So, I calculated what is the point (from custom nations creator) cost of ideas in different idea groups. I didn't use any modifiers for idea being first/la,st one, just sum of cost. Obviously some ideas are not included in custom nations designer. If an idea was more than lvl 4 idea in CN designer, I extrapolate the value.
ADM:
Innovative 83 + 1 leader without an upkeep
Relligious 158 + Religious CB, +2 monthly Papal influence, +0,25 monthly fervor, + 2% missionary strenght against heretics
Economic 104
Expansion 106+ overseas expansion CB
Administrative 141; -10% ADM tech cost, +10% goods produced nationally
Humanist 411 +33%BROT
DIP:
Espionage 97 + allow sabotage reputation, sow discontent, infiltrate administration; -33% covert action dip impact, +50% rebel support efficiency
Diplomatic 113; +25% improve relations, -20% province WS cost, -10% DIP tech cost, lower stab impact from diplo actions
Trade 128 + 25% trade range, +20 caravan power, +10% national trade income modifier
Exploration 170; can recruit conquscadors and explorers; Colonial Expansion CB
Maritime 118 +20% ship repair, -10% ship cost, ships can repair in coastal zones
Influence 150; -33% envoy travel time, -50% unjustified demands
MIL:
Plutocratic 66; +10% good produced nationally, +25 caravan power.
Aristocratic 141; -10% Mil tech cost, +1 leader w/o upkeep.
Offensive 128; +5% army morale recovery speed
Defensive 138; -25% land attrition
Quality 23; +5% navy morale recovery speed, +5% army morale recovery speed, -25% naval attrition
Quantity 285; -10% regiment cost, -10% land attrition
Naval 71
On averenge each idea group has equivalent of 138,47 pc.
Averange for ADM idea group: 167,16
Averenge for DIP idea groups: 129,33
Averenge for MIL idea groups: 121,71
While exact evaluation of IG is impossible, since many of them have unique bonuses, some ideas have much higher or lower value.
"OP" idea groups:
Humanist: most of the value comes from their 5th idea, which gives -50% accepted culture treshold, which alone is worth 225 pc, more than whole pool for CN on normal settings, and more that any other IG (besides Quiantity) is worth (not counting special bonuses).
Quantity: it has two 100 pc ideas: +50% manpower modifier, the first idea in group, and the bonus for this group, +50% land FL modifier.
"UP" idea groups:
Innovative: it has about 60% of averenge value of IG, and their only special bonus isn't quite the strongest one.
Economic: below-avernge value, no specials.
Espionage: a lot of specials, but rather poor ones. Also below averange value.
Plutocratic: just the same, nothing special, really poor IG.
Quality: the most hopeless IG of them all. 16,6% of avernge value, extremly poor specials. Both morale recovery speed is basically useless, -25% naval attrition becomes useless late game.
Naval: like economic, no bonuses, almost half the averenge value.
Of course the specials are vvery important, and this should at any rate be considered a guide, it's just a evaluation, and it could be considered as both critics against certain groups (well, the lower "OP-UP" part should be) or against CN creator (I really doubt if culture acceptance treshold is that important.).
ADM:
Innovative 83 + 1 leader without an upkeep
Relligious 158 + Religious CB, +2 monthly Papal influence, +0,25 monthly fervor, + 2% missionary strenght against heretics
Economic 104
Expansion 106+ overseas expansion CB
Administrative 141; -10% ADM tech cost, +10% goods produced nationally
Humanist 411 +33%BROT
DIP:
Espionage 97 + allow sabotage reputation, sow discontent, infiltrate administration; -33% covert action dip impact, +50% rebel support efficiency
Diplomatic 113; +25% improve relations, -20% province WS cost, -10% DIP tech cost, lower stab impact from diplo actions
Trade 128 + 25% trade range, +20 caravan power, +10% national trade income modifier
Exploration 170; can recruit conquscadors and explorers; Colonial Expansion CB
Maritime 118 +20% ship repair, -10% ship cost, ships can repair in coastal zones
Influence 150; -33% envoy travel time, -50% unjustified demands
MIL:
Plutocratic 66; +10% good produced nationally, +25 caravan power.
Aristocratic 141; -10% Mil tech cost, +1 leader w/o upkeep.
Offensive 128; +5% army morale recovery speed
Defensive 138; -25% land attrition
Quality 23; +5% navy morale recovery speed, +5% army morale recovery speed, -25% naval attrition
Quantity 285; -10% regiment cost, -10% land attrition
Naval 71
On averenge each idea group has equivalent of 138,47 pc.
Averange for ADM idea group: 167,16
Averenge for DIP idea groups: 129,33
Averenge for MIL idea groups: 121,71
While exact evaluation of IG is impossible, since many of them have unique bonuses, some ideas have much higher or lower value.
"OP" idea groups:
Humanist: most of the value comes from their 5th idea, which gives -50% accepted culture treshold, which alone is worth 225 pc, more than whole pool for CN on normal settings, and more that any other IG (besides Quiantity) is worth (not counting special bonuses).
Quantity: it has two 100 pc ideas: +50% manpower modifier, the first idea in group, and the bonus for this group, +50% land FL modifier.
"UP" idea groups:
Innovative: it has about 60% of averenge value of IG, and their only special bonus isn't quite the strongest one.
Economic: below-avernge value, no specials.
Espionage: a lot of specials, but rather poor ones. Also below averange value.
Plutocratic: just the same, nothing special, really poor IG.
Quality: the most hopeless IG of them all. 16,6% of avernge value, extremly poor specials. Both morale recovery speed is basically useless, -25% naval attrition becomes useless late game.
Naval: like economic, no bonuses, almost half the averenge value.
Of course the specials are vvery important, and this should at any rate be considered a guide, it's just a evaluation, and it could be considered as both critics against certain groups (well, the lower "OP-UP" part should be) or against CN creator (I really doubt if culture acceptance treshold is that important.).
Last edited:
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