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Diplomatic Ideas do not have an effect on the stab hit.
  • Sidolowka

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    Han anyone actually tested if the Diplomatic finisher does does get rid of the stab hit ?
    Went ahead and tested it out,

    DIPLOMATIC IDEAS HAVE NO EFFECT ON THE STAB HIT.

    It seems that the -1 stability hit is fixed, along with the +1 war exhaustion. DIplomatic ideas do not reduce this. This also means that you take increased aggressive expansion. Revoke the privilege if you want to declare any wars.

    The debug code also reads that 33% land control gives 5% dev cost, so at 99% (or basically 100%), it should give 15%. (Except it's impossible to give one estate that much land, so the feasible maximum this could reach would be around 5~7%) I'd advocate that the maximum scale be 50% crown land, with normal confucian nations getting a 15% dev cost reduction, while Korea gets 20% similar to the French duchies/Strong duchies privilege.
     
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    Calculating how much mana this 'privilege' saves.
  • Sidolowka

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    I had an experiment in the early game where I tried to lower Hanseong's dev cost as low as possible.

    After upgrading Hanseong to a level 2 centre of trade, I used the burghers, the dev cost state edict, the tributary port event and a few other bits, managing to bring down the dev cost to 28 mana per dev.

    And then I reinstated 'Inwards Perfection', which lowered the dev cost to a grand total of...

    28 mana per dev.

    Yes, you heard me right, with all other modifiers maxed out, this 'privilege' does not actually provide a meaningful benefit.

    I proceeded to sell all my crownland and give the clergy every other possible privilege, boosting their land share up to 46% and leaving crownland at 0%. (Logically speaking this is near the maximum amount land the clergy alone can hold, due to there being two other estates that aren't willing to kindly donate their land to the clergy.) Lo and behold, the new dev cost was...

    27 mana per dev.

    That's right, by crippling your country by selling all your crownland, throwing away your capability to declare war while also risking a clergy coup, you get to save a grand total of ONE mana per dev! It took me 26 dev's to spawn the Renaissance in Hanseong, which means I saved a whopping 26 mana! That's enough to, well, buy half a general? I guess it evens out since you won't need generals, considering how you can't declare wars anymore.
     
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    Notes and Wishes for 1.31
  • Sidolowka

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    Notes and Wishes on the 1.31 patch

    • The new Confucian reforms apply only if the country's state religion is Confucian, or primary culture is Vietnamese. Hopefully a further possible condition of primary culture being Korean or in the Chinese group can be added.
    • On a similar note, the Jianzhou/Geonju province modifier would work far better if the religious restrictions were removed. (Currently they only apply if the province owner is Confucian or Tengri) Baekdu Mountain has nothing to do with Confucianism; in fact its legends originate from Gojoseon, a dynasty that existed almost 2000 years before Confucius was even born.
    • The (very controversial) moving of Vietnamese from the Southeast Asian culture group to the Chinese group is interesting. Moving Korean to the Chinese group outright wouldn't be that accurate, but a mid-game event that moves Korean to the Chinese group if it takes the Mandate could be interesting.
    • The new tropical dev cost modifer is fixed, if Korea is to be handicapped by starting with 'Inwards Perfection', perhaps the dev cost reduction could be fixed to 20%, instead of scaling according to clergy land ownership.
    • Seeing how the various nations in SEA recieved new ideas, Korea's could probably get touched up though.
    Traditions
    -10% development cost
    -10% stability cost modifier


    The Hangeul Alphabet
    -10% tech cost

    Geobukseon
    +10% ship durability
    +1 yearly naval tradition


    The Hermit Kingdom
    +20% fort defence

    The Geojung'gi
    -15% construction cost

    The Kyujang'gak
    -10% idea cost

    The Gyeong'guk Daejeon
    -1 national unrest

    The Hwacha
    +10% artillery combat ability

    Ambition
    +1 ruler administrative skill

    A brief overview sees that most of the (numerous) generic modifiers that Korea had were all trashed. +10% tax, +10% production eff. +10% inf. CA, +10% manpower were all filler ideas that had no real relation to the history of Korea. They were instead replaced with ideas that are debatably balanced, but much more in line with Korean culture.

    Korean traditions are now a 10% dev cost and stab cost modifier. The stab cost modifer, originally Korea's second idea, felt pretty historically accurate and balanced, hence trading out the odd +25% domestic trade power tradition. The 10% dev cost modifier is a new addition however that I originally contemplated on setting to 15%, but toned down to 10% (After all, only 2 nations in the game have -15% dev cost, Genoa and Australia).

    The -10% idea cost, +10% ship durability and -15% (Originally 10%) construction cost modifier were all originally part of Korea's idea set, but I moved their places around a bit.

    The Hangeul Alphabet is now probably the defining part of Korea's idea-set however. Reminescent of how the old Manchu ideas had the Manchu alphabet at -10% tech cost (Compared to Hangeul's -5%), Korea's first idea now actually does justice to the sheer innovativeness of the alphabet.

    New additions include the +20% fort defence, +10% artillery combat ability and +1 ruler admin skill. Korea definitely did not have an impressive land army during EU4's timeline, thus their sole land army quality idea is +10% artillery CA, referencing the Hwacha. However Korea was notable in that it withstood multiple hard sieges from its invaders (Namhansanseong during the Manchurian invasion and Haengjusanseong during the Japanese one for example), which is represented by its new fort defence idea.

    The ambition however I struggled to come up with. I wanted to represent Korea's top-heavy but meritocratic government, which led me to choose between -10% advisor cost, -20% advisor cost with ruler's culture and +1 ruler admin skill, but the new government reform in 1.31 tipped me over the edge in that having more advisor cost modifiers for Korea would make -90% too easy to reach.

    • Yi Hyang is probably never going to escape being a 2/1/1. RIP Munjong, finisher of the Yukjin conquest, inventor of the conventional Hwacha and reformer of the Korean army. Your sacrifice for the sake of 'game balance' will not be forgotten.
    • Dai Viet will apparently get an event that gives it a cosmetic name change (Where they can change to Nam-yue or Vietnam) upon taking the Mandate. Perhaps Korea could recieve something similar too? Or maybe the restore Goguryeo mission could give Korea a cosmetic name change to Goguryeo or Balhae.
    • Seeing how Dai Viet will get a permanent harmonisation speed boost, hopefully Confucianism could be touched over, or at the very least be allowed to culture convert harmonised provinces. (You'd be wasting one of Vietnam's ideas currently if you convert to Confucianism) Currently Confucianism is laughably awful, with it oftentimes having lower tolerance of the true faith than it does of heretics due to harmonising, meaning it's better to just completely ignore its mechanics than it is to use them. It's literally the only non-American religion that actively punishes you for using its mechanics. (At least the American pagans get great modifiers out of their reforms, confucianism gets shit like +5% production efficiency in exchange for -3 ToTf, -2 yearly legitimacy and +25% development cost).
    • fuckSoallmyhomieshateSoremoveSo
    • There have been rumours on the Siam node getting reworked (either getting divided, or at least not being a starting node anymore), hopefully the Nippon node (why is it called Nippon and not Japan?) can be worked on too. Currently it's the largest node in game by a pretty significant margin, having 9 more provinces than Girin, the second largest node. There's been plenty of suggestions on the reworking of East Asian trade nodes, hopefully one of them could be applied?
    • Rework Korea's provinces maybe? The Manchu update left Korea in the dust, and now it has lower province density than Manchuria. Gangwha/Incheon, Gaegyeong, Anju, Dongnae and Chuncheon are all viable candidates to be added, or at the very least the states could be reworked. Western Korea, Southern Korea, and Eastern Korea? Might as well just rename all the states in Italy to Northern Italy, Slightly less Northern Italy, Central Italy, Central Italy but left, etc. It's not like the developers didn't know of the traditional Korean administrative divisions, considering how the Northern half of the peninsula is accurately stated into Pyeongan and Hamheung. It's just that for some odd reason, instead of using Hwanghae, Gyeonggi, Gangwon, Chungcheong, Jeolla and Gyeongsang, they divided the province borders awkwardly so that none of those could work.
    • Hanseong 10 dev lol. Want to see how ridiculous this is? I can prove how stupid this is without even referencing Europe. Whangarei, an uncolonised province in New Zealand upon game-start, has 11 dev, 1 more than Hanseong. Whangarei in 2020 has less than half the population that Hanseong had back in 1821, endgame. Do you see how ridiculous a 10 dev Hanseong is now?
    • Further notes on the rest of Korea being even lower dev. Gangneung, Jeju, Gyeongseong and Yukjin were apparently all complete wastelands devoid of life akin to Northern Siberia.
    • The capital city of Hamheung is still Hamgyeong. I'm pretty sure this is because Paradox hasn't touched Korea in any meaningful way since 1.20 Mandate of Heaven.
    • Han river estuary for Hanseong? (Or in Incheon if it's added)
    • Loosen the requirements for the Hermit Kingdom mission. Currently it requires having 4 fortresses (level 8 forts), which are unlocked at mil tech 24, usually around the mid 1750's. Your game will most likely be done at that point, and a -15% fort maintenance modifier will not only last a fraction of your game, but also be mostly irrelevant at that point since A. High levels forts late game are useless , and B. Your finances will most likely not be a problem. Just making the requirements be 4 bastions (level 4 forts) would be enough, considering how Korea's garbage economy can't support the 3 level 2 forts that it starts with.
    • Jurchen Yukjin is plausible, if you stretch historical records a bit. Jurchen Gyeongseong though? Why?
     
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