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National Ideas

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National Ideas Empty National Ideas

Post  Taylor Thu Feb 02, 2012 3:14 am

There's 40 of these (5 categories, 8 in each category). Some of the vanilla EU3 ones might work in the mod, but certainly not all of them. So we need some ideas here. As inspiration, I'll post the list of EU:Rome's ideas now.

Code:

military
-   horse_lords (Cavalry Discipline +10%)
-   professional_soldiers (Heavy Infantry Discipline +10%)
-   martial_ethos (Land Morale +25%)
-   naval_ethos (Naval Morale +25%)
-   tribal_recruitment (+50% quicker reinforce on regiments)
-   military_camps (Organisation +10%)
-   cataphracts (+1 offensive on cavalry)
-   militarized_society (2% less experience decay)
-   legionary_military_system (50% cheaper heavy inf)
-   siege_train (Siege speed –20%)

economy
-   organized_recruitment (Reduced  recruit speed (-10% recruit time))
-   naval_blockades (blockade efficiency 33%)
-   national_prestige (+10% Income from tributes)   
-   tariffs (+10% trade income)
-   tax_farming (+10% more tax income)
-   improved_construction (-10% cost for building things)
-   tradition_of_service (+10% more experienced troops)
-   regulated_markets (+1 Trade Route)
-   industry (25% quicker build time)
-   bureaucratic_traditions (-15% maintenance costs)

civic
-   civic_duty  (+50% Defensiveness)
-   citizenship (Converts 7% freemen to citizens over 10 years)
-   emancipation (Converts 7% slaves to freemen over 10 years)
-   diplomatic (+10% on diplomatic style missions)
-   duplicity (+10% on intrigue style missions)
-   loyal_politics (+20% to loyalty change)
-   philosophies (+ 25% Research points)
-   higher_duty    (-1 max rivals, -1 friends on each char)
-   populist_politics (monthly character popularity  +0.01)
-   rule_of_law (-20% corruption)

religion
-   deification (Ruler Popularity +10%)
-   national_faith (Omen Power +10%)
-   national_oracle (Lower Stability Costs (-33%))
-   divine_right (Omen Success + 15%)
-   religious_state (Revolt risk -1)
-   tolerance  (Corruption +10%... This is what it says in Rome's file; I don't understand why anyone would choose this in EU:R)
-   pantheon (+20% Religious Power from Temples)
-   philosophical_advances (civilization spread +25%)
-   college_of_pontifices (Omen Failure Penalty –25%)
-   evangelical_faith (seduce cost -25%)

Of course, not all of these apply, or are usable for us, since this mod is set much earlier. But let's see what we can draw from this. My first try:
Code:

naval
(from EU:R)
-   naval ethos (+1 naval morale, +1 leader maneuver)
-   naval blockades (+33% blockade efficiency, +25% naval range)
(from EU3 vanilla)
-   press gangs (or equivalent) (-50% ship cost, -50% ship build time)
-   grand navy (+100% naval force limit, +50% prestige from sea battles)
-   sea hawks (+1 yearly naval tradition, +0.50 naval morale)
-   naval glory (+100% prestige from sea battles, +0.50 naval morale)
-   excellent shipwrights (+2 leader maneuver, +25% naval range)

army
(from EU:R)
-   horse lords (cavalry cost -50%, +5% discipline)
-   professional soldiers (rename to heavy infantry; +25% discipline, +25% infantry cost, +0.50 morale)
-   martial ethos (+1.00 army morale, +1 leader shock, +5% discipline)
-   cataphracts (if it exists in EU3, then: cavalry morale + something)
-   militarized society (+1 yearly army tradition, +0.50 army morale)
-   siege train (+1 leader siege, +25% fort defense)
-   organized recruitment (-20% recruitment time, -25% recruitment cost)
(from EU3 vanilla)
-   grand army (+33% land force limit, prestige from land battles +50%)

exploration
(from EU:R)
-   regulated markets (+10% trade efficiency, +5% compete chance)
-   tariffs (+50% tariffs, +10% trade income)
-   philosophies (-10% research cost, +0.50 cultural tradition)
(from EU3 vanilla)
-   colonial ventures (+1 yearly colonist, +25% colonial growth)
-   quest for the new world (but rename to something like "quest for new lands"; effect: +a very high number colonial range (b/c standard colonial range is 1); explorers allowed)

state business
(from EU:R)
-   improved construction (build cost -20%, +5% production efficiency)
-   industry (+15% production efficiency, -20% recruit time)
-   citizenship (+10% tax income, -10% stab cost)
-   emancipation (+50% manpower, -0.50 revolt risk)
-   diplomatic (-1.00 yearly infamy, +0.50 monarch DIP)
-   rule of law (+10% tax and trade income, -0.50 revolt risk)
(from EU3 vanilla)
-   vetting (+33% spy defense, +33% spy success chance (is that possible?))
-   espionage (+1.00 spies per year, -25% spy cost (is that possible?))

culture
(from EU:R)
-   national prestige (+1.50 yearly prestige, +0.25 army & navy morale)
-   deification (-1.00 revolt risk, -10% stab cost)
-   national oracle (-50% stab cost, -5% production efficiency)
-   divine right (+1.00 yearly legitimacy, -0.50 revolt risk, -10% stab cost)
-   national faith (+0.50 missionaries; +5% missionary chance)
-   tolerance (+2/+2 tolerance to heathens/heretics, -10% stab cost)
-   philosophical advances (-15% research cost (only possible with "philosophies"), +0.50 yearly cultural tradition)
(from EU3 vanilla)
-   patron of the arts (+2.00 yearly cultural tradition, -5% research cost)

These are of course just preliminary ideas. Note that naval currently has 7 ideas, and economy only 5, so some more ideas are necessary. Thoughts? (e.g. how historical is this, which idea is definitely missing, how balanced is this)


Last edited by Taylor on Fri Feb 03, 2012 12:59 am; edited 1 time in total

Taylor
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National Ideas Empty Re: National Ideas

Post  Wolololo Thu Feb 02, 2012 5:11 am

Many of the ideas from EU Rome would be great for mid-late game.
Also, I think we should take inspiration from NI system in Magna Mundi. Which is in my opinion one of the best mods for a strategy game, ever. The National Ideas are undoubtedly one of the main reasons for the success of Magna Mundi. There's more than one effect on each idea, and each idea influences events differently.

So, multiple effects for each idea. One main effect, a few minor ones.

I'll look through the list when I have time. Smile

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National Ideas Empty Re: National Ideas

Post  Taylor Fri Feb 03, 2012 12:39 am

You're right about the multiple effects, that is cool. I haven't played Magna Mundi, but is it anything like the Death & Taxes idea system? In that mod, NIs usually have slider prerequisites and sometimes they can only be taken when a certain other NI is already in place.

edit: I modified the list somewhat to give multiple effects.

Another thing: what if we make conquistadors completely impossible? I know we can't turn them off (they are both included when it says "explore = yes") but we can make conquistadors simply extremely expensive (cost 6 colonists or so Smile ). I think that would inhibit colonial expansion over land a bit, and would nicely simulate how exploration was usually only concerned with coastal areas. Of course, it would still be possible to slowly colonize inland because you automatically discover neighboring provinces.

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National Ideas Empty Re: National Ideas

Post  Taylor Tue Feb 07, 2012 7:40 am

If no-one has any objections, I think I'm going to start modding these in.

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National Ideas Empty Re: National Ideas

Post  Wolololo Tue Feb 07, 2012 10:23 pm

Go right ahead. Wink

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Post  illapa Mon Mar 12, 2012 7:33 am

How about we change the exploration one like completely? Instead of having "actual" exploration why not have a merchant range bonus? It will sort of show exploration because your merchants can reach further and its more historically relevant I think. Though to be honest I have no idea if the game even allows us to put in a modifier for that.

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