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RagingMonkey

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Mewat may be a minor nation, but because it's my favorite Indian OPM (they will have 2 provinces next patch though) I thought it would be a great idea to add some ideas into them

Traditions:
1) yearly legitimacy +1 (Mewat is a newly formed nation, its ruler can be considered a founder of a new state, this his legitimacy on the throne is a secured one)
2) tech cost -5% ( Indian nations are near the source of every technological advancement, China. Mewat is no exception. With our diplomatic skills, technology sharing will be the reason we thrive forwards to glory)

Resistance to Foreigners: Hostile attrition +1
Mewat resisted every nation up to the Mughal invasion of India. Even then, Mewat existed as a state in the British Raj up to the formation of India.

Clever Diplomacy: Diplo Rep +2
Mewat not only depended on its people to maintain is autonomy, but on great diplomats. With them, no nation found any interests in claiming this land

Hasan Khan Ambitions: infantry combat ability +15%
Hasan Khan was the most ambitious and the last ruler of the Mewati dynasty in Mewat. His rule managed to resist the Mughal invasion, until his death at the battle of Khanwa

The Alwar Fort: Fort defense +20%
The greatest accomplishment in Hasan Khan's life was the Alwar Fort. Its walls were hard to bring down, until the use of cannons in sieges, and it was a great spot for men to regroup into when they were defeated

Delhi Connections: Chance of new heir +50%
The Mewati dynasty had close connections with the Delhi one, it allowed them to have a big ally to depend on in times of war. Thanks to it, its freedom was maintained until the Mughal invasion

Rajput Member: land morale +10% (or with dharma more Rajput regiments)
The Rajputs were the most fierce warriors in all of India. Mewat being a member of this Confederation has earned that reputation as well. Its men are filled with courage when they are fighting against their enemies

Hasan Khan Leadership: Land Leader shock +1
Hasan Khan was a great leader during his reign, it can be noticed at the battle of Khanwa. Even if he lost the battle, and this his life, his leadership cannot be denied

Ambition: development cost -10% (Our state is small in size. The only way to expand is by developing our nation. The nobles, merchants and Rajput warriors support us on this cause)


If anyone wants to suggest feedback, then feel free to. Also i suggest @neondt does them (i was suggested to tag, dont blame me)
Love the ideas. My only piece of feedback is that I'm not sure how relevant the chance of new heir is? I don't remember exactly, but iirc Mewat is Sunni, so they already have highly increased chance of new heir, so to be honest it's probably quite ineffective to add it again.
 

LordVarangian

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Love the ideas. My only piece of feedback is that I'm not sure how relevant the chance of new heir is? I don't remember exactly, but iirc Mewat is Sunni, so they already have highly increased chance of new heir, so to be honest it's probably quite ineffective to add it again.
Improve relations can be an alternative to it i guess
 

Lordkönig

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Well, I have ideas for Tirol, a nation that can only be formed when it is released from Austria but I think every HRE minor, even those who are not existing at the start, should have its own idea set. I also come fron Tirol, so it is important to me.

Tirolean traditions: +1 enemy attrition, -20% attrition

Tirolean ideas:

Goldenes Dachl (+1 yearly prestige)
It was built by Emperor Maximilian I. and despite it being not made of gold it is still a glorious sight in Innsbruck.

Land in the mountains (+10% global tradepower, province of Tirol becomes important tradepost)
Our location in the North-South- and East-West-Connection of the Alps and our tarriffs are a huge benefit to us.

Schwazer Silberbergwerk (+20% taxes)
At some point in history the silver mine of Schwaz produced nearly 80% of the european silver production and our silver monopol makes us wealthy.

Landlibell (-2 unrest)
Emperor Maximilian I. signed the Landlibell that gives every Tirolean the right only to fight when his land is in danger. When our people are no longer involved in pointless wars they will be happier.

Mountain fortresses (+20% siege defense)
Tirol has not only great benefits for trade, it has also a great tactical position. Our castles in the mountains have repelled many attackers due to their advantage.

Holy land Tirol (+2 tolerance of true faith)
The people of Tirol believe in god and the true faith. They eradicated all heretics in the area of Tirol and they will ever be loyal to the church.

Tirolean resistance (+10% army morale)
Tirol had been occupied by Bavaria but with the farmers under the leadership of Andreas Hofer Tirol managed to keep them at bay. Our enemies may have killed Andreas Hofer but his inspiring leadership motivates our troops from now on!

Tirolean ambitions: (+2 diplomatic reputation)
 

Grand Historian

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+2 Diplomatic Reputation and +20% Tax Modifier are a bit insane.
 

pizzarocket

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I think French national ideas are underpowered in comparison to other mayor powers like Prussia, Commonwealth and Russia, when historically France should have much better armies than these nations, given how they fought the entire europe numerous times, so here's my proposal.

Traditions
+25% National manpower modifier
+1 Diplomatic reputation
French Language in All courts
+1 Diplomatic relation​

Elan!
+20% Morale of armies
+10% Infantry combat ability
Estates General
+10% National tax modifier
Native Trading Principles
−50% Native uprising chance
+50% Native assimilation
Vauban Fortifications
−20% Fort maintenance
+10%
Fort defense​

The Philosophes
−10% Technology cost
Liberté, Égalité, Fraternité
+2 Tolerance of heretics
+2 Tolerance of heathens
Ambition
+5% Discipline​

 

Grand Historian

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I think French national ideas are underpowered

Elan!
+20% Morale of armies
+10% Infantry combat ability
10/10 best post in the thread
 
Last edited:

Old Tercio

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I think French national ideas are underpowered in comparison to other mayor powers like Prussia, Commonwealth and Russia, when historically France should have much better armies than these nations, given how they fought the entire europe numerous times, so here's my proposal.

Traditions
+25% National manpower modifier
+1 Diplomatic reputation
French Language in All courts
+1 Diplomatic relation​

Elan!
+20% Morale of armies
+10% Infantry combat ability
Estates General
+10% National tax modifier
Native Trading Principles
−50% Native uprising chance
+50% Native assimilation
Vauban Fortifications
−20% Fort maintenance
+10% Fort defense​

The Philosophes
−10% Technology cost
Liberté, Égalité, Fraternité
+2 Tolerance of heretics
+2 Tolerance of heathens
Ambition
+5% Discipline​
If any major nation is underpowered military is Spain, heck the golden age military for Spain is not represented in game, the infantry unit "tercio" is not even the best in its tech, which is sad.
 

klingonadmiral

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I suspect I won't make myself many friends, but the Prussian idea set has to be redone. While the Prussian Army was indeed a mighty military force tht allowed Prussia to punch upwards, it did so less through exceptional drill. Basically all major nations in Europe had periods where they kicked exceptional ass, but you don't see Austria or Spain run around with space marines. No, what made Prussia distinct was the size of its army.

Traditions
+ 1 Tolerance of the True Faith
+ 10% Infantry Combat Ability
(throwbacks to the idea set of the Teutonic Order)​

Modern Waterways
+ 10% Goods Produced Modifier
(after the 30YW, the Great Elector Frederick William began to order to construction of many waterways between the many rivers flowing through northeastern Germany and Prussia, many of which remain in use to this day)​

Generaldirektorium
+ 10% Tax Modifier
(the Soldier King Frederick William radically reformed the Prussian financial institutions after his father had accumulated a massive debt. the Generaldirektorium united several previous agencies and existed from 1723 until 1808)​

An Army with a State
+ 50% Land Forcelimit
- 10% Land Maintenance
(the Prussian Army was absurdly large. By the end of Frederick the Great's reign, the still relatively small country fielded an army of 200,000 men, the third largest in Europe after Russia and Austria. For comparison, the Grande Armée at the eve of the attack on Russia, mustered by a massive empire and subjects stretching all across western and central Europe, measured 685,000 men)​

Peuplierung
- 10% Development Cost
(the Prussian kings famously spent great efforts at populating the countryside, cutting down forests and draining swamps in order to found new villages)​

The Goose Step
+ 5% Discipline
(keeping the idea name, just switching Infantry Combat Ability for Discipline)​

Generalstab
-1% yearly military tradition decay
(even though the Austrians were the first to experiment with the concept of a military staff, it was the Prussians that perfected the concept in 1806/1814. The idea quickly catched on and became a hallmark of post-Napoleonic military theory to this day)​

Religious Tolerance
+2 Tolerance of Heretics​

Ambitions
+ 25% National Manpower Modifier
Prussia gains +1 ToTF, +10% Goods Produces, +50% Forcelimits, -10% Land Maintenance, +5% Development Cost, +1 ToH
Prussia loses +0.5% yearly army tradition, 10% Infantry Combat Ability, 20% Morale, -10% stability cost modifier, -10% AE impact and -10% recruitment time

Brandenburg also needs an unique idea set, the state in 1444 had nothing to do with the Prussia of 1720 onward.
 
Please read before posting

Grand Historian

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While I appreciate people coming up with new ideas for old NI sets, please understand that this is a thread to suggest New NI sets, not to buff existing ones. If there becomes a big enough demand for it I'll open up a separate thread for redoing existing NIs, but please save this thread for coming up with NI sets for nations that don't have them.

NIs for nations that are part of an NI group are still welcome.
 
Last edited:

BlueBird

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Every horde has the same ideas, except Kazan and Manchurian horde, but other hordes also were different, depending on their location and their neighbors, so I propose my set of ideas for Kazakh Horde now.

Traditions
+25% National manpower modifier
+5% Discipline

The world belongs to us
-25% Core-Creation Cost

We can buy anything if we sell our cattle
+10% Trade efficiency

Bow to a khan
-15% Stability cost modifier

Nomad is a combination of a man with a horse
+20 Cavalry combat ability

Every child getting in a saddle, becomes a warrior
−10% Land maintenance modifier

Diplomatic skill is what made our enemies become allies
+1 Diplomatic reputation

Thousands of caravans passing through Silk Road
+30% Caravan Power

Ambition
All of our tribes united in one horde is our strength
+1 Yearly horde unity
 

klingonadmiral

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While I appreciate people coming up with new ideas for old NI sets, please understand that this is a thread to suggest New NI sets, not to buff existing ones. If there becomes a big enough demand for it I'll open up a separate thread for redoing existing NIs, but please save this thread for coming up with NI sets for nations that don't have them.
Do nations count that once had generic ideas but now have group ideas, even if that group consists of two tags? If so, I think Majapahit deserves unique ideas given they are kinda like a Byzantium/Timurid hybrid, only with boats. Only a few decades before the game started they ruled over a vast thalassocratic empire, ere internal instability and competition with Ming-backed Malacca did them in. (insert long rant about the horrible representation of Indonesia and how the next expansion should rework the region)

Majapahit Ideas

Traditions

- 10% Naval Maintenance
+ 10% Global Trade Power​

Mahapati

The Mahapati, or Viceregent, is the highest office in the bureaucracy of Majapahit and directly serves the ruler as their chief military and civil executive. By ensuring that the most able of men ascend to the office, we can ensure efficient administration of our empire.

+ 1 ruler administrative skill​

Kuwu

The kuwu is the classical settlement unit of Java, a walled compound of houses and workshops governed by a nobleman. By ensuring the right people live in the right kuwu, we can ensure a stable and properous society.

- 10% Stability cost modifier​

Reaffirm the Thalassocracy

The decline of our once proud empire also led to the decline of our once mighty fleet. We must construct a grand navy to strike our enemies both near and far.

+ 15% Naval Force Limit​

Javan Rice Fields

The rice fields of Java are among the most productive in the world, meaning our island is also one of the most densely populated regions in the known world. Let us put our population to good use.

+ 15% Manpower​

Candis

As the word of the prophet Muhammad spreads from island to island, we must ensure that our population remains on the right path by constructing new temples.

+ 1 Tolerance of the True Faith​

The Spice Trade

The spices grown on our islands are highly valued commodities all around the world. By monopolizing the spice trade, we can achieve unparalleled prosperity.

+ 1 Merchant​

Nusantara

Our influence once stretched to many of the countless islands in our archipelago, rulers both near and far bowed before our might and splendor. We shall remind them who this archipelago belongs to.

+ 1 colonist
- 10% province warscore cost​

Ambitions

+ 10% Heavy Ship Combat Ability​
 

Grand Historian

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Do nations count that once had generic ideas but now have group ideas,
Nations with group NIs are fine, updated the post to reflect that.

Also, there's not really much Byzantium in that Majapahit set (but that's because Byzantium is just the generic set that's been put in a blender with the Religious group) - and +1 Ruler Admin Skill is an insane buff that no country has in their NIs.
 

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Also, there's not really much Byzantium in that Majapahit set (but that's because Byzantium is just the generic set that's been put in a blender with the Religious group) - and +1 Ruler Admin Skill is an insane buff that no country has in their NIs.
Nah, I mean they are in a similar historical position as Byzantium and the Timmies. It isn't quite agreed on when exactly Majapahit ended, but by 1478 their capital had been sacked and by 1517 their last bastion fell to Demak. It also marked the triumph of Islam over Hinduism on Java. Which is quite Byzantium-esque.

And while no country explicitly has ruler skill bonuses in their NIs, the ideas are available to custom nations. A custom nation holding Majapahits 1444 territory and using my idea set comes out at about 320 points or so.

And one could argue that Prussia has a hidden +3 to military monarch skill idea because of Prussian Monarchy.
 

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Australian Ideas, courtesy of @By_Science! and retrieved from here:

Australian Ideas

Traditions

Attrition for Enemies +2
Global Settler Increase +10

Ideas
Convict Settlers: Development Cost -10%
Australia was built on the hard work of convicts from Britain, often for petty crimes. We do it for free.

Strict Supervision: Goods produced modifier +10%
Our colonial overlords benevolently grant us the right to work under them, pushing us day by day to make this barren land fruitful.

Rum Rebellion: Infantry Combat Ability +10%
The Rum Rebellion of 1808 was caused by an attempt to make the early colonies more efficient. However, this was poorly handled and led to a successful coup against Governor William Bligh.

The Outback: Movement Speed +10%
The Outback is a wide and dangerous place. Only if we travel fast, can we traverse the great distances.

Aboriginal Reconciliation: Diplomatic Reputation +1
Governor Philip’s initial attempts at friendly relations with the Aboriginals has failed, but we can get there if we just try harder.

Egalitarianism: Morale of Armies +15%
Governor Macquarie believed in egalitarianism, much to the consternation of the Foreign Office. Our soldiers believe in this same ideal.

Holey Dollar: Interest Per Annum -0.50
40,000 Spanish dollars have had their centres cut out to prevent them leaving the colony in the hands of foreign merchants. This was all done by just one convicted forger, William Henshall.

Ambition
Yearly Navy Tradition +0.50
 

By_Science!

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Thanks for moving the ideas @Grand Historian, i didn't realise this page was here

By the way, you have called this one 'Australis' in the list of ideas on the front page, did you mean 'Australia'? (or 'terra australis? ;))
 

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Hello all,

After watching this week's dev clash I have also created a set of Australian ideas.

Traditions
Development Cost -10%, reflecting the lack of constraints on developing the newly settled land.
Infantry Combat Ability +10%, reflecting the large proportion of marines who travelled with the First, and subsequent, fleets and who were responsible for overseeing the early settlements.

Ideas
Legacy of the Endeavour: Idea Cost -10%
In 1770 the HMS Endeavour became the first European ship to reach the east coast of Australia. This vessel was a product of the enlightenment, a floating laboratory, observatory and seed-bank which carried scientists and artists from across the world. Its voyage of discovery inspires us to seek out new ideas.

Terra Nullius: +1 Colonist
Ignoring thousands of years of Aboriginal history the British declared the continent of Australia to be ‘terra nullius’, nobody’s land. This cleared the way for European settlement.

The First Fleet: Morale of Navies +10%
The first European settlers arrived in Australia in 1788 aboard the First Fleet. They brought with them sailors and marines of the Royal Navy. We can use their skills to defend our coastline from greedy imperial powers and our Asian neighbours to the north.

Transportation Act of 1790: Global Settler Increase +20
His Majesty has declared the eastern coast of New South Wales to be the place beyond the seas where convicts should be transported. They will be useful in settling new lands.

Frontier Wars: Army Morale +10%
Ever since arriving in this land we have had periodic clashes with the local Aboriginal peoples. We can’t let their resistance deter us from further expansion.

Land Grants: Goods Produced +10%
The abundance of cheap land means that any soldier, free settler or emancipated convict can own their own farm. With enough skill and determination any one of them can become rich.

Church Act: Religious Unity +10%
Religious division is something we sought to leave in the old world. The Church Act established equitable funding for Anglican, Protestant and Catholic denominations, reducing tensions between the competing strands of Christianity.

Ambition
+1 Republican Tradition, reflecting the early agitation for democracy and the eventual move to democratic self-government in each of the Australian colonies.


The ideas are taken from historical events relating to the settlement of Australia which occurred within EU4's timeline (although the Church Act was slightly after in 1836). They are also ordered in a roughly chronological manner (although Terra Nullius, the Frontier Wars and the Land Grants did not occur at any specific date).

Some of the expansionist ideas (such as an early +1 colonist and +20 global settler Increase) may seem overpowered at first. However, given Australia is only ever likely to be formed in the late game their impact is limited.

Given it is a late game nation the ideas have been designed so that Australia can quickly grab the remaining un-colonised land, develop it and defend it from incursions from the north.

What do you think?
 

RagingMonkey

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Hello all,

After watching this week's dev clash I have also created a set of Australian ideas.

Traditions
Development Cost -10%, reflecting the lack of constraints on developing the newly settled land.
Infantry Combat Ability +10%, reflecting the large proportion of marines who travelled with the First, and subsequent, fleets and who were responsible for overseeing the early settlements.

Ideas
Legacy of the Endeavour: Idea Cost -10%
In 1770 the HMS Endeavour became the first European ship to reach the east coast of Australia. This vessel was a product of the enlightenment, a floating laboratory, observatory and seed-bank which carried scientists and artists from across the world. Its voyage of discovery inspires us to seek out new ideas.

Terra Nullius: +1 Colonist
Ignoring thousands of years of Aboriginal history the British declared the continent of Australia to be ‘terra nullius’, nobody’s land. This cleared the way for European settlement.

The First Fleet: Morale of Navies +10%
The first European settlers arrived in Australia in 1788 aboard the First Fleet. They brought with them sailors and marines of the Royal Navy. We can use their skills to defend our coastline from greedy imperial powers and our Asian neighbours to the north.

Transportation Act of 1790: Global Settler Increase +20
His Majesty has declared the eastern coast of New South Wales to be the place beyond the seas where convicts should be transported. They will be useful in settling new lands.

Frontier Wars: Army Morale +10%
Ever since arriving in this land we have had periodic clashes with the local Aboriginal peoples. We can’t let their resistance deter us from further expansion.

Land Grants: Goods Produced +10%
The abundance of cheap land means that any soldier, free settler or emancipated convict can own their own farm. With enough skill and determination any one of them can become rich.

Church Act: Religious Unity +10%
Religious division is something we sought to leave in the old world. The Church Act established equitable funding for Anglican, Protestant and Catholic denominations, reducing tensions between the competing strands of Christianity.

Ambition
+1 Republican Tradition, reflecting the early agitation for democracy and the eventual move to democratic self-government in each of the Australian colonies.


The ideas are taken from historical events relating to the settlement of Australia which occurred within EU4's timeline (although the Church Act was slightly after in 1836). They are also ordered in a roughly chronological manner (although Terra Nullius, the Frontier Wars and the Land Grants did not occur at any specific date).

Some of the expansionist ideas (such as an early +1 colonist and +20 global settler Increase) may seem overpowered at first. However, given Australia is only ever likely to be formed in the late game their impact is limited.

Given it is a late game nation the ideas have been designed so that Australia can quickly grab the remaining un-colonised land, develop it and defend it from incursions from the north.

What do you think?
Like this idea set alot. Like it much better than the Australia set I made ages ago. Only suggestion is perhaps there something we can replace religious unity with? Simply because as the land in Australia that gets colonised will be correct culture and religion, and as mentioned being a late game tag it is unlikely to conquer much wrong religion land.
 

ScottHobbs

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Like this idea set alot. Like it much better than the Australia set I made ages ago. Only suggestion is perhaps there something we can replace religious unity with? Simply because as the land in Australia that gets colonised will be correct culture and religion, and as mentioned being a late game tag it is unlikely to conquer much wrong religion land.
I will concede that the religious unity is probably the weakest of the ideas (but doesn't every nation in EU4 need at least one weak idea?). However, there were three reasons why I included it.

First, it adds some historically accurate flavour to Australia. Australia was never a country where religious differences mattered greatly (there was some tension between Catholic Irish settlers and Anglican English settlers, but this was never specifically about religion), nor was it a country where large-scale missionary activity was pursued. This is in contrast to many of the other colonial nations (such as those in South America), where spreading Catholicism was a priority.

Second, historically Australia was only colonised by the British. However, in my games I tend to find many colonial powers divide up the continent. If playing as an Anglican or Protestant Australia religious unity may come in handy when taking over Catholic land (although I will admit this is likely to only be a handful of provinces).

Finally, religious unity will come in handy if Australia wants to expand north. This will involve either conquering Sunni or Animist lands in Indonesia or settling Animist lands in New Guinea (which I find aren't colonised until late in the game). Given these Animist lands are in a trade company region they won't flip to Christianity when you settle them. Usually European powers get around the religious unity hit by making these lands into trade companies. However, Australia wouldn't necessarily benefit from trade companies as they can't flow the profits back to Australia. This is the reason why I picked religious unity for this idea rather than tolerance of heretics (which would be more accurate representation of what the Church Act did).
 

RagingMonkey

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I will concede that the religious unity is probably the weakest of the ideas (but doesn't every nation in EU4 need at least one weak idea?). However, there were three reasons why I included it.

First, it adds some historically accurate flavour to Australia. Australia was never a country where religious differences mattered greatly (there was some tension between Catholic Irish settlers and Anglican English settlers, but this was never specifically about religion), nor was it a country where large-scale missionary activity was pursued. This is in contrast to many of the other colonial nations (such as those in South America), where spreading Catholicism was a priority.

Second, historically Australia was only colonised by the British. However, in my games I tend to find many colonial powers divide up the continent. If playing as an Anglican or Protestant Australia religious unity may come in handy when taking over Catholic land (although I will admit this is likely to only be a handful of provinces).

Finally, religious unity will come in handy if Australia wants to expand north. This will involve either conquering Sunni or Animist lands in Indonesia or settling Animist lands in New Guinea (which I find aren't colonised until late in the game). Given these Animist lands are in a trade company region they won't flip to Christianity when you settle them. Usually European powers get around the religious unity hit by making these lands into trade companies. However, Australia wouldn't necessarily benefit from trade companies as they can't flow the profits back to Australia. This is the reason why I picked religious unity for this idea rather than tolerance of heretics (which would be more accurate representation of what the Church Act did).
Yeah no worries I see the point. I'm aussie myself so I get the historical aspect, I was thinking more about game utility. Now that I think about it though, you do get mamluks and ottomans colonising on occasion too, so I suppose there is the opportunity for split religions. Really solid idea set nonetheless.