I was playing around a little with the idea of new idea groups and came up with these three, i've tried to strike a balance making none of them too OP (Like administrative) or underpowered (Like Naval ideas)
*UPDATE - I buffed some idea groups, I may have been too careful with making them seem good to the point where some felt they were downright bad
The new administrative idea group's premise is an idea group that focuses on trying to make your nation's culture more relative and to boost your ability to internally strengthen your country by way of culture instead of religion (Like religious ideas do) I also added an exciting new mini imperialism CB which is like Deus Vult but instead of giving CB against different religions, you get CBs on countries in the same culture group!
Cultural Ideas (Adm)
1. Our traditions. +1/0,3 yearly legitimacy republican tradition.
"Our People know our ways are the best ways, and however foreign lands run their affairs, we run them best"
2. The Native Ruler. Stability Cost Reduction -25%
"As long as one of ours are in charge, we can feel safe at night"
3. Local Inhospitality. Attrition for enemies 1.00
"How dare foreigners attack our glorious lands!? They will learn the true nature of people when they encroach upon our glorious homeland!
4. Stubborn Locals. Hostile Core creation on us +50% "Our people will never be truly subjugated, atleast not by anyone but us!"
5. True path. Missionary Strength + 2.00% "There is our way and then there is the wrong way. We will be sure the people follow the former."
6. Foreign Spy Detection +33% "You can always tell who is the spy, because they'll talk different and look different"
7. Unitum Populo. Permanent Casus Belli on same culture group. *-50% AE - Take capital "For our people to be strong we must unite them!"
Ambition: Culture Conversion cost -33% "Our lands should only be inhabited by people who follow our customs and speak our language. Let our policies reflect that.
Positive events: -2 unrest, + 10 tax modifier, legitimacy/republican +10/+3
Negative events: All non-accepted culture provinces +5 seperatism, AE +20%, diplomatic reputation -3
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The new Diplomatic Idea group's premise is enhancing a country's ability to embrace institutions and more quickly get technologies, aswell as being more cost effective. Play smarter in other words.
Academical Ideas (Dip)
1.Written accounts of battles. Prestige from Land/Naval Battles + 50% "With greater documentation of the glorious victories on the battlefields, we are able to inspire the future generations of officers"
2. Intellectual Diversity. Idea cost -10% "Our intellectual diversity makes it easier to hammer out new ideas"
3. Scientific Studies. Production efficiency + 10% "Farming and mining is more than menial labor, it is also a science! Let our educated elite help in improving on how things are done in the field or in the mines"
4. School of Architecture. Construction Costs -10% + (University costs -25%) "With bright young architects being churned out of our places of higher learning, we can make them compete with one another for building projects!"
5. Educated Elite. Advisor Costs -25% "When you study in our prestigious places of higher learning, it is expected that you repay your debts to the state in one way or another"
6. Embrace Foreign Influences. Institution Spread Modifier + 20% "We need to keep with the times, look forward not back!"
7. Competitive edge. Technology Cost -5% "Better to stay ahead than behind"
Ambition: Institution Embrace cost -20%
Positive events: Trade efficiency +10%, Ship cost construction +10% 100 diplo points
Negative events: Religious revolt 3-30k (Muslim revolt is 2x), idea cost +10, -5k manpower.
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Siege or Invasion ideas differs from offensive in that it focuses more on improving your siege/invasion ability than it does helping you win offensive battles. A siege can take a long time, years even. This idea group is meant to help in that regard!
Invasion Ideas (Mil)
1. Casualty Estimations. Reinforce Speed + 25% "By making casualty estimations ahead of a campaign we can send reinforcements in advance to replace those we know will be lost"
2. Tighten the noose. Embargo Efficiency +33% "Blocking the enemy's ports will strangle its trade and push it further toward capitulation"
3. Naval Invasion. Transport Costs -25% "We need boats to carry our men to the enemy, by ordering in bulk we can lower the cost"
4. Ready, march! Army movement speed +10% "Our army must move at a determined pace through enemy lands to hasten the enemy's demise
5. Field Cooks. Attrition -25% "One hot meal a day keeps cholera and typhoid away!"
6. Generous Terms. Siege Ability +20% "By offering generous terms to a besieged enemy fort we can more quickly convince them to surrender their futile resistance"
7. Artillery Manufactures. Artillery Cost -10% Artillery Combat ability +10% "A good siege involves a whole lot of cannons, and cannons can be expensive. If we invest further in artillery manufactures we can bring the costs down and the quality up!
Ambition: Leader Siege Ability +1
Positive events: Discipline +5, Diplomatic reputation +2, Attrition -25%
Negative events: Movement speed -10%, war exhaustion +2, military maintenance modifier +10%
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Give me your feedback below!
*UPDATE - I buffed some idea groups, I may have been too careful with making them seem good to the point where some felt they were downright bad
The new administrative idea group's premise is an idea group that focuses on trying to make your nation's culture more relative and to boost your ability to internally strengthen your country by way of culture instead of religion (Like religious ideas do) I also added an exciting new mini imperialism CB which is like Deus Vult but instead of giving CB against different religions, you get CBs on countries in the same culture group!
Cultural Ideas (Adm)
1. Our traditions. +1/0,3 yearly legitimacy republican tradition.
"Our People know our ways are the best ways, and however foreign lands run their affairs, we run them best"
2. The Native Ruler. Stability Cost Reduction -25%
"As long as one of ours are in charge, we can feel safe at night"
3. Local Inhospitality. Attrition for enemies 1.00
"How dare foreigners attack our glorious lands!? They will learn the true nature of people when they encroach upon our glorious homeland!
4. Stubborn Locals. Hostile Core creation on us +50% "Our people will never be truly subjugated, atleast not by anyone but us!"
5. True path. Missionary Strength + 2.00% "There is our way and then there is the wrong way. We will be sure the people follow the former."
6. Foreign Spy Detection +33% "You can always tell who is the spy, because they'll talk different and look different"
7. Unitum Populo. Permanent Casus Belli on same culture group. *-50% AE - Take capital "For our people to be strong we must unite them!"
Ambition: Culture Conversion cost -33% "Our lands should only be inhabited by people who follow our customs and speak our language. Let our policies reflect that.
Positive events: -2 unrest, + 10 tax modifier, legitimacy/republican +10/+3
Negative events: All non-accepted culture provinces +5 seperatism, AE +20%, diplomatic reputation -3
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The new Diplomatic Idea group's premise is enhancing a country's ability to embrace institutions and more quickly get technologies, aswell as being more cost effective. Play smarter in other words.
Academical Ideas (Dip)
1.Written accounts of battles. Prestige from Land/Naval Battles + 50% "With greater documentation of the glorious victories on the battlefields, we are able to inspire the future generations of officers"
2. Intellectual Diversity. Idea cost -10% "Our intellectual diversity makes it easier to hammer out new ideas"
3. Scientific Studies. Production efficiency + 10% "Farming and mining is more than menial labor, it is also a science! Let our educated elite help in improving on how things are done in the field or in the mines"
4. School of Architecture. Construction Costs -10% + (University costs -25%) "With bright young architects being churned out of our places of higher learning, we can make them compete with one another for building projects!"
5. Educated Elite. Advisor Costs -25% "When you study in our prestigious places of higher learning, it is expected that you repay your debts to the state in one way or another"
6. Embrace Foreign Influences. Institution Spread Modifier + 20% "We need to keep with the times, look forward not back!"
7. Competitive edge. Technology Cost -5% "Better to stay ahead than behind"
Ambition: Institution Embrace cost -20%
Positive events: Trade efficiency +10%, Ship cost construction +10% 100 diplo points
Negative events: Religious revolt 3-30k (Muslim revolt is 2x), idea cost +10, -5k manpower.
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Siege or Invasion ideas differs from offensive in that it focuses more on improving your siege/invasion ability than it does helping you win offensive battles. A siege can take a long time, years even. This idea group is meant to help in that regard!
Invasion Ideas (Mil)
1. Casualty Estimations. Reinforce Speed + 25% "By making casualty estimations ahead of a campaign we can send reinforcements in advance to replace those we know will be lost"
2. Tighten the noose. Embargo Efficiency +33% "Blocking the enemy's ports will strangle its trade and push it further toward capitulation"
3. Naval Invasion. Transport Costs -25% "We need boats to carry our men to the enemy, by ordering in bulk we can lower the cost"
4. Ready, march! Army movement speed +10% "Our army must move at a determined pace through enemy lands to hasten the enemy's demise
5. Field Cooks. Attrition -25% "One hot meal a day keeps cholera and typhoid away!"
6. Generous Terms. Siege Ability +20% "By offering generous terms to a besieged enemy fort we can more quickly convince them to surrender their futile resistance"
7. Artillery Manufactures. Artillery Cost -10% Artillery Combat ability +10% "A good siege involves a whole lot of cannons, and cannons can be expensive. If we invest further in artillery manufactures we can bring the costs down and the quality up!
Ambition: Leader Siege Ability +1
Positive events: Discipline +5, Diplomatic reputation +2, Attrition -25%
Negative events: Movement speed -10%, war exhaustion +2, military maintenance modifier +10%
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Give me your feedback below!
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