National Ideagroups - 29th of October

National Ideagroups - 29th of October

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning
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Wiz

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Here are the very last of the new idea sets added in 1.8. Don't be sad if your favorite nation didn't get ideas - there's always next patch!

Ruthenian Ideas
Traditions
National Manpower Modifier: +15.0%
Manpower Recovery Speed: +10.0%
  1. The Mother of Russian States: Yearly Prestige: +0.50
  2. Foreign Influences: Tolerance of Heretics: +2.00
  3. Zaporozhian Cossacks: Cavalry Combat Ability: +15.0%
  4. East and West: Global Trade Power: +10.0%
  5. Heritage of the Old Rus': Stability Cost Modifier: -10.0%
  6. Reuniting Rus': Years of Nationalism: -5
  7. Birth of Russian Orthodoxy: Tolerance of the True Faith: +1.00
Ambition
Discipline: +5.0%


Caucasian Ideas
Traditions
Land Attrition: -10.0%
Hostile Core-Creation Cost on us: +100.0%
  1. Crossroad Of Cultures: Accepted Culture Threshold: -10.0%
  2. Alan Mercenaries: Mercenary Cost: -10.0%, Available Mercenaries: +25.0%
  3. Hit and Run: Land Leader Maneuver: +1.00
  4. Persian Poetry: Yearly Prestige: +1.00
  5. Highland Khans: Yearly Legitimacy: +1.00
  6. Eastern Influence: Yearly Army Tradition: +0.50
  7. Cavalry Armies: Cavalry Combat Ability: +10.0%
Ambition
National Tax Modifier: +10.0%


Central Indic Ideas
Traditions
National Manpower Modifier: +15.0%
Hostile Core-Creation Cost on us: +50.0%
  1. Securing Our Defenses: Fort Defense: +15.0%
  2. Tribal Religion: National Unrest: -1.00, Religious Unity: +10.0%
  3. Tigers and Elephants: Attrition for Enemies: +1.00
  4. Flexible Caste System: Accepted Culture Threshold: -10.0%
  5. Raiding the Lowlands: Infantry Combat Ability: +10.0%
  6. Ancient Roots: Yearly Legitimacy: +1.00
  7. Formalize Relations with the Chiefs: National Tax Modifier: +10.0%
Ambition
Merchants: +1


Pacific Northwestern Ideas
Traditions
Morale of Armies: +10.0%
Land Attrition: -10.0%
  1. Great Whale Hunts: Discipline: +2.5%
  2. Dugout Canoes: Trade Range: +20.0%
  3. Totem Poles: Diplomatic Reputation: +1.00
  4. Potlatch Feast: Domestic Trade Power: +10.0%
  5. Legacy of Raven: Land Leader Maneuver: +1.00
  6. Salmon Migrations: Goods Produced Nationally: +10.0%
  7. Noble Castes: Stability Cost Modifier: -10.0%
Ambition
Yearly Prestige: +1.00


Sumatran Ideas
Traditions
Production Efficiency: +10.0%
Trade Range: +15.0%
  1. Reliance on Trade: Trade Efficiency: +10.0%
  2. Porch of Mecca: Missionary Strength: +2.0%
  3. Spice Pirates: Light Ship Combat Ability: +10.0%, Privateer Efficiency: +15.0%
  4. Center of Scholarship: Advisor Costs: -15.0%
  5. Merchants of The Indian Ocean: Merchants: +1
  6. Legacy of Srivijaya: Yearly Prestige: +1.00
  7. Rule of The Sea: Naval Forcelimits Modifier: +25.0%
Ambition
Fort Defense: +20.0%


Swahili Ideas
Traditions
Light Ship Cost: -20.0%
Trade Range: +25.0%
  1. Indian Ocean Trade: National Trade Income Modifier: +10.0%
  2. Monsoon Season: Naval Leader Maneuver: +1.00
  3. Great Mosque of Kilwa: Tolerance of the True Faith: +1.00
  4. Indian Ocean Melting Pot: Idea Cost: -5.0%
  5. Recruit the Unbelievers: Mercenary Cost: -20.0%
  6. Ivory Trade: Production Efficiency: +10.0%
  7. Familiar Presence Abroad: Diplomatic Reputation: +1.00, Diplomatic Relations: +1
Ambition
Trade Efficiency: +10.0%


Guajiro Ideas
Traditions
Stability Cost Modifier: -10.0% Land Forcelimits Modifier: +20.0%
  1. Warrior Culture: Infantry Cost: -10.0%
  2. Land Cultivation: Production Efficiency: +10.0%
  3. Orinoco Trade: Merchant steering towards inland: +10.00
  4. Tribal Tolerance: Tolerance of Heretics: +1.00, Accepted Culture Threshold: -10.0%
  5. Arawak Raiders: Infantry Combat Ability: +10.0%
  6. Enemy Of My Enemy: Diplomatic Reputation: +1.00
  7. Jungle Warfare: Land Leader Shock: +1.00
Ambition
Land Maintenance Modifier: -10.0%


Siberian Ideas
Traditions
Land Attrition: -15.0% Unjustified Demands: -25.0%
  1. Hunters of the North: Attrition for Enemies: +1.00
  2. Siberian Fur Trade: Domestic Trade Power: +10.0%
  3. Enslave the Captives: Production Efficiency: +10.0%
  4. Siberian Backwoods: Fort Defense: +15.0%
  5. Land Bought with Blood: Prestige from Land battles: +100.0%
  6. Successful Raids: National Manpower Modifier: +15.0%, Reinforce Speed: +5.0%
  7. Hunting Expansion: Global Settler Increase: +20.00
Ambition
Monthly War Exhaustion: -0.05


Mesoamerican Ideas
Traditions
Increased chance of new Heir: +25.0%
Income from Vassals: +25.0%
  1. Olmec Legacy: Idea Cost: -10.0%
  2. Altepetl: Global Trade Power: +10.0%
  3. The Ball Game: Diplomatic Reputation: +1.00
  4. The Feathered Serpent": National Unrest: -1.00
  5. Ritual Bloodletting: Yearly Legitimacy: +1.00
  6. Pyramid Architecture: Build Cost: -10.0%
  7. Obsidian and Jade: Trade Range: +20.0%
Ambition
Fort Defense: +20.0%
 
Last edited:

Wiz

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Wiz

Game Director (Secret Project)
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Nov 15, 2007
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  • Hearts of Iron II: Armageddon
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What countries get Caucasian Ideas?

Does Kiev get Ruthenian ideas when it forms Ruthenia, or does it keep Kiev's ideas?
Shirvan and Gazikumukh.

Changes ideas.
 

Wiz

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Wiz

Game Director (Secret Project)
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41 Badges
Nov 15, 2007
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Sorry, was in a bit of a hurry posting the ideas and missed some. Fulani Jihad (Sokoto) and Mossi were already posted previously, the rest should be there now.
 

Wiz

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Sorted a few more issues. Should be correct for real now.