The NI Suggestion Compilation Thread

The NI Suggestion Compilation Thread

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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Outdated (Tag renamed/no longer available in-game):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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This thread is more than 5 months old.

It is very likely that it does not need any further discussion and thus bumping it serves no purpose. If you feel it is necessary to make a new reply, you can still do so though.

Grand Historian

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I myself have a suggestion for a set of National Ideas. While the nation didn't exist within the timeframe, I do believe that it is plausible for it to actually could have done so, and it would, if added, mostly function as a fun flavour (just like UPCA, who also did not exist within the EUIV timeframe). That's why I suggest Texas. I know that there probably will be some people who do not agree with me here, but hear me out, woulnd't you just love to spread that Texas love everywhere, with slavery, neat dialects and all that comes with it? So partly as fun, partly to satisfy the Texas Nationalists out there, I created some Texas ideas:

Texian Ideas
Texian Traditions: Religious Unity +20 %
- The republic of Texas consisted of both Tejanos (Mexican Texans and Texans of Spanish Heritage) and Texians (Texans of American ancestry), with both fighting against the Mexicans in the Texian Revolution
Lan Leader Manouver +1
- The Battle of San Jacinto, were partly won due to the incompetence of Santa Anna when choosing his camp, but also largely due to the Texians knowing where the Mexicans wouldn't be able to use their numerical advantage in a terrain unfamiliar to most Mexicans, but familiar to the Texians themselves

Old Three Hundred: + 15 Settler Growth
"The Mexicans started the Old Three Hundred by making 297 cheap grants for Americans and their families, on the condition thay would become Maxican citizens. Although in our case, it led to revolutions, by granting land to disgruntled Mexicans on the condition they become Texians instead, we can increase the development of our new frontiers."
- Stephen F. Austin brought these on an Emprisario contract, and thus begun the Emprisarios practice on a contract originally signed between his dad and Spain, but due to Mexican Independence and his dads untimely death, he inherited and were allowed to continue

Defend the Alamo:
"We must defend the Alamo! At all cost! Never let it go!" +20 % Fort Defence
- During the Texian Revolution, The Alamo, the site of a Spanish Mission were used as a fortress. Santa Anna, the Mexican President, hoped to deliver a quick blow to the rebellions by taking the Alamo Mission, and put an end to the newly decleared republic. Although the Texians withstood the two first waves of attack, outnumbered 6 to 1, they were eventually overrun, and Santa Anna ordered the slaughter of everyone inside. The cruelty in battle sparked a desire for revenge, and inspired both a American adventurers and Texian settlers to swell into the Texian Army, eventually leading to the Mexican defeat at the Battle of San Jacinto, where the Texian army defeated the Mexican one in a battle that lasted 18 minutes. At the battlefield, both "Remember the Alamo!" and "Remember Goliad!" were shouted, as the Texians went on a total killing spree, leading to a pretty one-sided victory (650 mexicans killed + 300 captured, with only 11 Texians killed and 30 wounded). Santa Anna himself retreated, and were captured the following day, essentialy leading to the Texian Independence

Recruit Emprisarios: -10 % Advisor Cost
"By recruiting willing entrepeneurs from other nations, granting them land in exchange for recruiting new settlers and aiding development, we will get an influx of able men that can help us govern and administrate Texas!"
- An Emprisario (Spanish for entrepeneur) was a person granted land from the government in exchange for recruiting and taking responsibility for new settlers. In 1820, the Spaniards allowed people of any religion to settle their lands, even contractin an emprisario, but no one managed to do this before the Mexican independence in September the following year. Mexico decided to continue the practice, and Stephen F. Austin, an American, became the first Emprisario. Most sucsessfull Emprisarios came from the US, partly helped by an increasingly liberal land-grant policy, and simultanously soaring land-prices in the US. Mexico, unlike Spain, did require the new settlers to learn Spanish and convert to Catholicism, but these rules were widely disregarded

Melting of Two Cultures: Accepted Culture Treshold -15 %
"In Texas, Americans and Mexicans have long lived side by side. This have contributed to a certain blend of cultures culminating in a Texian one, helping to develop an understanding of other cultures."
- Texian Culture exist partly as a blend of the Mexican and American one, and although the description and name could be better, it makes rather sense ideawise

Slave Plantations: Production Efficiency +15 %
"By importing cheap slave labour from Africa, we can increase our production massively. And the best is, no Yankees will be able to stop us!"
- While the last part of the description is only for fun, you can't include Texas without mentioning slavery. Also, rather accurate

Texian Legation: +1 Diplomats
"By setting up foreign legations, we have completed the first steps in creating a far and wide reaching diplomatic corps."
- In order to protect itself from neighbouring Mexico, and capitalize on trade with their heavy production of cotton, they conducted rather a lot of diplomacy considering the nations size and lifespan (10 years)

The Lone Star Nation: +1 Prestige/Year
"We defended our liberty. We stood up against a power way superior to us. And we won. We truly are The Lone Star Nation!"
- The biggest source of Texas Nationalism, the Lone Star

Texian Ambitions: Attrition for Enemies +1
- Due to the in the end disasterous Mexican invasion of Texas during the Texas Revolution

I chose to label them as Texians due to the more antique version of the word. Texan is a more modern form. I'm not from Texas myself (not even the same continent), and a Texian or at least someone more seasoned in Texian history should probably overlook them, but I still believe these could be rather good ideas. In the Costum Nation Designer, the Ideas amount for 210 in total (excluding all points for capital placement). Feedback and suggestions are welcome, and I'll tro to get back later this week to read through it. Hope you enjoy them, and that there will be a chance for us to spread Texas love.

P.S.: In my private mod, their colour is 150 0 24, and I do also have possible names for both Ships and Leaders, since if we do include them, a Sam Houston and a James Bowie (the namesake of the Bowie Knife) are a must ;)

Edit: Spelling

This is not really the place to put NI's for a nation not in the game - I'd suggest creating a separate thread lobbying for a Texas tag and include this with it.

Also, I believe the proper adjective is 'Texan' and not 'Texian'.
 

Demetrios

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This is not really the place to put NI's for a nation not in the game - I'd suggest creating a separate thread lobbying for a Texas tag and include this with it.

Also, I believe the proper adjective is 'Texan' and not 'Texian'.

Texian is correct for the time frame. Only after Texas became a part of the US would "Texan" become the demonym.
 
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MacDuffin

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Well here's round three:

Highlander Ideas
Traditions:


+10% infantry combat ability

-10%% Advisor costs

Sons of the Hounds -
While the Gaelic way of life has been pushed to its limits, we have remained true to its nature. War after war has been fought, and never has our bravery faltered, nor shall it as long as any Gael lives.

+20% Army Morale

The Fairy Flag -
An heirloom to the Clan MacLeod, the fairy flag is one of the many signs of clan heritage and prestige. It has maintained the MacLeod's right to rule from Dunvegan Castle as long as any can remember, and will continue to remind others of our prestige.

+1 yearly prestige

The Lord of the Isles
- Clan Donald's control over the many isles in the Hebrides has led to the growth of a significant fleet. Natural fishermen and pirates, the people of this region will prove adequate in filling the ranks of our navy.

+33% Naval Force limit (or seamen for Mare Nostrum)

The Highland Charge -
While created by Alaisdair MacColla in Ireland, the highland charge would become synonymous in our warfare. Instead of prolonging the firing phase of combat we engage the foe in close quarter as quickly as possible. Through our bravery and ferocity, our shock is surely to break the will of any that stand against us.

+1 Land leader shock

Men of Many faiths
- While Scotland would be swept completely under the faith of Presbyterianism, the highlands would see Catholicism remain in some clans. While it has been a source of conflict for us in the past, we must embrace our diverse nature and use it for our own good. By accepting those who follow the word of our lord, no matter in what manner, we are stronger as a result.

+1 Tolerance of Heretics

Scotch Whisky
- While whisky can be distilled in any region of the world, the highlands in particular has created a name for itself with high quality and unique flavour. These distillers not only improve our profit as a nation, but the grain required to make whisky encourages our farmers to work ever harder.

+10% Development

The Sutherland Highlanders
- While a poor region, the Clan Sutherland has always supplied plenty of men to our forces. Historically serving abroad in the 93rd Regiment, they would stand firm at Balaclava and numerous other battles. Proud and brave, they are the standard that all Gaels should be held too.

+10% Manpower Modifier

+2.5% Discipline

Ambitions:

+10% Accepted Culture Threshold


As a side note: does Paradox normally consider the proposed ideas? Or is it strictly the text they want, and then will add their own ideas as they see fit? I can understand why we should include them with out posts, but if our proposals ever do get take, we should probably expect at least the stats to change correct?
Also, if further changes need to be made, should I just privately message someone instead until there's a more finalized version?
 
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Trin Tragula

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As a side note: does Paradox normally consider the proposed ideas? Or is it strictly the text they want, and then will add their own ideas as they see fit? I can understand why we should include them with out posts, but if our proposals ever do get take, we should probably expect at least the stats to change correct?

Consider: Yes
We do change things though, from the numbers to the choice of modifiers to things in the text. At times when there are multiple suggestions (or when we have started sets of our own) NI sets have also been combined.
Don't let that deter you however. A more fitting suggestion is a lot more likely to make it through as it is and sets have been adopted with very few or no changes :)

Also, as stated before, just because something isn't included it does not mean it's considered "bad", it might just be we want to check up on a few things ourselves or we might just have other plans for the tag already.
 
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MacDuffin

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Consider: Yes
We do change things though, from the numbers to the choice of modifiers to things in the text. At times when there are multiple suggestions (or when we have started sets of our own) NI sets have also been combined.
Don't let that deter you however. A more fitting suggestion is a lot more likely to make it through as it is and sets have been adopted with very few or no changes :)

Also, as stated before, just because something isn't included it does not mean it's considered "bad", it might just be we want to check up on a few things ourselves or we might just have other plans for the tag already.
Thank you for the reply Trin Tragula,
I asked because I recall DDRJake saying its the text that is most important, while stats are secondary so the clarification really helps.
 
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Basileios Makedon

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Siena ideas:

TRADITIONS
+1 diplomatic reputation
-25% mercenary maintenance

1.Duccio di Buoninsegna: Duccio di Buonisegna, one of the most important painters in the late medieval period, was born here, in Siena. He has given us importance and a place in the art books. -1% prestige decay

2.Recover from the Black Death:
Despite the Black Death has been erradicated long ago, its sequels are still here. This disease killed a large percentage of our population, so we must recover from it! -10% development cost

3.Foreign mercenaries:
Although some people might say that we are cowards, hiring foreign armies is clever. We have done this in our history to defend us from Florence and it has good results. -20% mercenary recruitment cost

4.Improve the road network:
In antiquity and High Middle Ages, our city was unimportant because the roads didn't pass through it. Improving the road network will make us a true trading center! +20% trade power, -25% envoy travel time

5.Monte dei Paschi:
Create a national bank is always a good idea. It allows us to have a better control over the money and to have a loyal loan-giver. Founded in 1472, Monte dei Pashi served this purposes. -1 interest per annum

6.Government of the people:
While the rest of the world lives under the gasp of tyrannic nobles and kings, here in Siena the people rules, making them happier and more free. -2 unrest

7.Expel the invaders!:
Florence, Milan, the Pope, Spain... The list of foreign nations with ambitions in our city is long. They shall be all defeated! +10% land morale

AMBITIONS

+50% mercenaries avaliable
 
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After my stint at Cuban history, I've decided to continue with Haitian ideas thah as of now have generic ideas. Luckily for Haiti, the period of the Eu4 scene is the period where Haiti was a piracy capital, later an economic power house, and the scene of the (only that I know of) only succesfull, black slave revolution. After the 1820's, it more or less goes to shit tho...

Haiti also have a very ugly flag (I know since I fled Europe to Haiti in my latest france MP-game), id suggest that it either gets a pirate flag to represent it's extensive history as a pirate base during the eu4 period or jsut something better. Please give feedback and help with grammar errors.


Haitian Ideas proposal:


Traditions: +1 naval manouver (pirate legacy), +1 prestige (slave revolution!)

Ideas


1. 'It Is A Harsh New World' - Christopher Columbus established the first colony on the island, using timber of the wreckage of his first ship, the Santa María. Upon returning on his second voyage, he found that all the 39 inhabitants had been massacrated and the colony destroyed. The Spanish returned in 1502, establishing the settlement of Yacaguana, which was succesfull enough to spread diseases to the native population and nearly exterminate them. This settlement would in turn be burnt to the ground three times in the following century, by French Pirates, then British Raiders, and lastly by the Spanish themselves when relocating it further east. The result was starving more than half the population to death, and through the consequential vacuum that emerged regional pirates were free to establish themselves. Nonetheless, Haiti would later emerge one of the wealthiest lands in the Carribbean thanks to its fertile soil."
-15% development cost

2. 'Pirate Nation' -
The late 17th and early 18th centuries are often considered the 'Golden Age of Piracy' in the Caribbean. The decline of Spain as a great power and its faltering control of the americas, the chaotic power struggle and trade wars in europe, combined with a surge of wealth from slave-laboured mines across the region, aswell as the wealth of the slave-trade itself, created a power vacuum where piracy was increasingly profitable. Pirate ports experienced rapid growth, and more and more Caribbean seamen chose the pirate way of life.

French buccaneers that established a settlement on the northern Haitian island of Tortuga in 1625 were soon followed by pirates from all corners of the seas establishing bases of their own. Even though the Spanish repeatedly attacked these settlements the pirates would return on each occasion. The severly contested island of Tortuga in northern haiti, an island of anarchy, would become the unstable yet thriving 'Capital of Pirates'. From our here, we will strike fear and terror across the new world.

+40% Privateer efficiency (Only outdone by the St Knights, perhaps Haiti should have more), aswell as + seamen (haiti is small so need extra seamen perhaps)


3. 'Pearl of the Antilles' - "In 1660, following a coup in Tortuga, a french governor in English servitude switched alleigance to France, marking the beginning of the unbroken french rule of Haiti. The french not only resettled the colony of Yacaguana but established the new settlements of Cap-Francais, Les Cayes and later Port-Au-Prince which would become the nations lasting capital. Plantages and agriculture started to replace buccannerring and piracy. The economy grew rapidly, with imported slaves growing vast amounts of sugar, cotton and coffee to be exported to Europe. Saint-Domingue, as it was named by the french, became known as the 'Pearl of the Antilles', being one of the richest in the 18th century French Empire. 40% of all the sugar and 60% of all the coffee enjoyed in the whole of Europe were produced here."

Goods produced modifier +20%, Build cost -10%

[James, CLR (1963). The Black Jacobins.]

4. 'Maroons' - The french slave economy was brutal. Even after Louis XIV tried to improve the treatment of the slaves with his 'Code Noir' in 1685, slaves were tortured and murdered in the most vile ways. Flaying by lash, live burial, crucifixion, cauldron boiling, spike-barrels, and animal devouring are all noted crimes of the slave owners of the time. Slaves escaped in the thousands, forming 'maroons' - communities were previous slaves lived in freedoom. From these vantage points, ex-slaves regularly raided plantages and freed their brothers, often led by vodou priests who were the spiritual leaders of the black population. These effective warriors will prove essential in the conflicts to come.

+10% infantry combat ability

[Robert Heinl (1996). Written in Blood: The Story of the Haitian People,]

5. 'Slave Revolution!' - In 1792, a vodou ceremony intitiated a slave revolt in the north of Haiti that led to what would be known as the Haitian revolution in 1792, and it quickly spread across the entire colony of Saint-Domingue. All over the colony, blacks rose up against their masters and fought for their freedom and the slavers found themselves outnumbered. The revolutionary french government initially legitimised the slave revolt by its abolishion of slavery everywhere in the empire, and the revolt looked like it was about to achieve a peaceful resolution. However in 1802, Napoleon would secretly sign a law reinstituting slavery and sent a sizeable french force to Haiti. This would lead to an attritious war with brutality committed by both sides and the death of possibly hundreds of thousands. It would change a previously forgiving attitude towards slave owners to one of extermination. It would only come to an end when the Napoleonic wars began and the British Royal Navy strangled french supplies, rendering the nation unable to support its forces on the island that had suffered severe attrition to fever and disease. hus we have learned, by blood, that to truly own ourselves and be able to defend our freedom, we must take to the sea."

+30% naval forcelimit modifier

6. Toussaint Louverture - Toussaint was a former black slave who rose among the social ranks and joined the military command of the early Haitian revolution. He gained reputation for his vigorous training of his men and running orderly camps, training them in guerilla tactics and the "European Style of War". Rising quickly among the ranks, he became the leader of the Haitan slave revolution. Upon its victory, instead of proclaiming full independence, he declared alleigance to revolutionary france and successfully defended the island from British and Spanish invaders. Louverture was merciful towards the former slavers, as he beleived that Haitis future depended on its economic prosperity and needed their knowledge and craftsmanship. In 1801, he invaded the Spanish colony of Santo Domingo and freed the slaves of the colony in accordance with French revolutionary law. With the implementation of a new constitution for the whole island, he became its absolute ruler, yet still proclaiming loyalty to france. When Napoleon decided to re-assert its authority on the island and invade, Louverture decided to negotiate an amnesty for himself and his fellow generals to end the violence, choosing to retire instead. He was then betrayed by one of his fellow generals, arrested and transfered to France. Upon boarding his vessel he made his famous, last speech:

"In overthrowing me you have cut down in Saint Domingue only the trunk of the tree of liberty; it will spring up again from the roots, for they are numerous and they are deep"

Toussaint Louverture died in imprisonment. His death marked the beginning of the attritious resistance against the french invaders, that would resolve in ultimate Haitian victory.

+5% discipline and +1 land attrition

[Stephen, James (1814). The history of Toussaint Louverture. Butterworth and son. ]
[ Popkin, Jeremy D. (2012) A Concise History of the Haitian Revolution]

(This became far longer than planned, I could give an even more summarised version if requested.)


7. 'Black Republic' - "In 1804 following the slave revolution, Haiti became the worlds first black republic. Togheter with the USA and France, it is was one of three revolutionary nations in the world. Having erradicated all the previous slave owners that had not already fled, it consisted entirely of freed slaves and would assist independence movements across all of Latin America. Unfortunately it did not last very long as the nation faced blockades by the non-accepting major powers and slowly desintegrated into turmoil. However, the ideal of a black republic where slaves are not only free - but prosper, will remain with us forever."

+1 republican tradition,

(Right now Haiti starts as a kingdom, however this was only half the island during a short period of time, but one can take that perspective to just as rightly)

Ambition: Emancipation Crusade - Instant Casus belli against all nations that has not abolished slavery, combined with +15% army morale.
or, Haitian Empire - +10% morale of navies.

Important Note: Haitis troops were actually blacks. Currently, they are white. I'd suggest giving them african textures as such. Also, Haiti wasn't really a christian nation, so i'd suggest changing their religion to animist or something representative of Vodou. Furthermore, Haiti was a revolutionary nation, and should count as such (dunno if this is the case)

------



I think these ideas show how Haiti was initially a ground for pirates, then became a french colonial powerhouse, and lastly the bloody wars that led to its independence.

Fortunantely, the eu4 period ends before we have to start writing about the chaotic downfall of Haiti's economy and prosperity. Reading and learning haitis history has truly saddened me, as it is one atrocity after another, and to this day haitis state is miserable. Its the only nation in the americas where a black slave revolt truly succeeded, and yet it barely gave the black population more than freedom, and never the economic, life prosperity they deserved.

Furthermore, Paradox workers, is there any point to writing events? I realise now that the story Toussaint Louverture is better expressed as an event (which is the way paradox treats important characters) and hence should be dealt with that way.
 
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RomanesEuntDomus

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And feedback on my Mainz ideas from the previous page, especially regarding the parts that are still incomplete?
 

fredrikslicer

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Sulu ideas
-10% Ship cost
+2 Tolerance towards the true faith

Children of Karim ul-Makhdum
The missionary and trader carries a semi-legendary status as the founder of our community as he introduced the practise of islam to our islands and many claim to be of his descent.
+1 Missionary

An and Wen
We make fast friends having spent some time as a tributary to the Chinese we became liked very quickly and some of our royalty became honored princes at their court.
+15% Faster relations improvement
+0.5 Prestige

Brunei guidance
At the introduction of islam we also became inducted into the Brunei empire who sought to exercise controll over the isles and who introduced us to a new form of goverment and architecture.
-10 Development cost

Moro pirates
Feared from the Philippines to Malacca the pirates of our islands bring us great plunder from their battles against the infidels.
+15% Privateer efficiency

Empower the datus
The tribal leaders of our islands have long had a degree of freedom that they have used to gain fortunes at sea we should give them more freedoms at sea so they might serve us even better.
-10% Naval maintenance

Bisaya slaves
With the comming of the europeans the slave trade has sky rocketed and we have gotten into importing them from phillipno islands primarily natives of the Bisaya tribes.
+10% Global trade power

Masters of the Sulu sea
By the 17th and 18th century our naval capabilities are at its height and we dominate the Sulu sea with a merciless hand let it be known that there is no peace for those who deny Allah.
+20% Light ship combat ability

Ambition
+1 Naval tradition
 

Norpheus

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Sulu ideas
Great ideas, didn't even know the sulu existed until now! My rephrasing suggestions:
-10% Ship cost
+2 Tolerance towards the true faith

Children of Karim ul-Makhdum
A trading missionary of a semilegendary status as he who not only enlightened us with the holy practise of islam, but founded our holy community. Many yet claim to be his descendants, for we still continue his legacy.
+1 Missionary

An and Wen
We are quick to make friends, having spent some time as a tributary to the Chinese, we rather quickly became well appretiated and some of our royalty even became honored princes at their court. We know what can be gained by turning the other cheek.
+15% Faster relations improvement
+0.5 Prestige

Brunei guidance
The Brunei empire not only inducted us into their empire and introduced us to islam, they enhanced us with new knowledge of government and architecture.
-10 Development cost

Moro pirates
Feared from the Philippines to Malacca, the pirates of our islands bring us great plunder from across all corners of sea, from infidels and unfortunate men alike.
+25% Privateer efficiency

Empower the datus
Our tribal leaders have long enjoyed a degree of freedom that they have used to their advantage, amassing fortunes at sea. We should extend these right as their interest align with ours.
-10% Naval maintenance

Bisaya slaves
With the arrival of the white peoples the slave trade has sky-rocketed, and we have found that the Bisaya tribes from the phillipino islands are the perfect unfortunates for the role. In addition, by importing from afar we can keep our hands relatively clean too!
+10% Global trade power

Masters of the Sulu sea
By the 17th and 18th century our naval capabilities are at its height and we dominate the Sulu sea without mercy. Let it be known that there is no peace for those who deny the prophet!
+20% Light ship combat ability

Ambition
+1 Naval tradition

----

A privateer efficiency should always be bigger than 20% becuase privateering in its current form is already weak as it is.
 

Norpheus

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Is it just me or have no ideas at all been implemented? I guess we must hope to see them in a future patch.
 

Grand Historian

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Is it just me or have no ideas at all been implemented? I guess we must hope to see them in a future patch.

Nope, none whatsoever. Most of the Dev Time went into the African and Irish NI's, it seems.
 
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Demetrios

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Hopefully they'll get them in for 1.17, lads! :)

To be fair, we did restart this fairly late in the patch cycle. So 1.17 was likely the earliest we'd start seeing these...
 
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Centuria

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Also, Code Guru @Trin Tragula was in paternal leave, as he mentioned himself here. It would be pretty hard for the ideas to be in 1.16

But, since i guess a hotfix is on the works, maybe more ideas can be snuck alongside it ;)
 
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fredrikslicer

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Qara Koyunlu

Traditions:
-10% Aggressive expansion +20 Religious Unity

Turkoman horsemanship
Our skills on horseback is what defines our people and we should see to it that we do not abandon these traditions.
+20% Cavalry combat ability

Mountain combat
Much of the territory we controll is laden with rock and mountain which means that all our commanders have become accustomed to the harsh terrain.
+1 Land Leader Maneuver

Black sheep
Unruly and wild unlike Aq Koyunlu, the white sheep, we have never abandoned what made the turkish peoples great still we yearn for conquest like the wolf for prey.
-25% Core-creation cost

Rebuild Baghdad
The great city has fallen victim to the myriad of steppe conquerors that have swept past over the centuries still it remains important and sponsoring its reconstruction would aid us greatly.
-10% Development cost
-5% Build cost

Reconcile with the Armenians
We have had a history of taxing and raiding the Armenian people which has not done good for the internal stability of the state we should employ some of their nobles to help seal this gap between us.
-15% Accepted Culture Threshold

Restore the churches
While the nobility has become somewhat more accepting of us the common people still harbour ill will towards us rebuilding their churches should help heal this problem.
+3 Tolerance Towards Heathens

Adopt Persianate Rule
It is impossible to escape the fact that the tribes are unruly and that we suffer for it to help mend this problem we should do as the Ilkhanate did and employ the persian method of ruling.
+1 Tribal Unity
+1 Legitimacy

Ambitions:
-10% Stability cost
 

MacDuffin

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So I have two different NI propositions here, both Irish, Tyrone and Ulster. However due to the fact that both their histories are rather intwined, I wouldn't be surprised if they just get the same set.
Tyrone:
Tyrone Ideas:

Traditions:

+1 Leaders Without Upkeep

-10% Aggressive Expansion

Might of the Uí Néill's - Our ancient ruling dynasty has always been staunch defenders of the realms of Ireland. Their leadership will ensure that no one else will hold our lands so long as one of them still breaths.

+1 Legitimacy

The Gallowglass - The Gallowglass, originally being mercenaries from Scotland, have always been a mainstay in our armies. These troops will bolster our ranks with men who've been bred to fight for our rule.

-25% Mercenary Maintenance

+5% Infantry Combat Ability

Tyrone Fiddles - Synonymous with all Gaelic life, but perfected within our lands, the fiddle has given our land culture to be proud of. Whether it is marching to war, or done in the courts of our lords, its easy to recognize the song of our people.

-33% Cost of Reducing War Exhaustion

Daire Port - Our oldest and largest port, Daire has had a long history tied to our naval ambitions. Being one of the few powerful ports this side of the Isles we can control much of the trade flow in the region.

+10% Trade Efficiency

Spanish Allies - The British Isles firmly under Protestant control, we will need Catholic connections more then ever. Thankfully Spain has always seen Britain as a rival, and through negotiation we will secure powerful allies.

+2 Diplomatic reputation

Rapparees - Guerrilla warfare is second nature to our people, we have always been outnumbered but still survive. By fighting in our hills, swamps, and valley's we will force any and all foes to concede to our tactics.

+2 Attrition

Fleeing Catholics - While the rest of Northern Europe devolves into heresy, we remain strong with the one true faith. Catholics priests from Britain have been forced to flee into our open arms, by joining us we will have more power to convert our own pockets of heresy.

+1 Missionaries

Ambitions:

+1.0 Yearly Prestige
Ulster:
Ulster Ideas:

Traditions:

+1 Advisors

+0.5 Army Tradition

Gaelic Connection - Our ties to Clan Donald of Scotland allow us to maintain certain Gaelic traditions. While our nation is changing, the Clans will continue to support our claim with troops at a discount.

-10% Land Maintenance

Encourage Castle construction - Our Island is always succumbing to rebellion and conflict. To better ensure our interests are secured, we must build a network of defences to ensure our control of the region.

-15% Fort Maintenance

Norman Administration - While much of Ireland is still governed in the old Clan style, we have overcome such hindrances. By refining our government we will have an edge on those who refuse to move forwards.

-5% Admin Tech Cost

Dominate the Irish Sea - Our position being directly against the North Channel means we have ample opportunity and need to gain control of it. By arming our merchant fleet, very few would dare challenge us.

+15% Light Ship Combat Ability

Presbyterian Hub - With the influx of Scottish settlers into our lands, Presbyterianism has taken hold. We must now find a way where both faiths can coexist without turmoil.

+25% Religious Unity

Forced Plantations - By forcibly evicting the previous ineffectual landowners we will be able to properly exploit the land. With new crops coming from the new world, such as the potato, we will be able to sustain ourselves entirely off our new labourers.

-10% Development

Ulster-Scots - Decades of culture mixing has resulted in our own new form of peoples. Accepted by neither the Gaels nor Scots, we must push our for our culture to be above others.

-20% Culture Conversion Cost

Ambitions:

+10% Production

The stats are incredibly rough, so any suggestions regarding that is rather greatful. I also believe I may change up some texts if I think there's better replacements.
If anyone else has some ideas for Irish/Gaelic History I'd love to collaborate, I based my ideas off of what I know from the regions but I'm not a PHD on the subject or anything.

Also @DanubianCossak because you wanted me to tag you or something, hopefully this works.
 
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DanubianCossak

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Thanks @MacDuffin dont worry about stats, thats the easiest part.
 

Rajputs

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Traditions

+5% discipline (In folk stories, Charans, Rajputs, Ahirs and Mers have done many extraordinary feats.

+25% forcelimits


1. Charani Sahitya - The Charans have long inspired our Kings by singing their praises in the form of Duha Chhand. We will fight even if beheaded!

- 10% moral of armies

2. Nath tradition - Nath holy men claim lineage from Guru Gorakhnath. They purify our realm with their zeal.

- -2 unrest

3. Kathi Darbar - Our King has granted fiefs to the children of Surya. They will defend Saurashtra to the end!

- +50% fort defence

4. Mer and Ahir clans - These farmer/warrior clans have aided us in battle - their loyalty is unblemished.

- +50% manpower modifier.

5. Jain Bankers - These heretics have showed their loyalty to the realm. They have built many temples for the Goddess. We can rely on them during war.

- +50% money from war taxes

6. Am Desh ni Aarya Ramini - The womenfolk of Saurashtra our strong; they bear many children, look after the cattle and tend to the crops. Most importantly they feed their brothers when they return from the fields.

- -50% war exhaustion

7. Kasumbi no Rang - Jhaverchand Meghani has collected songs and stories so that the culture of Saurashtra may prosper. We will never forget those who have sacrificed their life for this land.

- -25% idea cost


Ambitions

- +10% cavalry combat ability (kathidawadi horses)