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Reverend Belial

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The idea system is a really excellent way to give nations boosts and allow them to essentially spec out their nation, but a few of the idea groups are frankly kind of annoying in what they provide. I have a few suggestions on how to change them.

Administrative - Switch out one of the mercenary idea with a monthly autonomy change idea. Three mercenary boosts is overkill, and it really makes no sense that the idea tree dedicated to strengthening the central government doesn't actually give the one boost that represents that. Honestly another mercenary idea could be tagged out for something like an unrest reduction to represent strong laws or police forces but that's not really a big deal.

Quality - Just straight up get rid of the naval stuff cluttering up the tree. There are two entire groups dedicated solely to naval improvements, it's just wasteful to blow half of what should rightfully be a ground troop tree on horrible ideas that you won't use. Instead Quality should give something like another free leader and some leader upgrades. Things that actually improve the *quality* of your army.

Espionage - I'm sure you hear about this group enough already so I won't cover it, but I'm basically obligated to bring up how useless it is.
 
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Incompetent

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I would be very careful about giving Quality any further buffs for land powers - it is already a very powerful group., especially once you factor in the policies.

With Administrative versus Economic, I'd like to see a clearer thematic distinction between a more efficient bureaucracy and a better-managed economy. At the moment, the groups are all over the place thematically. For instance, goods produced belongs in the Economic group (it's a measure of the true health of the economy), whereas local autonomy reduction belongs in Administrative (it's a measure of central power, not wealth as such).

With the mercenary stuff, I'd rather have a proper Mercenary-themed military idea. Occasional bonuses to mercs in the admin/diplo groups are OK, but three ideas in 'Administrative' is indeed too much.
 
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IFWanderer

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local autonomy reduction belongs in Administrative (it's a measure of central power, not wealth as such).
That one is in Economic for balance reasons, because the devs think it would make it more likely that people choose that group.
 
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Incompetent

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That one is in Economic for balance reasons, because the devs think it would make it more likely that people choose that group.

Indeed, and I'm glad they did something to buff what was a rather weak idea group at one stage. If you're going to buff an idea group though, I think you should start with things that fit the theme. '10% increased goods produced' to me is the epitome of an Economic idea, and it's one of the best straight income-increasing ideas you can have, because goods produced combine multiplicatively with so many other effects. So why is it the finisher on the already over-favoured Administrative group?

i would love to see 'policy duration reduction modifier' in administrative idea group

Now this would make an interesting finisher. Shorter national focus cooldown would be another option.
 
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