My ideas for 3 new Idea groups!: Cultural, Academical and Invasion Ideas

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rattatta

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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 :p


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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Itchel

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I think the invasion ideas are very underpowered... How about add some army morale recover speed in the mix somewhere?
 

rattatta

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I think the invasion ideas are very underpowered... How about add some army morale recover speed in the mix somewhere?

I realize it does have some underwhelming parts, but I contemplated leaving the idea group's true power in the policies, just the way it is for innovation ideas.

Invasion - Innovation = Siege Ability +20%
Invasion - Religious = 10% movement speed
Invasion - Expansion = 15% Land Morale.
Invasion - Diplomatic = 10% province warscore cost
Invasion - Maritime = -20% naval maintenance
Invasion - Humanist = -20% core creation cost
 

rho

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Cultural ideas: far too much junk, far too little that's actually exciting. The bad ideas are really bad, and the good ones are just OK. Don't really see the point in recreating the nationalism CB. The only time I can imagine myself taking this is if I wanted to stack stab cost modifiers for free truce break. Not nearly good enough compared to other very strong admin ideas. And hostile core creation is pretty much universally hated.

Academical ideas: This seems to fit exactly the same role thematically as innovative ideas, and even has some of the exact same bonuses. Why not just buff innovative instead?

Invasion ideas: With one exception I'll get back to later, the only worthwhile ideas here are the siege ability and the leader siege pips. The rest is more or less garbage. Transport costs? Really? The good thing is that the two siege ideas are strong enough on their own to make this idea group almost worth taking in the late game. The bad news is that offensive ideas exist, aristocratic ideas are getting a siege bonus in the next patch, and both outshine this. Stacking all three for maximum siege bonuses might be viable, though. And then there's that one exception, the movement speed buff, which does not belong in an idea group. Either it's a big enough speed boost to make a difference in battles -- in which case it has all the problems that forced march used to have when it was in offensive ideas -- or it's small enough not to make a difference -- in which case, why does it even exist at all?
 

lolada

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A good start, some interesting ideas, but need more polishing.

Culture group:
- Would be nice to see more accepted cultures.
- Better bonuses ($$) than standard if culture is accepted. Maybe extra tax, production or trade efficiency.
- Groups could use some military/or $$ boost to make it interesting. Maybe Horde like border CB on neighboring provices - to take them with 50% reduced AE. (only border provinces otherwise would be too op). Could be added to finisher. This would be interesting to pick and play specific playstyle.

Academical ideas:
1. First idea needs 50% boost prestige otherwise total crap. In general you need to put stronger bonuses in.
2. Add extra diplo relation. Improved relation bonus. Liberty desire bonus. Its a diplomatic group afterall.

It clashes a lot with Innovative imo. This group doesn't look unique, why would i pick it. Looks suprlus a bit, might be a better idea to improve innovative ideas with some of your suggestions.

3. Invasion ideas

They look weak overall. For example 10% army movement speed + free army march ability (that costs military power) looks much better. Artillery cost -10%, artillery CA +10%.

Also you could theme it better around exploration and expansion maybe.
- Terrain bonus would be nice. +1 pip in jungles and hills for example. They coded it as splendor ability so it should be possible.
- Ignore pip penalty in amphibious attacks, ignore crossing over the river. These are all nice pip bonuses (similar to offensive extra pips, or maneuver pips)
- 50% cheaper artillery barrage
- Insert maybe here Blockades add +1 to siege ability which lots of people want to have. Pair with transport costs since that one is super weak.
 

rattatta

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-I think hostile core creation cost is great. If you lose a war, you don't lose too badly because the AI won't take asmuch land from you. And in MP it makes you look far less tasty :p

-Academical gives more bonuses toward cheaper tec and things like innovation yes but its in Diplo and they stack. 50% cheaper advisors?

-Invasion ideas are a bit underwhelming, but I wouldn't want them to be too OP, but i'll change a few things! Also I think reinforce speed is good, why would anyone think that it is garbage?