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Comes Imperii

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Well, consider that in reality with only one island they kept at bay the Ottomans and the barbary pirates...
But I think you're right, I have probably made them too powerful. What do you think if I reduce naval morale bonus to 0.25, defensiveness bonus to 30%, cavalry power to 20%?
With regard to galley power, Venice gets a +50% bonus: that's too OP in my opinion. The Knights galleys were at least as good as the Venetians if not more powerful.
 

Druplesnubb

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It feels wierd giving the OPM knights unique ideas while the Livonian and Teutonic orders are without. Is it possibly to create an "order" or "knightly" idea group for all of them?
 

Comes Imperii

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It could be possible but the Knights Hospitaller were quite unique for the naval abilities they developed in Rhodes and Malta. I preferred to give them their own set of national ideas. For the orders of the north there is always the Theocracy group of national ideas made by Paradox DS.
 

burny26

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Ok, I read the discussion of page 15-16. The problem is DHE vs ND.

DHE proposal:
My idea would be that Jesuit Order arises and comes with its bonuses to a country by a country major event (the Society of Jesus event I posted before).
I saw you made an event which says the pope removed the limit and now we have jesuits in our lands. I think it would be better if the pope removes the limit by national decision and then the chances of nations getting the jesuits event increase dramatically.

ND proposal:
The arrival of the jesuits event (posted by me before) is replaced by a decision through which catholic countries can decide to get jesuit modifier.

It is not problem anymore, there will be events as well as decisions.

Personally, I think your first proposal was better. Let me explain.
1. DHE - establishing Jesuit order in any catholic country
1.a) order is spreading slowly through catholic lands
1.b) the pope may remove the restrictions through national decision if the order exists
2. order is than spreading faster
3. papal decisions to spread the order to a new parts of the world.
4. DHE for countries in specific regions to accept or reject Jesuits
5. Jesuits may be expel if conditions are met
Note: I like the mechanic you proposed for spreading the order - it ensures it´s birth. On the other hand I think I have better modifiers connected to the order - your are just plain positives, there wouldn´t be reason to sack Jesuits than. I think I wrote somewhere why I made them in the way I did.
catholic: stronger conversion and papal influence, agressive heretics
orthodox: closing to the pope, traditions damaged
buddhist, hindu: tech and production boost (one affects other), too many religions (lower conversion chance), tax loss (maybe some gifts to Jesuits, compensate production)

This way, it usually gives you something (mostly tolerance, conversion, tech boost) but it takes something away. For example. If you are catholic with many protestant lands and have Jesuits, you have better chance to get rid of them (protestants). But you have to do it, because otherwise you loose more than without Jesuits (lower tolerance means more problems). Usually, my modifiers push country to some activity. It has to take advantage from the order, not just sit there.

EDIT: But I think that condition including reform desire and slow spreading of idea of this order is good. Maybe one of conditions for the pope to remove restrictions may be number of countries having the order modifier. I think I will wait for burny so we all may decide what should be changed and what not.

Hey there Comes Imperii ,welcome to our lil historical nutclub :p
I like your ideas and the dedication you have probably put into it :)
I have a problem though with the jesuits atm, it's already quite large and now adding in edits and whatnot will make it very cumbersome for me to redo this. At a time where I am extremly low on free time and morale to keep up with all this. So, I'd suggest you ,me and BoleslavLev arrange a meetup on skype/steam. And go again through it from the top and discuss how it all should go. Since threads arent really good for long discussions .
Like I stated ,I have not a lot of time + morale until my exams in august/september are passed, so is it ok for you if we three have this discussion later? Could you keep all your drafts close to you for when we all have time?
You can add me on steam : BURNY26

Meanwhile I would like to make a proposal for the ideas of the Knights Hospitaller, one of my favourite nations which didn't get enough flavour in my opinion.

Knights Hospitaller National Ideas

The Knights start with the traditions of +0.25 naval morale and 5% faster ships morale recovery to represent their great ability and experience in sea warfare.

1) The Langues System: -10% stability cost. The Order was divided into 8 "tongues" representing its main linguistical components: Aragon, Castile, England, France, Auvergne, Provence, Germany and Italy. This system favoured an easier organisation and management of a multi-cultural reality such as that of the Order.
2) Ecclesiastical Revenues: +10% tax income. The Hospitallers had many estates in continental Europe, especially in France, which helped funding the expensive activities of the Order.
3) Masterful Fortifications: +30% defensiveness. The fortifications of Rhodes and Malta are considered one of the finest in the Mediterranean Sea. It is not without reason that the Order repelled numerous powerful assaults by Mameluke and Ottoman forces.
4) The Grand Hospital: -40% naval attrition. The Knights were famous for their excellent Hospitals which they built both in Rhodes and Malta. These Hospitals were at the vanguard of medicine and managed several times to hinder the spread of epidemics into the islands of the Order through advanced quarantine techniques.
5) Every Galley is a Fortress: +50% galley power. The Order provided every galley with about 20 heavily armoured knights as well as with skilled sailors and marine soldiers. Its galleys became redoubtable elite units capable of carrying out targeted operations successfully.
6) The "Corso" warfare: +1 yearly naval tradition & +15% trade income. This name is used to address the naval policy of the Order which consisted of raiding every ship suspected of carrying Turkish goods . Although the Knights' official intent was that of freeing christian slaves on Muslim vessels, they often ended up raiding both Christian and Muslim commercial ships. This, however, greatly increased the income of the Order from trade activities as the knights sold many of the looted goods.
7) Indomitable Knights: +20% cavalry power. The Knights Hospitaller were notorious in the Mediterranean region for their reckless courage and formidable esprit de corps. These moral values, combined with the fine armour the Knights wore in battle, made them almost invulnerable war machines.

When fully powered up they also get a +10% bonus to discipline.

Holy... Whilst I like the idea for the knights, you've made them way too OP. Maybe tone down the numbers a little.

Agreed, way too OP. The grand hospital idea with a cut in naval attrition is kinda weird. I would understand less land attrition, but naval attrition?

It feels wierd giving the OPM knights unique ideas while the Livonian and Teutonic orders are without. Is it possibly to create an "order" or "knightly" idea group for all of them?
PDS made a theocracy ideagroup already, so yes. If you want, you could create ideas for the livonian and teutonic order. ;)
 

Comes Imperii

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Thanks for accepting me into the club :)
I have toned down the numbers of the ideas after olligarchy posted. Are they still overpowered? If so which ones in particular?
Less naval attrition is because the hospital reduced the diseases preventing ships from being contaminated by epidemics.
Well, actually it was the quarantine used by the knights which reduced losses on ships and also the surgeons and doctors embarked on the ships. So i thought the hospital could indirectly reduce naval attrition.
 

burny26

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I didnt accept you , I merely welcomed you ;) Everybody that wants can come and help ,there is no acceptance policy here :p :p ;)

@ olligarchy , I had a discussion with Comes on steam and we made the compromise of giving the knights -50% manpower to limit their expansion (and this can be historically founded as well ,since their numbers were always few) ; But all in all ,the knights were very good at a lot of things. Medical care ,seafaring ,money... the things you all can do if you dont touch women ... its amazing :p :p :p
 
Last edited:

BoleslavLev

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Holy...! Watching the forum every day, than have one visit, come back and there is ton of posts. :)

Nothing to add to Hospitalers really, not an expert and it seems you already solve that one out.

I agree it will be kind of pain in the ... to redo some stuff which is already done, but I believe it would mostly touch only some parts of some sections (didn´t want to say parts twice :D) of the chain. But I think it will be quicker to do it through skype or steam than through this - great idea. I also implemented those mechanics to my new section of the chain, so no changes (hopefully) will be need there.

Speaking of new parts, there are 2 of 3 parts of the Far East spreading (I need to do the sack decision and then the Americas and we are done). I think this one can be discussed here. Conditions, text, modifiers. I think it is mostly reasonable done and I am prepared to defend it (and I believe to hold most of it ;)). Here it is.

Missionary work in Far East
Note: National decision for the papal states.

Conditions:

1. Have the modifier "Exposcit debitum" for at least 40 years.
2. Don´t have the modifier "Jesuit expedition"
3. Diplomatic power of the ruler is at least 4
4. Military power of the ruler is at least 3
Note: China, Japan etc. sometimes tried to fight back the European preachers and traders, so I make use of it and have military power in conditions. This also makes more diversity between different missionary decisions - so you may have the ruler who can´t send preachers to one part of the world, but can send them to another one.

Text:

The pope think it is a good time to spread the catholic faith to the Far East. There are many great civilizations which have some of the most luxury goods. Their traditions are strong, but there is a chance our missionaries will settle down there and who knows, maybe one day, they will strongly influence those lands in our favor.

Consequences:

+10 prestige
-250 gold
The state will get the modifier "Jesuit trade sites" until the end of the game with the following effects:
1. +5% trade efficiency
2. +1 revolt risk
The state will get the modifier "Jesuit expedition" for 20 years with the following effects
1. +1% missionary chance
2. -1 revolt risk
All confucianist and taoist will get the event "Exotic monks"
Note: Tell me, if there are more religions in the game – this should apply on all eastern religions except buddhism and hindu.

Exotic monks
Note: DHE for countries in Far East.

Conditions:

1. One of the following is true
a) The state is confucian
b) The state is taoist
2. The papal states have the modifier "Jesuit trade sites"
Note: usually I would use a national decision. I gave this modifier to pope though, so why not use it….

Mean time to happen = 180 months
Note: Thanks to Comes Imperii, I totally forgot about these. They are useful when I want something to happen not immediately. When I finish everything, I will go back to India and change it too. Or you could post some proposals right away.

Modifiers:

Every 1 point of stability above 0 modifies MTTH by 0.9
Note: Any other ideas?

Text:

In recent years, exotic monks from Far West are trying to settle down in our ancient lands. They are more distant to us than anything we have seen before. They proclaim they want to preach their faith here, spread their knowledge and trade with us. Although their proposals seem reasonable, not everyone is convinced by them. Should we accept the presence of this strange monks, or should we expel them from our country once and for all.

Choices:

A: Let them stay here.
B: Expel those strange people.

Consequences of different choices:

A:
The state will get the modifier "Preachers of the new faith" until the end of the game or until the time state will change it´s religion with following effects:
1. +10% trade efficiency
2. 10% cheaper diplomatic and military technologies
3. -1 tolerance of the true faith
4. +2 revolt risk
Note: again barter choice - better tech boost, but without administrative (those state had good administration already; in total 20% boost, India has 15% - seems reasonable), better trade - good when you can use it. If not, it is only tech boost in exchange for bigger RR.

B:
+10 prestige
+15 legitimacy
-50 gold
Note: Normal stuff, gold represents some effort needed to hold the Europeans back - quite modest cost I would say.

EDIT: My skype should be "boleslavivlev" but I am not sure (my name is Boleslav Stuchlík) There are quite few Boleslavs, so you should be able to find me, but who knows. We should discuss the good hour to "meet". Tommorow I can´t at evening (18:20 to 20:20), the day after I am off. Other than that, I should be free.
 
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Druplesnubb

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It could be possible but the Knights Hospitaller were quite unique for the naval abilities they developed in Rhodes and Malta. I preferred to give them their own set of national ideas. For the orders of the north there is always the Theocracy group of national ideas made by Paradox DS.
I don't think a state ruled by an order of knights would have all that much in common with a German Archbishopric or the Papal State. I don't know enough about the orders to create an idea group for them. I would guess alot of combat and religion-based ideas and maybe the seventh idea being based on a hypothetical bank like for the Hansa (the Templar Knights were really famous for their banking).
 

BoleslavLev

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Nobody is talking with me :p, so I made the last part of the Far East segment of the Jesuit adventure. I think it is nicely done. The text more reflects more modern opium wars, but I think it reflects the problems in the Far East very well.

Put an end to the foreigners´ presence
Note: Grammar check please. :closedeyes:
Note2: National decision for states in the Far East with Jesuits.

Conditions:

1. One of the following is true
a) The state has the modifier "Preachers of the new faith" for less than 5 years
b) The state has the modifier "Preachers of the new faith" for more than 25 years
2. Military power of the ruler is at least 4
3. At least one of the following is true
a) Legitimacy at least 80
b) Prestige at least 20
Note: I doubt there are any republic, but just to be sure I make it both through legitimacy and prestige. Makes it slightly easier for monarchies, but I don´t have problem with that.

Text:

Foreigners from the west become too expansive. They want more power and better trade deals, bribing our lords and corrupting our fnest bureaucracy. We tried to settle things down many times, but all our efforts failed. Those strangers are just too dangerous and too greedy. Our great ruler decided it is time to drive them from our land. In the worst case by force.

Consequences:
+20 prestige
+100 gold
-1 stability
-30% actual manpower (derived from the max manpower pool value, not actual)
The modifier "Preachers of the new faith" will be removed from the state
 

Comes Imperii

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I don't think a state ruled by an order of knights would have all that much in common with a German Archbishopric or the Papal State. I don't know enough about the orders to create an idea group for them. I would guess alot of combat and religion-based ideas and maybe the seventh idea being based on a hypothetical bank like for the Hansa (the Templar Knights were really famous for their banking).

Sorry Druplesnubb, but I don't know very much either about those orders. I know they are quite different from the German bishoprics, but the only solution I can think of is to use the Theocracy idea by Paradox for those orders, while for the bishoprics we could use a general set of ideas or make a Bishopric specific idea group.

Good work Boleslav! :)
 

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Well, I decided it is time to finish the whole thing so we can polish it and than start to add some flavor to it. Last 3 parts regarding the rest of the world, mainly the American continent, but it should be somewhat universal.

Jesuits on the edge of the world

Note: National decision for the papal state

Conditions:

1. Have the modifier "Exposcit debitum" for at least 40 years.
2. Don´t have the modifier "Jesuit expedition"
3. Military power of the ruler is at least 4
4. At least one of the following is true
a) fill at least 60% of the naval forcelimit
b) have at least 20 ships

Text:

There are many primitive tribes as well as many great civilizations laying behind the courtain of unknown. Jesuits already spread the true faith to the big parts of the world, but there are still challenges to complete. The pope decided to send small expeditions of those holy men to the various corners of the world. If their mission would be a success, it could bring us the great benefits.

Consequences:

+20 prestige
-150 gold
The state will get the modifier "Beyond the known world" until the end of the game with the following effects:
1. +0.5 yearly prestige
2. +5% production efficiency
Note: This reflects the great fortune of the New world (this chain is for every animist, shamanist, but flavor is mainly derived from the New world; I didn´t want to raise trade or taxes. Trade is already elsewhere and taxes would affect provinces – coring etc.)
+1 revolt risk
The state will get the modifier "Jesuit expedition" for 20 years with the following effects
1. +1% missionary chance
2. -1 revolt risk
All animist and shamanist countries will get the event "Couriers of the God"

Couriers of the God
Note: DHE for animist and shamanist

Conditions:

1. One of the following is true
a) the state is animist
b) the state is shamanist
2. The papal states have the modifier "Beyond the known world"

Mean time to happen = 180 months

Modifiers:

The year is at least 1560 modifies MTTH by 0.9
The year is at least 1600 modifies MTTH by 0.9

Text:

Not long ago, foreigners begin to scout our ancient lands. They arrive on the ships like we never seen before. Some of those foreigners look dangerous, others are claiming they are couriers of the God. They want to stay here, trade with us and teach us their view on the God. Their request seems to be harmless, now.
Note: Derived from the New world really, but can be applied on the Pacific or Africa too. Are there some European pagan states? (Lithuania, but that would be really odd, if it would be pagan for so long. Should I remove that ship part, or should I ignore it?)

Choices:

A: Welcome the couriers with honours.
B: They lie, expel them.

Consequences of different choices:

A:
The state will get the modifier "Foreign camps" until the end of the game or until the time state will change it´s religion with following effects:
1. 15% cheaper technologies
2. -5% production efficiency
3. -5% tax modifier
4. +1 revolt risk
Note: Quite big tech boost in exchange of economy hit reflecting the progressive exploitation of those countries by the Europeans.

B:
+10 prestige
+10 legitimacy
+100 gold
-1 stability

Drive out the liars
Note: National decision for shamanist, animist with Jesuits.

Conditions:

1. Have the modifier "Foreign camps"
2. Military power of the ruler is at least 4
3. Prestige at least 0
4. At least one of the following is true
a) fill at least 75% of the land forcelimit
b) have at least 10 000 soldiers

Text:

The people who claimed to be couriers of the God are nothing but liars and killers. Their only interest is to take as much of our wealth as they can. At first it seemed they really ant to teach us about the God, but than they started to make unacceptable demands. After long time of misery, we decided we have no other choice than to fight them and drive all of them from our land.

Consequences:
+25 prestige
+200 gold
-3 stability
-50% actual manpower (derived from the max manpower pool value, not actual)
The modifier "Foreign camps" will be removed from the state

I did it last night, but than connection crashed. Enjoy.
 

Olligarchy

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I didnt accept you , I merely welcomed you ;) Everybody that wants can come and help ,there is no acceptance policy here :p :p ;)

@ olligarchy , I had a discussion with Comes on steam and we made the compromise of giving the knights -50% manpower to limit their expansion (and this can be historically founded as well ,since their numbers were always few) ; But all in all ,the knights were very good at a lot of things. Medical care ,seafaring ,money... the things you all can do if you dont touch women ... its amazing :p :p :p

Indeed, we are a very accepting lot... as in we are taking everyone. :D Mostly we are doing this for fun, and hoping we can make it into a mod at somepoint.

And the -50% manpower sounds quite reasonable change for the Knights.
 

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Indeed, we are a very accepting lot... as in we are taking everyone. :D Mostly we are doing this for fun, and hoping we can make it into a mod at somepoint.

And the -50% manpower sounds quite reasonable change for the Knights.
Yea, im thinking of trying out to mod somewhere from the second week of september.
@boleslavLev, nice work man. Ill put it later this day on the list. :)
 

BoleslavLev

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With those animist and shamanist some tech group switching should also end that big tech boost. I am counting with some changes in the next month, when we would chat and polish it. Thanks for your praise, man :happy: I think it is ok now and when we would finish, it would be great :p
 

Olligarchy

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After having studied the other DD's again, going to suggest these reforms (penalty for disagreeing is -1 Stability and +5 Revolt Risk! :p ). My logic behind the changes and improvements are that so far the bonuses seem to be pretty low, and seeing as most nations have either better or more bonuses per tier, I figured I'd add some. Hoping these won't unbalance the game itself and will make the flavour behind the grand duchy more impressive.

Finnish Tradition grants the Finns 0.25 Land Morale bonus and 10% Cavalry Power, representing their history as the border between the East and the West. Having fought in every conflict between Sweden and Russia the population of the country has been decimated time after time, only for the Finns to serve the crown in the next war.

1. Sisu: +20% Fort Defense. The Finnish mentality which can best be summed up in "never give up"; Sisu can be defined as thus: Sisu is a combination of something where The Hardest of Truth, The Coldest Of Rationality and The Darkest Of Insanity meet in such a manner where they all (believe or not) serve the same goal to make it all better.
2. Swedish Legacy: -10% Stability Cost. As a Grand Duchy within the Swedish Crown, Finland had a tradition of remaining calm and even "ideal" as a vassal. The people rarely revolted and the many western notions imported by Sweden only improved on that.
3. Fur Trade: +10% Trade Power in foreign trade nodes. For much of its history Finland was a major exporter of furs, in particular those from raccoons, squirrels and the like. In fact several counties within the Grand Duchy did not pay tax, but rather furs to the crown.
4. Tar and Lumber production:-33% Fleet maintenance and 10% Cheaper Ships. In Middle and Eastern Finland, great amounts of tar and lumber were produced. European nations needed these materials for creating and upkeep of their fleets. With these resources the Finns will find it easy enough to build and maintain their own fleet if they so desire.
5. Hakkapeliitta: 10% Cheaper Cavalry. The Hakkapeliitta were the feared Finnish cavalry serving under the Swedish Kings.
6. Army Reform: +5% Discipline. With the Great King Gustavus Adolphus Magnus taking to reform his military to be more on line with the teachings of Maurice of Nassau, our troops are now even more fearsome!
7. Gibraltar of the North: +10% Trade Steering. With the founding of Helsinki, the city begins to serve as a rival trade power for Reval (Tallinn) a Hanseatic city and bringing even more funds into our coffers.

Upon achieving their ambition, Finland gains -1 Revolt Risk and +5% Morale Recovery of Armies.

Now, what I've also been thinking is on how governments work in EUIV. My impression is that there will be less (?) government types, but each will be more distinct than the ones in EUIII where they just added magistrates and maybe some tiny bonus. If this is true, I figure I'd like to look into localization and giving "tiers" to the countries titles similar to MEIOU mod in EUIII. Something like having Muscovy, Lithuania and Finland starting as Grand Principalities and others with their correct tiers would be awesome, even if it is only flavour improvement. What do you guys think? Is this more of a localization job/issue or will we have to create a million new government types?
 

BoleslavLev

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In MM mod you have one government types, but through national decision you can get higher tier of it. But I think modifiers from higher title were generic in that mod. Not 100% sure though. The question is do you want bonus for that you are the feudal king or the bonus for that you are feudal ruler and you are also king? I hope both could be handled, but the first seems a little bit harder to me.

EDIT: Also, the first one would support snowball effect more.
 

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After having studied the other DD's again, going to suggest these reforms (penalty for disagreeing is -1 Stability and +5 Revolt Risk! :p ). My logic behind the changes and improvements are that so far the bonuses seem to be pretty low, and seeing as most nations have either better or more bonuses per tier, I figured I'd add some. Hoping these won't unbalance the game itself and will make the flavour behind the grand duchy more impressive.

Finnish Tradition grants the Finns 0.25 Land Morale bonus and 10% Cavalry Power, representing their history as the border between the East and the West. Having fought in every conflict between Sweden and Russia the population of the country has been decimated time after time, only for the Finns to serve the crown in the next war.

1. Sisu: +20% Fort Defense. The Finnish mentality which can best be summed up in "never give up"; Sisu can be defined as thus: Sisu is a combination of something where The Hardest of Truth, The Coldest Of Rationality and The Darkest Of Insanity meet in such a manner where they all (believe or not) serve the same goal to make it all better.
2. Swedish Legacy: -10% Stability Cost. As a Grand Duchy within the Swedish Crown, Finland had a tradition of remaining calm and even "ideal" as a vassal. The people rarely revolted and the many western notions imported by Sweden only improved on that.
3. Fur Trade: +10% Trade Power in foreign trade nodes. For much of its history Finland was a major exporter of furs, in particular those from raccoons, squirrels and the like. In fact several counties within the Grand Duchy did not pay tax, but rather furs to the crown.
4. Tar and Lumber production:-33% Fleet maintenance and 10% Cheaper Ships. In Middle and Eastern Finland, great amounts of tar and lumber were produced. European nations needed these materials for creating and upkeep of their fleets. With these resources the Finns will find it easy enough to build and maintain their own fleet if they so desire.
5. Hakkapeliitta: 10% Cheaper Cavalry. The Hakkapeliitta were the feared Finnish cavalry serving under the Swedish Kings.
6. Army Reform: +5% Discipline. With the Great King Gustavus Adolphus Magnus taking to reform his military to be more on line with the teachings of Maurice of Nassau, our troops are now even more fearsome!
7. Gibraltar of the North: +10% Trade Steering. With the founding of Helsinki, the city begins to serve as a rival trade power for Reval (Tallinn) a Hanseatic city and bringing even more funds into our coffers.

Upon achieving their ambition, Finland gains -1 Revolt Risk and +5% Morale Recovery of Armies.

Now, what I've also been thinking is on how governments work in EUIV. My impression is that there will be less (?) government types, but each will be more distinct than the ones in EUIII where they just added magistrates and maybe some tiny bonus. If this is true, I figure I'd like to look into localization and giving "tiers" to the countries titles similar to MEIOU mod in EUIII. Something like having Muscovy, Lithuania and Finland starting as Grand Principalities and others with their correct tiers would be awesome, even if it is only flavour improvement. What do you guys think? Is this more of a localization job/issue or will we have to create a million new government types?

In MM mod you have one government types, but through national decision you can get higher tier of it. But I think modifiers from higher title were generic in that mod. Not 100% sure though. The question is do you want bonus for that you are the feudal king or the bonus for that you are feudal ruler and you are also king? I hope both could be handled, but the first seems a little bit harder to me.

EDIT: Also, the first one would support snowball effect more.

I still have issues wth the army reform txt. If finland were to be free from the 15th century, how would it profit from a swedish king?

As for the treeing of governmenttypes. It was in eu3 and i am sure itll be in eu4 as well.:)
 

Olligarchy

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Dec 19, 2011
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In MM mod you have one government types, but through national decision you can get higher tier of it. But I think modifiers from higher title were generic in that mod. Not 100% sure though. The question is do you want bonus for that you are the feudal king or the bonus for that you are feudal ruler and you are also king? I hope both could be handled, but the first seems a little bit harder to me.

EDIT: Also, the first one would support snowball effect more.

I figure it would be a good thing if there was some sort of bonus for being an Emperor, but also so that some other forms of government would be viable. For example Principalities and such would if nothing else make interesting role-play.

I believe in MM the modifiers were the same, the tier just changed your title and maybe some prestige.

I still have issues wth the army reform txt. If finland were to be free from the 15th century, how would it profit from a swedish king?

As for the treeing of governmenttypes. It was in eu3 and i am sure itll be in eu4 as well.:)

I thought we were going with the assumption that these could just as well be a vassal Finlands ideas? :confused: Of course if we assume these are independent Finlands ideas things would probably end up very differently, but I've no idea what with to replace it with. Perhaps something like Infantry/Cavalry combat ability, or maybe some other idea? Personally I'd love to have more economic ideas, but sadly history won't support that within views of the games timeline. :glare:

Some ideas for the sixth idea:
Formalizing the Government: +10 National Tax. By purging the outdated ideas from our rule we can levy more taxes from the populace.
Claiming the Crown of Kaleva and the North: +1 Yearly Prestige and/or Legitimacy. Assuming a position as the protector of the Finnic peoples we can strengthen our rule significantly.
Royal Academy of Turku: -10% Technology Cost. With the founding of our own university we may expect discoveries in technologies soon!
Writing the Kalevala: -10% Cheaper Ideas.

Just some ideas, feel free to throw them around. :)

Also, has anyone got what's the difference between Combat Ability and Discipline?