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)
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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