- Jul 24, 2011
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
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.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
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)
Improve relations can be an alternative to it i guessLove 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.
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.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.
+25% National manpower modifierFrench Language in All courts
+1 Diplomatic reputation
+1 Diplomatic relation
+20% Morale of armiesEstates General
+10% Infantry combat ability
+10% National tax modifierNative Trading Principles
−50% Native uprising chanceVauban Fortifications
+50% Native assimilation
−20% Fort maintenance
+10% Fort defense
−10% Technology costLiberté, Égalité, Fraternité
+2 Tolerance of hereticsAmbition
+2 Tolerance of heathens
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)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.
Nations with group NIs are fine, updated the post to reflect that.Do nations count that once had generic ideas but now have group ideas,
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.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.
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.Hello all,
After watching this week's dev clash I have also created a set of Australian ideas.
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.
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.
+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?
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.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.
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.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).