National Ideagroups - 15th of October - B

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Dahomey

Traditions
+50% Hostile Core Creation
+10% Defensiveness

  1. Children of the Panther: +1 Legitimacy
  2. Slave Hunts: +15% Manpower
  3. Migan and Mehu: -10% Stability Cost
  4. Lagredis: +30% Spy Defence
  5. The Amazons: +5% Discipline
  6. The Yovogan: -5% Technology Cost
  7. Palaces of Abomey: +1 Prestige


Ambition
+10% Production Efficiency
 

Sukramo

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If someone is as ignorant as me, this should be another name for Benin in West Africa.
 

Ak1995

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not too bad ideas.
but +1 prestige/diplomatic reputation are so underwhelming.
getting -5% tech cost that late is also kinda annoying :s.

overall i like it, but not very appealing. Especially due to Stronger nations have much more significant ideas.
 

oblio-

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not too bad ideas.
but +1 prestige/diplomatic reputation are so underwhelming.
getting -5% tech cost that late is also kinda annoying :s.

overall i like it, but not very appealing. Especially due to Stronger nations have much more significant ideas.
Diplomatic reputation now reduces diplomatic annexation cost.
 

CommunistCookie

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not too bad ideas.
but +1 prestige/diplomatic reputation are so underwhelming.
getting -5% tech cost that late is also kinda annoying :s.

overall i like it, but not very appealing. Especially due to Stronger nations have much more significant ideas.
+1 diplo rep is the new standard in AoW, equivalent to +3 before but with more uses as it now affects diploannex speed once more.
It seems like a lot of the values ingame are being tweaked, so numbers aren't a perfect indicator of how useful an idea is.
 

Evie HJ

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If someone is as ignorant as me, this should be another name for Benin in West Africa.
Yes and no. It's the old name of the modern country of Benin (more or less) but unrelated to the EU era Benin which was in modern Nigeria. It's a new country you can see a little more about in the West Africa DD.

They were especially famous for the Mino, an all-female military unit refered to in the western world largely as the Dahomey amazons.
 

Ak1995

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oh i didnt know that.
thats pretty sweet then :eek:
 

Krajzen

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Nice to see.

Christ this picture and your enigmatic badass comment looks so scary in the context of your signature: Feminist and Socialist :ninja: :D


If someone is as ignorant as me, this should be another name for Benin in West Africa.
Both Benin and Dahomey existed in the same time in EU4 times, as they were both separate city - states.


Dahomey was famous as slave trade superpower (if I remember properly, this tiny minor controlling like 25 - 30% of West African slave trade) and as military regional power + the Amazons of Dahomey.

Benin was famous as cultural/economical civilisation with unique religion, beautiful Benin Bronzes and absolutely epic Benin Walls. By the way, I think it should also have unique National Ideas ;)

Dahomey

Traditions
+50% Hostile Core Creation
+10% Defensiveness
Well this one is rather meh, although HCC may save life of this minor.

[*]Children of the Panther: +1 Legitimacy
And this is first idea - awesome!

[*]Slave Hunts: +15% Manpower
Very vital idea for tiny hardcore nation :D

[*]Migan and Mehu: -10% Stability Cost
:(

[*]Lagredis: +30% Spy Defence
Meh... Defense from claims?

[*]The Amazons: +5% Discipline
[*]The Yovogan: -5% Technology Cost
[*]Palaces of Abomey: +1 Prestige
Those free are actually brilliant.

Ambition
+10% Production Efficiency
:)



...I have just invented an idea for unique African mechanic! It could be potentially controversial but hey, this is history and we already have slave resource... From what I have read about pre - colonial Africa, this is a single most visible Subsaharan feature in times of EU4. Sad reality. Also possible to represent as moral choice 'ban slave trade or profit from it'

SLAVE HUNTS

- unique Casus Belli: you invade countries to gain slaves

- you accumulate Slaves resource and sell them on colonial European markets if Europeans have colonies on the coast - this would, by the way, encourage (historical) cooperation between European traders from the coasts and slave hunters from the interiors

- new government: Slave Empire

- Europeans also have few more events and decisions regarding slaves: importing them increases productivity in American colonies but creates revolt risk and makes African countries stronger... at least unless late game

- you can also raid native provinces to gain slaves, although this has a cooldown so countries rivalize for it

- you can hire slaves in your administration, economy and army

- you can directly exchange slaves for European technologies

- Slave Events, such as great revolts

- Slave Trade can bring you hella lot of money and gains, but it creates stability problems + if your economy is too dominated by it, you can fall hard later in the game when abolition kicks in! Also economies too much reliable on this single source of income receive penalties to taxes and other goods

- fascinating moral dilemma between exceling at slave trade (MONEY GUNS AND SURVIVAL) and rejecting it (reputation and 'protect people from enslavement casus belli')





Hmm... This would be nice for a patch...
 
Last edited:

Five_X

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not too bad ideas.
but +1 prestige/diplomatic reputation are so underwhelming.
getting -5% tech cost that late is also kinda annoying :s.

overall i like it, but not very appealing. Especially due to Stronger nations have much more significant ideas.
Most of the time, +1 Prestige ensures that you're at 100 prestige pretty much all of the time. It's a great bonus, but not as visible as +Discipline bonuses or something like that.
 

Darsara

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mgoetze

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Very vital idea for tiny hardcore nation :D
Nonsense, +x% Manpower ideas are absolutely useless for tiny nations. Noone will ever notice the difference between 10,100 max manpower and 10,115 max manpower.

It's pretty good if you expand, though.
 

Krajzen

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Nonsense, +x% Manpower ideas are absolutely useless for tiny nations. Noone will ever notice the difference between 10,100 max manpower and 10,115 max manpower.
Uhm, everything is OK with your math? :D

+15% MP is not 10 100 -> 10 115 but 10 100 -> 11 615 (I am 99% this was ironical exaggeration but I am never sure on such things) Well IMHO 1 515 more man can be hella important when you are tiny nation fighting with another tiny nations with equal armies.
 

TheMeInTeam

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Uhm, everything is OK with your math? :D

+15% MP is not 10 100 -> 10 115 but 10 100 -> 11 615 (I am 99% this was ironical exaggeration but I am never sure on such things) Well IMHO 1 515 more man can be hella important when you are tiny nation fighting with another tiny nations with equal armies.
Usually, it isn't. It's hard to notice much below 25% at first; you're better served raising FL and leaning on fleecing targets for money + mercs if you need.

The strongest NIs in this set are +5% discipline (standard solid idea, only a few nations higher), +1 legitimacy (if you can tolerate trash monarchies, but in Islamic faiths it's hard to justify republics due to piety), -5% tech cost (kind of weak but it's monarch points), stab cost (more ADM than the tech cost doubtless :D), and production efficiency for money.

It's not a great set, but it won't feel terrible to use it either. A lot of the new sets lately don't stand out (other than annoying hostile core creation spam), but that means they neither stand out as amazing nor terrible.