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Wizzington

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# Nation Designer
- Nation Designer now allows Native Councils in South America.
- Random Setup: Less tendency to create superstates.
- Doubled the Distance at which you can pick provinces that are not connected to your capital in Nation Designer.
- Ruler skill now costs less points in governments with term durations.
- Changed maximum number of Custom Nations, Client States and Colonial Nations to 75 each.
- It is now possible to use historical country names in random/default setup (ie 'Corsica' instead of 'New Corsica').
- Added support for Saving/Loading Custom Nations.

We've also added support for more emblems and backgrounds, but that isn't in 1.14.
 
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Wizzington

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The nation designer is not intended to be total sandbox/cheat mode, it's intended to create relatively challenging starts with default settings. If you want total freedom, you can mod away the restrictions.
 
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Wizzington

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So if we have the option anyway, why not make it easier for us to do? Isn't it up to the player to cheat or not? Or to even decide for him/herself what cheating is? Especially when creating nations that can make a game more fun and challenging for you. Like a western nation already have tons of colonies in the new world.

Two reasons:

1) Multiplayer
and more importantly
2) When 'cheat mode' is enabled by default, far more players end up creating massively overpowered nations and then grow bored with the nation designer. Having it be balanced gives it longevity.

More player freedom is not always better.
 
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Wizzington

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It's interesting to read design decisions, such as the above. I don't want to appear nagging, but would it be possible to one day add our own emblems?

Maybe.
 
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Wizzington

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In short, any 'cheat mode' that can be enabled by in-game option isn't really seen as cheating by players, and loops back to the issue of them ruining the challenge for themselves. When you have to mod, it's more explicitly viewed as cheating.

It's like how players will exploit loopholes in mechanics to make money and view that as regular gameplay, when the effects are no different than opening the console and typing 'cash'.
 
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Wizzington

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Oh yes, government rank can be modified in 1.14 too.
 
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Wizzington

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These people only fool themselves. And I think you mean the players who play the game in a more gamey instead of a historical way. I belong to the last group and I like to play 'what if' scenarios.

Whether or not they fool themselves doesn't matter. What matters is that restricting player choice makes the Nation Designer a better/more used feature overall.
 
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Wizzington

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Yes, AI asking much more powerful nations to transfer trade is fixed.
 
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Wizzington

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These changes all sound great. I'm pretty excited. I haven't really touched custom nations since shortly after their release until 2 nights ago.

The one huge thing I may miss because I just don't really try custom nations enough... is it possible to just flat disable tech groups based on region? Like, play in a world of all random custom nations that are only ever western tech. OR, alternatively, to at least have a bonus to being an inferior tech group so that eg a normal custom nation in India and another in Europe are not each spending 200 points at territories valued the same while one has a flat tech penalty and the other does not.

If this is already possible, awesome. Currently I was only able to sorta do this by removing tech penalties manually in the game files.

Not without modding. If you mod away the penalties you could use dynamic setup for random nations with equal tech.
 
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Wizzington

Game Director (Victoria 3)
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Will custom nations be able to choose NI changing when they use nation-forming decision?

No. If you had this then you could just create not-Prussia with 0 points in ideas and switch to Prussian ideas.
 
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