Idea groups are not in a great spot. It feels like most games I'm taking the same ideas groups, and never taking some at all. And it's absurd to see pics of people taking groups like Maritime as like a fifth tree and start getting Innovativeness for being the first adopter. It's clear that ideas are supposed to cover a wide range of niches, but some really don't actually cover their niche properly.
So this can be a thread for suggesting rebalances for idea groups.
To start
Maritime ideas. One of the worst groups in the game. Even the fact that it has a decision unique to idea groups, Confirm Thalassocracy, doesn't stop it from being avoided.
Of course, a part of this is the lack of value that the game has for naval warfare in general. But here are some ideas to make it better, without radically changing the game.
Coastal resupply - Unblockaded coastal forts have a -1 to attacker siege status progress, and garrisons can refill at a reduced rate unless an Assault is in progress. Coastal forts -25% maintenance cost.
This isn't a massive bonus, but it adds a way for naval forces to impact what happens on land. Naval powers won't be completely powerless to hold mainland provinces, with more time to redirect armies with forts. Effectively makes no blockade a -3 instead of a -2.
Command Flagships - May have multiple flagships (Flagships in the same fleet will not duplicate fleet wide bonuses. 1 per admiral/explorer after first starting one). +1 Leader without upkeep, −25% Admiral cost
This takes the Seahawks bonus, but gives it a bit more. Now your navy can have multiple flagships. Like a dedicated trade or pirate lightship, and a siege and naval battle heavy ship. More flagships takes investing your limited leader slots in having admirals, but at least these admirals give a bit more power, flexibility and flavour in having more flagships.
Onboard Marines - Ships have a set marine value inherent and can land a marine unit if there are enough sailors. Maybe also a fighting bonus for marines, and a reduced landing malus generally.
Ships can capture islands or invade coastal territory, without having to specifically pickup land units, or micro around marines. Of course, the number of ships will need to be high enough (maybe a ratio of sailors on ships convert to marines) to make it more effective to specifically build them.
But this means a naval power can make its influence felt on an unprotected coast line, and capture all these pesky islands in short order.
I feel these bonuses can be added, without reducing any of the existing bonuses, just shuffling them around in terms of order.
So feel free to comment on these, and make your own suggestions.
So this can be a thread for suggesting rebalances for idea groups.
To start
Maritime ideas. One of the worst groups in the game. Even the fact that it has a decision unique to idea groups, Confirm Thalassocracy, doesn't stop it from being avoided.
+0.25 yearly navy tradition,
−10% light ship cost,
+1 merchants,
−5% diplomatic technology cost.
Of course, a part of this is the lack of value that the game has for naval warfare in general. But here are some ideas to make it better, without radically changing the game.
Coastal resupply - Unblockaded coastal forts have a -1 to attacker siege status progress, and garrisons can refill at a reduced rate unless an Assault is in progress. Coastal forts -25% maintenance cost.
This isn't a massive bonus, but it adds a way for naval forces to impact what happens on land. Naval powers won't be completely powerless to hold mainland provinces, with more time to redirect armies with forts. Effectively makes no blockade a -3 instead of a -2.
Command Flagships - May have multiple flagships (Flagships in the same fleet will not duplicate fleet wide bonuses. 1 per admiral/explorer after first starting one). +1 Leader without upkeep, −25% Admiral cost
This takes the Seahawks bonus, but gives it a bit more. Now your navy can have multiple flagships. Like a dedicated trade or pirate lightship, and a siege and naval battle heavy ship. More flagships takes investing your limited leader slots in having admirals, but at least these admirals give a bit more power, flexibility and flavour in having more flagships.
Onboard Marines - Ships have a set marine value inherent and can land a marine unit if there are enough sailors. Maybe also a fighting bonus for marines, and a reduced landing malus generally.
Ships can capture islands or invade coastal territory, without having to specifically pickup land units, or micro around marines. Of course, the number of ships will need to be high enough (maybe a ratio of sailors on ships convert to marines) to make it more effective to specifically build them.
But this means a naval power can make its influence felt on an unprotected coast line, and capture all these pesky islands in short order.
I feel these bonuses can be added, without reducing any of the existing bonuses, just shuffling them around in terms of order.
So feel free to comment on these, and make your own suggestions.
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