion for Enemies Scorched Earth:
−20% Supply Limit for enemies Infiltration:
+15% Movement Speed Popular Support:
+1 Combat bonus on core territory Assymetrical Warfare:
-20% Fire Damage Taken Bonus:
-15% Combat Width
Essentially a manpower conservation group for minor countries with small armies.
(Also, a new military idea could make mutual exclusivity between Quality/Quantity Offensive/Defensive viable due to a larger number of alternatives)
I thought that was a bit harsh, but for example expansion is a much better version of admin ideas which are already the best ideas for blobbing.
edit: I think many of them are fine though.
edit2: to elaborate a bit more, I like the exploration group change, I think centralization and decentralization are both weak, most of the military changes are minor and fine except quantity which is a huge nerf making the group mostly useless, and I can’t decide if guerrilla is good or not so maybe it’s fine.
A Court For All:
+1 Maximum Advisors
+15% Reform Progress growth
Local regiments:
-10% Mercenary Cost
-10% Mercenary Maintenance
Decentralised Bureaucracy
-10% Minimum Autonomy on territories
Bonus:
-15% Core Creation Cost
Additional Diplomats
+1 Diplomat Additional Merchants
+1 Merchant New Imperialism
-10% Agressive Expansion Common Enemy
−50% Fort maintenance on border with rival
+15% spy network build rate against the rival Geopolitics
+1 Diplomatic relation Accessible Citizenship
-10% Core Creation Cost Perpetual War
-0.05 Monthly War exhaustion Bonus:
+150 Government Capacity
- Military:
Mercenaries
A group entirely dedicated to making mercenaries more affordable and stronger. Want to play Hungary and go ham on mercs? Want to play a republic and have nothing but mercs? Here is the idea group for you.
I like this one. Should definitely include "no army professionalism loss from hiring mercs", mercenary cost, mercenary manpower, mercenary maintenance and mercenary discipline. That still leaves some modifiers.
The idea is to be a group tailored to tall players that would rather stick with their estates than go for absolutism. It focuses on increasing the effects of tons of very small bonuses.
Infrastructure Ideas: Formalized Estate Privileges
Estate Loyalty pr Privilege +2%, Estate Influence pr Privilege -2% Organized Institutions
Building effects +10% Strengthen State Bureaucracy
State Edict effects +20% Sanctioned Centers of Worship
Local Unrest from worship buildings -2 Grand Urban Planning
Development Cost increase from Development -20% Prioritized Road and Canal Maintenance
Expand Infrastructure governing cost -30%, Centralize State cost -20% Interconnected State Infrastructure
Goods Produced pr development in state +0.01 Bonus: Efficient Legal Institutions
Estate Loyalty effects +20%, Parliament Seat bonuses +50%
I'm not sure about the exact numbers, especially how big a "Building effects" modifier would be suitable. I feel like it needs to lean a bit more into its anti-absolutism angle, but i can't really see where i would fit it in without outright making a penalty somewhere.
decided to switch 2 idea slots of the DIP idea group presented,
now giving -0,10 monthly war exhaustion 3rd and +1 possible dip policies on the last slot.
Realized Rhetoric ideas are too weak, but mostly because Diplomatic is OP.
Switched position of the Vassalization and Fabricate Claim modifiers and boosted Vassalization Acceptance from 15 to 25.
Rhetoric ideas probably also need an extra Diplomat as well as
either overall strong policies or the Fabricate Claim cost switched with a much stronger idea slot.
(maybe in ADM category?) -> EDIT: 1 or 2% Missionary Strength could be very neat!
Realized Rhetoric ideas are too weak, but mostly because Diplomatic is OP.
Switched position of the Vassalization and Fabricate Claim modifiers and boosted Vassalization Acceptance from 15 to 25.
Rhetoric ideas probably also need an extra Diplomat as well as
either overall strong policies or the Fabricate Claim cost switched with a much stronger idea slot.
(maybe in ADM category?) -> EDIT: 1 or 2% Missionary Strength could be very neat!
I was thinking the same thing, it’s solid but the best parts are similar to diplomatic and I don’t think a diplo point and war exhaustion competes with wars core cost, extra diplomats, cheaper tech and the stability thing. Fabricate claims isn’t nothing and it could be a pretty strong synergy with espionage, but it probably needs something else. Missionary strength isn’t a bad idea, gives it a niche where you want diplo but you’re also conquering outside your religion and don’t want to go religious or humanist yet.
btw my reaction to the admin group is it becomes a must have for any wide game. But that’s probably not bad, maybe it shakes up the “must have” meta.
I think this one may be in a decent spot assuming it has a good policy or two. The professionalism is really strong - this carries the group, probably a better bonus than 50% manpower from quantity. Monarch skill is solid, reinforce cost is nice, movement speed is deceptively good (as a time saver more than tactically), the shock bonuses are ok but not enough to compete with offensive, quality or defensive. Overall I think it’s worse than the other top military groups but only by a strong policy or two’s worth.
As someone who did idea rebalances fir MP mods: more idea groups with vanilla policy system is a nightmare. The truely hard and time consuming work are the policies. One has to account for so many different combinations and find a balance to create meaningful and interesting policies for each combination without creating gamebreaking combinations.
I whole heartedly agree with this, 100%. I did my own rebalance and rework based off the Ideas Expanded mod, and you just have to throw 80% of the vanilla game out of the door to restart from the bare framework. You have to establish new baselines for what is balanced, what gets to be "overbudget", and what idea groups/policy combos are allowed access to potentially powerful modifiers (IE CCR, admin efficiency, dev cost, general pips, monarch points, etc.). That's even without taking the trouble to make new events for the new idea groups or rebalance old ones.
Quite frankly, I still think I produced an overpowered mess that if exposed to a larger player base would be torn to shreds and abused, both for SP and MP despite how much effort I put into the project.
All I can recommend from the experience is to look closely at how whatever modifiers you want to give to a group are budgeted in National Ideas and the Custom Nation creator. And for the love of God, DOCUMENT THE HELL OUT OF YOUR POLICIES!
I whole heartedly agree with this, 100%. I did my own rebalance and rework based off the Ideas Expanded mod, and you just have to throw 80% of the vanilla game out of the door to restart from the bare framework. You have to establish new baselines for what is balanced, what gets to be "overbudget", and what idea groups/policy combos are allowed access to potentially powerful modifiers (IE CCR, admin efficiency, dev cost, general pips, monarch points, etc.). That's even without taking the trouble to make new events for the new idea groups or rebalance old ones.
Quite frankly, I still think I produced an overpowered mess that if exposed to a larger player base would be torn to shreds and abused, both for SP and MP despite how much effort I put into the project.
All I can recommend from the experience is to look closely at how whatever modifiers you want to give to a group are budgeted in National Ideas and the Custom Nation creator. And for the love of God, DOCUMENT THE HELL OUT OF YOUR POLICIES!
I completely agree on what you said about balancing. But I would absolutely love new flavor in ideas.
I think some players pretty much scanned them a 100%, so they are no longer very fun to experiment with.
I'm not interested in posting this mod as soon as I can and I am willing to put my time in it.
I don't want people to say like: "Oh, you playing with this idea mod? lol. Just take X and Y together with C and there you go..."
I mean, you could potentially say that to the vanilla ideas as well.
Just go Quantity, Economic... Just go Diplomatic, Humanist... whatever.
There are some kind of obvious optimal decisions most of the time and I want to break a bit with that.
P.S. I'm not really satisfied with what I came up with for DIP.
DIP just lacks good new modifiers, that fit in a single group and are not owned by vanilla ideas.
Rhetoric Ideas
- Decided to give an extra Diplomat in addition to the +20% Improve Relations
- Nerfed Acceptance of Vassalization to 20 (from 25, originally 15)
If you are a duchy i.e. the starting 2 Diplomats are just not enough to be a starting choice.
+25 Acceptance of Vassalization, was so much you could get an ally with a royal marriage and high trust
to accept their vassalization when they are about the same size (economic & military) and a neighbour.
So still a good modifier, but my guess not OP.
Updated the Rhetoric Ideas even further and switched out +1 Possible Diplomatic Policies
with + 1 Free Policies, boosting the power level again, so policies for completion need to be a little bit weaker.