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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Outdated (Tag renamed/no longer available in-game):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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I'm not a native speaker so the flavor text might need some tweaking but I hope I could convey the general idea behind my suggestions and that they are reasonable. In real life Mainz managed to stay more or less independent for a surprisingly long time so I tried to reflect that by giving them decent defensive and diplomatic ideas, in return they don't really have much that adds pure military strength or even helps them expand through diplomatic means. Even though Mainz is an Archbishopric in the game I chose to stay away from religious modifiers as well, as the role of the archibishop became more and more political over the years and the majority of the city's religious importance had played out before the start of the EU4 timeline. I think Legatus Natus and Primas Germaniae plus the fact that they are a Theocracy are sufficient enough to reflect the religious aspects of this nation. There also are two ideas in here that I'm not sure on yet so I'd be happy for any ideas and feedback! Hope it works balancing wise too :)


Mainz National Ideas

Traditions

I. +25% Hostile Core Creation Cost

II. +1 Possible Advisors

Ideas

1. Free City Tradition / +20% Better Relations Over Time

"Mainz might not be a free city anymore but the independent spirit of our people and our skillful craftsmen and merchants are still a source of great respect among our neighbours."

2. Center of Religious Learning / -5% Idea Cost

"For centuries Mainz has been one of the main centers of religious learning and theology in all of Europe not just for our fellow Christians, but for Jewish scholars as well. We should build on that tradition."

3. Weck, Worscht & Woi / -1 National Unrest

"The best wine in all of Germany undoubtedly comes from the vineyards around our lovely Mainz and many traditions of our people revolve around this great export of ours. These local customs are an intregral part of our culture that provide a sense of unity in tough times and they must never be forgotten."

4. Rheinischer Städtebund/Mainzer Landfrieden / 10% Trade Efficiency or Mainz University / +1 Yearly Prestige

[Not sure which one to choose here, the university makes send but it's also kinda generic since many German cities and states have something similar. The Städtebund (confederation of cities along the Rhine which was led by Mainz) or Landfrieden (one of the most important sets of constitutional laws in the HRE) work better but they mainly happened before the EU4 timeline so I'm hesitant to include them. Maybe moving things around and making this the first idea might work in this case?]

5. The Watch on the Rhine / +25% Fort Defense

"The German lands have been under threat by enemies from the West ever since the Holy Roman Empire has come into existence, with many foes looking to push us back behind the Rhine. As the strongest fortress on the west banks of the river we are the sword of the Empire who has to make sure this never happens!"

6. The Republic of Mainz / +10% Morale of Armies

[The first democratic state on the current German territory, albeit short-lived and a French puppet. Do you think this would make sense to include or might there be too much of a disconnect between this and what actually happens ingame?]

7. The Fifth Season / -10% Stability Cost Modifier

"Other less enlightened countries might prohibit criticism of the nobility by the common folk but this is not the case here in Mainz when the yearly carneval rolls around. People are free to criticize social and political injustices under the shelter of cap and bells while wearing uniforms that imitate and caricature occupying armies of the past. Anyone who is not a fool at "Karneval" is foolish for the rest of the year!"

Ambition:

+1 Diplomatic Reputation
 
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Does the university have a name?

I'm sitting in it right now, it's called "Paris-Lodron Universität Salzburg".

But this is it's modern name. Back then it was named "Benediktineruniversität Salzburg".

But in the Ideas of Salzburg should also mention Paracelsus and maybe also the rich sources of gold in Rauris.
 
I'm sitting in it right now, it's called "Paris-Lodron Universität Salzburg".

But this is it's modern name. Back then it was named "Benediktineruniversität Salzburg".

But in the Ideas of Salzburg should also mention Paracelsus and maybe also the rich sources of gold in Rauris.
That name is a bit long, but I may add it.
About the other things, well, there are only 7 NIs, I can't add everything :)
 
Hey @Trin Tragula , are you keeping in mind that some NIs will become obsolete with 1.16?

Time to fabricate claims, justify trade conflict and support rebels come to mind.

Well, that's another thing to keep on top of. Might as well as just hold off on the coding until 1.16 rolls around.

But TtFC, Support Rebels and Justify Trade Conflict are getting obsoleted?
 
Well, that's another thing to keep on top of. Might as well as just hold off on the coding until 1.16 rolls around.

But TtFC, Support Rebels and Justify Trade Conflict are getting obsoleted?

They'll have to be modified at least, since currently they affect time (first and third, support rebels will probably be ok, after a thought) to fabricate a CB, and in 1.16 they should probably either increase the speed of building the spy network (probably not) or decrease the cost of fabricating a CB.

Same goes for TtFC from influence IG.
 
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They'll have to be modified at least, since currently they affect time (first and third, support rebels will probably be ok, after a thought) to fabricate a CB, and in 1.16 they should probably either increase the speed of building the spy network (probably not) or decrease the cost of fabricating a CB.

Same goes for TtFC from influence IG.

But are they getting removed as modifiers?
 
I've been reading a lot about Federico da Montefeltro lately, so I made some idea suggestions for Urbino. They're kind of inspired by the Wallachian ideas, in that they are pretty much based on the reign of one ruler, Federico da Montefeltro, who was a famous and very successful condottiere and patron of the arts.

The ideas focus on the renaissance, interest in the classics and classic ideals, condottieri and the court life of Urbino, which apparently inspired a famous book on court life during the renaissance (idea #5). And I tried to make them like a local variation of the normal italian ideas.

And yes, pardon my english, there's probably some grammatical errors... hopefully no factual though. Also, feel free to criticize anything.

Urbino
Traditions
Papal influence +2, Mercenary cost -20%

1. Renaissance court: -10% advisor costs.
2. Condotta income +25% Looting Speed
3. Conspiring - +10% spy offence
4. The Ducal Palace of Urbino - +1 Prestige
5. Il Cortegiano - +1 diplomatic reputation
6. The Ideal City - -10% Development Cost (or build cost)
7. The Life of the Condottiere -10% attrition (or some condottiere-related bonus)

Ambition
Fort defense +15%

1. Renaissance court - Federico da Montefeltro, 'the light of Italy', has assembled some of the greatest scholars and artists of his generation at his court, and rules according to the ideals of humanism, being himself versed in classical philosophy and history. Even though our city is small, we have many connections to foreign courts and cultures, that may advance our ideas and influence our artists.

2. Condotta income - Federico da Montefeltro was one of the most successful condottieri of the renaissance era, and frequently lead mercenaries to finance patronage of the arts and architectural projects in Urbino. By negotiating shrewd mercenary contracts and always trying to get the most out of them we can make it a major part of our income.

3. Conspiring – Leading condottieri may be a way to power, but to stay in power and grow in power one has to use guile as well as force. Through elaborate planning, routine secrecy, and the occasional encrypted letter to the pope himself, we may further our goals even against our so-called allies.

(Inspiration from http://www.amazon.co.uk/The-Montefeltro-Conspiracy-Renaissance-Mystery/dp/0385524684 )

4. The Ducal Palace of Urbino – On the hill of Urbino, this new palace will serve as the main scene of our ambitions and our famous court life. Among other features are two chapels – one dedicated to God, the other to the Muses.

5. Il Cortegiano - “Practise in everything a certain nonchalance that shall conceal design and show that what is done and said is done without effort and almost without thought.”― Baldassare Castiglione, The Book of the Courtier

6. The Ideal City – The ideals of the classics will inspire our city-planning, architectural projects, and civic life. Let the learned men of our city discuss how to perfect our rule, let the engineers draw on Vitruvius to create new technical solutions for our city, and let the artists give us a clear view of its potential. ( Inspired by: https://en.wikipedia.org/wiki/Ideal...arnevale_-_The_Ideal_City_-_Walters_37677.jpg )

7. The Life of the Condottiere - Life on the Italian battlefields can be violent and unforgiving, but fighting for the highest bidder means your loyalty is weak, as is your willingness to take risks. Let our men know that a better contract may be just around the corner, and let's ensure our survival by negotiating and delaying as much as possible instead of fighting hopeless battles to the death. After all, what difference will it make, as long as we uphold the illusion of being honorable warriors?- 10% attrition
(Inspired by the horde idea "the life of a steppe warrior")



Sources: (Italian) wikipedia, prior knowledge, and the great book "The Montefeltro Conspiracy", which inspired idea #3.
 
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Salzburg ideas:

TRADITIONS:
+20% caravan power
-10% build cost

1. Festung Hohensalzburg: The Hohensalzburg fortress, built near the city in 1077, is one of the strongest fortifications in the world. Literally no one has succeded in taking it ever. +25% fort defensiveness

2.Salzach toll:
The name of our city means "Salt Castle", because of the barges that carried salt on the Salzach river. They are subjected to a toll, increasing our income. +15% provincial trade power

3.Benediktineruniversität Salzburg:
The city of Salzburg was already big and important, when in 1622 the prince-bishop founded a benedictine university. This was a boost to technological and cultural progress. -5% tech cost

4.Primas Germaniae:
From 1648 onwards, our city held the Primas Germaniae title. This gives us a special position in the church and also increases our religious feelings. +2 yearly papal influence, +1 tolerance of the true faith

5.Preserve our independence:
Our neighbour Austria, to the south, is beggining to look dangerous. We must improve our army greatly if we want to survive. +10% infantry combat ability

6.Center of the Enlightment:
The ideas of the Enlightment are travelling trough Europe fast. By hosting artists and scientifics, and improving our education system, we can become a center of the Enlightment. -10% idea cost

7.Wolfang Amadeus Mozart:
The famous composer, Wolfang Amadeus Mozart, was born and raised here. His name and his music has given us a place in the history books. +1 yearly prestige

AMBITIONS:

+10% army morale

Once again, great ideas! I especially like the second one, did not know that. The Wolfgang one is an interestomg fact too. Some suggests for rewrite:

1. ... Instead of Literally no one maybe just "It has never fallen." Historic side question out of curiosity, how many people have tried?

3. The city of Salzburg was already distinguished in size and fame, when ..., further advancing the Fortschritt of our city.

4. distinguished position in the church (special is an easy word to use, but it is less specific). actually specific is a possible word to use here too. Increases our religious feelings I don't actually understand, do you intend 'devotion' ? Many possible words to use here: reverence, passion, faithfulness etc.

5. While it is true that Austria does often grow strong, sometimes it gets recked and then this idea is out of touch. Maybe frame it as "Our city is in a precarious position with belligerent (fearsome/unreliable/larger, many words can be used here its ur pick) neighbours. " Second line is a bit simplish, maybe reframe it as "To survive, our army must compensate in proficiency for what it lacks in size" or "To survive, we must ensure our army is as professional as possible".

6. Ever qucker, the ideas of the enlightment are surging trough europe.
Nice wording otherwise, didnt even know scientific was a word!

7. His name and his music = His legacy

Everytime when I write my essays (student at uni) if I find that I use a simple/commonspeak word such as special, improve, big, etc I just go on theusarus and see If there is a better more distinctive word, its an easy way to seem better than one actually is!

Great ideas btw, I think im gonna give salzburg a shot if these are implemented. Strong military and strong mana!
 
Ambition
Fort defense +15%

Sources: (Italian) wikipedia, prior knowledge, and the great book "The Montefeltro Conspiracy", which inspired idea #3.

Outstanding ideas, it was an interesting read in itself. Some suggestions:

1. ...being himself well versed in classical philosophy and history. Even though our city is small, we have many connections to foreign courts and cultures, that may advance our ideas and inspire our artists.

2. Condotta income - Federico da Montefeltro was one of the most successful condottieri of the renaissance era, and frequently lead mercenary endeavours to finance patronage of the arts and architectural projects in Urbino. By negotiating shrewd mercenary contracts and always trying to get the most out of them we can make it a major part of our income.

3. Conspiring – Leading condottieri may be a way to acquire power, but to stay in power and thrive/flourish one has to use guile as well as force. Through elaborate planning, routine secrecy, and the occasional encrypted letter to the pope himself, we may further our goals even against our so-called allies.

Possible rewrite: but to not only persist but thrive


7. The Life of the Condottiere - Life on the Italian battlefields can be violent and unforgiving, but fighting for the highest bidder means your loyalty is weak, as is your willingness to take risks. Let our men know that a better contract may be just around the corner, and let's ensure our survival by negotiating and delaying as much as possible instead of fighting hopeless battles to the death. After all, what difference will it make, as long as we uphold the illusion of being honorable warriors?- 10% attrition
(Inspired by the horde idea "the life of a steppe warrior")

Excellently written. However I'd recommend staying away from -% attrition for now with the max 5% cap, as attrition is so nerfed it serves a neglible purpose, and wont do much for Urbino. Instead, maybe a -10-20% land maintainance modifier?
 
Hello,
This is my first attempt at writing up some NI's, but I don't think its all too awful. I focused on Highlander Ideas, which is something I've been studying quite a bit at university, and hearing that Inverness won't be getting any unique ideas at the start of Mare Nostrum inspired me to write my own.
Anyway, I feel like the ideas are heavily military focused, but most of Gaelic history is remembered through conflict, which is unfortunate. Also my last Idea is somewhat of a change from history, since the Sutherland Estates instead becomes the centre for the Highland clearances, I thought it appropriate that a Highland nation would have a different result.
Highlander Ideas
Traditions:

+10% infantry combat ability

+15% Manpower recovery speed

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

+20% Army Morale

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

+1 yearly prestige

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

+7.5% Naval Force limit (or seamen for Mare Nostrum)

+15% Privateering efficiency

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

+1 Land leader shock

The Clan System - While archaic in nature, our Clan system will have benefits when increasing our territory into new holdings. By establishing family ties to each region, we can swiftly incorporate them into our society and ease any immediate issues.

-5% core creation cost

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

+1 Tolerance of Heretics

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

+15% Manpower Modifier

Ambitions:

+50% Prestige from land battles.

Let me know what you think, also I think my grammar might need some cleaning up so I'll likely be coming back to it, I just wanted to get the ideas out before Mare Nostrum. The actual percentages are easy to change though, and I believe while Paradox considers them, its the text that matters.
 
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@McDuffin I actually cannot find any grammar errors, that doesn't mean there isnt none tho.

The 7.5% increase in naval forcelimit is kinda worthless tbh, if that idea is ever going to be worth it (since docks can just do the same thing) its gonna have to be atleast 20-30%, the knights have 50% and thats like a neutral idea. Same thing with -5 coring cost, when therre is an idea that does it -33. Overall, are you sure your ideas got atleast 200 in the custom nations modifier?
 
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Outstanding ideas, it was an interesting read in itself. Some suggestions:

1. ...being himself well versed in classical philosophy and history. Even though our city is small, we have many connections to foreign courts and cultures, that may advance our ideas and inspire our artists.

2. Condotta income - Federico da Montefeltro was one of the most successful condottieri of the renaissance era, and frequently lead mercenary endeavours to finance patronage of the arts and architectural projects in Urbino. By negotiating shrewd mercenary contracts and always trying to get the most out of them we can make it a major part of our income.

3. Conspiring – Leading condottieri may be a way to acquire power, but to stay in power and thrive/flourish one has to use guile as well as force. Through elaborate planning, routine secrecy, and the occasional encrypted letter to the pope himself, we may further our goals even against our so-called allies.

Possible rewrite: but to not only persist but thrive


7. The Life of the Condottiere - Life on the Italian battlefields can be violent and unforgiving, but fighting for the highest bidder means your loyalty is weak, as is your willingness to take risks. Let our men know that a better contract may be just around the corner, and let's ensure our survival by negotiating and delaying as much as possible instead of fighting hopeless battles to the death. After all, what difference will it make, as long as we uphold the illusion of being honorable warriors?- 10% attrition
(Inspired by the horde idea "the life of a steppe warrior")

Excellently written. However I'd recommend staying away from -% attrition for now with the max 5% cap, as attrition is so nerfed it serves a neglible purpose, and wont do much for Urbino. Instead, maybe a -10-20% land maintainance modifier?
Thanks, great feedback, great improvements. Land maintenance would work well I think.
 
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@McDuffin I actually cannot find any grammar errors, that doesn't mean there isnt none tho.

The 7.5% increase in naval forcelimit is kinda worthless tbh, if that idea is ever going to be worth it (since docks can just do the same thing) its gonna have to be atleast 20-30%, the knights have 50% and thats like a neutral idea. Same thing with -5 coring cost, when therre is an idea that does it -33. Overall, are you sure your ideas got atleast 200 in the custom nations modifier?
It actually went above 200, but I see your point when comparing to other nations and idea groups.
Here's a list of changes:
Highlander Ideas
+15% infantry combat ability

+10% Manpower recovery speed

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

+20% Army Morale

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

+1 yearly prestige

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

+30% Naval Force limit (or seamen for Mare Nostrum)

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

+1 Land leader shock

The Clan System - While archaic in nature, our Clan system will have benefits when increasing our territory into new holdings. By establishing family ties to each region, we can swiftly incorporate them into our society and ease any immediate issues.

-10% core creation cost

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

+25% Religious Unity

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

+5% Discipline

Ambitions:

+50% Prestige from land battles.
So you don't have to read through all of it:
10% Infantry combat ability is now 15%
15% Manpower Recovery is now 10%
7.5% Naval force limit is now 30% but privateering is dropped (Currently useless in game anyway, I don't know stats for Mare Nostrum's seamen, but it could be added)
-5% Core creation cost is now 10%
+15% National manpower modifier had been changed to 5% discipline, I felt that the text didn't fit the idea and its a bit of a buff as well.
+1 Tolerance of Heretics is now +25% Religious unity, which also seems a tad more appropriate.
With the region its currently to spawn in (I added Orkney, because Sutherland isn't in the game yet) it sits at 258 points, with Military being 53% of the total amount.[/spoiler]
 
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I myself have a suggestion for a set of National Ideas. While the nation didn't exist within the timeframe, I do believe that it is plausible for it to actually could have done so, and it would, if added, mostly function as a fun flavour (just like UPCA, who also did not exist within the EUIV timeframe). That's why I suggest Texas. I know that there probably will be some people who do not agree with me here, but hear me out, woulnd't you just love to spread that Texas love everywhere, with slavery, neat dialects and all that comes with it? So partly as fun, partly to satisfy the Texas Nationalists out there, I created some Texas ideas:

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

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

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

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

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

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

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

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

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

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

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

Edit: Spelling
 
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@Mcduffin

So you don't have to read through all of it:
10% Infantry combat ability is now 15%
15% Manpower Recovery is now 10%
7.5% Naval force limit is now 30% but privateering is dropped (Currently useless in game anyway, I don't know stats for Mare Nostrum's seamen, but it could be added)
-5% Core creation cost is now 10%
+15% National manpower modifier had been changed to 5% discipline, I felt that the text didn't fit the idea and its a bit of a buff as well.
+1 Tolerance of Heretics is now +25% Religious unity, which also seems a tad more appropriate.
With the region its currently to spawn in (I added Orkney, because Sutherland isn't in the game yet) it sits at 258 points, with Military being 53% of the total amount.

Solid edits, however now with +10% infantry combat ability, 20% morale (Only Prussia and France have this strong morale), 15% manpower recovery, and +1 landleader shock, you have a military nation on almost the level of Prussia, perhaps stronger than Sweden and France, and I doubt it will be implemented that way. I'd switch one or two of them to something else (diplo or admin) or a weaker military modifier, perhaps recover army morale speed, reinforcement speed, land manouver etc. I'm sure there is a lot of Iverness history to go on!
------
@veBear


These Texan ideas are excellently written! I'd love to see a texas nation too, especially since it exists in vicky 2. The yankee one made me laugh!


The only problem as I see it is that these ideas are worse than the generic colonial nation ones, so there kind of isn't an incentive to create texas. Diplomats isn't a very useful idea, attrition is so nerfed its currently worthless and with no military ideas whatsoever. Texas would be one of the weakest nations on the continent. Perhaps change the lonestar one to +10 army morale. Religious unity isn't ususally necessary as large swaths of territory is usually colonized by the same nation, leaving it by the same religion. perhaps replace it with a +1 tolerance of the true faith in addition to +20% religious unity? Move the +1 attrition from ambition to the idea (so it has two aspects of the Alamo) and make the ambition something more ambitious than starving enemis, perhaps a land limits modifier or 5% discipline, reflecting ambitious of the succesfull the texan army.
 
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I've been reading a lot about Federico da Montefeltro lately, so I made some idea suggestions for Urbino. They're kind of inspired by the Wallachian ideas, in that they are pretty much based on the reign of one ruler, Federico da Montefeltro, who was a famous and very successful condottiere and patron of the arts.

The ideas focus on the renaissance, interest in the classics and classic ideals, condottieri and the court life of Urbino, which apparently inspired a famous book on court life during the renaissance (idea #5). And I tried to make them like a local variation of the normal italian ideas.

And yes, pardon my english, there's probably some grammatical errors... hopefully no factual though. Also, feel free to criticize anything.

Urbino
Traditions
Papal influence +2, Mercenary cost -20%

1. Renaissance court: -10% advisor costs.
2. Condotta income +25% Looting Speed
3. Conspiring - +10% spy offence
4. The Ducal Palace of Urbino - +1 Prestige
5. Il Cortegiano - +1 diplomatic reputation
6. The Ideal City - -10% Development Cost (or build cost)
7. The Life of the Condottiere - -10% land maintenance

Ambition
Fort defense +15%

1. Renaissance court - Federico da Montefeltro, 'the light of Italy', has assembled some of the greatest scholars and artists of his generation at his court, and rules according to the ideals of humanism, being himself well versed in classical philosophy and history. Even though our city is small, we have many connections to foreign courts and cultures, that may advance our ideas and inspire our artists.

2. Condotta income - Federico da Montefeltro was one of the most successful condottieri of the renaissance era, and frequently lead mercenary endeavours to finance patronage of the arts and architectural projects in Urbino. By negotiating shrewd mercenary contracts and always trying to get the most out of them we can make it a major part of our income.

3. Conspiring – Leading condottieri may be a way to power, but to stay in power and thrive one has to use guile as well as force. Through elaborate planning, routine secrecy, and the occasional encrypted letter to the pope himself, we may further our goals even against our so-called allies.

(Inspiration from http://www.amazon.co.uk/The-Montefeltro-Conspiracy-Renaissance-Mystery/dp/0385524684 )

4. The Ducal Palace of Urbino – On the hill of Urbino, this new palace will serve as the main scene of our ambitions and our famous court life. Among other features are two chapels – one dedicated to God, the other to the Muses.

5. Il Cortegiano - “Practise in everything a certain nonchalance that shall conceal design and show that what is done and said is done without effort and almost without thought.”― Baldassare Castiglione, The Book of the Courtier

6. The Ideal City – The ideals of the classics will inspire our city-planning, architectural projects, and civic life. Let the learned men of our city discuss how to perfect our rule, let the engineers draw on Vitruvius to create new technical solutions for our city, and let the artists give us a clear view of its potential. ( Inspired by: https://en.wikipedia.org/wiki/Ideal...arnevale_-_The_Ideal_City_-_Walters_37677.jpg )

7. The Life of the Condottiere - Life on the Italian battlefields can be violent and unforgiving, but fighting for the highest bidder means your loyalty is weak, as is your willingness to take risks. Let our men know that a better contract may be just around the corner, and let's ensure our survival by negotiating and delaying as much as possible instead of fighting hopeless battles to the death. After all, what difference will it make, as long as we uphold the illusion of being honorable warriors?- 10% attrition
(Inspired by the horde idea "the life of a steppe warrior")



Sources: (Italian) wikipedia, prior knowledge, and the great book "The Montefeltro Conspiracy", which inspired idea #3.
There, I added Norpheus suggestions in this quote. I also have some self-criticism: Watching the condottieri-stream I noticed condottieri can't loot, which kind of kills the point of the second idea. So either that will have to be fixed, or the bonus or the whole idea will have to be changed (another obstacle here is that Urbino isn't even independent in the game right now, and therefore can't use condottieri...). To keep the idea, the bonus could be something else that would make it easier to earn money from condottieri, another mercenary idea perhaps. Or switch the land maintenance from the last idea and add +1% army tradition or something down there. Or just fix so that condottieri can loot, from what I know of history, I'm pretty sure mercenaries looted a lot...?

Whoa, I'm reflecting to much on this now, I don't even know if these ideas will make it to the game. Good night.
 
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