The New 1.35.5. Custom Nation Ideas

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Aelisa

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I've been playing the 1.35.5.beta for a while now, and one of the things that I'm most impressed by is the sheer variety of the new Custom Nation Ideas, which I will present below:

Administrative:
1) All Power Costs: -5/10%
2) Curia Powers Cost -15/30/45/60%
3) Expand Administration Cost -25/50%
4) Free Policies +1
5) Great Project Upgrade Cost -10/20/30/40%
6) Innovativeness Gain -25/50/75/100%
7) Length of Election Term -1 year
8) Can Fabricate Claims in any colonial region belonging to another nation who are also overseas from the province, or to their colonial nations
9) Mandate Growth Modifier +0.10/0.20
10) Minimum Autonomy in Territories -5/10/15/20%
11) Missionary Strength vs Heathens +1/2%
12) Missionary Strength vs Heretics +1/2%
13) Monthly Administrative Power +1
14) Monthly Federation Favor Growth +0.05/0.10/0.15/0.20
15) Monthly Heir Claim Increase +0.20/0.40/0.60/0.80
16) Monthly Heir Support Gain +0.10/0.20/0.30/0.40
17) Monthly Karma +0.1/0.2
18) Monthly Karma -0.1/0.2
19) Monthly Splendor +2/4/6/8
20) Permanent Casus Belli against neighboring heathens and heretics
21) Possible Policies +1
22) Prestige per Development from Missionary +0.50/1.00/1.50/2.00
23) Reelection Cost -15/30%
24) State Governing Cost -5/10/15/20%
25) Trade Company Governing Cost -5/10/15/20%
26) Tribal Development Growth +0.08/0.15/0.22/0.30
27) Yearly Tribal Allegiance +0.50/1.00/1.50/2.00


Diplomatic:
28) Admiral Cost -25/50%
29) Appoint Cardinal cost -25/50%
30) Blockade Efficiency +10/20/30/40%
31) Center of Trade Upgrade Cost -10/20/30/40%
32) Change Rival Cost -25/50/75/100%
33) Cost of enforcing religion through war -25/50/75/100%
34) Covert Action Relation Impact -25/50/75/100%
35) Global Ship Repair +10/20/30/40%
36) Lowered impact on stability from diplomatic actions
37) May Raid Coasts, including coasts of countries with same religion
38) Monthly Diplomatic Power +1
39) Naval Barrage Cost -15/30/45/60%
40) Naval Combat Bonus off owned coast +0.50/1.00/1.50/2.00
41) Settler Chance +5/10/15/20%
42) Ship Trade Power Propagation +10/20/30/40%
43) Trade Company Investment Cost -15/30%
44) Transfer Trade Acceptance +25/50
45) Vassalization Acceptance +15/30


Military:
46) Cavalry Fire +1
47) Cavalry Shock +1
48) Fort Maintenance on border with rival -10/20/30/40%
49) General Cost -25/50%
50) Infantry Fire +1
51) Infantry Shock +1
52) Triple manpower increase in religious wars
53) Manpower in True Faith provinces +10/20/30/40%
54) Monthly Military Power +1
55) Regiment Drill Loss -12.5/25/37.5/50%
56) Yearly Army Professionalism +0.5/1/1.5/2%


If I forgot any, feel free to point it out in the comments. This thread is also intended for us to discuss the ideas in general, their usefulness, and so on. Just for fun, I'm gonna present my favorites:
All Power Costs: -5/10% - Powerful for every playstyle.
Great Project Upgrade Cost -10/20/30/40% - This plus the nerf to their cost (7000 to 5000 gold) should make for some easy Great Projects.
Minimum Autonomy in Territories -5/10/15/20% - Incredibly powerful for wide play when stacked with similar effects.
Cost of enforcing religion through war -25/50/75/100% - Congratulations. You can convert everyone to your religion for free.
Vassalization Acceptance +15/30 - Useful for a diplomatic game.

Triple manpower increase in religious wars - Remember when this was one of the Ottoman ideas? Pepperidge Farm 'members...
Yearly Army Professionalism +0.5/1/1.5/2% Being able to Slacken Recruitment every 2.5 years is very strong for sure - or simply coast to 100 Professionalism in 50 years. (edit)
 
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TenshiN

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Cavalry shock and cavalry fire's gonna be huge for horde/cav only games/
Yearly army professionalism as well, either free manpower or troop quality ticking on its own, no need to spam generals. Having it in traditions gonna be very cool, i think.
Missionary strength vs. heathens sounds like it will be extra useful for everyone who isn't muslim or for religions like Totemist, with few missionary power increases and everyone being a heathen.
 
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Hanf96

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I think the one that allows you to recruit Explorers and Conquistadors (the one that Norway has) is new too and I really like that one. Allows you to skip exploration.
 

KRBLACK

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Administrative:
1) All Power Costs: -5/10%
2) Curia Powers Cost -15/30/45/60%
4) Free Policies +1
8) Length of Election Term -1 year
11) Minimum Autonomy in Territories -5/10/15/20%
24) Reelection Cost -15/30%


Diplomatic:
35) Cost to Fabricate Claims -17.5/35/52.5/70%
40) Lowered impact on stability from diplomatic actions
45) Settler Chance +5/10/15/20%
49) Vassalization Acceptance +15/30


Military:
50) Cavalry Fire +1
51) Cavalry Shock +1
53) General Cost -25/50%
54) Infantry Fire +1
55) Infantry Shock +1
56) Triple manpower increase in religious wars
59) Regiment Drill Loss -12.5/25/37.5/50%
1. All power cost, strong for obvious reasons.
2. Enjoy free curia powers.
4. Late-game equivalent to 3 monthly power.
8. Enjoy swimming in even more MP, and semi-permanent 6/6/6 rulers.
11. Territories are the new states.
24. Donald would be jealous.

35. All your lands are belong to us.
40. Everyone breaks the occasional truce. I wonder if it will also give me stability every time I break my marriage...
45. Siberian frontiers are soooo 2020
49. Vassalization acceptance. Napoleon could have conquered the world if he had simply asked politely.

50/51/54/55. Better than discipline.
53. Infinite manpower.
56. Triple manpower. Meh.
59. Perpetual maximum drill.
In all seriousness. These modifiers are incredibly powerful.
1. All power cost can push you to 0% in some cases. Like recruit general for example.
2. Curia power cost can become 0 whilst you are pope.
4. Monthly 3 MP in the lategame.
8. Bi-yearly elections. With constant re-elections this is equivalent to +0,6 MP. That is not including the faster increase in your ruler skill.
11. Autonomy can reach rather low levels with this.
24. Easier infinite re-elections.

35. Allows for free claims together with espionage ideas. The cost of claims stays 0 if you fabricate the claim on behalf of a subject for anyone that wasn't aware.
40. I am actually curious if this will actually increase stability every time you break a royal marriage. (assuming you also have diplomatic ideas)
45. Exploration ideas grants 25% settler chance. Another 20% on top means a total of 55% settler chance. Siberia is actually starting to look appealing.
49. This seems rather gamebreaking. I often stack diplomatic reputation just to get vassalization opinion high enough. This is the equivalent of 10 DR.

50/51/54/55. If I understand correctly, these ideas provide +100% infantry/cavalry combat ability early game, decreasing to about 20% late game. And we all know 20% combat ability is still a very respectable idea. (Looking at you sweden)
53. Free generals = free army professionalism = free manpower. Gamebreaking.
56. I thought this would be good, but we already have infinite manpower. :p
59. Permanent max drill is actually pretty good.
 

Aelisa

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Aren't most of them already in the game pre-1.31.5?
I'm doing a (second) comparison to 1.31.4. now, and if I find anything, I'll remove it, but a lot of bonuses (boni?) are very similar. Like the +1 Adm for a ruler vs 1+Adm in general, which is new.

Edit: I've done a pretty thorough comparison and removed the few that are already in the current game version. But no, most of them aren't in the game. :) Though very similar ones might be.
 
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Quimera

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I've been playing the 1.35.5.beta for a while now, and one of the things that I'm most impressed by is the sheer variety of the new Custom Nation Ideas, which I will present below:

Administrative:
1) All Power Costs: -5/10%
2) Curia Powers Cost -15/30/45/60%
3) Expand Administration Cost -25/50%
4) Free Policies +1
5) Great Project Upgrade Cost -10/20/30/40%
6) Innovativeness Gain -25/50/75/100%
7) Length of Election Term -1 year
8) Can Fabricate Claims in any colonial region belonging to another nation who are also overseas from the province, or to their colonial nations
9) Mandate Growth Modifier +0.10/0.20
10) Minimum Autonomy in Territories -5/10/15/20%
11) Missionary Strength vs Heathens +1/2%
12) Missionary Strength vs Heretics +1/2%
13) Monthly Administrative Power +1
14) Monthly Federation Favor Growth +0.05/0.10/0.15/0.20
15) Monthly Heir Claim Increase +0.20/0.40/0.60/0.80
16) Monthly Heir Support Gain +0.10/0.20/0.30/0.40
17) Monthly Karma +0.1/0.2
18) Monthly Karma -0.1/0.2
19) Monthly Splendor +2/4/6/8
20) Permanent Casus Belli against neighboring heathens and heretics
21) Possible Policies +1
22) Prestige per Development from Missionary +0.50/1.00/1.50/2.00
23) Reelection Cost -15/30%
24) State Governing Cost -5/10/15/20%
25) Trade Company Governing Cost -5/10/15/20%
26) Tribal Development Growth +0.08/0.15/0.22/0.30
27) Yearly Tribal Allegiance +0.50/1.00/1.50/2.00


Diplomatic:
28) Admiral Cost -25/50%
29) Appoint Cardinal cost -25/50%
30) Blockade Efficiency +10/20/30/40%
31) Center of Trade Upgrade Cost -10/20/30/40%
32) Change Rival Cost -25/50/75/100%
33) Cost of enforcing religion through war -25/50/75/100%
34) Covert Action Relation Impact -25/50/75/100%
35) Global Ship Repair +10/20/30/40%
36) Lowered impact on stability from diplomatic actions
37) May Raid Coasts, including coasts of countries with same religion
38) Monthly Diplomatic Power +1
39) Naval Barrage Cost -15/30/45/60%
40) Naval Combat Bonus off owned coast +0.50/1.00/1.50/2.00
41) Settler Chance +5/10/15/20%
42) Ship Trade Power Propagation +10/20/30/40%
43) Trade Company Investment Cost -15/30%
44) Transfer Trade Acceptance +25/50
45) Vassalization Acceptance +15/30


Military:
46) Cavalry Fire +1
47) Cavalry Shock +1
48) Fort Maintenance on border with rival -10/20/30/40%
49) General Cost -25/50%
50) Infantry Fire +1
51) Infantry Shock +1
52) Triple manpower increase in religious wars
53) Manpower in True Faith provinces +10/20/30/40%
54) Monthly Military Power +1
55) Regiment Drill Loss -12.5/25/37.5/50%
56) Yearly Army Professionalism +0.5/1/1.5/2%


If I forgot any, feel free to point it out in the comments. This thread is also intended for us to discuss the ideas in general, their usefulness, and so on. Just for fun, I'm gonna present my favorites:
All Power Costs: -5/10% - Powerful for every playstyle.
Great Project Upgrade Cost -10/20/30/40% - This plus the nerf to their cost (7000 to 5000 gold) should make for some easy Great Projects.
Minimum Autonomy in Territories -5/10/15/20% - Incredibly powerful for wide play when stacked with similar effects.
Cost of enforcing religion through war -25/50/75/100% - Congratulations. You can convert everyone to your religion for free.
Vassalization Acceptance +15/30 - Useful for a diplomatic game.

Triple manpower increase in religious wars - Remember when this was one of the Ottoman ideas? Pepperidge Farm 'members...
Yearly Army Professionalism +0.5/1/1.5/2% Being able to Slacken Recruitment every 2.5 years is very strong for sure - or simply coast to 100 Professionalism in 50 years. (edit)
Weird, I swear I had already seen some of them before the update, very much welcome my roleplay campaigns but damn, I wish I had read about Army Drill Gain, literally, the only tag with that NI in the game, it is Genova, I want that idea to a Theocratic Talasocratic Thessalonica... But glad to see Manpower in TF provinces and many more.

Edit:
custom_drill_gain_modifier

I see it is already in-game, glad to see it.
 

Siddy00

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How are you comparing them (edit: i.e., which ones are now compared to 1.34)? Looking at the game files, the new ones are those in common/custom_ideas/05_leviathan_custom_ideas.txt. Full file attached for the sake of completeness, in the spoiler is a list of the names (the script names, so semi-human-readable).

custom_yearly_zeal
custom_missionary_strength_heretics
custom_missionary_strength_heathens
custom_missionary_maintenance
custom_tribal_development_growth
custom_great_project_upgrade_cost
custom_all_power_cost
custom_country_admin_power
custom_monthly_splendor
custom_monthly_heir_claim_increase
custom_monthly_support_heir_gain
custom_monthly_federation_favor_growth
custom_yearly_tribal_allegiance
custom_imperial_mandate
custom_election_cycle
custom_reelection_cost
custom_state_governing_cost
custom_trade_company_governing_cost
custom_expand_administration_cost
custom_curia_powers_cost
custom_prestige_per_development_from_conversion
custom_good_monthly_karma
custom_bad_monthly_karma
custom_min_autonomy_in_territories
custom_free_policy
custom_possible_policy
custom_innovativeness_gain
custom_cb_on_religious_enemies
custom_idea_claim_colonies
custom_trade_company_investment_cost
custom_admiral_cost
custom_global_naval_barrage_cost
custom_accept_vassalization_reasons
custom_transfer_trade_power_reasons
custom_country_diplomatic_power
custom_discovered_relations_impact
custom_center_of_trade_upgrade_cost
custom_idea_slave_raiders_on_same_religion
custom_ship_power_propagation
custom_expel_minorities_cost
custom_colonist_placement_chance
custom_appoint_cardinal_cost
custom_enforce_religion_cost
custom_promote_culture_cost
custom_rival_change_cost
custom_global_ship_repair
custom_global_ship_cost
custom_reduced_stab_impacts
custom_may_explore
custom_yearly_army_professionalism
custom_drill_gain_modifier
custom_drill_decay_modifier
custom_infantry_fire
custom_infantry_shock
custom_cavalry_fire
custom_cavalry_shock
custom_artillery_shock
custom_reserves_organisation
custom_global_supply_limit_modifier
custom_general_cost
custom_raze_power_gain
custom_manpower_in_true_faith_provinces
custom_country_military_power
custom_extra_manpower_at_religious_war

The reduced cost of enforcing religion sounds amazing for a roleplay playthrough; instead of conquering the entire world, build a powerhouse theocracy and use the tier 8 government reform global religious war cb to convert every other nation on the planet :D
 

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Aelisa

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How are you comparing them (edit: i.e., which ones are now compared to 1.34)? Looking at the game files, the new ones are those in common/custom_ideas/05_leviathan_custom_ideas.txt. Full file attached for the sake of completeness, in the spoiler is a list of the names (the script names, so semi-human-readable).

custom_yearly_zeal
custom_missionary_strength_heretics
custom_missionary_strength_heathens
custom_missionary_maintenance
custom_tribal_development_growth
custom_great_project_upgrade_cost
custom_all_power_cost
custom_country_admin_power
custom_monthly_splendor
custom_monthly_heir_claim_increase
custom_monthly_support_heir_gain
custom_monthly_federation_favor_growth
custom_yearly_tribal_allegiance
custom_imperial_mandate
custom_election_cycle
custom_reelection_cost
custom_state_governing_cost
custom_trade_company_governing_cost
custom_expand_administration_cost
custom_curia_powers_cost
custom_prestige_per_development_from_conversion
custom_good_monthly_karma
custom_bad_monthly_karma
custom_min_autonomy_in_territories
custom_free_policy
custom_possible_policy
custom_innovativeness_gain
custom_cb_on_religious_enemies
custom_idea_claim_colonies
custom_trade_company_investment_cost
custom_admiral_cost
custom_global_naval_barrage_cost
custom_accept_vassalization_reasons
custom_transfer_trade_power_reasons
custom_country_diplomatic_power
custom_discovered_relations_impact
custom_center_of_trade_upgrade_cost
custom_idea_slave_raiders_on_same_religion
custom_ship_power_propagation
custom_expel_minorities_cost
custom_colonist_placement_chance
custom_appoint_cardinal_cost
custom_enforce_religion_cost
custom_promote_culture_cost
custom_rival_change_cost
custom_global_ship_repair
custom_global_ship_cost
custom_reduced_stab_impacts
custom_may_explore
custom_yearly_army_professionalism
custom_drill_gain_modifier
custom_drill_decay_modifier
custom_infantry_fire
custom_infantry_shock
custom_cavalry_fire
custom_cavalry_shock
custom_artillery_shock
custom_reserves_organisation
custom_global_supply_limit_modifier
custom_general_cost
custom_raze_power_gain
custom_manpower_in_true_faith_provinces
custom_country_military_power
custom_extra_manpower_at_religious_war

The reduced cost of enforcing religion sounds amazing for a roleplay playthrough; instead of conquering the entire world, build a powerhouse theocracy and use the tier 8 government reform global religious war cb to convert every other nation on the planet :D
I just did an old-fashioned side-by-side comparison. Reckon this list is a little more complete, although I included the values. :D
 

Siddy00

First Lieutenant
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May 2, 2016
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Oh, sure! I didn't intend it as an alternative to your list, but rather as a way to help you complete/check it. What I posted is definitely not easily readable and, indeed, does not contain any values :)
 
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