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Grand Historian

Pretentious Username | Iaponia Lead Dev
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May 13, 2014
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I think everyone can agree one of the best parts of a new patch is seeing which nations get their own NI sets. And one of the most frequent topics in the suggestion forums are suggestions for said new NIs. Unfortunately, they can be difficult to find, and can fade away pretty quickly. Hence this thread.

As I recall there used to be a thread similar for this a while back, but since I can't seem to find it, I've created this; a new NI compilation thread, where I'll try to upload any suggested NI sets I see for nations that do not yet have them for convenience's sake. If there is an Idea Set of yours for a nation that does not have an unique NI set, or if I missed one of yours, please; feel free to post.

Edit: Also, please try to keep it restrained to only tags that are already in game or have been confirmed are being added.


At the request of @Trin Tragula, I’ve composed an index of this thread that I’ll do my best to keep updated. I’ve separated it into NIs for countries that already have them (which may or may not have been influenced by the ones in this thread) and ones that don’t, and then alphabetized them for ease of access. Author will be put in parenthesis.

This very belated update to the list was courtesy of @Aquamancer, who did the legwork in updating the thread to match the current situation of NIs ingame, as well as to make it more visually appealing.

Taken:

Available:


Outdated (Tag renamed/no longer available in-game):

Nations still using Generic Ideas:

This list is taken from the internal gamelog at patch 1.30.3. A number of the nations below do not lack national ideas in the sense that they merely and automatically adopt the NI set of the nation forming them.

Scandinavia
Livonia
Karelia
Chile
Colombia
La Plata
Peru
Paraguay
United Central America
Venezuela
California
Florida
Cuba
Ferghana
Bukhara
Kerman
Yazd
Isfahan
Ennarea
Jimma
Welayta
Damot
Hadiya
Shewa
Janjiro
Bali
Patiala
Blambangan

Nations still using Group National Ideas:

AnatolianEretna, Germiyan, Aydin, Dulkandir, Saruhan, Mentese, Ramazan
AndeanCalchaqui, Quito, Cajamarca, Huyla, Wanka, Charca
ArabianAnizah, Arabia, Dawasir, Fadl, Lebanon, Mikhlaf, Najran, Shammar, Sharjah, Yas, Iraq, Syria, Egypt, Basra
ArmenianArmenia, Kharabakh
AustrianAustria, Styria
AymaranColla, Pacajes, Ishma
Barbary CorsairSalé
BavarianBavaria, Munich, Landshut, Ingolstadt, Regensburg
BengaliKachar, Koch, Bishnupur
Berber
Algiers, Fez, Tripoli, Kabylia, Tafilalt, Sus, Tlemcen, Touggourt, Djerid, Fessan, Mzab, Tétouan, Marrakesh​
BremenBremen, Verden
BurmeseTaungu, Prome
CaspianGilan, Mazandaran, Biapas
CatalanCatalonia, Valencia, Majorca
CaucasianGazikumukh, Tabriz, Maregheh
ChineseZhou, Shun, Xi, Tungning, Min, Yue, Shu, Ning, Chu, Tang, Wu, Qi, Yan, Jin, Liang, Qin, Huai, Changsheng, Lanfang
Dai VietAnnam, Dai Viet, Tonkin
DaimyoIkeda, Maeda, Akamatsu
Deccani SultanateBijapur, Ahmednagar, Berar, Carnatic, Khandesh, Maldives
DivineLivonian Order, Strasbourg, Avignon, Augsburg, Magneburg, Salzburg, Aquileia, Passau, Paderborn, Osnabrück
DutchHolland, Netherlands
EvenkNivkh, Solon
French DucalHaiti, Louisiana, Illinois, Alençon, Armagnac, Bourbonnais, Champagne, Dauphine, Foix, Gascony, Normandy, Picardy, Toulouse, Berry, Hainaut, Bar
GarjatiGarjat, Jharkhand, Sambalpur, Patna, Kalahandi, Keonhjar, Parlakhimidi, Jeypore, Surguja
GeorgianGeorgia, Imereti
GermanMeissen, Oldenburg, Tirol, Nassau, Ravensburg, Ruppin, Lippe, Coburg
GondGarha, Bastar, Chanda, Ratanpur
GreekAchaea, Crete, Greece, Morea
Gujarati PrincedomKutch, Rewa Kantha, Baglana, Idar, Jhalvad, Palitana, Navanagar, Rajkot, Junagarh, Porbandar
HausanHausa, Zazzau
HejaziHejaz, Medina
HighlanderGaeldom, The Isles
HordeAstrakhan, Qasim, Nogai, Sibir, Bashkiria, Great Horde, Kazakh, Uzbek, Chagatai, Mongolia, Oirat, Kalmyk, Mongol Empire, Korchin, Khalkha, Kara Del, Zunghar, Chahar, Khoshuud, Sarig Yogir
IncaInca, Cusco
Indian SultanateMultan, Kashmir, Oudh, Mewat, Nagaur, Rohilkhand, Kalpi, Sirhind
InterlacustrineRwanda, Burundi, Buganda, Nkore, Karagwe, Bunyoro, Busoga, Buha
ItalianEtruria, Modena, Parma, Malta, Padua, Spoleto
JavanMajapahit, Sunda
JurchenDonghai, Udege, Yeren, Haizi, Jianzhou
KongoKongo, Loango, Ndongo
KongoleseTyo, Soyo, Kasanje, Chokwe, Kikondja, Kazembe, Yaka, Kalundwe
KurdishArdalan, Soran, Bitlis
LaotianChampasak, Luang Prabang, Vientiane, Muan Phuang
LüneburgerLüneburg, Calenberg
LuzonPangasinan, Tondo, Maynila
MalabariVenad, Calicut, Kochin, Kolathunad
MalagasySakalava, Mahafaly
Malayan SultanateBanten, Bruney, Malacca, Mataram, Sulu, Malaya, Johor, Kedah, Ligor, Perak, Cirebon, Demak, Banjar
MarathaMarathas, Baroda
MayanMaya, Cocomes, Itza, Xiu, Huastec, Yokotan, Tzotzil, Kaqchikel, Chactemal, Chortli, Can Pech
MesoamericanZapotec, Colima, Mixtec, Tlapanec, Tlaxcala, Totonac, Matlatzinca, Coixtlahuaca, Teotitlan, Xalisco, Otomi, Tonala
MindanaoLanao, Magoindanao
MoluccanTernate, Tidore
MossiMossi, Yatenga
NativeAbenaki, Apache, Assiniboine, Blackfoot, Caddo, Choctaw, Cheyenne, Comanche, Fox, Illiniwek, Lenape, Mahican, Mikmaq, Miami, Navajo, Ojibwe, Osage, Ottawa, Pawnee, Pequot, Pima, Potawatomi, Powhatan, Shoshone, Sioux, Susquehannock, Cree, Arapaho, Kiowa, Wichita, Guamar, Chichimeca, Zinu, Mescalero, Lipan, Miskito, Tairona, Yaqui, Yokuts
Nepalese PrincedomSikkim, Dang, Doti, Gorkha, Jumla, Limbuwan, Makwanpur, Sirmur, Kathmandu, Kumaon
NubianMakuria, Funj, Alodia, Darfur, Beja, Dongola
Pacific NorthwestChinook, Haida, Salish
PiraticalNew Providence, Port Royal, Tortuga, Libertatia
PolishPoland, Commonwealth
PomeranianMecklenburg, Pomerania, Wolgast, Stettin, Rügen
PuebloPueblo, Keres
RajputMarwar, Jangladesh, Jaisalmer, Hadoti
RuthenianGalicia-Volhynia, Ruthenia
ShanShan, Hsenwi, Mong Yang, Mong Mao, Mong Kawng, Mong Pai, Mong Nai, Kale, Hsipaw
SiberianChukchi, Khodynt, Chavchunveny, Kamchadals, Buryatia
SicilianSicily, Two Sicilies
SilesianSilesia, Opole, Glogow
SinhaleseKotte, Kandy
SomaliAdal, Aussa, Geledi, Harar, Hobyo, Majeerteen, Marehan, Warsangali
South IndianMadurai, Keladi, Jaffna, Gingee, Tanjore
SulawesiMakassar, Buton, Luwu, Aceh, Palembang, Pasai, Siak
Swabian City-StateMemmingen, Konstanz, Mulhouse, Donauw[rth
SwahiliKilwa, Mombasa, Malindi, Pate
TeluguGolkonda, Andhra, Telingana
TibetanTibet, Tsang, Kham, Guge, U, Bhutan
TupiPotiguara, Tupiniquim, Tupinamba
TuscanTuscany, Florence
VindhyanGwalior, Bundelkhand, Baghelkhand, Kalinjar
West AfricanOyo, Segu, Jolof, Bonoman, Dagbon, Fulo, Jenné, Kano, Kaabu, Kong, Katsina, Nupe, Timbuktu, Yao, Macina
YemeniAden, Yemen
ZambesiSofala, Lundu, Makua
 
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We sure seem to get a lot of suggestions for Flemish Ideas - I think this makes it four now, courtesy of @DivineDamon , retrieved from here:

Here are my suggestions for the traditions first:

Infantry combat ability(I suggest +10%): In 1302 Flanders won against France in the Battle of the Golden Spurs. The Battle of the Golden Spurs was a battle between the French nobles(which included cavalry) and the Flemish men at arms(pure infantry army.). The Flemish army won with only 100 losses while the French suffered about a 1000, this was called the start of the "Infantry revolution" where a total infantry army won against a mixed army. The Flemish tactic was copied during countless other battles.

Global Trade power(+10% trade efficiency): Flanders and especially cities such as Bruges were called the Venice of the North. They were some of the most important trading nodes of Northern Europe.


National ideas:

1. Flemish Wool:
The Flemish were one of the few countries that had privileged trading rights with England, and they were the main supplier of wool during these days. I'd suggest a +10% production efficiency

2. The Noose bearers
Flanders and especially the city of Ghent have revolted numerous times against their overlords. The Noose Bearers (or stroppendragers in Dutch) were nobles from Ghent who revolted against the Spanish and were openly humiliated into swearing loyalty to the Spanish. They crossed their fingers while swearing loyalty however and were seen as a sign of rebellion ever since. I'd suggest +20% core creation cost

3 Flanders, The Lion!
This also refers to the battle of the Golden Spurs, "Flanders, the lion" or "Vlaanderen de leeuw" was the famous battle cry of the Flemish before going into battle. It greatly increased the morale of the people fighting, that's why I'd suggest a +5% morale bonus.

4. Painter's Renaissance
The Flemish and Dutch were known for their art, especially their paintings. Numerous museums around the world own Flemish art, this art had major influences from the Renaissance. Even to this day, Flemish paintings are extremely well known(Van Dyck, Rubens, David, Ensor, etc). -5% tech cost.

5: Statue Storm
The Statue Storm or "beeldenstorm" was a public outrage against the Catholic church. Flemish people went around on the streets and smashed the windows of numerous churches, and destroyed the sacred statues.
+1% missionary strength.

6: Golden Age
The cities of Flanders were considered to be the most prosperous in Northern Europe, and Antwerp used to have the biggest trading port of the world(and still is the second biggest to this day). During the 13th century most of these cities got greatly renovated to prosper: -10% development cost

7: Diplomatic relations
The Flemish managed to escape from being fully annexed by France many times. They have been subjugated often but always talked their way out of full annexation(except for by inheritance of throne.). Because of this I'd suggest +1 diplo rep

Policy:
Cheap army: The Flemish army at most points in time existed just out of the cheapest men at arms, so that's why I'd suggest a -15% army maintenance
 
Nassau Ideas, as suggested by @Killerente , retrieved from here:


For tradtions i would suggest:
1: Production effiency: For quite some time the members of the family were bailiffs for the diocese of Worms, so i guess they had to know how to manage their land.
2: Institution spread: In general new ideas were adopted quite fast if the treasury allowed it. That goes even to the time of the actual enlightenment being embraced.

National Ideas

1.Prima Diviso
"To prevent fighting between his sons Early Heinrich II decided to split up his land upon suggestions to secure the peace. The raw power of the family may now be smaller, even more bloodlines decending from our glorious house rise"
To be fair the Prima deviso split the land just for the two oldest sons. But since that system kept going a lof of smaller bloodlines came and married all over Europe, resulting in the family allways having an heir.
Chance of new heir/ maybe add some National Unrest modifier to strength the idea a bit
So lets say: Chance of new Heir +75% and -0,5 NU


2.The legacy of King Adolf
"In 1292 Earl Adolf was elected Holy Roman King. Let us not forget how important our family once was and let the lion roar once moar!"
Adolf was more or less just elected because he seemed weak and he most likely was so. But to be fair he decents from a female bloodline of Carolus Rex. As a result of having Adolf the family starts to see themselves as a part of the higher nobility.
Yearly Legitimacy +1

3.Embrace the Reformation
We finally got rid of those corrupt monks. Let us secularize their holdings and invest this money in a glorious realm"
The secularization of his realm helped Phillip III a lot to build, but also increased the amount of land in direct control of the earl which then was used to gain money.
National Tax Modifier +10%

4.Support Buderus
" We do have the iron, they can form it into wapeons. What is there more to say of this mutual friendship?"
Buderus, most likely known for building tank guns in WW2 does exist for quite some time. For Nassau they mostly did not build guns, thou they were capable of doing so. I think atleast one military idea is necessary if you compare it to the old german ideas. Still Nassau-Weilburg did have a lot of iron mines in that timeframe.
Army Upkeep -7,5%

5.A baroque residence
"If we want to keep up with time we need to modernize our capital. We gonna demolish the old one and built a new baroque residence on that place so our foes will fear our wealth"
Most of the old renaissance city was destroyed around 1700 to make place for the new residence (including adminstartive buildings and econmical buildings which were part of a residence). Weilburg till today is one of just a few palaces which still exist and basiclly the palace and the city survived both world wars with just minor damage.
Build Cost -15%

6.The everlasting duchy
"As of now our glorious duchy is located between the great powers of Europe. If we want to survive, we need to engage heavily into diplomacy"
As i said in the beginning the house existed extremly long, the duchy even till 1866 as the family joined the austrian side against Prussia, lost and was annexed. In that time the family engaged a lof diplomacy, showing off art from great powers in their palaces and even been allied to Austria(1815) and married to Russia (1844) helped the little state a lot but ( being part of the german federation was usefull too).
Diplomats +1

7.The policy of a sucessfull marriage
"We have to accept that we wont gain power by militay sucess. In order to expand we need to get our family on other thrones"
Like i said, you could find the Nassau family in whole europe and we still are connected to most of nobilty as of today.
Improve relations +30%

Ambition
Land Force Limit Increase: I mean it should be an ambition, shouldnt it? :D
I would suggest 20-30 %
I do miss the link with The Dutch Republic
 
Ideas for Brabant:

Code:
BRB_ideas = {
    start = {
        infantry_cost = -0.1
        production_efficiency = 0.1
    }

    bonus = {
        prestige = 1
    }

    trigger = {
        tag = BRB
    }

    free = yes

    brb_duke_lothier = {
        legitimacy = 1
    }
    brb_manneken_pis = {
        land_morale = 0.10
    }
    brb_quarters = {
        global_autonomy = -0.05
    }
    brb_antwerpen = {
        trade_efficiency = 0.15
    }
    brb_states_general = {
        enemy_core_creation = 0.25
    }
    brb_joyous_entry = {
        global_unrest = -1
    }
    brb_northern_renaissance = {
        technology_cost = -0.05
    }
}

l_english:
 BRB_ideas:0 "Brabantian Ideas"
 BRB_ideas_start:0 "Brabantian Traditions"
 BRB_ideas_bonus:0 "Brabantian Ambitions"
 brb_duke_lothier:0 "Duke of Lower Lotharingia"
 brb_duke_lothier_desc:0 "The Dukes of Brabant were the successors of the Lower Lotharingia, a Stem Duchy in the HRE."
 brb_manneken_pis:0 "Manneken Pis"
 brb_manneken_pis_desc:0 "Godfried III, aged 2, was placed in a hanging basket to support his troops."
 brb_quarters:0 "Brabantian Quarters"
 brb_quarters_desc:0 "The Duchy was divided into four parts. Their capitals were Leuven, Brussels, Antwerp and 's-Hertogenbosch."
 brb_antwerpen:0 "Antwerp's Golden Age"
 brb_antwerpen_desc:0 "The city of Antwerp was the centre of the entire international economy."
 brb_states_general:0 "States General"
 brb_states_general_desc:0 "The States General held their regular sessions at Coudenberg in Brussels. And was the parlement for the whole Burgundian Netherlands"
 brb_joyous_entry:0 "Joyous Entry"
 brb_joyous_entry_desc:0 "The Charter of liberties granted to the burghers of the Duchy of Brabant"
 brb_northern_renaissance:0 "Northern Renaissance"
 brb_northern_renaissance_desc:0 "Trade and commerce in cities like Antwerp increased the cultureal exchange between Italy and the Low Countries."
 
Updated for 1.26 and a bit more interesting modifiers.

So here is my suggestion on Karelian ideas based on the following:
Traditions:
  • +1 Attrition for Enemies OR -15% Land Attrition
  • +25% Global Garrison Recovery
Higher enemy attrition is based on the geography and climate of the region. It's a tough land, filled with rivers lakes, marshes and forest. Now imagine that in the winter with a hostile population breathing on your neck and opposing your every move.
Alternatively a reduction in land attrition would reflect the fact that Karelia is a rough land at the the best of times, even in the southern parts, and as such the people there would be well acquainted with all the tips and tricks of how not to starve or freeze to death in addition to hunting, fishing and foraging traditionally being important source of food for many Karelians to offset a potential bad harvest.
The garrison recovery reflects the highly, relatively speaking, fortified status of the Karelian Istmus and the frequent conflicts that waged in the Karelian lands. Any ruler or nation worth their titles would make sure the forts are manned and maintained, as further ideas here-in will demonstrate.

1.) Salt and Iron
  • +10% Trade Efficiency
Taxes were indeed payed in salt, iron, copper and furs(this also includes seal and walrus hides) but this stopped after the lands were given to Russian boyars who then levied the more traditional taxes and serfdom.
Karelians also actively traded along the many river and sea routes open to them, hence the trade efficiency bonus.
While these goods were overshadowed by the more prominent fish and fur trade(and later the tar and timber industry) they would have been the most profitable in foreign markets.

2.) By Rivers and Seas
  • +15% Domestic Trade Power
As stated in the first idea trade was a way of life to many Karelians prior to being annexed by Novgorod around the year 1280(or later during the 14th century, records are sparse about the timing) most likely being a vassal, tributary or even an ally realm prior.
The main trade routes were the Volhov river southward to Novgorod, Kiev and Byzantium/Black Sea and to the West through the Viborg Bay and Neva river and along the Bay of Finland.
Basically they conducted trade where ever they could sail to and actively forged trade routes where ever they could.
As such it feels fitting that they'd be iron hard bargainers and would keep a tight rein on the trade routes they used.
If the 15% bonus feels a bit much remember that the Karelian provinces are mostly dirt poor 3 development provinces and quite few in over all number so it helps with the rough early start and rewards expansion and province developing. It's also domestic trade power so you'd have to commit to a profitable trade region instead of trying to forge a multi-region trading empire.

3.) Lessons of Joutselä
  • +10% Fire Damage
An actual battle fought during the Russo-Swedish War(1554–57). The battle was fought in 1555 near the area(or village) of Kivinebb(finnish name of Kivennapa) on the Karelian Isthmus.
What makes this battle an odd one is the leader of the Swedish forces, Castellan Jöns Månsson Ulfsparre(finnish name of Juho Maununpoika); He bucked the conventional orthodoxy regarding warfare of the time and used terrain, mobility of skis and the element of surprise to compensate for the lack of men.
The king at the time, Gustav I of Sweden, had given the orders of avoiding direct open battle with the numerically superior Russians and instead employing ambush and night-raids.
The Swedish troops were local rälssi(Ie. Knights) consisting of 60 cavalry, 500 soldiers(asemies or Man-at-Arms) and 400 armed peasants. Russians were lead by Boyar Ivan Grigorjevits Bibikov and is said to have been 13 000 to 30 000 strong, but the contingent commanded by Bibikov is estimated to have been several thousand(2000-4000) strong in reality.
The battle was won on the initiative of Castellan Månsson using light ship cannons tied to sleds and the mobility of the troops on skis to shock the Russians when they were assembling firing lines for the battle.
The outcome convinced Gustav I of Sweden to change the instructions regarding warfare in the Finnish region; It emphasized reconnaissance, surprise, knowing enemy tactics, active defense and wearing down the enemy.

Increased fire damage modifier represents the ambush and active defense approach; inflict as much damage as you can with quick salvos and then strike with troops while the enemy is in disarray, as happened in the battle.
Since battle phases start with the fire phase this means that a Karelian army would rely on inflicting as much damage as they can on the fire phase to whittle down enemy armies.
It's got both flavor and gameplay mechanics neatly in one.

4.) Kindred Peoples
  • +10% Garrison Size
  • +10% Fort Defense
Karelians as a people were divided into separate tribes and linguistic groups.
Main group was the Karelians themselves, but there were several others; The Vepsians, Ludic, Ingrian, or Izhorian, and Votic to name a few.
Most of these are still around, though heavily diminished through the persecutions and forced assimilation of the later soviet era.
These groups spoke mutually intelligible languages and shared many cultural traits between them. Seeking mutual protection under a more central state and that state wanting to safeguard their brothers and sisters is an actual generic mission in the game, but there isn't a Vepsian culture in the game and Ingrian isn't used so this idea would cover that aspect and fit within a semi-fictional independent Karelian realm.
The bonus of increased garrison size and fort defense represents a source of motivated soldiers ready to defend their newfound freedom and independence from the Russian boyars and serfdom.

5.) From Villages to Towns
  • -10% Development Cost AND/OR +10% Production Efficiency
Population in the whole of Karelia was distributed largely along the rivers, sea and lake coasts(especially Ladoga or in finnish Nevajärvi and Onega known in finnish as Ääninen), with a population of some 65 000 in Finnish Karelia and 135 000 in Russian Karelia at around the year 1560.
The economic importance of these larger settlements was amplified during the reign of Tsar Peter the Great when he made many changes and reforms in the whole of Russian and not in the least in Karelia: St. Petersburg was founded right on the Neva estuary between Karelian and Ingrian lands.
This was not the only major change as the final idea gives away but it was a period of growth and prosperity, though it was not done for the local populace(they became a minority in their own lands as the Russian settlers/workers started to flow in) but for the Russian realm as a whole to secure the Baltic.
Such a revitalization and modernization of the area translates nicely to a development discount and neatly compensates for the abysmal development and high cost of boosting it in most of Karelia.
In addition, or optionally, the increased production efficiency represents the growth of the towns and efficiency of a more centralized production.

I also considered an Idea to reflect the ironworking and foundries established during the 16th to 17th centuries in Onega and Olonets, but as it seemed to tie better into the final national idea I figured a more economic one was in order.

6.) Karelian Granite
  • -10% Construction Cost
  • -10% Fort Maintenance
Exactly what it says on the description. The areas of Sortavala and Viborg Bay were for a time the center of granite and marble mining when St. Petersburg was being built.
The relative ease of transporting the quarried materials down Viborg Bay and Ladoga through the Neva river down to St. Petersburg added to the abundance of hard rock in the areas like granite made the northern shores of Ladoga and Viborg Bay the perfect locale for such industry.
Built cost reduction and fort maintenance reduction fit quite well for the theme, but perhaps getting both is a bit much, though if a Karelian realm can keep itself as an active nation this long I'd say it's earned that much.

7.) Petrovskaya Sloboda
  • -10% Shipbuilding Time
Good old Onegaborg, or is it Äänislinna? Petrozavodsk? The site where the settlement is has been inhabited for several millenia, but the earliest surviving mention of the place in writing was in the end of the 17th century in by the Flemish cartographer Abraham Ortelius(who published the first modern atlas, Theatrum Orbis Terrarum).
Here's the wikipedia article in English

You could also argue for a reduced cost of artillery for this one, but I figured the shipbuilding time reduction would be more in line with the nature and stated purpose of the industry in Petrozavodsk.

Karelian Ambition
  • +0.5 Yearly Prestige OR -10% Artillery Cost OR -10% Naval Maintenance
The yearly prestige represents the beginning Fennoman movement in the Autonomous Grand Duchy of Finland that celebrated the Karelian culture and traditions as being untouched by Germanic or Slavic influence(this isn't true, but they either didn't know or care) and led to the compiling of the national epic of Kalevala by Elias Lönnroth and the later Finnish national awakening.
Artillery cost reduction or naval mantenance reduction comes from the ironworks in Petrozavodsk and Olonets(or Aunus in finnish) that churned out cannons and other equipment for the Russian Baltic Fleet stationed in Kronstadt. The reduced artillery cost would tie in nicely with the increased fire damage modifier from the 3rd National idea, and the naval maintenance reduction fits with the fact that Karelia has ample supplies of timber, tar and naval equipment from local industries.

All three are fairly unique for an Ambition finisher so whichever one feels fitting or not too good of a bonus is up to the devs.

Lastly I'd like to request, nay, demand that the excellent unit models for Perm from Third Rome be used by Karelia as they'd fit well and it'd be a shame to underutilize such great models.

Code:
KRL_ideas = {
   start = {
       hostile_attrition = 1 # OR land_attrition = -0.15
       global_garrison_growth = 0.25
   }
 
   bonus = {
       prestige = 0.5 # OR artillery_cost = -0.1 OR naval_maintenance_modifier = -0.1
   }
 
   trigger = {
       tag = KRL
   }
   free = yes
 
   salt_and_iron = {
       trade_efficiency = 0.1
   }
   by_rivers_and_seas = {
       global_own_trade_power = 0.15
   }
   lessons_of_joutselä = {
       fire_damage = 0.1
   }
   kindred_peoples = {
        garrison_size = 0.10
        fort_defense = 0.10
   }
   villages_to_towns = {
       development_cost = -0.1 # AND/OR production_efficiency = 0.1
   }
   karelian_granite = {
       build_cost = -0.1
       fort_maintenance_modifier = -0.1
   }
   petrovskaya_sloboda = {
       global_ship_recruit_speed = -0.1
   }
}
l_english:
 KRL_ideas:0 "Karelian Ideas"
 KRL_ideas_start:0 "Karelian Traditions"
 KRL_ideas_bonus:0 "Karelian Ambition"
 krl_salt_and_iron:0 "Salt and Iron"
 krl_salt_and_iron_desc:0 "Traditionally Karelians paid their taxes to the Novgorodians in salt, iron and furs. Using these old tributes as trade goods once again will create an important source of income for the realm."
 krl_by_rivers_and_seas:0 "By Rivers and Seas"
 krl_by_rivers_and_seas_desc:0 "Karelia lies between the lucrative Neva trade route and the natural riches of the White Sea. The land is filled with navigable rivers and large lakes by which to transport cargo. Using and controlling these routes ensures that we control the flow of local trade."
 krl_kindred_peoples:0 "Kindred Peoples"
 krl_kindred_peoples_desc:0 "Many different tribes and peoples live in Karelia from Izhorians south of the Neva River, to the Vepsians around Lake Onega to name but a few. Welcoming these kindred people into our fold will create a ready source of motivated soldiers to defend our home."
 krl_lessons_of_joutselä:0 "Lessons of Joutselä"
 krl_lessons_of_joutselä_desc:0 "The Battle of Joutselä demonstrated that with strategy and ingenuity a smaller force can oppose a much larger army. Adopting these methods will make our armies more effective and deadly."
 krl_villages_to_towns:0 "From Villages to Towns"
 krl_villages_to_towns_desc:0 "The population of Karelia has always lived in small villages dotted around the land. There are however prominent trade routes in the realm and along these lie the some of the largest and oldest towns of Käkisalmi, Viipuri and Aunus. Encouraging settlement from the countryside villages to these towns would create growth and wealth for our nation."
 krl_karelian_granite:0 "Karelian Granite"
 krl_karelian_granite_desc:0 "The areas of Sortavala on the northern shore of lake Ladoga and Viborg Bay in the Gulf of Finland became known for their marble and granite quarries which provided materials necessary for construction of Imperial Palaces and Metropolitans in St. Petersburg in addition to the Kronstadt island Fortress."
 krl_petrovskaya_sloboda:0 "Petrovskaya Sloboda"
 krl_petrovskaya_sloboda_desc:0 "The old settlement of Onegaborg on the shore of Lake Onega grew into the largest settlement in East Karelia when in 1703 Prince Menshikov founded Petrovskaya Sloboda at the request of Tsar Peter the Great to serve as an iron foundry to manufacture cannons and anchors for the Baltic Fleet stationed in Kronstadt."
 
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any good guides are tips for playing Mecklenburg in EU4? i dont play much eu4 cause im more of an eu3 man...as a person thats North german by blood(direct ties to the House of Mecklenburg-Shwerin) i love playing Mecklenburg, and EU3 in nomine makes Mecklenburg EXTREMELY overpowered, there given Lubeck and you basically rival venice economically from the very start and easily surpass them even... Mecklenburg is so easy in EU3 its almost boring now...need a bigger/ more realistic challenge to get my Mecklenburg fix, also is Mecklenburg worth playing in either EU4 or Victoria 2(mostly play Prussia in vicky 2 with a bavaria game and a saxony game were i unified all the saxon thuringian states and anhalt under saxony.)
 
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Vicky 2 Mecklenburg would be much harder than EU4 Mecklenburg however EU4 Mecklenburg is good fun to play (just eat Pomerania early) and they have one of the best colours in the game beaten only be that delicious English red.

What you really want to do is ally either Brandenburg or Poland and use them as a wrecking ball until you are powerful enough to enough to take them on.
 
3.) Lessons of Joutselä
An actual battle fought during the Russo-Swedish War(1554–57). The battle was fought in 1555 near the area(or village) of Kivinebb(finnish name of Kivennapa).
What makes this battle an odd one is the leader of the Swedish forces, Castellan Jöns Månsson Ulfsparre(finnish name of Juho Maununpoika); He bucked the conventional orthodoxy regarding warfare of the time and used terrain, mobility of skis and the element of surprise to compensate for the lack of men.
The king at the time, Gustav I of Sweden, had given the orders of avoiding direct open battle with the numerically superior Russians and instead employing ambush and night-raids.
The Swedish troops were local rälssi(or reiter) consisting of 60 cavalry, 500 soldiers and 400 armed peasants. Russians were lead by Boyar Ivan Grigorjevits Bibikov and is said to have been 13 000 to 30 000 strong, but is estimated to have been several thousand strong in reality.

Couldn't find reliable source on this in Russian sources. There was "guard regiment" that was left to hold the settlement. From documents of that time we know, that "guard regiment" consisted from eight hundred people. So, considering this, they won battle having a little bit more people. And, if they attacked at night, this is easy victory)
And, well, during siege of Viborg Russian forces placed temporary fortification on road from Stockholm to Viborg. And, well, this fortification accomplished the objective it was built for - helped to stop swedish army.
And Russian forces had ~20-25k men. But it can be even less. Couldn't find reliable source on exact numbers.
 
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Couldn't find reliable source on exact numbers.
Yeah neither could I.
The war was an aggression from the Swedish side(from what I gathered) and that the whole army was quite large on the Russian side. The detachment that engaged the Swedish force of Månsson was larger than his force of 960. I doubt it was overwhelming but sufficient for Månsson to "get creative".
It's likely the original garrison took part in the fight with the larger detachment that marched to Kivinebb as a part of the larger Russian army.
It should also be noted that Månssons troops likely didn't face professional soldiers, at least not in number.
In the end the war as a whole proved pointless(nothing really changed, except the usual devastation of war), as it was essentially about border friction and the two rulers being on bad terms, what with the local Finnish nobles being eager for a fight.

It's not so much about the raw numbers on this one but the tactics employed that didn't really follow convention. As such it fits well with the modifier and gameplay.
 
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's not so much about the raw numbers on this one but the tactics employed that didn't really follow convention. As such it fits well with the modifier and gameplay.

Still, numbers should be exact) Russia is already looking like USSR in WWII, but at the start of the 18th century it had less population than France.
 
I'm fairly sure there weren't exactly 400 armed peasants on the Swedish side either.
I understand where you're coming from with the Russian massed army thing, but the Russian Empire still had a lot of people in it compared to the Swedish realm. It's also a challenge to get really, truly reliable numbers on these things. You can get close but at some point you just have to make educated guesses essentially.

The in-game description of the idea does not mention any numbers, since that would be pointless considering how much you can skew things in the game.
 
Garwhal Ideas, courtesy of @Antiphates, retrieved from here (and I apologize for being so late in uploading this, Trin).

Traditions: Local developmnt cost -20%, -10% build cost
((Garwahl was not a very war mongering kingdom, rather focusing on it's own development))

Legacy of the 52 Garhs || -5 years of separatism, -10% core creation cost
Once our kingdom was divided in independant rules each with their own fortress, or garh. Kanakpal started the process of conquering and uniting the different garhs in the 9th century, a process of over 60 years. This history of conquest and intregation has left us with a tradition of good management of conquered territory.
((Kanakpal and his descendants of Parmar dynasty, gradually conquered all the independent fortresses (Garhs) belonging to 52 small chieftains, and ruled the whole of Garhwal Kingdom for the next 915 years, up to 1804 AD))

Repel the Muslim invaders || +20% army morale
With our backs agaisnt the impassable Himalayas we cannot yield an inch of our land to any invader.
((This is a nod to the fact that Garwahl sucessfully repelled attacks from the Mughal Emprie on several occations))

Harsh diplomacy || +1 diplomatic reputation
Our neighbours are mighty, to survive we must rely on our diplomatic wits. Let it be known that we will treat our friends fairly and show no mercy to our foes
((When the Mughals invaded in 1640 the Queen of Garwahl, Rani Karnavati, cut the nose of any defeated mughal solider, sending a clear message that no remorse would be given to those who threatened Garwhal))

Land of serene beauty || -2 unrest
Sitting at the foot of the Himalayas, ours is a country of true natural beauty. Our people take great pride in this, and the serene grace of the mountains is enough to pacify even the wildest of dissidents.
((Garwahl seems to have had almost no rebellions, and it is indeed regarded a very beautiful province in India, Weather these two acctually had any connection I don't know.))

Source of Ganges
|| +2 Tolerance of the true faith
The holy river of Ganges has it source in the Gangotei glacier. The fact that our kingdom sprung forth in the same way as the holy river brings respect among the hindu populations
((Pretty self explaining, the Ganges starts in Garwahl))

Land of the Gods || +2 missionary strength
The many temples and monastries in our land has earned our country the nickname "Land of the Gods".
((Uttarakhand is famed for it's many temples and pilgrimage centres))

Crossroad of faiths
|| +10 religious unity & +1 Tolerance of Heatens & Heretics
Troughout our history we have encountered many different religions. Jain minorities, buddhists from the north, muslims and sikhs from the south, christianity with the arrival of europeans and of course Hinduism. This mixture of beeliefs has led to our people growing tolerant of different religions.
(
(Garwahl was exposed to many religions, yet there was no recorded prosecuion of minorities))

Ambitions || -10% stability cost
 
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There's been a slight increase in the amount of nations with the generic set due to the new nations in East Africa; Ennarea, Hadiya, Damot, Janjiro, Welayta and Shewa. Perhaps an Abyssinian Group Idea Set is in order?
 
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Converter Ideas
Gardariki (norse or nordic Rus)

Traditions:
+15% Infantry combat ability (military legacy of Vikings)
+1 max promoted cultures (slavic-nordic brotherhood)

1. Religious ignorance: +33% religious unity; -2 tolerance true faith
Who cares if I am subjected to Pagan, Christian, Jew or Muslim? When the whole world overwhelmed by the fire of fanaticism, we aren't interested in anything in this sphere.

2. Expand river transport: +20% caravan power
East Slavic lands is a land of great rivers. In the Middle Ages, we used them to transport troops from north to south and quick raids on Byzantium. Those days are over.. But we should not give up the rivers, but change their destiny - from war to trade.

3. Urbanization steppes: −10% development cost
We dig hordes from the steppes Europe, but their lands are empty. We have to use our experience from building cities in East Slavic world to develop steppes.

4. Adoption Cossacks: +10% land fire damage
In the east, was born a new social structure - Cossacks. They effectively combine modern weapons with the old methods of fight. Adopting them to our system of war, our troops will have better firepower.

5. Germanic blood: +1 diplomatic reputation; +0,5 legitymacy
European countries increasingly mark their Germanic origins. For their non-Germanic peoples look as on savages. We are Germans lived in the most easterly front, true descendants of vikings-conquerors. In contrast to other peoples east nobody considers us as primitives.

6. Funding the Ushkuiniks (like a Novgorod)

7. War for domination of the sea: +25% naval force limit modifier
The future will belong to those who will have a strong control of the seas. The maritime industry is growing faster than the land, and no industry our economy will be nothing. We are preparing to War for domination of the sea!

Ambition: +1 leaders without upkeep
 
I believe this is the fourth (?) Flemish Idea set this thread has seen. Courtesy of @Gerrit8500, retrieved from here:

Flemish Traditions:

+15% infantry combat ability: a reference to the Flemish being one of the first to showcase the re-emergence of infantry as a strong unit in the medieval battlefield at the battle of the golden spurs in 1302. Given their precarious closeness to many hungry powers (particularly France) and their lack of national defence, their only defence will be their soldiers.

+5% global trade power: Flanders was considered the Venice of the North in the middle ages, though later on the Dutch stole some of that thunder in actual trade, there's still lots of potential to be had.

National ideas:

Renaissance artists: -1% prestige decay
Flemish painters were renowned across Europe for spurring the arts during the renaissance, let us put this to good use to display the glory of our nation!

University of Leuven: -10% idea cost or -5% technology cost
Founded in 1425, the university of Leuven flourished in the 16th century with scholars and professors like Erasmus, Vesalius and Mercator. The university was closed after the Austrian Netherlands were annexed by revolutionary France in 1797.

Cities of Flanders: -10% development cost
The cities of Flanders were considered among the most prosperous in Europe. Flemish lands, after years of deforestation and swamp removal during the middle ages, allow easy development for building and farming.

Guard against the looming giants: -1% Yearly army tradition decay
Flemish lands are constantly coveted by the powers that be in Europe. Protection from England often ended in eventual failure so we should always be ready to resort to being able to make war against aggressors effectively.

Flemish diplomacy: +20% improve relations
In order to survive and thrive, Flanders must play the diplomatic games between European powers. Making sure we keep good relations all around us will help us to do just that.

Expand our textile economy: +10% goods produced modifier
Our textile industry have been a great source of wealth to us, let's make sure our nation remains productive to ensure our future is a wealthy one.

Develop the Flemish ports and docks: +25% naval forcelimit modifier
In order to rise up among the ranks of nations we must take to the seas, just like our Northern Brothers. Greatness awaits us in the open oceans!

Flemish Ambitions:
+5% discipline
 
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Update for Georgian NIs according this thread:

Ambitions

  • +10% Army Morale
  • -10% Shock Damage Received
Mountain Keeps
Since antiquity our lands have withstood countless invasions thanks to rough terrain and secure strongholds. Our forts, keeps and castles are literally carved in rocks in strategic places, turning any assault attempt into suicide. Good example is Rabati Castle: In 1393 the city was attacked by the armies of Tamerlane. Despite the Turko-Mongol invasions fortress withstood and continued to thrive.
  • +25% Fort Defense
Georgian Wine
The fertile valleys of the South Caucasus house the source of the world's first cultivated grapevines and neolithic wine production, from over 8,000 years ago. Due to the many millennia of wine in Georgian history, and its key economic role, the traditions of its viticulture are entwined and inseparable with the country's national identity.
  • +10% Trade Efficiency
Graveyard for conquerors
Strategic significance and natural wealth of our lands made them the target of many invasions, and the country's independence was preserved against multiple enemies by a succession of states. Between the 11th and 15th centuries, the Kingdom of Georgia was a major regional power, which withstood invasions by the Great Seljuk Empire, Mongol Empire, and Timurid Empire, before its fragmentation and submission to the Ottoman and Safavid Empires. Many Georgians fought in the armies of the empires that ruled the country from the 16th century, be it the Safavids, Ottomans or the Russian Empire.
  • +5% Discipline
Restoration of Fortresses and Churches
Same as in EU4
  • -10% Development Cost
  • -10% Build Cost
Sandrosho District
Same as in EU4
  • +20% Manpower
  • +10% Manpower Recovery Speed
Georgian Isolation
Same as in EU4
  • +30% Better Relations Over Time
Apostles legacy
According to the official church account, Andrew preached across Georgia, carrying with him an acheiropoieta of the Virgin Mary (an icon believed to be created "not by human hand"), and founded Christian communities believed to be the direct ancestors of the Church. Other apostles claimed by the Church to have preached in Georgia include Simon the Canaanite (better known in the West as Simon the Zealot) said to have been buried near Sokhumi, in the village of Anakopia, and Saint Matthias, said to have preached in the southwest of Georgia, and to have been buried in Gonio, a village not far from Batumi. The Church also claims the presence in Georgia of the Apostles Bartholomew and Thaddeus, coming north from Armenia.
  • +2% Missionary Strength
Fighting on home territory
Taken from Caucasus idea “Hit and Run”
  • +1 Land Leader Maneuver
Georgian Embassies
Same as in EU4
  • +1 Diplomatic Relations
Ambition
  • +10% Infantry CA
Eventually Georgia will be locked between Ottomans, Persia/Timurids/Mughals and Russia, so Georgia needs to be able to hold it’s ground. And even with proposed ideas Ottomans still have better army quality with Janissaries and Sunni religion Morale bonus, to say nothing of superior units. Overall Georgian military now looks pretty solid (still not France, Sweden or Poland, but quite better than average). Unfortunately, Orthodoxy doesn't give Morale or Discipline, so almost all pious Muslims will have at least +10% Morale just because of their religion. To be honest, +15% Army Morale in traditions would fit Georgia perfectly, but I doubt devs would do that.
 
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Here is a suggestion of ideas for Malabar.

Traditions:
  • +20% Trade range
  • −20% Light ship cost

Nair Warrior Castes
The Nair of Kerala are renowed for their military castes which supply the warriors for our fearsome armies.
  • +10% Morale of Armies
  • +10% National manpower modifier
Mappila Community
The centuries old trade links between Arabia and Kerala have led to the formation of a local Muslim people of mixed Arab and Indian origin. Good relations with the Mappilas are essential to the prosperity of our kingdom.
  • +1 Tolerance of heathens
  • +1 Max promoted cultures
Open to All Traders
The spices of our wealthy markets are coveted across the world. We will welcome all merchants and they will all be treated equally, regardless of their origin, as long as they pay the toll to the Saamoothiri.
  • +10% Trade efficiency
  • +10% Provincial trade power modifier
The Lord of the Sea
The sea is the source of our wealth and our ruler claims the title of Saamoothiri. All who would navigate our waters must acknowledge our supremacy. #Note: In some references I have seen the title of Saamoothiri interpreted as "Lord of the Sea", hence the name of the idea, but I would like some more solid confirmation that this is the case.
  • +25% Naval force limit modifier
Ruler of the Malabar Coast
The many kings and princes of the Malabar coast pay homage to our power. Merchants across the Indian ocean spread the word of our wealth.
  • +1 Yearly prestige
Western Arms to Fight Western Invaders
We must accept that our old weapons will no longer suffice against these new enemies. We will leverage our vast trade networks to secure Turkish muskets and employ Italian cannon-makers so that we can beat back the foreign aggressors.
  • −10% Military technology cost
Play the Empires Against Each Other
The riches of Kerala have attracted the attention of major imperial powers, old and new. Through wise and pragmatic diplomacy we will forge alliances as necessary to secure our continued autonomy.
  • +50% Improved relations

Ambitions:
  • +1 Yearly legitimacy

On a side note, I think Kochin should start as a vassal of Malabar.


Edit:
Code:
MAB_ideas = {
   start = {
       trade_range_modifier = 0.20
       light_ship_cost = -0.20
   }
   bonus = {
       legitimacy = 1
   }
   trigger = {
       tag = MAB
   }
   free = yes
   
   mab_nair_warrior_castes = {
       land_morale = 0.10
       global_manpower_modifier = 0.10
   }
   mab_mappila_community = {
       num_accepted_cultures = 1
       tolerance_heathen = 1
   }
   mab_open_to_all_traders = {
       global_prov_trade_power_modifier = 0.1
       trade_efficiency = 0.1
   }
   mab_the_lord_of_the_sea = {
       naval_forcelimit_modifier = 0.25
   }
   mab_ruler_of_the_malabar_coast = {
       prestige = 1
   }
   mab_western_arms_to_fight_western_invaders = {
       mil_tech_cost_modifier = -0.1
   }
   mab_play_the_empires_against_each_other = {
       improve_relation_modifier = 0.5
   }
}

 MAB_ideas:0 "Malabar Ideas"
 MAB_ideas_start:0 "Malabar Traditions"
 MAB_ideas_bonus:0 "Malabar Ambition"
 mab_nair_warrior_castes:0 "Nair Warrior Castes"
 mab_nair_warrior_castes_desc:0 "The Nair of Kerala are renowed for their military castes which supply the warriors for our fearsome armies."
 mab_mappila_community:0 "Mappila Community"
 mab_mappila_community_desc:0 "The centuries old trade links between Arabia and Kerala have led to the formation of a local Muslim people of mixed Arab and Indian origin. Good relations with the Mappilas are essential to the prosperity of our kingdom."
 mab_open_to_all_traders:0 "Open to All Traders"
 mab_open_to_all_traders_desc:0 "The spices of our wealthy markets are coveted across the world. We will welcome all merchants and they will all be treated equally, regardless of their origin, as long as they pay the toll to the Saamoothiri."
 mab_the_lord_of_the_sea:0 "The Lord of the Sea"
 mab_the_lord_of_the_sea_desc:0 "The sea is the source of our wealth and our ruler claims the title of Saamoothiri. All who would navigate our waters must acknowledge our supremacy."
 mab_ruler_of_the_malabar_coast:0 "Ruler of the Malabar Coast"
 mab_ruler_of_the_malabar_coast_desc:0 "The many kings and princes of the Malabar coast pay homage to our power. Merchants across the Indian ocean spread the word of our wealth."
 mab_western_arms_to_fight_western_invaders:0 "Western Arms to Fight Western Invaders"
 mab_western_arms_to_fight_western_invaders_desc:0 "We must accept that our old weapons will no longer suffice against these new enemies. We will leverage our vast trade networks to secure Turkish muskets and employ Italian cannon-makers so that we can beat back the foreign aggressors."
 mab_play_the_empires_against_each_other:0 "Play the Empires Against Each Other"
 mab_play_the_empires_against_each_other_desc:0 "The riches of Kerala have attracted the attention of major imperial powers, old and new. Through wise and pragmatic diplomacy we will forge alliances as necessary to secure our continued autonomy."
 
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(Note I'm not an expert on the Apache and am just basing this on information I'm able to find, which is limited as the library happens to be closed right now)
(If there is anything that my turn out to be untrue I'll have to edit this at a later date when I can reach the library)

Apache Ideas
Traditions:
-20% Migration Cooldown (As the Apache was more or less a nomadic tribe a bonus to Migration is in my eyes needed)
+0.5 Yearly Army Tradition (This is just to reflect upon the traditions of raiding and hunting for the men in the Apache tribes, apparently being taught this before even turning 10 years old)

Raiding Traditions
For many generations our people relied on a combination of hunting, raiding and trade to feed us. Now with more tribes and people near us hunting down our buffaloes we've started to adopt a more serious reliance on raid and commerce than before.
25% Loot Amount
5% Trade Efficiency

Adoption of Horses
We were quick to acquire horses from the Spanish settlers, improving our mobility during raids on tribes and settlements alike. Considering our reliance on raids it is of utmost importance that we've enough horses to support our future raids.
-10% Cavalry Cost

Refute the Spaniards
Since late 17th century Spanish missionaries have come here from foreign land to try to convert our people but thus far we've refused their culture and religion. Even if the Spanish have responded in violence we stand together against them in their attempts to take our land and heritage.
+1 Tolerance of the True Faith
10% Infantry Power

Foreign Captives
To increase our numbers and bolster ourselves in the times of need we have to expand the tribe. The main source of this should be captives from war and raids of other tribes and settlements.
15% Manpower Modifier

Unyielding Resistance
Throughout history whenever someone have tried to defeat us or put us under another rule than our own, we've fought bravely. Our warring tactics and brave men have led us to victory many times against foes with superior equipment.
10% Land Morale

Bury the hatchet
We have buried a hatchet to symbolise peace between us and the Spaniards, and this shall make both people more willing to cooperate in the future and remove any tension between our tribes and their colonies.
25% Improve Relations

Legacy of the Apache
There are people in Europe that seems to believe we're fiercy warriors and some even admire our fighting skills. Even if their stories can be exaggerated it's not something that'll harm us in the long run. Maybe it's time we embrace that reputation and use it to our advantage?
+0.5 Yearly Prestige

Ambitions: -1% Army Tradition Decay
Code:
APA_ideas = {
  start = {
       migration_cooldown = -0.2
       army_tradition = 0.5
   }
   bonus = {
       army_tradition_decay = -0.01
   }
   trigger = {
       tag = APA
   }
   free = yes

   apa_raiding_traditions = {
       loot_amount = 0.25
       trade_efficiency = 0.05
   }
   apa_adoption_of_horses = {
       cavalry_cost = -0.1
   }
   refute_the_spanish = {
       tolerance_own = 1
       infantry_power = 0.1
   }
   apa_foreign_captives = {
       global_manpower_modifier = 0.15
   }
   apa_unyielding_resistance = {
       land_morale = 0.1
   }
   bury_the_hatchet = {
       improve_relation_modifier = 0.25
   }
   legacy_of_apache = {
       prestige = 0.5
   }
}
Code:
 APA_ideas:0 "Apache Ideas"
 APA_ideas_start:0 "Apache Traditions"
 APA_ideas_bonus:0 "Apache Ambitions"
 apa_raiding_traditions:0 "Raiding Traditions"
 apa_raiding_traditions_desc:0 "For many generations our people relied on a combination of hunting, raiding and trade to feed us. Now with more tribes and people near us hunting down our buffaloes we've started to adopt a more serious reliance on raid and commerce than before."
 apa_adoption_of_horses:0 "Adoption of Horses"
 apa_adoption_of_horses_desc:0 "We were quick to acquire horses from the Spanish settlers, improving our mobility during raids on tribes and settlements alike. Considering our reliance on raids it is of utmost importance that we've enough horses to support our future raids."
 refute_the_spanish:0 "Refute the Spaniards"
 refute_the_spanish_desc:0 "Since late 17th century Spanish missionaries have come here from foreign land to try to convert our people but thus far we've refused their culture and religion. Even if the Spanish have responded in violence we stand together against them in their attempts to take our land and heritage."
 apa_foreign_captives:0 "Foreign Captives"
 apa_foreign_captives_desc:0 "To increase our numbers and bolster ourselves in the times of need we have to expand the tribe. The main source of this should be captives from war and raids of other tribes and settlements."
 apa_unyielding_resistance:0 "Unyielding Resistance"
 apa_unyielding_resistance_desc:0 "Throughout history whenever someone have tried to defeat us or put us under another rule than our own, we've fought bravely. Our warring tactics and brave men have led us to victory many times against foes with superior equipment."
 bury_the_hatchet:0 "Bury the Hatchet"
 bury_the_hatchet_desc:0 "We have buried a hatchet to symbolise peace between us and the Spaniards, and this shall make both people more willing to cooperate in the future and remove any tension between our tribes and their colonies."
 legacy_of_apache:0 "Legacy of the Apache"
 legacy_of_apache_desc:0 "There are people in Europe that seems to believe we're fiercy warriors and some even admire our fighting skills. Even if their stories can be exaggerated it's not something that'll harm us in the long run. Maybe it's time we embrace that reputation and use it to our advantage?"
 
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((I didn't exactly mean the ideas to go towards stability of the count, considering the "chaos" it was within it, but the ideas all seemed good considering the history of East Frisia with the only idea I would wish to change is Fen Exploitation as it's just based on that it happened apparently but I couldn't find much more information about it.)

East Frisian Ideas
Traditions:
10% Fort Defense (Despite attempts to conquer the non-feudal rule of East Frisia it was able to resist the conquest of the Germanic states at multiple occasions)
-10% Shock Damage Received (Once again for reasons of the above)

Friesische Freiheit
The Frisian people experience freedom few duchies can within Europe due to not having any foreign authority with control over us and even though we've removed the old rule the people know both of their importance and that they are allowed to move as they want which makes it less likely for them to rise against us.
-1 National Unrest

Imperial County
East Frisia joined the Holy Roman Empire when it recieved acknowledgement of its legitimacy when Emperor Frederick III raised Ulrich I the son of a local chieftain to the status of Imperial Count in 1464. This proves that we should be the rulers of our land an that it doesn't belong to anyone else but the Frisian people.
+0.5 Yearly Legitimacy

Edzard the Great's law reforms
Edzard the Great was born early 1462 and during his rule East Frisia reached it's peak of power, after his return from his pilgrimage he took over the rule of East Frisia and led us against the Saxons, supported the reformation & made new laws for our county. While doing so it was possible for him to secure Primogeniture laws and secure the throne for future generations which would later be repealed by Anna of Oldenburg.
-10% Stability Cost Modifier

Menno Simons
The Mennonite was a Anabaptism movement which during the Reformation appeared in the Swiss Confederacy, due to commitment to pacifism it was later eradicated by both Catholics and Protestants. Menno Simons, a former Roman Catholic priest who later became the leader of the movement, sought refuge in our land. The teachings of Mennonite might not spread that far and we're still devout to our own faith but maybe we should be more tolerant of the different branches of Christianity just like the Menno Simons were.
+1 Tolerance of Heretics

Repeal of the Primogeniture law
In 1558 Anna of Oldenburg had abolished the law of Primogeniture and instead split the power between her three sons. Due to the different beliefs of her sons this made sure that none of them could establish their own faith as the only religion within the country. If we were to continue this we may be able to not upset any of the Nobility within East Frisia.
25% Religious Unity

Dutch Garrisons
As the dutch attempts to pull us into its republic, turning us into a mere satellite in the process, they left garrisons in many of our cities for a permanent duration. While we try to get rid off them as to not become reliant on them it still remains in our interest that they won't leave our side in case of aggression of other kingdoms.
20% Garrison Size

Fen Exploitation
Our land has long been of little use, most of it is wetland after all. But our ability to drain these areas of water should help us in the future as it'll be easier to develop the land and exploit its riches.
-10% Development Cost

Ambitions: +1 Diplomatic Reputation
 
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Germany
I read that germany does not have its own ideas, so decided to suggest some.

Traditions:
  • -10% development cost
  • -20% coring cost
Ambitions:
  • -25% culture conversion cost
Ideas:
  • +5% discipline
  • +1 colonist
  • +25% manpower
  • +7.5% combat ability

I do not know what to give Germany other than this as I am not very familiar with Germany during the Victorian era.

The -10% development cost is to help Germany develop all those woodland provinces, which Germany has a lot.

-20% coring cost is to make it easier for a unified Germany to expand through its neighbours, which a unified Germany in eu4's time would more than likely do, and do it well.

-25% culture conversion cost was because Germany brought the German cultures together under its rule. (as far as I'm aware at least, perhaps this is a bad idea if not)

The 5% discipline was added because Germany was a mighty military power. However that could have only been because Prussia formed Germany, otherwise i would say 10%, or 7.5%.

The 1 colonist is to encourage Germany to colonise. Germany had colonies in Africa during the scramble for Africa, so i have no doubt had Germany formed during eu4's timeline that Germany would have been colonising the new world too.

25% extra manpower and 7.5% combat ability is again to make Germany have strong soldiers as they had, and plentiful in numbers.

I do think they could do with some diplomatic ideas but am unsure which. Germany brought together the European colonisers to divide up Africa, to prevent large scale wars over it.

If these ideas are terrible, don't hesitate to tell me why. Bottom line is that Germany needs some ideas to encourage people to try to form it!
 
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