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perhje

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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.
 
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perhje

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1-Good suggestions
2-The 2 merchants at the mercantilism ideas seem a bit OP
3-There's a problem: There's not enough space in the screen for this ideas:p
1: Thanks for that, always good with positive feedback :)
2: I didn't want it, but if they aren't it could lead to big mercantilism countries not being able to use much of their trade power from provinces because many of the other countries steering trade and your power follows the stream and not your will because you don't have enough trade. Still, 1 merchant may be enough, but then a new fitting idea is needed.
3: I can see that it looks half, but take one more look. There is one part for logistic ideas(upper) and one part for changes to defencive(lower) which is only half, but it's only about the replacements for the ideas given to logistic ideas.
 

perhje

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These suggestions look very nice, i could imagine taking these ideas occasionally. But i think there should be a bit of a rebalancing.
You are right about that. The numbers is there because it has to begin somewhere, and if the developers like it, they are free to balance the idea groups as they want to by changging those numbers, and even exchange some of the ideas with other that may fit better.
 

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I would really like to see more idea groups, because it gives more choices in late game. Actually we always end up with the same ideas. Those are fine suggestions. +1

I think you can remove good produce because it will no longer appear in 1.12 ( i'm not sure )
 
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perhje

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I would really like to see more idea groups, because it gives more choices in late game. Actually we always end up with the same ideas. Those are fine suggestions. +1

I think you can remove good produce because it will no longer appear in 1.12 ( i'm not sure )
Thanks for good feedback. You are completly right about idea group choices, they are mostly the same, only with the variation in what each person like(SP) and nations(MP and SP), but with more variations in choices this could be somewhat different.

About the goods produced, I believe it is still around, but basetax have nothing to do with it anymore which is good. Like the region Dalaskogen, if all was given in to the baseproduction instead of goods produced modifier the region itself would give 50+ development on it own. That would be way to much and overpowered for the holder of that region.
 

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Thanks for good feedback. You are completly right about idea group choices, they are mostly the same, only with the variation in what each person like(SP) and nations(MP and SP), but with more variations in choices this could be somewhat different.

About the goods produced, I believe it is still around, but basetax have nothing to do with it anymore which is good. Like the region Dalaskogen, if all was given in to the baseproduction instead of goods produced modifier the region itself would give 50+ development on it own. That would be way to much and overpowered for the holder of that region.

You seems to be a really nice fellow, so my pleasure.

Also i really like the idea of getting development bonus, so i invite paradox to think about this on a futher update. ( Btw i've just seem arumba's commun sens videos, Zoc are gonna be excellent to play with )
1 - Really good nothing to say about it

2 - I've seen what you tried to do here but it feels like this could be some kind of overpowered in late game and combine with others espaccially for Republics
Provincial trade power: +50% => as you said this seems very high if you want to keep it that way maybe later on idea's choices are divided it like a two time bonus and remove the merchant which we have enough of it in others ideas.

Also i would like to see dynamics trade goods interactions in the game and this ideas seems quite perfect for it. I mean like events upgrading steel base values if you have the leadership of it ?!

3 - Mercenaries available: +50% i think this got nothing to do here, moreover there are enough ideas actually that grants those bonus, maybe rather a war exhaustion for ennemies when you control their forts ?
 

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You seems to be a really nice fellow, so my pleasure.

Also i really like the idea of getting development bonus, so i invite paradox to think about this on a futher update. ( Btw i've just seem arumba's commun sens videos, Zoc are gonna be excellent to play with )
1 - Really good nothing to say about it

2 - I've seen what you tried to do here but it feels like this could be some kind of overpowered in late game and combine with others espaccially for Republics
Provincial trade power: +50% => as you said this seems very high if you want to keep it that way maybe later on idea's choices are divided it like a two time bonus and remove the merchant which we have enough of it in others ideas.

Also i would like to see dynamics trade goods interactions in the game and this ideas seems quite perfect for it. I mean like events upgrading steel base values if you have the leadership of it ?!

3 - Mercenaries available: +50% i think this got nothing to do here, moreover there are enough ideas actually that grants those bonus, maybe rather a war exhaustion for ennemies when you control their forts ?
Yes, I could agree that your suggestion is better, you should maybe focus on those few trade nodes where you have huge power instead of using many merchants inside your country, and the highest bonus on that is 30% I think from a policy. So 50% is way to high. There is a production leader bonus but it is maybe not what you thought about with the dynamic trade goods.

About the third, for a while i had centralisation in my mind, but thought it could be too powerful. Your suggestion could work, but it will demand a new mechanic. I know nothing about modding and scripting so I don't know if it easy to do, but I will guess it's not much work needed.

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 or somebody else have some ideas I'll gladly see them.