How overpowered are nations when "lucky nations - historical" is selected?

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DukeDayve

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I'm quite new to EUIV... I've only played about 25-hours so far (though about 500 on CK2 :blush:) and I'd really love to play an ironman game with historical lucky nations... just so I can't be tempted to save and reload. There's one thing putting me off however... how powerful do nations become when this option is selected? I imagine England, France, Spain and the Ottoman Empire are the main lucky nations... do they become invincible? I really don't want any nations to be invincible. Does anybody know what exactly the bonuses are that they get?
 

Xara

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No, they're not invincible. The bonuses are listed on the screen before starting a game when you hover over them.

Lucky nation rulers have a bonus of +1 to their Admin, Diplomatic and Military skills. Additionally:
Administrative

Administrative Tech Cost -2%
Chance of Heir +25%
Global Revolt Risk -1
Yearly Legitimacy +1
Yearly Republican Tradition +1
Global Missionary Strength +1%
Stability Cost Modifier -10%
Available Advisors +1

Diplomatic

Diplomatic Tech Cost -2%
Global Trade Power +10%
Colonist Success Chance +5%
Spy Offensive Chance +5%

Military

Military Tech Cost -2%
Maintenance Free Leaders +1
Leader Fire +1
Leader Shock +1
Defensiveness +10%

lucky nations are the first 8 nations, in order of precedence, that are not controlled by a player, exist at the chosen date, and meet any secondary triggers

Castile / Spain (before year 1700)
Ottomans (before year 1700)
Russia / Muscovy
England / Great Britain
France
Austria
Prussia (after year 1700)
Netherlands
Portugal (before year 1700)
Sweden (before year 1700)
Commonwealth (before year 1700)
 

brifbates

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You can look the specific bonuses up in common/static modifiers...

luck = {
global_trade_power = 0.1 (+10% trade power multiplier)
colonist_placement_chance = 0.05 (+5% colonist chance)
global_missionary_strength = 0.01 (+1% missionary strength)
leader_fire = 1 (+1 leader fire value, still caps at 6)
leader_shock = 1 (+1 leader shock value, still caps at 6)
spy_offence = 0.05 (+5% offensive spying chance)
stability_cost_modifier = -0.10 (-10% stability cost)
defensiveness = 0.1 (+10% defensiveness bonus)
advisor_pool = 1 (1 additional advisor available to choose from when hiring)
free_leader_pool = 1 (1 additional general without costing military points)
heir_chance = 0.25 (25% more likely to get an heir)
global_revolt_risk = -1 (-1% revolt risk in all provinces)
legitimacy = 1 (+1% legitimacy gain per year)
republican_tradition = 0.01 (+1% annual republican tradition gain)
interest = -1 (-1% interest rate on loans)
mercenary_cost = -0.25 (-25% cost for mercenaries)
}

I believe there is also a hidden bonus on ruler stats and chances to get a PU/inheritance but I can't quote it.

Lucky nations in an ironman game are Austria, Castille, England, France, Muscovy, Ottoman Empire, Portugal, and Sweden. If you are playing one of them there is no replacement and you do not get the bonuses. I think the Netherlands can spawn as a lucky nation under certain conditions but I'm not positive about that.

The lucky nations generally tend to perform reasonably well although they generally don't reach their historic heights (for the most part). They are intended to make a late game challenge for the player as well as a more or less recognizable Europe if the player is not involved in Europe. They are far from invincible though.
 

Gebhard Blucher

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Many events will also favor Lucky nations. (I've seen Mean-Time-To-Happen modifiers working for Lucky nations in the event files.)
 

InnocentIII

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I believe there is also a hidden bonus on ruler stats and chances to get a PU/inheritance but I can't quote it.

I happened to mouse over Austria's odds at inheriting Denmark, which had eaten Sweden and Norway, and saw "+5% Lucky Nation" iirc. So that's not huge. Even +1 on ruler stats would be a big deal, though.