Humanist ideas seem too good. They are a must for conquering nations. And since this game is mostly about making war and then making peace waiting for the next war...
One thing I noticed -- Naval Ideas do not have an increase in Naval Force Limit modifier. This is still kept in Maritime ideas.
So, I wonder exactly how much utility Naval Ideas will have... yes you can get good admirals some more power etc, but if I have twice the number of Heavy Ships (assuming some amount of force limit will be used for light ships and transport by both the sides) using Maritime Ideas, what are the Naval Ideas really going to do for you?
Having more troops also helps, but somehow quantity is not always chosen over offensive (which has a smaller boost) or defensive (which has none). Now, admittedly, the seas have no forts... but still, there's also no obligation to pick only naval or maritime, you can take both (if you need it).One thing I noticed -- Naval Ideas do not have an increase in Naval Force Limit modifier. This is still kept in Maritime ideas.
So, I wonder exactly how much utility Naval Ideas will have... yes you can get good admirals some more power etc, but if I have twice the number of Heavy Ships (assuming some amount of force limit will be used for light ships and transport by both the sides) using Maritime Ideas, what are the Naval Ideas really going to do for you?
One thing I noticed -- Naval Ideas do not have an increase in Naval Force Limit modifier. This is still kept in Maritime ideas.
So, I wonder exactly how much utility Naval Ideas will have... yes you can get good admirals some more power etc, but if I have twice the number of Heavy Ships (assuming some amount of force limit will be used for light ships and transport by both the sides) using Maritime Ideas, what are the Naval Ideas really going to do for you?
-10% in ship maintenance can be seen as something similar with an increase of the naval FLOne thing I noticed -- Naval Ideas do not have an increase in Naval Force Limit modifier. This is still kept in Maritime ideas.
So, I wonder exactly how much utility Naval Ideas will have... yes you can get good admirals some more power etc, but if I have twice the number of Heavy Ships (assuming some amount of force limit will be used for light ships and transport by both the sides) using Maritime Ideas, what are the Naval Ideas really going to do for you?
Dutch Republic
First of all, the Dutch Republic do not get the normal election events. Instead they operate on a unique set of rules. They have a unique mechanic which is called “Statists vs Orangists”, which is how much power each side has in the Republic.
When the Statists are in power, you get +10 naval force limits and +5% trade power, while your republican tradition increase quickly, and when the Orangists are in power, you get +25% land forcelimits, and 10% cheaper stability, while the republican tradition does not increase by normal means.
If Statists are in power, then an election will be held if it has been at least 4 years since last election. You get two random candidates to pick from, one that will strengthen the Statists and one that will strengthen the Orangists.
If the Orangists are in power, then the current ruler is in power until he or she dies, or statists comes into power again.
You can not directly change the support for either of these, but there are a large set of events associated with the republic, that will impact the support.
Of course, it is now easier for the Netherlands to get the event allowing you to pick the Dutch Republic government form, as it will trigger within a decade or two after forming the nation.
How random are candidates? Completely random or classical for republics 4/1/1?
completely random
Oh come on. Spend 400 DIP points to save a couple dozen DIP points every once in a while? You call that a powerful idea? Wow.Ehm, I find one that is also pretty strong.
Grand Army is now 20% land forcelimits (down from 25%)
National Conscripts is now 10% faster regiment recruitment speed instead of +25% global manpower.
Consolidated infantry, cavalry and artillery cost ideas in Quantity into a single regiment cost idea.
Added ideas to Quantity: Forced Labor System (-20% building power cost) and Expanded Supply Trains (-10% land attrition).
One thing I noticed -- Naval Ideas do not have an increase in Naval Force Limit modifier. This is still kept in Maritime ideas.
So, I wonder exactly how much utility Naval Ideas will have... yes you can get good admirals some more power etc, but if I have twice the number of Heavy Ships (assuming some amount of force limit will be used for light ships and transport by both the sides) using Maritime Ideas, what are the Naval Ideas really going to do for you?
Any chance that we can have it be made possible to deconvert Cosmopolitanized Lombardy without annexing France?Religious Ambition is now 25% cheaper culture conversion.