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Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.209
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
Secular Ideas (Administrative)

  • these ideas shall focus on the internal development of our country
  • they shall promote a playstyle that accommodates both estates and absolutism
  • by power of the first idea, which gives free policies, the player shall consider this group not in the early but rather in the mid- to late game (as ideas tend to refer to enlightenment themes)

Adjudication: +1 free policy (by default make the first policy cost monarch power again)
Public Good: +0.1 yearly crownland increase
Social Contract: +0.1 monthly reform progress
Property Rights: +1 province building slot
Separation of church and state: +10% religious unity
Pluralism: +2 accepted cultures
Freedom of Speech: +1 possible rivals, +10% institution spread

Bonus: +1 possible policy slot


Independence ideas (Diplomatic)

  • this idea group shall promote a tall play style
  • it is suited for small and threatened countries as well as subjects
  • it combines economic, trade and diplomatic themes

Sovereignty: +50% hostile core creation cost in our capital province and all seats of parliament (if country has parliament reform), -10% reduce war exhaustion cost
Import Subsititution: +5 mercantilism, +20% domestic trade power
Law of Nations: +1 diplomatic reputation, +25% agressive expansion impact on us (i.e. more likely to be able to be member of a coalition)
Diplomatic Immunity: gives an Diplomatic Insult CB on nations that have discovered one's spy, +1 diplomat
Refutation: can revoke hostile claims for 50 diplomatic power (temporary and permanent, by clicking on the claim in the province overview)
Mercantile Connections: -33% trade good re-roll cost (by default can Re-roll trade good for 100 diplomatic power via special province button)
Cultural Cohesion: +5% all estate loyalty equilibrium

Bonus: +50% possible condottieri / mercenaries, +10% own liberty desire


Reconnaissance ideas (Military)

  • this idea group shall promote hit and run tactics
  • it should offer an alternative play style and be suited for smaller nations
  • it combines land military and naval ideas

Agility: +1 land leader manoevre
Ambush: -2 enemy combat width
Envelopment: +1 cavalry flanking range
The Wheather Gage: +15% light ship combat ability
Fire support: +1 naval leader siege, +20% marine fire damage dealt
Feigned retreat: -50% own time to retreat from combat, +50% enemy time to retreat from combat (for armies and navies)
Indirect Fire: +10% artillery fire damage on enemy backrow

Bonus: +0.05 tactics
 
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How would you get +5 mercantilism? It cost 200 diplo power to get to the second idea, cant you change the idea to +1 yearly mercantilisim otherwise the promote mercantilism button on the government tab would be useless
 
How would you get +5 mercantilism? It cost 200 diplo power to get to the second idea, cant you change the idea to +1 yearly mercantilisim otherwise the promote mercantilism button on the government tab would be useless
The idea cost 400 diplo power. Increasing mercantilism manually (only with mare nostrum dlc I believe) by 5% cost 500 diplo power. Think of it as a upfront cost reduction that avoids the dlc lock.
 
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How would you get +5 mercantilism? It cost 200 diplo power to get to the second idea, cant you change the idea to +1 yearly mercantilisim otherwise the promote mercantilism button on the government tab would be useless
So in less than a century you now have full mercantilism, and that makes the promote button less useless how? I think a better solution than either of these two would be to reduce the cost for promoting mercantilism.
 
Reminds me a little of the old idea groups I modded into the game (plus events and policies) a few years ago with the intention of using less-common modifiers. I still update it from time-to-time.

The philosophy behind each group is similar to yours, so I agree with the general sentiment that these are gaps that can be filled. Have a look below and you might find some more ideas :)

Focus on internal development and Government.

Public Inaugurations: +0.5 Yearly legitimacy (or similar equivalent)
Localised Court: -25% Same culture advisor cost
Public Galleries: +10% Government reform progress
Utopian Dream: +1 monthly splendor, -10% Build time
Gifts From State: -50% relations impact from spying, +10% Imperial authority gain
Domestic Policy Focus: +10% Good produced
Legalism: No penalty from heretic/heathen religions (note this can be removed by an event chain)

Bonus: -2.5% All power cost, + 1 free policy slot
Focus on diplomatically asserting oneself more on the world stage.

Open Court: -50% promote culture cost
Assert Independence: +10% chance to claim ship, +25% Claim duration
Dominate the Seas: +20% Ship trade power, +1 Combat bonus along own coast
Foreign Aid: +50% condottieri, -20% Liberty desire from subject development
Expanded Administration: +5% Admin efficiency
Recognised Government: +10 Max absolutism
Flexible Foreign Policy: -100% Change rivals cost, -50% fort maintenance on border with rival

Bonus: +10% Marines, Change Government CB
Focus on movement and artillery.

Selective Breeding: +50% Cavalry flanking ability, +10% Cav to inf ratio
Overnight Marching: +10% Movement speed
Expanded Supply Lines: -20% Reinforcement cost
Live Off the Land: +20% Loot speed, +10% Raze power gain
Medical Supply Priority: -50% Morale damage to reserves
Superior leadership: +1 General limit, -10% General cost
Advanced Battle Formations: +10% Artillery back row damage

Bonus: +1 Max artillery bonus vs forts
 
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I realized that some of my proposed modifiers are already present in the game as "age abilities", so I'd rather replace them:

Property Rights: -50% autonomy change cooldown

NEW Property Rights: +1 province building slot


Cultural Cohesion: -33% harsh treatment cost, +15% spy detection

NEW Cultural Cohesion: +5% all estate loyalty equilibrium