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ecrurudesby

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This is quite a drastic proposition and the devs will probably hate it as not only will the number of ADM idea groups be reduced to five, but 13 policies and 11 idea group events will also be removed.

The Expansion group is a real rag tag of ideas; the good the bad and the ugly. Its main purpose in its current form is arguably to supplement Exploration ideas. And it's primary replacement in this will be a decision with the same purpose and some of the same ideas.
_______________________________________________________________________________

Expansion of our Overseas Territories and Influence
Requirements:
The year is at least 1500
The country:
  • has Admin and Diplo tech level 7
  • has completed Exploration ideas
  • has not enacted this decision before
  • has at least five home ports
  • owns at least three provinces on each of any three super-regions other than own capital
  • has a navy of at least 75% of the force limit
  • has at least 1 stability
  • has at least 400 ADM and 400 DIP and 400 MIL power
  • has at least two years of monthly income

The country:
gains 10 prestige
and gets the modifier “Global Expansion” for the rest of the campaign with the following effects:
  • +1 colonist
  • +1 merchant
  • +20 global settler increase
  • +20% global trade power
loses 400 ADM and 400 DIP and 400 MIL power
loses two years of monthly income
loses 1 stability

Every neighbouring country:
  • gets the opinion modifier “Global Expansion” towards the country worth -20 with a yearly decay of +0.5
_______________________________________________________________________________

Open to discussion
 
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ecrurudesby

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That's four of the Expansion ideas taken care of by the decision (global settler actually increased from +10 to +20). The rest are to be allocated to other idea groups.

Combine -10% recruitment time and -10% shipbuilding time and replace -10% reduce inflation cost in Innovative ideas
Add +1 diplomatic relations to +1 advisor in Innovative
(Innovative is now a much more attractive option)
Move -25% state maintenance to Economic and replace +10% production efficiency
Add the trade company fabrication to the Exploration bonus, allowing fabrication in both CN and TC regions. On their own these two ideas are sub-par compared to the CBs of years gone by, but together they are quite significant.

___________________________________________________________

I haven't gone in depth on the Policies but the more popular ones like +1 land leader fire and +20 settler increase can easily be moved elsewhere.

Idea group events are I think a tertiary consideration for most people. I think they may end up as a casualty of removing the group. Some could be salvaged by moving to Exploration events as some of those aren't great but I don't think a certain group's events should be buffed a whole lot.
 

Tue_p3

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I agree totally on the problem discription. But not on the solution.

I don't see why the bonuses should be kept alive in some form of decisions.

I propose to replace the group with an idea group focused on guilds,production and merchantilsim as opposed to (free) trade ideas
 

ecrurudesby

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I don't see why the bonuses should be kept alive in some form of decisions.
Because they're absolutely worth keeping? I can't very well suggest removing the whole group and expect people to agree with me if I don't find another place for the colonist at least. The merchant is superfluous in my opinion because you already get enough of those from CNs, TCs, and even the existing East India decision so I don't mind about the merchant. Global settler increase and global trade power are just really good modifiers, why wouldn't they be a part of a decision for expanding a country's global territory and influence?

I propose to replace the group with an idea group focused on guilds,production and merchantilsim as opposed to (free) trade ideas
What are guilds? You mean the optional faction of Merchant Republics? Seems awfully specific. Also I wonder how this group would be a viable choice instead of current Economic and/or Trade ideas. I think the whole system would need to be changed to deepen the mercantilism mechanic.
 

Tue_p3

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Well I think specific is a good thing. No point in having a choice if every group is 'generic'. I do agree it might be too close to economic ideas. I'm just looking for some starting point for the protectionism thought.

Except for the trade region casual belli I'm not a fan of expansion.
 

3ishop

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What are guilds? You mean the optional faction of Merchant Republics? Seems awfully specific. Also I wonder how this group would be a viable choice instead of current Economic and/or Trade ideas. I think the whole system would need to be changed to deepen the mercantilism mechanic.
"a medieval association of craftsmen or merchants"
 

Tue_p3

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Guilds are the medieval name, but they are still a strong part of the economy nowadays. But now they are industrial associations, to promote knowledge, innovation of the specific industry. And of course to promote beneficial tax and trade regulations