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?
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?
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.
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