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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Outdated (Tag renamed/no longer available in-game):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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National Idea for Epirus, as suggested by @exaenae , retrieved from here:

Epirus
Traditions - Light Ship Cost: -20% / Merchants: +1
1) Michael Komnenos Doukas - Diplomatic Reputation: +1 / Diplomatic Relations: +1
Michael Komnenos Doukas was the founder and first ruler of Epirus. He established himself as the ruler of these parts through a royal marriage with the daughter of a local magnate. This country started through royal marriage, so we can expand our realm in the same manner.
2) Successors to the Byzantine Empire - Yearly Prestige: +1
Michael Komnenos Doukas was the founder and first ruler of Epirus. He established himself as the ruler of these parts through a royal marriage with the daughter of a local magnate. This country started through royal marriage, so we can expand our realm in the same manner.
3) Theodorian Expansion Policy - Aggressive Expansion Impact: -15%
Theodore Komnenos Doukas, heir to the founder of our fair nation, briefly incorporated Macedonia through a policy of aggressive expansion. We are much smaller now than we were in those glorious times, but very recently our advisors have presented us with a proposal on how to expand the nation, even naming the policy after Theodore. We must listen to our advisors, adopt this expansion policy and make our nation great again.
4) Church of the Paregoretissa - Tolerance of the True Faith: +1
The Church was founded in late 13th century by the Despot of Epirus, Nikephoros Komnenos Doukas in the nation's capital. The church's architectural style shows a mix of Greek and Italian styles, perhaps unique in the Greek world.
5) Chronicle of the Tocco - Chance of New Heir: +50%
The Chronicle of the Tocco focuses on the ascent of the Tocco family to power in Epirus. It also proudly identifies with the despotate's Byzantine traditions.
6) Forests of Epirus - Shipbuilding Time: -10%
The inside of Epirus is mountainous and heavily forested. The large amount of wood at our disposal will ensure that we always have the resources we need to build a strong navy.
7) Crusader Spirit - Morale of Armies: +10%
As one of the border nations between Christendom and the Muslims, we should revive the spirit of the Crusades. Our soldiers will be motivated and our people loyal when they know they're fighting for their faith.
Ambition - Diplomatic Reputation: +1
 
National Ideas for Oda, Tokugawa, Asakura, Imagawa, Hosokawa, Mori, Yamana, Ouchi, Amago, Chosokabe, Otomo, Shimazu, Takeda, Uesugi, Date, and Hojo, as suggested by myself, retrieved from here:

(While I understand these are powerful, the point of them is to be a specialization of the powerful Japanese ideas without making them feel like a particular loss or gain.)

Oda:
Traditions: +5% Discipline, -10% Fort Maintenance

Threatened Borders: +10% Land Morale
Description: Our enemies surround us on all sides, constantly pressing against us and threatening us from all directions. But we should not be dissuaded; this only offers us more opportunity for expansion.

Tenka Fubu: -15% Core Creation Cost
Description: We should adopt this as our seal and make known our intents to conquer all the world by force of arms.

Meritocracy: +0.5 Yearly Army Tradition
Description: While others may stifle themselves by promoting by blood and connections, we should promote by merit and connections, regardless of status, and thus ensure we have only the most competent officers.

Patron of the Jesuits: +1 Tolerance of Heathens, -5% Technology Cost
Description: The Jesuits bring more with them than just their teachings; their knowledge, skills and ideas to name a few. We should go one step beyond tolerating them and actually employ these men, and make direct use of their knowledge.

Triple Firing: +15% Infantry Combat Ability
Description: By forming our ranks where, as one man fires, two others reload, we can achieve a rate of fire that far outpaces our rivals, and propels our infantry to even greater heights.

Rakuichi Rakuza: +10% Goods Produced
Description: A free market is necessary for a strong economy and for our lands to prosper. We should abolish the guild’s monopolies, tear down the toll roads and open our ports, and watch our commerce flourish.

Reformed Land Holding: +20% National Manpower Modifier
Description: Traditionally land was assessed by size, but this failed to take into account that not all land is the same. From now on land will be valued according to the value of rice that can be grown on it. This will make it easier to ensure our vassals give us the troops they are supposed to provide.

Ambition: +1 Yearly Prestige

Tokugawa:
Traditions: +10% Infantry Combat Ability, -10% Stability Cost Modifier

Pride of Mikawa: +15% Land Morale
Description: The men of Mikawa are proud warriors; our honor dictates that we cannot turn our backs on a battle, regardless of the odds or circumstances.

Four Guardian Kings: -1% Yearly Army Tradition Decay
Description: Our Daimyo does not stand alone; a devoted pool of retainers dutiful follows him, and out of them stand four truly extraordinary men who assist him in every way possible, and strike terror into our foes.

Metsuke: +10% National Tax Modifier
Description: As we gain more land, we gain more vassals. In order to keep them in check, root out corruption and dissidence, and, most importantly, ensure that we are getting our proper dues from them, we should form a group of overseers known as the Metsuke.

Revive the Red Brigade: +5% Discipline
Description: The famed Red Brigade that once struck terror into the hearts of men, ourselves included, now lies in ruin, but we should not let it stay in such a state. We should hire many of the surviving retainers that once made it up and revive it under our banner.

Reformed Land Holding: +20% National Manpower Modifier
Description: Traditionally land was assessed by size, but this failed to take into account that not all land is the same. From now on land will be valued according to the value of rice that can be grown on it. This will make it easier to ensure our vassals give us the troops they are supposed to provide.

Sakoku: +15% Fort Defense
Description: We are going to restrict all trade to just four gateways. This may not actually do much for our trade but what it will do is restrict foreign influences, especially their missionaries who are a threat to our stability.

Sankin-kotai: -2 National Unrest
Description: The Sankin-kotai is a system where our loyal vassals alternate between our capital and their lands. When in our capital they are naturally expected to display their wealth and these financial costs will help keep them out of mischief.

Ambition: +1 Yearly Legitimacy

Asakura:
Traditions: +5% Discipline, - 10% Stability Cost

Echizen Paper and Ceramics: +10% Production Efficiency
Description: Echizen is one of the largest and oldest producers of traditional Japanese paper and ceramics in the nation, industries which we proudly sponsor.

Toshikage Jushichikajo: +20% Land Forcelimit Modifier
Description: One of the earliest house codes of Japan, this simple list of rules will allow us to exercise better control over our vassals – combined with our recent move to Ichijodani, this sets us as one of the first daimyo of the new age to come.

Kyoto Culture: -10% Idea Cost
Description: With the capital in upheaval, we are seeing an exodus of many of its most prominent citizens to safer areas of the country. Let us not only extend an invitation for them to settle in our lands, but recreate the culture of Kyoto as well.

Golden Age of Echizen: -10% Development Cost, +10% National Manpower Modifier
Description: A golden age of peace and prosperity is beginning to dawn on Echizen; our industries are flourishing, our cultural status is soaring, and many of the nearby Daimyo acknowledge our power and look to us for guidance and help.

Seventeen Article Code: +15% National Tax Modifier
Description: We can further refine upon our house code and continue to strengthen our clan – and coffers – through internal reforms.

Military Expeditions: +1 Diplomatic Reputation
Description: Our army is large and we should not hesitate to use it to assist neighboring clans in need of assistance. Not only will this show the nation our strength but it will put us in a better position to gain said clans as allies and extend our influence.

Asakura Soteki Waki: +0.5 Army Tradition
Description: "The warrior may be called a beast or a dog; the main thing is winning."

Ambition: -15% Diplomatic Annexation

Hosokawa:
Traditions: +20% Galley Combat Ability, -20% Mercenary Maintenance

Ashikaga Lineage: -1% Yearly Prestige Decay
Description: The Hosokawa are an old and prestigious cadet branch of the Ashikaga, and thus we have close and inseparable ties to the Shogunate.

Kanrei: +1 Diplomatic Reputation
Description: Traditionally, we have always been award the title of Kanrei, essentially the deputy Shogun. Over time, this title has become almost synonymous with our family, and has given us no small amount of political clout.

Onin Legacy: +25% Possible Mercenaries
Description: With the land completely engulfed in civil war, which we may or may not have had a hand in, we have seen a sharp increase in the amount of Ronin wandering around. While some may frown upon employing these men, they may prove invaluable to our war effort and we should welcome them.

Tally Trade: +10% Trade Efficiency
Description: Trade with China is a profitable enterprise, but it can be made even more profitable with an official sanction. Going through the proper channels and paying the necessary tribute can give us a favorable position in many markets.

Patronize the Merchant Cities: -10% Advisor Cost
Description: Sakai is prospering as a city, and many talented men call it their home. If we give certain rights to the merchants and foreigners, we can attract more scholars and advisors.

Niten-Ryu: +10% Infantry Combat Ability
Description: One of the swordsmen we have patronized has developed his own school of fencing, calling it Niten-Ryu. It has so far proved to be frighteningly effective, and one of our retainers has suggested we should teach it to our soldiers.

Horeki Reforms: -10% Idea Cost
Description: We are entering an age of reform. This is a prime opportunity to overhaul our old systems of government, from penal laws and education to economics, and welcome new methods, technology and ideas into our lands.

Ambition: +5% Discipline

Yamana:
Traditions: +1 Diplomatic Reputation, +25% Spy Network Construction

Mediate Succession Disputes: +1 Diplomatic Relations
Description: As many of the other Shugo clans divide squabble within themselves over who is the rightful heir to who, they turn to us to help mediate their disputes. In doing so we can gain more allies and contacts, and destabilize rivals if necessary.

Onin Orchestrators: +25% Land Forcelimit Modifier
Description: The Hosokawa have enjoyed their favored positions for too long; through cunning political maneuvering on our part we have gathered enough allies to outright oppose them.

Protector of the Shogun: +1 Yearly Prestige
Description: We have evacuated the Shogun from his residence and placed him under our protection, where none of the other clans might bring harm to him. He will be perfectly safe under our care; a fact he is all too aware of.

Acquisition of the Torin-in: -10% Stability Cost
Description: Though a purely symbolic victory, our successful requisition of the Hosokawa family shrine for our own clan is a major boost to morale, and will serve to remind our family of what we can achieve when unified.

Reunite the Branches: -2 National Unrest
Description: As Japan enters into a new period, we can no longer uphold our old methods of governance. The branches of our family that have been assigned to other provinces under our control have grown too autonomous and rebellious; we must reunite them by whatever means possible.

Isolated Heartland: +1 Hostile Attrition
Description: Our homelands – Tajima and Inaba – are mountainous, isolated, and altogether ignored. Better for us that invaders would have a difficult time making their way around them.

Guardian Retainers: +0.5 Yearly Army Tradition
Description: But a land is only as strong as its men, and our clan is assisted and protected by key retainer families who offer up themselves as living shields, if need be.

Ambition: +5% Discipline

Mori:
Traditions: +1 Yearly Naval Tradition, +15% Fort Defense
Seto Inland Navy: +20% Galley Combat Ability, +10% National Sailors Modifier
Description: The pirates and clans of southern Aki are fearsome sailors, and they should become the backbone of our fleet.

Itsukushima Shrine: +1 Diplomatic Reputation
Description: The Itsukushima Shrine is one of the holiest places in Japan, where no conflict is allowed. As its custodian and patron, we can use such as leverage to further enhance our reputation.

Three Arrows: -10% Stability Cost, +0.5 Yearly Legitimacy
Description: The Lesson of the Three Arrows is one not easily forgotten; the unity of our family must come first. One arrow alone is easily broken, but three combined are strong. And so, our house will not be shaken.

Two Rivers: -1% Yearly Army Tradition Decay
Description: As the two rivers that run through our homelands protect it, so should the two younger branches of the family support the older.

Found Hiroshima: +10% Production Efficiency
Description: As our clan has grown to encompass an entire region, we will need a worthy capital to direct such an empire. Constructing a new castle town which will be the center of commerce and production in our land seems to be a good place to start.

Tax the Four Whites: +15% National Tax Modifier
Description: We have discovered that we might not be making as much money as we possibly an. In order to remedy this, we should levy special taxes on certain goods, such as rice, paper, wax, and salt to further fill our coffers.

Kiheitai: +5% Discipline
Description: As we come into increasing contact with foreign nations, it has become apparent that we will need to reform our army if we desire to remain independent. Admitting all men, regardless of social status or class and giving them the same training and equipment in western style will put us on par with the Europeans, and provide the foundations for a strong national army.

Ambition: +25% National Manpower Modifier

Ouchi:
Traditions: -25% Mercenary Maintenance, +1 Yearly Naval Tradition

Korean Ancestry: +1 Diplomatic Reputation
Description: Our lords can claim descent from the ancient kings of Korea, something which has earned us no small amount of recognition, as befitting our station.

The Long Scroll: +1 Yearly Prestige
Description: The Long Scroll is a magnificent fifty foot long painting done by the famed artist Sesshu Toyo at out behest, depicting the changing seasons in sequence and is considered his magnum opus.

Kyoto of the West: -10% Development Cost
Description: As war begins to wage around the capital, ravaging it, many of its prominent citizens, merchants and artisans find themselves displaced. Let us invite them to settle in Yamaguchi and transform it into the Kyoto of the West.

Ouchi House Code: +5% Discipline
Description: Our retainers make little attempt to constrain themselves, so we must do it for them. Composing a series of rules on how our vassals are to behave and accord themselves will noticeably increase the discipline of our forces.

Tally Trade: +10% Trade Efficiency
Description: Trade with China is a profitable enterprise, but it can be made even more profitable with an official sanction. Going through the proper channels and paying the necessary tribute can give us a favorable position in many markets.

Welcome the Missionaries: +1 Tolerance of Heathens, +1 Tolerance of Heretics
Description: As our trade network begins to expand, we come in contact with more foreigners and more faiths. Regardless of what they believe, their coin is good, and so we should be open to them to secure more trade.

Retainer Factions: -15% Advisor Costs
Description: Within our clan, our retainers are divided between two groups; the administrators and the militarists. Both have their advantages, but we should be careful to not favor one side too much to keep both under control, and reap the benefits of some healthy competition.

Ambition: +15% Global Trade Power

Amago:
Traditions: -10% Core Creation Cost, +20% Fort Defense

Shingu Army: +0.5 Yearly Army Tradition
Description: The Shingu Army is a nickname given to an elite force led by a key vassal and his heirs, given so for the valley where they make their base out of. The finest of our new recruits are admitted into their ranks, and they will help lead our clan to glory.

Victory through Schemes: +15% Spy network construction, +1 Diplomatic Relations
Description: Striking our opponents from within is just as important as attacking them from without. Gaining allies, convincing vassals to defect, stirring up unrest, drawing them into traps – all of these and more should be done before going to war. He who schemes wins.

Kokujin Allies: +15% Manpower Recovery Speed
Description: We must never forget the minor landholders, the Kokujin – we are ourselves were once one. Though not nearly as powerful as Daimyo, their cooperation is essential to any lord’s survival, and their defection can secure victory or defeat.

Ishimi Silver Mines: +10% Goods Produced
Description: The Silver at Ishimi is of the utmost importance to both us and our rivals. Securing it for ourselves will mean securing our future.

Might of San’in: +10% Land Morale
Description: San’in is famed for its steep mountains and the hardy warriors who inhabit them, and we are the pinnacle of such strength. May all the land soon know of our might!

Purge the Shingu Leadership: +25% Land Forcelimit Modifier
Description: The Shingu Corps, though originally an invaluable asset, have begun to become a hindrance. Though we should keep its ranks intact, we should purge the Army’s leadership as a reminder of what happens to those who stand against our lord.

Seven Troubles and Eight Pains: -15% Cost of Reducing War Exhaustion
Description: Our vassals are utterly loyal to us, willing to endure any hardships for the preservation and glory of our family. Even if we fall, they will fight on for us.

Ambition: +5% Discipline

Chosokabe:
Traditions: +1 Yearly Naval Tradition, -10% Fort Maintenance

Farmer-Militia System: -10% Land Maintenance
Description: We have invented an ingenious system of having both samurai and peasant farm in peacetime and fight in wartime, giving all the men of Tosa a feeling of unity and military experience. There is also the advantage that this can considerably reduce our upkeep, as all men now have their own equipment and we will no longer have to pay high wages during peacetime.

Local Alliances: -2 National Unrest
Description: Tosa is a divided land, but if we are to expand any further, we must join hands with the locals. They will help us rise up, and in return we will increase their own power.

Unification of Shikoku: -10% Aggressive Expansion Impact
Description: Shikoku is seen as a poor, isolated land by the rest of Japan, where nothing of importance happens. Let them continue thinking that and overlook our unification of the island until it is too late.

100 Article Code: +5% Discipline
Description: As Shikoku is a poor land, and so we cannot afford to be frivolous or disorganized. Reforming the laws of our lands and establishing strict parameters for our soldiers will ensure that our army, no matter how ill-equipped or small, is feared.

Expand the Castle-Towns: +20% Provincial Trade Power
Description: If we are to flourish, we will need a strong center of trade. Let us build many new castle-towns and watch commerce flourish throughout our lands.

Bears of Tosa: +10% Infantry Combat Ability
Description: The men of Tosa are strong, harsh conditions having drilled into them a durability and ferocity few can boast.

Expand the Navy: +25% Naval Forcelimit Modifier, +10% National Sailors Modifier
Description: We are one island in a sea of islands, and if Japan is to be strong, we will need a strong navy. Tosa is an ideal place to begin the construction of an armada of our own, and we should spare no expense into building a fully modernized navy.

Ambition: +5% Ship Durability

Otomo:
Traditions: +1 Yearly Prestige, +5% Discipline

Autonomous Vassals: +10% Land Morale
Description: By granting our vassals and retainers a degree of autonomy they do not enjoy under the service of other lords, they will gladly fight to the bitter end for us, and we will be able to swell our ranks with eager, new warriors.

Nanban Trade: +20% Global Trade Power
Description: Others may shun the foreigners as barbarians, but we recognize the benefits and advantages of trade with them. Let it be known that they will always be welcome in our ports, and we will be able to expand our trade network further than our rivals.

Tensho Embassy: -10% Idea Cost
Description: As we further strengthen our ties with the west, many have suggested that we do something unheard of and send an embassy to learn more about our new friends, their technology, ideas, and ways of life, and hopefully find new allies as well.

Devoted Retainers: +0.5 Yearly Army Tradition
Description: Even if some of our vassals disagree with our policies towards the foreigners and their ideas, they still show the utmost devotion to our clan and a zeal to see it prosper. Truly we are blessed.

Christian Conversion: +1% Missionary Strength, +2 Yearly Papal Influence
Description: Our increasing interactions with the foreigners has drawn the interest of many within our clan towards their faith. Many of our lords and vassals, too, have shown an increasing inclination towards it, and are beginning to feel that it is their divine duty to facilitate its spread.

Kunikuzushi: +10% Artillery Combat Ability
Description: A great cannon has made its way into our arsenal, and its effects are devastating; capable of reducing entire fortifications and formations within a few shots. We should cast more of these and incorporate them into our warfare as much as possible.

Seven Province Host: +25% Land Forcelimit Modifier
Description: Our army can claim troops from across seven different provinces, a mighty host to crush our foes and bring us to further heights.

Ambition: +10% Trade Efficiency

Shimazu:
Traditions: -10% Infantry Cost, +1 Yearly Army Tradition

Iroha Poems: -10% Idea Cost
Description: Our lord has begun composing a new style of poetry; each beginning with a new figure and used to convey morals in an easy to read style that even peasants can enjoy. These teachings are truly enlightened!

Satsunan School: +15% Manpower Recovery Speed
Description: The Satsunan School was originally a place for the sons of nobility to be taught the tenets of Neo-Confucianism, but it has extended itself to teaching them how to conduct themselves both on and off the field, and receive a basic education in the arts of chivalry. It will ensure we have a large pool of well-educated and disciplined Samurai to bring our domain to glory.

Four Brothers: +1 Free Leader
Description: Our clan is numerous, but it is not divided. The members support each other, complimenting each other and gladly serving us with their lives.

Oni Shimazu: +15% Infantry Combat Ability
Description: The men of Satsuma are fierce, unbreakable, and can face any challenge. We will charge forward and instill fear into the hearts of our foes, and overcome any challenge thrown at us.

Unification of Kyushu: -10% Cost of Reducing War Exhaustion
Description: Kyushu has remained divided for far too long. Some may see it as only a fool’s dream, but we will push ahead and do what has only remained in the realm of fantasy for so long and prove our endurance.

Shimazu Retreat: +5% Discipline
Description: While some may find the notion of retreating forwards laughable idiotic, we’ve found they aren’t laughing as we push them aside when we charge straight through their lines to retreat.

Vassalization of Ryukyu: +10% Global Trade Power
Description: While being able to claim ourselves as the only clan in Japan to have forced the submission of a foreign power undoubtedly brings us a fair amount of prestige, it brings us something more important; the ability to better manipulate trade across East Asia through our proxy.

Ambition: +1 Yearly Legitimacy

Imagawa:
Traditions: +1 Diplomatic Reputation, +10% Cavalry Combat Ability

History of the Imagawa: +1 Yearly Prestige
Description: In his spare time, it seems our lord has fancied himself a historian, and has compiled the prestigious history of clan together. Tales of our past deeds will undoubtedly only serve to bolster our reputation even more.

Archers of Tokaido: +10% Infantry Combat Ability
Description: Tokaido is famed for its archers, our lord himself being quite fond of the practice, and we can deploy some of the mightiest archers in the land.

Laws of the Imagawa: -1 National Unrest
Description: Our domain’s law code is a complete mess, making it difficult to control both our vassals and the commoners. We should recompile them and set up clearer guidelines and laws.

Mikawa Retainers: +5% Discipline
Description: The clans of Mikawa have always held special ties to us, lending us their martial might in return for our protection, something we are keen to make good use of.

Reassessment Surveys: +10% National Tax Modifier
Description: We should begin reviewing the land under our control per household to make collecting taxes more effective.

Triple Alliance: +1 Diplomatic Relations
Description: Sometimes, the best way to defeat an enemy is to make him your friend. Securing our flanks through marriage will not only pacify our foes and gain us new allies at the same time, but will ensure we can ultimately dominate them through blood as well.

March to the Capital: +15% National Manpower Modifier
Description: The path has opened before us; now is the time to seize the Capital and Shogunate for ourselves! We will assemble every able man for this endeavor, safe with the knowledge that our victory is ensured.

Ambition: +1 Yearly Legitimacy

Takeda:
Traditions: +10% Siege Ability, -10% Core Creation Cost

Laws of the Takeda: +10% National Tax Modifier
Description: We should recompile the laws of our domain, doing away with many harsh or unnecessary punishments and replacing them with fines. This would make us more popular with the peasants, but would also fill our coffers.

Twenty Four Generals: +0.5 Yearly Army Tradition
Description: Our lord is assisted by twenty four able retainers and vassals, each famed for their skill in battle and strategy, leading our forces to victory on all fronts.

Mounted Army: -15% Cavalry Cost
Description: To better combat the increasing amount of archers we find ourselves facing in battle, and to help make our army more mobile, we should increase its cavalry component.

Koyo Gunka: -10% Idea Cost
Description: We should compile both a treatise on our military tactics and administration as well as a history of our great clan and its exploits, and use that as inspiration for future generations.

Fire Cavalry: +20% Cavalry Combat Ability
Description: At the heart of our army lies the elite Fire Cavalry; named so for the red armor they wear into battle. Drawn from our finest warriors, their ferocity knows no bounds; mowing down any who dare stand in the path of their charge and striking fear into the hearts of our foes.

Dam the Fuji: +10% Production Efficiency
Description: We should not only seek to improve the quality of our army, but also the quality of our lands. Building a series of dikes and dams around the Fuji River will help increase both our agricultural output and ease the flow of goods.

Furinkazan: +1 Leader Shock
Description: The time has come to march to the capital! We shall be as swift as wind, as silent as forest, as fierce as fire and as unshakable as mountain, riding down everyone who dares stand in our way! Glory to Tatenashi!

Ambition: +5% Discipline

Uesugi:
Traditions: +20% Land Forcelimit Modifier, -1% Yearly Prestige Decay

Kanto Kanrei: +1 Yearly Prestige
Description: The Kanto Kanrei is the shogun’s deputy of Kanto, and the virtual ruler of the region. This title has been in our family so long that it has become custom to be inherited by our lords.

Nokizaru: +10% Foreign Spy Detection, +10% Spy Network Construction
Description: The Nokizaru are a clan of ninja who faithfully serve us, uncovering plots against our lord and carrying out his will elsewhere.

Uesugi Cadet Branches: +1 Diplomatic Relations
Description: Our clan is so large that there is not one singular head at a time, and while uniting all the branches has been a dream for every head, having to manage relations with them and being able to leverage the other’s contacts have taught us how to better maintain a diplomatic network.

God of War: +10% Land Morale
Description: As a devotee of Bishamonten, our lord views it as his divine duty to right wrongs and punish wrongdoers. However, his martial prowess and zeal have led to many within our ranks to believe him to be the avatar of Bishamonten himself, inspiring a devotion in our soldiers that others cannot boast.

Wave Attack: +5% Discipline
Description: Rather than just throwing all our men at the opponent in one wave, we should have units that are close to breaking retreat and rest while other fresh units march forward to engage our opponents, wearing down our foes while giving our men the chance to recover and survive.

A Gift of Salt: +1 Diplomatic Reputation
Description: War is to be fought against fellow warriors, not the peasants. In the event that a foes land is suffering due to commercial sanctions, let us provide assistance to their suffering subjects.

Severe Administrative Reforms: +15% National Tax Modifier
Description: As our land finds itself suffering from famine, less and less coin fills our coffers. We should undertake a series of austere reforms to our administration and budget to help pull our lands out of debt and famine.

Ambition: +10% Cavalry Combat Ability

Hojo:
Traditions: +5% Discipline, +25% Fort Defense

Kamakura: +1 Yearly Legitimacy
Description: As Kamakura was the beating heart of the old Shogunate and their regents from who we take our names, it shall be the beating heart of our clan as well, letting all know that a new age is dawning.

Rebuild Kanto: -10% Development Cost, -10% Build Cost
Description: Kanto has been ravaged by incessant conflict between us, the local clans, regional strongmen and the kubo. But as we position ourselves to become its next leader, we should rebuild and repopulate this ravaged land.

Extensive Cadastral Surveys: +25% National Manpower Modifier
Description: As enemies bear down upon us from all sides, we must be willing to use every last man. Engaging in some of the most thorough cadastral surveys in history will let us know exactly how many able-bodied men we can employ.

Kanto Politics: +1 Diplomatic Reputation
Description: The politics of Kanto are defined by convenience and shifting allegiances, and little more. Fortunately, we have become masters of reading the political waters, and have established ourselves as the leaders of Kanto.

Expand the Road Networks: +25% Provincial Trade Power
Description: The roads cannot be overlooked, either. We should begin renovating old roads and building new ones, having them all lead to Odawara and carry goods across the region.

Five Admonitions: +10% National Tax Modifier
Description: We should not tax the peasants to death if we want to be loved or fill our coffers. Allowing them to prosper through low taxes will gradually increase their wealth, and thus ours, and inspire an admiration in them.

Fortify Our Lands: +1 Hostile Attrition, +15% Garrison Size
Description: Perhaps the time has come, if only for a few years, to stop expanding and focus on improving our defenses. We will make besieging our lands a headache for any attackers – and a massive drain on their resources.

Ambition: +10% Land Morale

Date:
Traditions: +10% Infantry Combat Ability, +1 Yearly Prestige

Oshu Shugo: -15% Core Creation Cost
Description: Our family has been the traditional lords of Oshu, giving us a claim on the whole region as many clans that should pay homage to us do not. Fortunately for us, what land Oshu exactly covers is not well defined.

Expansion through Marriage: -10% Aggressive Expansion
Description: Sometimes, bringing over clans into our family is easier through marriage and adoption instead of through spears and swords. Marrying off our daughters and offering our spare sons up for adoption will ensure we can quietly expand without garnering too much attention.

Dragoon Corps: +5% Discipline
Description: As we make more contact with the west, our Lord has come up with a way to incorporate their weaponry into our warfare. By having mobile, arquebus-armed units making up an elite corps of our army, we can dominate the battlefield.

Red Seal Ships: +15% Trade Steering, +10% Heavy Ship Combat Ability
Description: Commissioning a series of ships built in the western style to carry our trade across the seas will put us in a good position to dominate the markets and better direct the flow of goods.

Permit the Missionaries: +2 Tolerance of Heathens, +10% Religious Unity
Description: Unlike others, we do not shun foreign teachings, and even welcome and encourage them. Perhaps the west might remember our generosity in our time of need?

Keicho Embassy: -5% Technology Cost
Description: The time has come for us to make more contact with the west. Sending an embassy across the ocean to Rome and the great European powers will help gain us new allies and technology.

Extensive Domain Expansion: -10% Development Cost
Description: Tohoku is a poor land, but it has potential. We should establish new towns, increase trade, patronize merchants and commerce, build waterways and better cultivate our fields, and do away with stifling tolls and taxes to increase the wealth and output of our heartlands.

Ambition: +15% Global Trade Power
 
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Thanks, sorry I missed that.

Dutch Minor Ideas as suggested by @ThePatriotOfDreumel , retrieved from here:

Traditions: -10% development cost, +10% Provincial trade power.

Nation of many nationalities:
Since the dawn of time, our nations have been conquered, the romans, germanics, franks and you could go on forever. This gives us the unique possibility claiming being the heir of these nations. -10% coring cost.

Moedernegotie:
We shall fish for herring and sell it in the Baltic, and buy many grain and cloth. We could sell it for more in the Netherlands and this would allow our farmers to focus on exporting products.

+10% goods produced

Tolerance of all.
We have seen the inhumane punishments the Protestants get in other countries. We should focus on becoming tolerant, as running an inquisition is expensive to our nation, and it would encourage immigration to our glorious homeland.
+1 tolerance of heathens
+2 tolerance of heretics

Break the Dykes!:
Because we are under sea level, we can simply break the dykes and every enemy army will have to leave!

+15% fort defence
+1 attrition to enemies

Bischop van Utrecht:
The bischop of Utrecht has blessed our small nation with a relation to god.

+5% Church power (Protestant)
+1 Monthly fervor (Reformed)
+1 papal influence (Catholic)

Verdedig het vaderland:
Outside forces want to conquer our nation, but unlike in history we will fight and beat them!

+10% Morale of armies

VOC:
We shall go east, for there are many spices, and other valueable goods to be found there.

Allows recruitment of Explorers and Conquistadors
+10% trade steering


Ambitions: +50% naval forcelimit
 
[NIs last reviewed in 2017-07-07]

There's also my Siberian NIs (I still haven't thought of any new ones though, specially now that I have made some new changes in the tags). If I may post it here directly...

Paleosiberian Traditions: +1 Attrition for Enemies; -15% Land Attrition
Paleosiberian Ambitions: -15% Building Cost

Dark Wings, Dark Words - +1 Tolerance of Heretics; +1 Tolerance of True Faith
Kutkh, the old Raven God, is known by our people as both the creator of everything and a lesser god; the bringer of fire and language, and a degenerate thief; both revered and derided, both trickster and tricked. These discrepancies not only have not affected our faith, but also show even in diversity we can accept the others' beliefs.

The Namalan - +20 Global Colonial Growth
Some of our people prefer to live by the coast, hunting salmon and whale instead of herding reindeer. Their half-buried houses are built along the banks and mouths of the rivers, giving them protection from wild animals and the weather. Should we encourage more of these settlements, we may expand our territory easier and bring more safety to our nomadic people in perilous times.

Reindeer Herding - +10% Production Efficiency
The reindeer is vital to our way of life. Their meat feeds us, their milk strengthens our children, their sturdy backs carry us, their skins cover our tents, their hides warm our bodies. Let the might and resilience of the reindeer be known to all! Glory to us! Glory to the reindeer people!

Chukchi Warfare - +10% Land Morale
The strong tribes from the north are feared warriors. Much of the infighting among our people come from their desire for blood. While problematic, they stir their brethren to best themselves in warfare, either for defending from their attacks or to stop the conflicts for good.

Appease the Cossacks - +20% Improve Relations
Strange foreigners never seen before appear to our people claiming to be from some Russian Empire from the west. Their weaponry seems much more advanced than anything we use. It might be wise not to enrage them, at least for now. We must find out what they want with our people at first.

Defend Against The Cossacks - +10% Shock Damage, +10% Movement Speed
The cossack people proved themselves to be a menace. While they have the mighty Russian Empire behind them, we have the knowledge of the vast land we live in, where no foreigner has come before. We must resist!

Perseverance - -1% Prestige Decay
The Russians and Cossacks have bested us through slaughter, alcoholism and disease. But we refuse to perish. While outnumbered and weak, we will persevere. We will survive and carry on our legacy to the future, for better times are sure to come for the reindeer people.

Ainu Traditions: +1 Legitimacy; +1 Attrition for Enemies
Ainu Ambitions: -1% Prestige Decay

Heirs of Jomon - +1 Diplomatic Reputation
'The Ainu lived in this place a hundred thousand years before the Children of the Sun came.' \n \nWhile now relegated to the northern Ezo island, we still bear the Jomon legacy. Other peoples do recognize this, and while they might not be long-time friends of the Ainu people, we can use this ancestry to at least be in good terms with them.

Surku Poison and Wormwood Arrows - +10% Fire Damage
Masters of hunting, we pray to the gods of plants, mountains, hearth and prey alike to aid us in finding game and returning safe. If need be, our abilities with a crossbow can be tested against any foreign invaders of our heartland.

Twelve Brothers and Twelve Sisters - -10% Naval Maintenance; +1 Tolerance of True Faith
Whenever our villages get struck by famine, we spend our days in the sea, hunting for whales. If the Sea God ever hears our prayers and sends us whales to get ashore in the beach, our people will dress in the most magnificent clothes and dance around it, and our chief will revere the Sea God and offer them many barrels of sake.

The Five-and-a-Half Petitions to Heaven - +10% Goods Produced Modifier
Once we have been hit by a great famine, for the gods of deer and fish abandoned us. After learning from the Owl God about their punishment, we learned to respect the deer and fish even upon death, and since then we have been blessed with no more hunger.

Trade with the Wajin - +10% Trade Efficiency
The Matsumae clan, settled in the southern region of our lands, have obtained exclusive rights from their Emperor to trade goods with us. While we'd rather they all crawled back to the continent and died a horrible death, mingling in trade with them will only bring us benefits.

Conflict with the Wajin - +10% Land Morale; +20% Reinforce Speed
We became too dependent on the Japanese, and now they covet our lands. Unless we unite and resist the oppressor, we'll perish and have our last lands taken by them!

The Legend of Okikirmui - +1 Yearly Prestige
Not a mere human, but one of godlike strength, Okikirmui is our greatest hero. Dead long ago, he did not suffer to see the state of their people today. One day, should he ever return, he will deliver us. Until then, we will have to accept subjugation to the filthy Wajin.

Buryat Traditions: -15% Land Attrition; +1 Accepted Cultures
Buryat Ambitions: +2 Tolerance of Heathens

The Blue Wolf - +15% Cavalry Combat Ability
Once upon a time, there was a man known as Burte Chino, who took a beautiful woman called Goa Maral as his wife. From their marriage, the Mongol people were born. Since then, the mongols have laid terror to the south and the west. While weak and fragmented now, our traditions persist.

Yohor Dance - -2 Unrest
All together, dance! The Mongols have developed a special form of dance based on our nomadic ways, and we the buryats have our own specific style, the yohor. We dance in circles in the direction of the sun while a song is improvised by the people. Everyone is welcome to take part, be it in yohor or in your own style! What's important is expressing yourself!

Too Much Water - +20% Manpower Recovery Speed
The great Lake Baikal is older than our people, older than this land, older than our gods. Even after we, our neighbors and all life perish, the lake will still be here. Rich as it is, the lake greatly helps in sustaining our people, and therefore more warriors can be enlisted for our armies without fear of being undermanned in resource collecting.

Big Fish Eat Little Fish - +25% Vassal Income, -25% LD from Development
While subjected as a tributary state to the Khalkka, we stand strong enough to demand tribute from our weaker neighbors. They enjoy our protection from any other tribes close by, and thus we can demand more from their spoils.

Yasak - +10% Production Efficiency; +1 Diplomatic Relations
The Russian Empire from the west has come to us. Settling near our lands, they now demand that we pay them yasak, a tribute in fur. In exchange, they gift us with weapons, tobacco, crystal beads and rare gems. The people feel satisfied at this exchange, and a feast is held every year. This way, our relations with the Russians strengthen and our everyday life gets richer and even more pleasant.

The Manchu Menace - +1 Attrition to Enemies
With the fall of the Ming, the Manchurians started ruling over China. And now they desire the ancestral lands of the Mongols! We can't let them have it without putting up a fight first.

Kneel to Russia - +20% Improve Relations
The Manchurians quickly overwhelmed our neighbors in Mongolia. It's very clear that we in the north can't even put a fight to them. So our only way to survive is to pledge allegiance to the Russians. Under their protection, we might live on, even if not fully independent, and keep the legacy of Temujin alive.
 
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Trierian Ideas as suggested by @Maeki , retrieved from here:

Traditions: -15% Core-creation cost
+5% Discipline


Ideas:

1. German Crusaders
In 1217 many brave men left our country as crusaders to join the fifth crusade. This event is deeply rooted in our bishopric. Our coat of arms red cross on whuite ground is designend in honour of these crusaders. Let all our soldiers remember the fifth crusade and they will show that the fire of these times is still in them.
+0.5 Yearly army tradition

2. Archicancellarius per Galliam
As the Archchancellor of Arles, Burgundy and all of France it is our right and duty to bring these lost lands back in to the empire. Our title will surely help us to justify big conquests in these regions.
-10% Aggresive expansion impact

3. University of Trier
The pope granted us the right to build an university. Establishing this university will provide us the much needed priests and administrators for our bishopric. Furthermore we should promote law and medicine in order to attract even more students to our bishopric.
-10% Administrative technology cost

4. Landesburgen
Several castles called "Landesburgen" are spread over our secular territory. We can use them as outposts in order to scout incoming invasions. Furthermore some of these castles can be incorporated into our cities and further push the size of the garrison. Other castles can be used to protect trade routes ans to collect tolls.
+10% Garrison size
+10% Provincial trade power modifier


5. Holy Robe
Helena, mother of the roman emperor Constantine the Great, sent the Holy Robe of Jesus into our bishopric after she discovered it in Jerusalem. Emperor Maximilian I wished to see the Holy Robe and after the people of Trier heard about that, they also demanded to see the relic. This was the beginning of a great pilgrimage to our bishopric.
+1 Tolerance of the true faith
+1 Yearly Papal influence


6. Prüm Abbey
Prüm was the favourite monastery of the Carolingians and therefore received many privileges and land. Furthermore it is very rich and is a treasure of literature. In 1574 the pope issued the incorporation of the monastery in our bishopric. If we bring the abbey into order again, it will soon flourish in all fields of literature and theology. On top of that we can use the knowledge of the monks in order to cultivate the harsh lands in our Bishopric allowing us to grow even further.
-5% Idea cost
-5% Development cost


7. Electoral Palace of Coblence
In order to show the greatness of our bishopric and the roots of our noble bishops, we need a prestigious palace. Coblence as the new residency of our bishop is the perfect place to build such a great building. It will bring glory and wealth into our bishopric.
+1 Yearly prestige

Ambition:
+10% National tax modifier
 
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Khuezestan (Should exist would make for some potentially intresting scenarios)
Traditions
+10% Cavalry combat ability
+10% Provincal trade modifier

Persian Arabs
We are no strangers to these lands were here well before the arrival of islam we have come to be accepted by the Iranians and in turn we accept them.
-15% Accepted culture treshold

Rebuild Khuzestan
Much of our province was badly damaged by the mongols and the years have not been kind to we should take efforts to rebuild it to the stature it once held.
-10% Build cost

Lur tribesmen
The Luri kurds are a constant presens in these lands and perhaps that is for the best after all they are used to fighting inter-tribal and we have gold the desperatly want.
+50% Available mercaneries

Basara rivalry
The port of our neighbouring province of Basara is a bustling center for trade and it is causing strains on our economy to lose such valuble potential merchants to them
we must find a way to take away this advantage of theirs.
+10% Trade steering

Arrival of the Banu Kaab
Towards the end of the 16th century the Kaab tribe emigrated to the western part of the country sparking an age of migration to the region boosting our population.
+15% Manpower

Khuzestani intelligencia
Once upon a time Khuzestan provided the islamic world with many of the finest arabian schoalrs and now that we have rebuilt ourselves we shall again.
-5 Technology cost

Sheikdom of Arabistan
The growth of our country has made it more than simply a province in the Iranian region but a fulfledged nation for persian arabs everywhere.
+1 Prestige

Ambition
+100% Hostile core creation cost (Asserting its independence)

Sindh
Tradition
+25% Religious unity
+1 Merchant

Spare the infidel
While the hindus and buddhists have been reduced to irrelevance within our borders we must none the less remember to temper our zeal when dealing with unbelivers so as to
not rally the local populace into uprising and proviking our hindu neighbours.
+2 Tolerance to heathens

Bab-ul-Islam
Sindh is the gateway of islam into India and with it comes both an expectation to promote the faith and also a willinges among the local priesthood to convert the infidel.
+2 Missionary strength

Control the Indus
Trade is the lifeblood of Sindh and the Indus is the flesh we should monopolize trade in this region.
+10% Domestic trade

Return of the Sindhi Swarankar
The return of the diaspora marks the begining of a cultural golden age for sindh and the start of our very own school of sufism.
-10% idea cost

Makli hill
The great necropolis is a testament to the accomplishment and skills of our craftsmen let it be the first of many wonders to come.
-20% Building cost

Descendants of Jamshid
The Samma dynasty who ruled sindh from 1351-1524 claimed to be desceandent though almost definatley fictious the claim is attatched to a popular hero and patronizing this
idea could prove adventagous.
+1 Prestige

Oman competition
The Omani are among the foremost traders on the indian ocean and have not taken our steps to monopolizing parts of it kindly now we must build a proper naval force to defend
ourselves from their reprisels.
+15% Naval forcelimit

Ambitions
+1 Missionaries

Kale (Created by the Shan it served as a chin political entity in vassalage to other powers so it should exist as a tag as it would help better show the political
aspect of this region.)
Traditions
-10% Land attrition (Harsh country tough people)
-10% Army maintenance (Largely tribal most of the population was most likely made up of part time warriors making it less costly to maintain an army)

Upon steep hills
The hills make for defensive positions and refugees thus we should make as much use of them as possible in time of war.
+10% Fort defense (Geographical reasons mixed with the fact that they did live on hills)

In the depths of the forests
Our enemies might be numerous but they will suffer if they believe that they can simply wade into our territory without resistance they will find that it is a lot
harder than they think.
+1 Land attrition to enemies (Once more geographical reasons)

Raiding economics
Long have we compensated for a lack of resources with raids to the Burmese lands by making this a standardized part of our military conduct we can ensure greater
efficiency in the conduct and by ensuring the loot raise the morale among our men.
+10% Looting speed
+10% Army Morale
(They were raiders and in the construction of a state this seems logical)

Passing down traditions
We have long honored our history and legends and by instructing the next generation we establish a sense of continuity and tradition.
-1 National revolt risk (They possessed oral traditions passed down which helps establish continuity)

Placating overlords
Kale was formed as a vassal state in service to the Shan and it has served this purpose for many others and as such we have come to value the independence we have
and how to keep those who rule us happy we should use these strategies to avoid unnecessary conflict.
+15% Improve relationships (Self-explanatory

People of all faiths
As a subject nation we have been surrounded with Buddhist aristocrats and hindu traders coming through our land which has led to accept these foreign customs and
beliefs if for no other reason than our own benefit.
+2 Tolerance to heathens (Self-Explanatory)

Chin state
At last our nation has come to maturity having come far from a collection of hill people we are now ready to cast of the yoke of foreign rule.
+100% Hostile Core-creation cost (Resistance towards conquest would be a part of the whole ordeal all things considered)

Ambition
+1 Prestige (Had no other ideas)

Tripura
(Should not be Chin at all the Tripura are and Indian people and arguably the oldest of the Indian nations thus they should either have their own unique
culture or more practically Bengal culture which they seem to be very close to)

Traditions
+50% Hostile core-creation cost (Remained fairly independent and they were a collection of autonomous tribes not the easiest things to assert control over)
+10% Goods Produced modifier (Found out that for the small size of their country they were productive)

Ancient kingdom
Tripura is arguably the oldest of the Indian states as evidenced by the Pillars of Ashoka and our mention in the Sanskrit texts this gives us an unquestionable legitimacy.
+1 Legitimacy (Self-Explanatory)

Tribal shield
Our land consists of many tribes and one Maharajah and even as we begin to adopt a more feudal approach to administration we have decided to allow the warlike
tribes a large degree of autonomy in return they give us troops by which we defend this kingdom of ours.
+10% National manpower modifier (This is actually true)

Rajmala
In the beginning of the 15th century the Dharma Manikya I patronized art and the chronicle of our royal chronicle, in verse, tracing our ancestry back into
ancient times it now serves as an important symbol of the art and writing of our nation.
-10% Idea cost (Self-explanatory)

Bengali administration
The Bengals have long been an influence on our nation and are thus a natural model for our administration.
+10% National Tax modifier (They did in fact adopt a Bengali administrative system though with a few differences.)

Procuring foreign arms
All nations are dependent on their armies to defend them and when surrounded by nations far bigger than us than perhaps we could bolster our ranks with foreign mercenaries.
-20% Mercenary cost (The tripura hired afghans and Portuguese into their army)

East Bengal trade
In order to bolster our economy we should encourage the nations of eastern Bengal to open up for trade thereby allowing us to sell our products far and wide.
+10% Global trade modifier (Self-explanatory)

Reclaim old Tripura'
The oldest kingdom in India and it once reached the seas we will now use our heritage as a means of pushing our claims and thus expanding our power across the Sub-continent.
-20% Time to fabricate claim (A logical conclusion I think)

Ambitions
-0.05 Monthly Autonomy (A lot of ideas revolving around administration so this is a logical conclusion)

Kachari
Traditions
-0.02 War exhaustion (seems like the endless amount of skirmishes and so forth would give them a mentality meant to endure wartime and deafeat.)
+25% Looting speed (They seem to have spent a lot of time raiding people)

Heirs of Ghatotkacha
We trace our peoples royal family back to the heroic figure of Ghatotkacha and it will gain us the respect of our peers.
+1 Prestige (Yes they did in fact construct a work to prove this)

Hindunized Nobility
When we moved to Maibang we encountered a great deal of brahims and there culture leading to adoption of a number of hindu elements bringing us closer to the
Indian nations and their culture.
+1 Diplomatic reputation (With the adoption of a prestigious culture comes increased reputation)

Flexible authority
Having had to endure the loss of our capital and several ongoing conflicts in a territory which lacks a proper administration we have found ways to keep an
internal stability so that we may remain strong against our enemies.
-10% stability cost modifier

Ahom Competition
Our mortal enemies to the north have waged war against us for some time now and this has caused much suffering on our side with knowledge that more struggles
are yet to come as such we should establish a recruitment program that allows us to quickly fill our ranks for the next conflict.
+10% Manpower recovery (They were indeed in some hefty struggle with the Ahom and I thought this was a good representation)

Extended family
Our people are not a unified entity with many different tribes and varying traditions we have found that in looking for the things we have in common instead we
are able to become closer to them.
-10% Accepted culture threshold (Kachari are divided into many tribes each with their own traditions)

Naga head hunters
The Assamese have long dreaded the fearsome naga people for their raiders and headhunters since they live on our land we should take steps to integrate them
into our military.
+10% Infantry combat ability (Nagaland is part of Kachar in this time)

Eastern frontier
Kachari lands are the gateway to the south-asian lands along with the Buddhists that permeate that region making us the frontier for the hindu civilization.
+1 Missionary strength (Just look at the in game map for regions and religions)

Ambition
+5% Discipline (a long time spent against the Ahom and so forth would probably make the disciplined)

Khorsan
Traditions

-15% Accepted cultural treshold (“Khorsan” isn’t as much as a culture as a mish-mash of cultures speaking
the same language and as such I think this is a good way to represent the synthesis)

+50% Available mercenaries


Legacy of Ferdowsi

Author of “Shanameh” or “Book of Kings” Fedwrosi along with other perso-khorsani writers helped reastablish the
persian language and spread it to invading tribes who quickly adopted it. Today it permeates the very fabric of
Khorsan bringing us together regardless of what our heritage is.

-10% Idea cost


Deserts and caravans

Khorsan is a harsh country with deserts and mountains making journeys across it means a great deal of
preparation to avoid dying with the countless hazards. Fortunatley we have developed a caravan system that allows us to move across it while enemies perish in the sands.

-10% Land attrition

+0.5 Attrition towards enemies (Reminicent of Assams river warfare while at the same time distinct
and does reflect the region and how cities are tied together)


From Nisa to Balkh

Khorsan involves the inclusion and connection between some of the most influencial trade cities
in west asia and by strengthening these ties and our merchants in them will not only give us a better
trade balance but also allow us to spread our reach even futher to the cities beyond Khorsan.

+10% Domestic trade modifier (Self-explanatory)


Academic rebirth

The conquest of the mongols brought ruin upon Khorsan, its people and the academic centers
and though the region would recive some form of restoration in the later area it would never
truly return to its station as a center of learning in greater Iran this however changes with our ascent.

-5% Technology cost (Self-explanatory)


Conquered yet respected

Khorsan was founded by the Sassanids, conquered by the arabs and many more bringing in a plethora
of people in spite of this however the region has remained highly sought after and its intellectual riches,
if not allways fully utalized, respected we have as such become adept in cultivating and using this reputation to our advantage.

+1 Diplomatic reputation (Self-explanatory)


Integrate the nomads

The nomads of Khorsan are a vital part of the region protecting caravans and acting as mercenaries however
we cannot risk them working for our enemy and as such we should develop a system of alligence that will alow
us to monoploize their services adding their skill as horsemen as well as manpower to our own. (Fairly sure the Safavids did something simular)

+10% Cavalry combat ability


Greater Khorsan

The region known as Khorsan has varied quiet widely from its very inception and following the turkish
and mongol invasions devoid of any form of ethnic unity as well as having constantly being fought over
and mostly been under other rulers thumbs. Now however as we have made progress in art and philosophy,
created a unity that goes beyonf blood through common tounge and a code of loyalty that ties cities with nomads.

-15% Core creation cost (Seems like a nation that could tie together a patchwork of a region would be good at this)


Ambition

+1 Land leader manuver (Seems thematicly fitting)

Lativa
Traditions

+1 Tolarance towards the true faith
(Vital former part of the livonian confederacy and aspirations towards its own kingdom that would include archbishoprics so I think it is apt)

+10% Manpower modifier (Part of a former military focused state that has been thought over I think a degree of planing for war and having recruits ready makes sense)


Restituere Terra Mariana
The Livonian confederacy has been shattered with the loss of a significant piece of land it is now up to us to reunite the unity of these baltic nations
were the Livonian order has failed and guide them into the future.

-10% Core-creation cost (Seems likely)


Traditions of the sword

Though the knights might have ultimatley failed in keeping the confederacy together none can doubt that they faced their obstacles with bravery
and as such we should make some of their most successful teachings central to our armies.

+5% discipline (Self explanatory)


A state dependent

For much of our existance the land that makes up Livonia has been constantly subbdued by other forces leading us to a state of dependancy at the same
time however it has given us a talent for soothing would be tyrants. (Fairly sure this is moderatly historical)

+1 Diplomatic reputation


Reform church and state

The lutheran reformation movements ravages through the christian world challenging catholic convention in both the spiritual and secular regardless
of the outcome theologicaly it may be for the best to restrict the power of the priests and the bishops as a means of stabalizing the state.
(Based a bit on the great reduction)

-10% Stability cost


Hanseatic Rivalry

For quiet some time the confederacy was on the warpath towards the Hansa over the baltic trade and it did not end well for us now we will have to
face our rivals once more and finally drive them from our part of the sea.

+10% Embargo Efficancy (Self explanatory)


Germanic modernization

It is undenible that we have a great deal of germanic influence as many if all parts of the confederacy does from our nobility to our court
language to the people we are inspired by and considering the developments in northern Germany and Scandinavia overall it might be prudent
to follow their example and modernize accordingly in army and administration.

+10% Manpower recovery speed


Kingdom of Livonia

Alas as we progress the idea of a livonian confederacy has become cumbersome and outdated now thanks to our reforms and centralization
policies the union of states have come to an end and the dawn of a fully unified nation has arrived. Long live the kingdom of Livonia.
(The kingdom of livonia was in reality a not fully established kingdom that got smashed)

+1 Prestige


Ambition
+20% Land force limit modifier (Rather obvious all things considered)

Scandinavia
Traditions:
+15% Light ship combat ability
-10% Ship cost
(These represent the fact that Scandinavia for all intents and purposes would be dependent on naval power to thrive)

Ideas:

Kalmar reforms
"During the earlier Kalmar union many mistakes and transgressions were made let us now reform the union to better ensure the rights of each of the kingdom and their people."
+1 Legitimacy

Three crowns, one church
"The kingdoms of Norway, Denmark and Sweden are unified by little more than a common faith and related tradition capitalizing on this
we should unify the country through the church strengthening our bonds."
+1 Tolerance towards the true faith
+5% Church power
+1 Papal influence
+0.25 Fervor

Baltic arsenal
"Our power rests in our ability to dominate the Baltic sea ensuring our trade and military presence in the east and on mainland Europe"
+25% Naval forcelimit modifier

Iron for gold
"The mines in Sweden area great source of revenue as iron is always in demand and we are all to happy to supply for a price."
+10% Global trade power

New world enterprise
"The discovery of the new world means new avenues to increase our wealth and prestige and many of those poor and criminal both
within our kingdom and network of trade will jump at the opportunity to start a new life."
+20% Global settler chance

Gens Autem Leonum (It should mean nation of lions but I used google translate so...)
"Europe has always been at war and this puts pressure on us as we have much invested in the mainland and as such we must be able to fight these wars successfully fortunately for us the fervor that runs through are people fuels their spirits and many of our friends and foes have shown us the way to a modernized infantry."
+20% Infantry combat ability

Scandinavian identity
"With the wars and rivalry having subsided the Nordic countries having been unified and faith and trade tying us together has
forged into a unified identity we are one now and forever."
+50% Hostile core-creation

Ambitions:
+10% Domestic trade (I created a theme of trade interest so this is a logical conclusion)

The golden horde
Traditions
+20% Cavalry combat ability
+1 Land leader shock

Reverse the disintigration
The 1420s saw the disintigration of the once proud and mighty golden horde as many clans split off and internal problems weakend our millitary we should do everything we can
to reverse this process and bring unity back to the clans.
+1 Horde unity
+1 Legitemacy

Sedentry nomads
For some time now an increasing ammount of people have taken up farming and other activities leading to a spike in population soo great that our capital is among the most
populous this side of the Ural mountains.
+25% Manpower modifier

Subdue the russian princes
The revolt of the russians saw the birth of the muscovite principality as a regional power and has become an increasingly bigger threat to the steppes for every year
we should remind these upstarts who rules these lands.
-25% Core-creation cost

Tributes for the khan
It is unproductive to constantly raid for everything you need as you risk losing manpower, equipment and it distracts you from your internal enemies instead we should
establish a series of tributaries who can gift us with riches in return for our protection.
+25% Vassal income modifier

Tolerance of Özbeg
During the reign of the most glorious Özbeg great tolerance was shown towards christians, buddhists and pagans and although it wasn't allways without complication it for the
most part held the peace we should employ his policy so as to calm those who do not embrace islam.
+2 Tolerance towards heathens

Mongol decimal system
The system established by our great can splits the army into sevral wings which makes it difficult to coordinate without having sevral skilled leaders operating simutaniously
towards the same goal.
+1 Leader(s) without upkeep

The golden sultanate
The growth of city culture and the decline of the old ways have left us at a milestone no longer are we a savage horde to sweep across the countryside on horseback
and live in unsavory conditionswe have now become a settled nation and patron of civilization.
(Based on an assertion made by a russian historian that argued that due to the nature of the population and
so forth Özbeg khans empire was more a sultanate that a steppe horde)
+1 Prestige

Ambitions
-10% Technology cost (representing the combination of mongol intergration of technology and urbanization)

Mongolia
Traditions
-20% Land attrition
-10% Land maintenance

Reunification
The reunification of Mongolia in the 16th century gave some much needed stability to our wounded nation and time to lick our wounds and prepare for what is to come.
-2 National revolt risk

Mongol horsemanship
The Mongols once chocked the world with its awsome horsearchers and with stern leadership we have revived these capabilities in our army.
+20% Cavalry combat ability

Secret history of the mongols
The account detailing the rise of the great khan is an important document in the history of our people which also gives legitemacy to our rule.
+1 Horde unity
+1 Legitemacy

Many faiths under one heavean
Our land is divided between yellow & black shamanism as well as between followers of Tengri and of Buddha but we must remember that while there are many views on the world
there is but one heaven whose gaze we all share.
+1 Tolerance towards heathen
+1 Tolerance towards heretics

Dayans reform
Dayan Khan enacted some much needed reform to the decimal system allowing us to increase our forces and thereby more effectivley keep the peace and push our expansion.
+25% Landforce limit modifier

Armies of Tengri
Tengr watches all that we do and judges us accordingly it is therefore of immense importance that our troops fight with all their heart and soul!
+15% Army morale

Divine destiny
Twice have we been chosen by the havens first under the khan and the as emperors of China now we emerge once more to take a hold of our destiny and unite the world under
mongol rule.
-25% Core-creation cost

Ambition
+5 Discipline
 
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Livonian order

Traditions
+10% Infantry combat ability
+3 Missionary strength against heretics

Catholic frontier
We are at the very forfront of the catholic faith having secured ourselves against the heathen raids we now face the potential onslaught from the growing power of the russian
princes.
+15% Fort defense
+1 Tolerance towards the true faith

Confederate rules
The Terra Mariana is based around a series of autonomous states that are connected so that they form a single entity allowing the local populace the to live according to
their own laws this makes it easy for people to accept our rule.
-10 years of seperatism

Native recruitment
On the frontier you can't be picky with who you accept into the order and we take people from across the confederacy be they germans, lativans or estonians.
-10% Accepted culture treshold
+10% Manpower recovery speed

Friends of the archbishop
The archbishiopry of Riga is a close ally of the confederacy and in enjoying this friendship we have gained a greater voice within the catholic world.
+2 Papal influence

Brotherhood of steel
The order should look to the needs every memeber and see to it that they are cared for for in doing so we inspire a loyalty and community that will stand the fires of war.
+5% Discipline

A new northern crusade
The outbreak of the lutheran heresy has caused chaos across Europe with uprisings, blasphemy and treasenous behaviour and while the acts of the german lords are the Emperors
concern the pope has given us permission to embark on a crusade against the heretics of Scandinavia which has become a bastion for Luthers followers.
Permanent casus belli against other religions

Papal delegate
The papacy has seen fit to send us a permanent delagation to help us in our dealings with neighbouring states so as to more easily preserve the states presence and smooth
potential uproars from other rulers we do not wish things to go like they did for the tetuons after all.
+1 Diplomats

Ambition
+10% Army Morale
 
Aachen Ideas, as suggested by @BlackPrince , retrieved from here:

Traditions
+50% Hostile Core Creation
-1% Prestige Decay

"Cherlemagne's Tomb" (+1 Yearly Prestige) - "From the lands where the sun rises to western shores, people are crying and wailing ... the Franks, the Romans, all Christians, are stung with mourning and great worry ... the young and old, glorious nobles, all lament the loss of their Caesar ... the world laments the death of Charles ... O Christ, you who govern the heavenly host, grant a peaceful place to Charles in your kingdom. Alas for miserable me." Let it be known to everyone that Karolus Magnus, pater Europae found his eternal rest in our City.

"Ponttor, Kölntor, Marschiertor, Jakobstor" (+10% Fort Defence -10% Build cost) - The inner circle of walls also known as Barbarossa wall and exterior walls built thanks to generosity of Richard of Cornwall granted us a great insight into the art of construction. We should use it to assure our subject safety.

"Amya" (10% Provincial Trade Power) - The Copper Master family of Amya moved to Aachen in 1466 and soon after initialled growth of copper and brass production, granting us significant income. They were one of many who seek a safty in walls of Free City of Aachen. Let us hope that refugees from Low Countries will continue to stimulate our industry and reassert our trade position.

"Aachener Gaffelbrief" (-1 National Unrest) - Anno Domini 1450 after years of bitter dispute and violent unrest, the Guilds, patricians and aristocrats made an agreement about the future nature of Council. It was written down in Aachener Gaffelbrief, constitution of the imperial city of Aachen. It played an early role in the democratization of ordinary citizens and guild members as it provided political rights and protection.

"Aachener Dom and Heiligtumsfahrt" (+1% Missionary Strenght) - Marvelous Aachen Cathedral, oldest cathdral in Northern Europe, consecrated in 805 place of coronation for German Kings. Virgin Mary shrine is a home for four great Aachen relics, dress in which "Mary gave birth to the Son of God", swaddling clothes of the baby Jesus, loincloth that Christ wore on the Cross and loth on which Saint John the Baptist's head was placed after his beheading. Believers have a chance to see them during Aachen Pilgrimage which is held every seven years.

"Was das Feuer zerstört hat, baut das Wasser wieder auf" (-15% Development Cost) - "What was destroyed by the fire, by water will be build up again". The fire which broke out on May 2, 1656 in bakery owned by Peter Maw quickly spread ower whole city destroying 4664 houses, Town Hall, most churches and killing seventeen people. But our citizens are hardy people, the reconstruction under the watchful eye of hired architects has already began.

"Spa of Kings" (+2 Diplomatic Reputation) - From Charlemagne to Napoleon Bonaparte. The list of guests of our health resorts includes rulers and brilliant personalities from all around the world. We should use this opportunity to improve our political position.

Ambition
+25% Available Mercenaries
 
I had suggested a modification to @exaenae 's suggestion for La Plata NI's:

As someone from Argentina, I think those ideas don't reflect the country well enough, I'd suggest something like this, switched around, nerfed or strenghtened as needed:
La Plata
Traditions
- Land Force Limit Modifier: +15% / Settler Chance: +10% Nerfed it because I buffed the rest of the set.
1) River of Silver - Global Trade Power: +10%
Río de la Plata is one of the most important rivers in South America. Our most populated cities are located around it, its many species of fish provide food for our citizens, and even our country is named after it. This is fine too.
2) Cross the Los Andes Mountains - Land Leader Manuever: +1
To be free from our colonial overlord, we must take their stronghold in Peru. And to do that we need to cross the Andes. Explanation: While it was important when the territory belonged to Spain, the Alto Perú region (modern-day Bolivia), where the Potosí is located, fell under Peru's sphere of influence quickly during and after the war of independence. So I feel it would be more appropriate to have a reference to one of the most iconic parts of Argentine history.
3) Primera Junta - Yearly Republican Tradition: +0.5
We, the people of La Plata should rule ourselves now that we are independent. The viceroy shall be replaced by an assembly formed by our best and brightest. Explanation: an inflation-reduction idea is practically anathema to Argentina, so I had to put something different, and decided to reference the first government in the country that had local rulers instead of Spaniards.
4) A New Flag For a New Nation - Yearly Prestige: +1
We can't keep using the symbols of our former overlord. We must create a new flag, with the colors of the sky and the sun, to represent the dawn of a glorious nation. Explanation: I had to have a reference to the Argentine flag, and this idea was kind of fluff.
5) Hear Mortals, The Sacred Cry - Monthly war exhaustion: -0.05
Our great new national anthem shall inspire the troops to keep on fighting for the nation, and not surrender against those who may want to take over the nation. Explanation: The name is the first line of the national anthem, which I felt I had to reference. The original idea also seemed a bit of fluff.
6) Commerce Consulate of Buenos Aires - Trade Efficiency: +10%
The Consulate of Commerce of Buenos Aires was one of the most important institutions in Rio de la Plata. Built on the request of local merchants, it functioned as a commercial court and as a society of economic development. Largely a guild of merchants, the Commerce Consulate was subject to the Spanish Crown. Now that we have gained independence, we can take control of this institution, and turn ourselves into a global trading power. Nerfed by removing the merchant since the rest of the set was buffed.
7) Jujuy Exodus - Attrition for Enemies: +1
Since the enemy is strong in the north, we must abandon it, but we shall not let them profit from our lands. Explanation: I had already made a different RT idea, so I changed it for something else, and this was a relatively interesting event. Besides, measures against corruption are also anathema to the Argentine government.
Ambition - Time to fabricate claims: -20% Explanation: What's a reference to Argentine ambitions without a reference to the Falklands?

EDIT: also, this should be stickied.
 
Nitran Ideas, as suggested by @Sven446 , retrieved from here:

Traditions:
-10%
infantry cost
+10% tax modifier

Beacon of Christianity
+1
tolerance of the true faith
The Byzantine Emperor Michael III sent out Saint Cyril and his brother Saint Methodus in 863 to Great Moravia to spread Christianity among the Slavs in the area.

Rudohorie
+10%
production efficiency
The mountains of central Slovakia are exceptionally rich with rare minerals such as gold, copper and iron.

The Glagolitic Alphabet
+1
yearly prestiege
The Glagolithic alphabet was the first slavic alphabet created in the 9th century by Saint Cyril, a Byzantine monk from Thessaloniki who sought to make the Bible understandable to the general population. First considered heresy, it was eventually formally approved by Pope Adrian II.

The Three Twigs of Svätopluk
+1
diplomatic reputation
"My sons, whoever breaks all these twigs, will be my successor." None of them were able to break them. "Now, all of you take one, and break them. As you see, only united are you strong enough to maintain this kingdom."

The Slovak Will (this might be better as a tradition)
+30% Hostile core-creation cost on us
For centuries we have maintained our cultural identity even after many attempts of foreign powers trying to assimilate our lands into their territory.

Novum Castrum
+20%
Fort deffense
During the Ottoman–Habsburg wars many forts have been erected to protect Vienna from the turks. One of the most signifficant being the fort Novum Castrum, withstanding the most Turkish sieges before falling

Freedom Fighters
+1 attrition for enemies
The woods and mountains of our nation provide us with excellent cower against foreign invaders. Starving out enemy armies during sieges and ambushing supply lines is an effective way to make the enemy retreat

Ambition:
+1 Leader(s) without upkeep
 
Lothatingia

Traditions
-10% Accepted cultural threshold
+15% Army morale

Asserting our claims
The kingdom of Lothatingia hasn't been a political entity for centuries and many doubt our claim to the title and crown as such we have grown increasingly adapt at forging documents to support our claim and boost our legitimacy.
-10% Time to fabricate claims
.5 Legitimacy

Multilingual diplomats
With so many enemies it is important that our diplomatic corps has the required linguistic skills to put off conflict as much as possible.
+1 Diplomatic

Lorraine wall
The heartland of our nation is also the source of much aggression from the west and as such we should fortify it best we can.
+20% Fort defense

German princes
Though the Holy Roman Empire has designs on our lands they are far more willing to deal with us through politics leading to an influx of German nobility and royalty along with their army traditions.
+7.5 Discipline

The middle kingdom
Being able to stand between the France and the Holy Roman Empire is not a position that many could handle and doing so brings prestige.
+1 Prestige

Frankish identity
Though primarily an academic and ideological term it is true that the french and german people of Lothatingia have grown much closer and starting to form a unified identity bringing much internal stability.
-2 National revolt risk

Total war
Peace is a strange word to us caught between the scheming German, the greedy Dutch and the warmongering French has forced us to develop a strong military culture so that we might always be capable to repel the countless assaults we suffer from every side.
+1 Yearly Army tradition

Ambitions
+20% Manpower recovery speed

Is this an actual tag or one getting added in 1.16?
 
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Is this an actual tag or one getting added in 1.16?
Is Nitran?

Edit: I made a mistake I didn't know NItrian was actually being added so I thought we added for hypothetical as well my bad the post has been deleted
 
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Aq Qoyunlu ideaset by @Karweg , retrieved from here , and modified traditions due to changes in Steppe Horde govt:

Traditions: -5 Years of separatism , + 10% Morale of Armies

Idea1: Incorporating local Administration -20% coring cost
Flavor1: It is not easy to govern recently conquered land. By adopting the pre-existing administrative systems and keeping the current officials in power, we can make it easier to rule over our new loyal subjects.

Idea2: Riders of the White Sheep: +20% Cavalry Combat Ability
Flavor2: The White Sheep clan of Turkmens migrated to Anatolia in the 14th century, and greatly expanded in power and influence, not only due to the cunning of it’s rulers, but also because of bravery of the riders who keep the legacy of the steppe alive. Let us support and foster this tradition, so that even in these changing times, the riders of the White Sheep can ride on!

Idea3: Iranian Viziers - 15% Cultural Acceptance Theshold
Flavor3: When the Aq Qoyunlu conquered western Persia between 1469 and 1471, they were heavily influenced by Iranian culture and method of government. During the time of Uzun Hasan the top four civil posts, including that of Vizier, were occupied by Iranians. If we want to integrate new regions into our state, we should let the locals occupy posts in our civil administration.

Idea4: Byzantine Family Bonds +1 Diplomatic Reputation
Flavor4:Baha-ud-Din Osman, the founder of our dynasty, married a daughter of Alexios III of Trebizond and his consort Theodora Kantakouzene. Ever since, our rulers have married Byzantine princesses, improving our standing amongst the rulers of the region.

Idea5: Mountains of Eastern Anatolia +1 Attrition for Enemies
Flavor5: Surrounded by powerful enemies, we should use the lay of the lands to our advantage. We know of every pass and creek in these mountains, which for generations have been our home. We will fight to the last man against the legions of foes who would oppose us.


Idea6: Along the Silk Road - +20% Domestic Trade Power
Flavor6: The rulers of the Aq Qoyunlu always have been able to rely on the merchant classes of the Caucasus. Now that we control part of the Silk Road we can make profit from all the wealth that is flowing through.

Idea7: King of Iranian Kings +1 Yearly Prestige
Flavor7: A man is only as prestigious as his title. If we conquer the Iranian highlands we can proclaim ourselves King of Iranian Kings, Sultan of Iranian Sultans and Shahanshah of Iran and ruler of Persia.

Ambition: +5 % discipline
 
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Also worth noting, both for @DDRJake and other fellows that in this old thread, that there is a massive list of NIs in this thread, all already coded. Tis' only a matter of Copy and Paste to instert those into the game

Word of warning, most of that collossal list already got ideas via pacthes since that was posted.
 
Also worth noting, both for @DDRJake and other fellows that in this

Many of the NIs of that thread have already added though (but not all suggestions where added and some where baked together with other things). The original thread wasn't in suggestions which is why there's no dev post in there.
 
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Many of the NIs of that thread have already added though (but not all suggestions where added and some where baked together with other things). The original thread wasn't in suggestions which is why there's no dev post in there.

Yeah, i mentioned that in my post. I could wade through that massive back log and post here the ones that apply to tags that still dont have ideas, if that's convinient for you :)