DDRJake twitter teaser - idea groups suggestion/discussion

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kontinos

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I don't get it. Why would you have in the same group (influance) reduced annexation cost, remove the 1 extra diplomatic relation but also give reduced liberty desire?
 

Testeria

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Make some interesting finishers for all idea groups, for example:
- you only get merchant from trade companies as maritime finisher,
- you only get merchant from colonial nations as trade finisher,
- you don't get corruption from territory if it is Your culture and religion and connected to Your capital as expansion finisher,
- ability to block the straits for naval finisher,
- you can change trade good of colony once as innovative finisher,
- cavalry flanks always attack at least one square as aristocratic finisher,
- your 30+ dev state provinces count as 2 for corruption counting as administrative finisher,

etc.
 

boehm

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I say it's time to admit that naval combat is never going to be a very relevant thing in this game, and so let's ditch Maritime and especially Naval ideas entirely. At this point they serve just for noob-traps and meme/joke runs. Recycle some of the ideas into other groups that might need some buffs (maybe merge some of them into Trade, or Exploration so that it becomes more questionable to abandon at the end of the game). And use the freed up slots for completely new Idea Groups that are actually competitive with the other ones.

They just need to be done correctly, so that by taking they you expand the usability of the naval .... thus any country with a large naval presense would benefit from them. Instead of as now where their purpose is to WIN the naval race, when the AI doesnt know how to compete ...so they become useless. Im working on my own overhaul of ideas and policies, will put it in the workshop before end of week I think and well maybe someone would give it a spin and tell me why its all wrong :d
 

boehm

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Make some interesting finishers for all idea groups,
etc.

I have actually come the the conclusion that I dont like "finishers" ... or rather I feel like the idea groups should be more front loaded as this would help the AI as there is no ai to determine how far or fast it should prioritize buying ideas. Likewise I feel that by having the groups back-loaded or whaterver you call it, you are almost forced to chase the narrowmindedly, thus taking out some of the strategic choice of the game / ofcause part of the blame is that there are perhaps too many MPs available in general.

I working on an idea where the first 1-3 ideas should be the "core" of the group - #4 should be the big prize ....#5-7 synergy effects/non-core boosts #8(the bonus) is then just a smaller freebie ... This way I belive the AI would do slightly better and its more of an option whether to actually finish the group or not
 

Foefaller

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I have actually come the the conclusion that I dont like "finishers" ... or rather I feel like the idea groups should be more front loaded as this would help the AI as there is no ai to determine how far or fast it should prioritize buying ideas. Likewise I feel that by having the groups back-loaded or whaterver you call it, you are almost forced to chase the narrowmindedly, thus taking out some of the strategic choice of the game / ofcause part of the blame is that there are perhaps too many MPs available in general.

I working on an idea where the first 1-3 ideas should be the "core" of the group - #4 should be the big prize ....#5-7 synergy effects/non-core boosts #8(the bonus) is then just a smaller freebie ... This way I belive the AI would do slightly better and its more of an option whether to actually finish the group or not

I think you do both, something immediate for taking them, and something great for finishing.

Exploration is probably the best Idea in that regard. With the first two ideas you can start exploring and colonizing the new world, and with the finisher you lose almost any restrictions in conquering it.