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raikaria

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So; the changelog lists multiple new ideas added; but does not give information on them. So I thought I would do the honor of listing those that can be found easily. I don't dig through files; so for the ones that are more difficult; feel free to contribute.

Feel free to also talk about the changed Armenian; Georgian and Timurid Ideas.

This thread can also be used to discuss the new ideas.

- Added Mushasha Ideas.
- Added Sistani Ideas.
- Added Caspian Ideas.
- Added Rûmi Ideas.
- Added Shirvani Ideas.
- Added Ardabili Ideas.
- Added Samtskhe Ideas.
- Added Haasa Ideas.
- Added Hadamhi Ideas.
- Added Ayyubid Ideas.
- Added Ajami Ideas.
- Added Khorasani Ideas.
- Added Transoxianian Ideas.
- Added Farsi Ideas.
- Added Luri Ideas.
- Added Qara Qoyunlu Ideas.
- Added Mahra Ideas.
- Added Yemeni Ideas.
- Added Rassid Ideas.
- Added Tripuran Ideas.
- Added Hanoverian Ideas.

Traditions: +10% Infantry Combat; +20% Fort Defense
+10% Morale; -0.05 Monthly Piety
Missionaries +1
+1 Attrittion for Enemies
+15% Manpower
+1 Legitimacy
+1 Diplomat
+2 Conversion vs Heretics
Ambition: +2 ToTTF

Traditions: -10% Infantry Cost; -10% Shock Damage Received
+10% Production
+1 Prestige
-0.05 Autonomy
+0.5 Army Trad
+10% Domestic Trade Power
+1 Legit
+10% Institution Spread
Ambition: +10% Infantry Combat

Traditions: -10% Dev Cost; -25% Merc Maintenance
+10% Good Produced
+10% Infantry Combat
+10% Production Eff
+20% Caravan Power
+10% Tax
+20% Fort Defense
+1 Merchant
Ambition: +1 Prestige

Traditions: 20% Manpower Recovery; 10% Morale
5% Discipline
-20% Core-Creation; +1 Culture
+1 Legitimacy
+3 Tolerance of Heathens
-15% Naval Maintenance
-15% Build Cost
+3% Heretic Missionary Strength
Ambition: 25% Force Limit

Traditions: +10% Provincial Trade Power; +1 Leader Shock
+1 Legitimacy; -0.05 Piety Monthly
+20% Fort Defense
+15% Cav Combat
-20% Cost of Advisors with Ruler's Culture
+20% Caravan Power
-10% Construction Cost; +1 Prestige
+1 Merchant
Ambition: +10% Goods Produced

Tradition: +15% Manpower; +10% Manpower Recovery
+10% Morale; -0.05 Monthly Piety
+15% Cav Combat
+2 TotTF
+2% Missionary Strength v Heretics
+20% Spy Network
-10% Stab Cost
+1 Legitimacy
Ambition: +1 Prestige

Tradition: +1 Diplomat; +25% Rebel Support
+1 Legit
+20% Spy Network
+20% Fort Defense
+10% Morale
+10% Trade Eff
-10% Cav Cost
+2 TotTF
Ambition: +2 Tolerance of Heathens

Traditions: +10% Cav Combat; +2 Tolerance of Heretics
-10% Cav Cost
+2 TotTF
+10% Goods Produced
+20% Fort Defense
+10% Trade Eff
+5% Ship Durability
+1 Navy Tradition; +15% Privateer
Ambition: +20% Naval FL

Traditions: +10% Trade Power Abroad; +1 Naval Tradition
+1 Attrittion
+15% Manpower
-1 Unrest
+10% Trade Eff
+5% Sailor Recover; +25% Baval FL [Why is this a sailor icon then?]
-5% Tech Cost
+30% Improve Relations
Ambitions: +1 Colonist

Traditions: +10% Tax; -10% Shock Damage Received
+20% Fort Defense
+15% Manpower
+10% Morale
+10% Cav Combat
-15% Core Cost
-10% Stab Cost
+10% Goods Produced
Ambitions: +5% Discipline

Traditions: +10% Production Efficiency; +1 Diplomat
+20% Fort Defense
+3 Tolerance of Heretics
+10% Morale
+1 Diplo Rep; -25% Dip Travel Time
+10% Manpower; -10% Fort Maintenance
-0.1 Corruption
-10% Liberty Desire
Ambitions: +1 Diplo Relations

Traditions: +10% Morale; +15% Cav Combat
+1 Diplo Rep
+0.5 Army Tradition
+10% Morale
+1 Legit
+10% Goods Produced
+2 TotTF
+10% Trade Eff
Ambition: -5% Tech Cost

Traditions: +10% Morale; -10% Cav Cost
+20% Cav Combat
+1 Prestige
+20% Spy Network
-15% Artillery Cost [!!!]
-5% Tech Cost
+25% Domestic Trade
+1 Legitimacy; +1 Horde Unity
Ambition -10% Idea Cost

Traditions: -10% Idea Cost; +10% Goods Produced
+2 TotTF
-10% Admin Tech
+20% Improve Relations
+10% Production Eff
+0.5 Prestige; -10% Intitution Embracement Cost
+15% Manpower
-10% Dev Cost
Ambition: -10% Dip Tech Cost

Traditions: -20% Fort Maint; +10% Infantry Combat
-10% Shock Damage Received
+25% Domestic Trade
+20% Manpower
+2 Tolerance of Heretics
+10% Production Eff
+10% Morale
+1 Diplo Relation
Ambition: -10% Regiment Cost

Traditions: +20% Cav Combat; +1 Land Leader Shock
+25% Manpower
-10% Core Cost; -5% Province Warscore Cost
+3 Tolerance of Heretics
+1 Land Maneuver
-10% Liberty Desire
-1 Unrest
+10% Tax
Ambition: +1 Land Leader Fire

Traditions: +10% Army Morale; +20% Cav Combat
+1 Land Leader Shock
-20% Cav Cost; +1 Yearly Tribal Allegiance
-20% Core Costs
+25% Manpower
+1 Diplomat
-10% Stab Cost
+10% Good Produced
Ambition: -10% Land Maintaiance

Tradition: +1 Navy Tradition; +5% Ship Durability
+10% Goods Produced
-20% Merc Maintaiance
+10% Manpower
+1 Naval Maneuver
-5% Cav Cost; +15% Movement Speed
-1 Naval Tradition Decay
-0.05 Autonomy
Ambition: -20% Naval Maint

Traditions: +10% Infantry Combat; +10% Institution Spread
+10% Goods Produced
+10% Global Trade Power
+10% Trade Eff
+1 Prestige
+10% Manpower
+1 Merchant
+1 Diplomat
Ambition: +10% Production Eff

Traditions: +20% Manpower; 10% Infantry Combat
+10% Morale
+10% Goods Produced
+10% Global Trade Power
+1 Legitimacy
-15% Shock Damage Received
+1 Leader Shock
+10% Trade Efficiency
Ambition: +20% Fort Defense

Traditions: -0.02 War Exhaustion; +5% Army Morale Recovery
+2% Missionary Strength
-10% Dev Cost
+1 Diplo Rep
+10% Tax
-10% Regiment Cost
+0.5 Army Trad
+10% Production Eff
Ambition: +1 Attrittion

Traditions: -10% Construction Cost; +10% Cav Combat
-15% State Maintenance
-10% Dev Cost
-10% Land Maintenance
+1 Prestige
+10% Goods Produced
+1 Diplo Rep
-10% Fire Damage Received
Ambition: +5% Discipline

I can't find these ones. I looked at Triploi in a later start and they didn't have them, and I can't find them in 1444.
 

Zwirbaum

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Look through files, because sometimes some ideas may have different effects for different religion/goverment forms (+1 Tribal Allegiance may become +1 Legitimacy etc.)
 

raikaria

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What about the Caucasian ideas (Circassia, Gazikhumuk)? I think they got changed as well?

I didn't list Georgian/Timurid Ideas since those were selectable in 1444 before; unlike Arminean; which only existed on a releasable tag; so a lot of people were probobly not even aware of them before.
 

Sfan

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Caucasian still have ICC, only Georgia got it removed. Fake advertising :(
 

FleetingRain

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Tripura:

T - +10% Infantry Combat Ability, +1 Hostile Attrition
A - +10% Goods Produced Modifier
+1 Legitimacy
+10% National Tax Modifier
+2 Tolerance of Heathens
+25% Land Forcelimit Modifier
-15% State Maintenance
+10% Production Efficiency
+20% Defensiveness
 

El_Cid_

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Looking through these ideas my first reaction I that they are generally quite strong, certainly above average.

Other older tag getting left behind methinks (in general)
 

Sfan

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I think that historically makes sense. Many of these nations resisted surprisingly well considering their size, which was previously modelled with a lot of ICC and Attrition around this region.
 

Rabid

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Looking through these ideas my first reaction I that they are generally quite strong, certainly above average.

Other older tag getting left behind methinks (in general)

It's more that the gap between European Tier 1 historical powers and everyone else is being reduced. Which means that the regions which have gone a long time without changes are weaker, but I think it's better this way than keeping the status quo of everyone having pretty bad sets outside of a small handful of starts.

Rassids with their 15% shock damage reduction (which can be combined with Shia school for a total of 25% shock damage reduction) and generally fantastic military ideas sound very scary.

Almost all of the Timurid states have decent-to-good idea sets and they're moderately diverse so there's a good selection there.

Rum ideas are pretty damn good, stronger than Ottoman ideas, and anything with 20% RCC and military bonuses on top is going to be top tier. Though it's telling that they don't feel overpowered compared to some of the competitors in the region.

Ayuubid ideas are pleasingly strong considering their awful starting position.

Generally speaking it feels like well over half of the idea sets in the region have at least a couple of military bonuses and most of those include a morale bonus, which is very nice.

In spite of how it sounds, the monthly legalism reduction actually gives a movement of 5 towards mysticism every month, meaning that this is a fairly strong idea in conjunction with the new ability to exploit mysticism. You will be able to generate a chunk of extra manpower every time the ability comes off cooldown and you will almost always be locked into full mysticism regardless of event choices etc.