This is a suggestion for three new idea groups and some small modifications for the old ones. Alongside I will give small explainations to some of the changes. Rest of the ideas, either it is easy to understand or you can just ask.
For the bonuses of the three idea groups I won't put in value here because I don't know how different values will affect game balance. Something like the difference between Administative, Diplomatic and Aristocratic tech bonus, contra the innovative tech bonus could be a good indicator for what the value of the modifier should be.
Administrative:
Decentralisation Ideas: This idea group shall help you with getting your people with you, you help them with building up their areas and administrations where they live and won't take their money to build up the richest areas. In return they become loyal to the capital:
Unrest: -1
Monthly war exhaustion: -0.03
Morale of armies: +10%
Manpower modifier: +10%
Goods produced: +5%
Accepted culture threshold: +10%, will not get it higher because it would cause all cultures to be accepted quite easy
Subject forclimit modifier: +15%
Bonus: Administrative development cost reduction
Diplomatic: Here I will also suggest some changes for trade ideas
Mercantilism ideas: This idea group is for you who have a lot of good trade provinces or just want to focus on keeping the trade in your homenode where it is. Also this is for excluding others from your country in terms of trade:
Embargo effiency: +50%
Production effiency: +10%
Provincial trade power: +50%, the number seem high, but think about how much you get from mercantilism which it represents.
Merchant: +1
Spy defence: +25%
Domestic trade power: +20%
Merchant: +1
Bonus: Diplomatic development cost reduction
Trade ideas: I will suggest renaming the idea group to free trade ideas and the idea "free trade" will be changed to trade power abroad modifier with a value of +10%. The +1 merchant will be moved to the merchant adventures idea as a bonus, not a replacement.
Military: Here I will also suggest some changes for defencive to be more about defencive and not be defencive, with a better alternative to offensive when attacking in areas with high attrition . Three of the ideas will be moved to another group and three new will come in.
Logistic ideas: This is the idea group for the ones who want to be able to supply their armies, both with food and men. It builds up the infrastructure nad support of the army that also give small benfits to civil building:
Mercenaries avaible: +50%
Manpower recovery speed: +10%
Trade effiency: +5%
Infantry cost: -10%
Land leader maneuver: +1, taken from defencive
Reinforce speed: +33%, taken from defencive
Reduced land attrition: -25%, taken from defencive
Bonus: Military development cost reduction
Defnsive ideas: Defensive ideas will get three new ideas for the three ideas they will lose to logistic ideas
National garrison growth: +25%
Fort maintainance: -15%, have no idea if this is a good number since the new fort mechanic haven't been released yet.
Artillery cost: -10%, this is somewhat a heritage from the EU3 that isn't completly misfitting.
Feel free to coment, ask and give constructive critisism, esecially when it comes to game balance and historical logic.
EDIT: Lastly the biggest problem and work I see with getting new ideas will be policies. It will be a lot of thinking and reasoning to get it so if you have some ideas to policies I'll gladly see them.
For the bonuses of the three idea groups I won't put in value here because I don't know how different values will affect game balance. Something like the difference between Administative, Diplomatic and Aristocratic tech bonus, contra the innovative tech bonus could be a good indicator for what the value of the modifier should be.
Administrative:
Decentralisation Ideas: This idea group shall help you with getting your people with you, you help them with building up their areas and administrations where they live and won't take their money to build up the richest areas. In return they become loyal to the capital:
Unrest: -1
Monthly war exhaustion: -0.03
Morale of armies: +10%
Manpower modifier: +10%
Goods produced: +5%
Accepted culture threshold: +10%, will not get it higher because it would cause all cultures to be accepted quite easy
Subject forclimit modifier: +15%
Bonus: Administrative development cost reduction
Diplomatic: Here I will also suggest some changes for trade ideas
Mercantilism ideas: This idea group is for you who have a lot of good trade provinces or just want to focus on keeping the trade in your homenode where it is. Also this is for excluding others from your country in terms of trade:
Embargo effiency: +50%
Production effiency: +10%
Provincial trade power: +50%, the number seem high, but think about how much you get from mercantilism which it represents.
Merchant: +1
Spy defence: +25%
Domestic trade power: +20%
Merchant: +1
Bonus: Diplomatic development cost reduction
Trade ideas: I will suggest renaming the idea group to free trade ideas and the idea "free trade" will be changed to trade power abroad modifier with a value of +10%. The +1 merchant will be moved to the merchant adventures idea as a bonus, not a replacement.
Military: Here I will also suggest some changes for defencive to be more about defencive and not be defencive, with a better alternative to offensive when attacking in areas with high attrition . Three of the ideas will be moved to another group and three new will come in.
Logistic ideas: This is the idea group for the ones who want to be able to supply their armies, both with food and men. It builds up the infrastructure nad support of the army that also give small benfits to civil building:
Mercenaries avaible: +50%
Manpower recovery speed: +10%
Trade effiency: +5%
Infantry cost: -10%
Land leader maneuver: +1, taken from defencive
Reinforce speed: +33%, taken from defencive
Reduced land attrition: -25%, taken from defencive
Bonus: Military development cost reduction
Defnsive ideas: Defensive ideas will get three new ideas for the three ideas they will lose to logistic ideas
National garrison growth: +25%
Fort maintainance: -15%, have no idea if this is a good number since the new fort mechanic haven't been released yet.
Artillery cost: -10%, this is somewhat a heritage from the EU3 that isn't completly misfitting.
Feel free to coment, ask and give constructive critisism, esecially when it comes to game balance and historical logic.
EDIT: Lastly the biggest problem and work I see with getting new ideas will be policies. It will be a lot of thinking and reasoning to get it so if you have some ideas to policies I'll gladly see them.
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