User:Tzeentch
Jump to navigation
Jump to search
Changelog
National Ideas
- All land and naval morale national ideas have been reduced to a maximum of 10%
- Burgundy: Diplomatic relations tradition changed from +1 to +2
- Burgundy: Replaced Allow Freedom of Worship (+2 Tolerance of heretics) with Unite the Low Countries (+1 Diplomatic Reputation -20% Diplomatic Annexation Cost) and moved it forward
- England: Replaced The Sick and Hurt Board (+5% Ship durability) with Industrial Revolution (+10% Production Efficiency)
- Portugal: Royal Absolutism now gives +3% Discipline in addition to the build cost
- Papal State: +25% religious unity tradition changed to +2% Missionary strength
- Papal State: Donation of Constantine (-20% Time to fabricate claims) changed to Holy War (Triple manpower while at war with another religion)
- Prussia: Discipline tradition reduced to 5%, Goose Step reduced to +10% infantry combat ability
- Poland: Winged Hussars reduced to +20% Cavalry combat ability
- Sweden: +20% Infantry combat ability tradition reduced to +10%
- Naples: +25% National spy defence tradition replaced with +2 Papal influence
- Naples: +5% Recover army morale speed tradition replaced with +10% Infantry combat ability
- Savoy: Repel the French now gives an additional +5% land morale
- Timurids: +25% Income from vassals tradition is now +35% Religious unity
- Timurids: Chagatai Literature (+1 Yearly Legitimacy) replaced with Glory of Conquest (+25% National manpower modifier)
- Ottomans: Reduced Millets (-33% Core-creation cost) to -15%
Idea groups
Innovative:
- Replaced Resilient State(-10% Reduce inflation cost) with Massed Battery (+10% Artillery combat ability)
- Formalized Officer Corps (+1 Leader without upkeep) is now (+10% Production efficiency )
- -25% Advisor costs finisher is now -10% Idea cost
Religious:
- Inquisition (+2% Missionary strength vs heretics) is now Religious Zeal (+10% Land morale)
- Church Attendance Duty (-25% Stability cost) is now Arm the Faithful (+25% Manpower recovery speed)
- -25% Culture conversion cost replaced with -30% Aggressive expansion
Economic:
- Replaced Organized Construction (-10% Build cost) is now Establish Customs Houses (+20% Income from vassals and +10% Global Tariffs)
- Centralization (-0.05 Monthly autonomy) is now Public Banking (+20 Tax income)
- Replaced Smithian Economics (+10% Production efficiency) with Resilient State(-20% Reduce inflation cost)
- −20% Development cost finisher is now -30% advisor costs
Expansion:
- Additional Colonists now auto explores adjacent terra ingonita
- Organized Recruitment (-10% Recruitment time) is now Governor-Generals (+1 Leader without upkeep)
- Additional Diplomats (+1 Diplomatic Reputation) is now The East Indies (+35% Trade range)
- Improved Shipyards (-10% Shipbuilding time) is now Colonial Militia (+20% Land force limit)
Plutocratic:
- Now available for everyone
- Bill of Rights (-2 Revolt risk) is now Merchant Marine (+10 Light ship combat ability and -10% Light ship cost)
- Finisher is now +30% Embargo efficiency
Aristocratic:
- Now available for everyone
- Local nobility (+10% Income from vassals) increased to +30%
- International Nobility (1 diplomat) is now Bayonet Leaders (+1 Land leader shock)
- Nobile Resilience (-20% Reduce war exhaustion cost) changde to -0.05 Monthly war exhaustion
Offensive:
- Bayonet Leaders (+1 Land leader shock) replaced with +1 Land leader siege
- +5% Morale recovery speed replaced with -20% Province warscore cost
Quality:
- Massed Battery (+10% Artillery combat ability) is now Prestigious Army (+1 Yearly prestige)
Defensive:
- Reduced Military Drill (+15% Morale of armies) to +10%
- Replaced Supply Trains (+33% Reinforce speed) with Conscripted Garrisons (+25% Garrison size)
Quantity:
- Levée en Masse (+50% manpower) reduced to +30%
- Replaced Mercenary Contracts (+25% Available mercenaries) and Improved Supply Lines (-10% Land attrition) with Grand Navy (+30% Naval force limit modifier) and Ship's Penny (-10% Ship costs)
- The Old and Infirm now gives -10% naval maintenance in addition to land maintenance
- Replaced Conscripted Garrisons (+25% Garrison size) with Formalized Officer Corps(+1 Leader without upkeep)
- Reduced +50% Land force limit finisher to +30%
- Now Diplomatic Idea
- Naval Glory (+100% Prestige from naval battles) changed to +5% Ship durability
- Oak Forests for Ships (+20% Heavy ship combat ability) has been merged with Improved Rams (+25% Galley combat ability)
- Oak Forests for Ships is now Naval Fighting Instruction (+50% Blockade efficiency)
- Reduced Superior Seamanship to +10% Naval morale
- +10% Ship durability changed to Ships can now repair in coastal sea provinces
Espionage:
- Privateers moved to Mercenary ideas, first idea is now Guerilla Warfare (+1% Hostile attrition)
- Vetting (+25% Spy defence) replaced with Sabotage (+30% Siege ability)
- Efficient spies now gives an aditional +25% spy defence
- Sow Discontent now also decreases the targeted nation's land and naval morale by -10%
Exploration:
- +1 Colonist and Quest for the New World have switched places
- Quest for the New World now gives an additional +1 Naval leader maneuver
- Reduced Land of Opportunity to +10 global settler increase
- Increased Viceroys to +35% Global tariffs
Trade:
- Fast Negotiations (+25% Caravan Power) replaced with +20% Trade power abroad
Humanist:
- Tolerance idea now also has 'Negative religious tolerance no longer gives any penalties'
- Local Traditions and Indirect rule have been merged
- Ecumenism (+3 Tolerance of heretics) is now Right to Bear Arms (+1 Land leader fire)
- Indirect Rule is now Workshop of the World (+15% Global goods produced)
- Benevolence is now +2 Diplomatic reputation and Lowered impact on stability from diplomatic actions
- Changed Humanist Tolerance (+3 Tolerance of heathens) to -5% Technology cost
- Finisher is now -30% Culture conversion cost
Administration:
- Renamed to Mercenary ideas
Diplomatic:
- Renamed to Infrastructure ideas; focuses on internal development and land trade
Influence:
- Renamed to Imperialism ideas; merger of influence ideas and the none mercenary administrative ideas with a theme of expansion
Policies
To do
Technology
- Client States moved forward to Diplomatic technology 20
Religion
- Increased base papal influence by 1
- Reduced religious zeal to -5% missionary strength
- Catholicism now gives +5% land morale instead of -1 tolerance of heretics
- Conversion Zeal (converting to Protestant or Reformed) now only gives +5% heretic missionary strength (down from +10%)
Holy Roman Empire
- Vastly improved the Imperial Reforms, they now greatly benefit both the Emperor and members
- Imperial authority loss from heretical princes halved
- Doubled monthly imperial authority from the number of states in the HRE
- Doubled monthly imperial authority from free cities
- Boosted tax and force limits the Emperor receives per free city
- Free cities now get an additional +5 land and naval force limit and increased base tax income by 1
Colonisation
- Reduced starting global settler increase from 25 to 10
- Native hostile policy reduced to +10 global colonial growth
- Colonial nations that have 10 or more provinces now provide their overlord with +10 Land forcelimit
Government
- English monarchy and Constitutional monarchy now have noble estates
- Feudal Monarchy +10% Manpower replaced with +1 Diplomatic relations
- Administrative Monarchy National tax modifier increased to +10%
- Absolute Monarchy +5% Discipline replaced with +15% Manpower
- Enlightened Despotism +10% Manpower replaced with -10% Idea cost
- Oligarchic Republic National tax modifier increased to +10%
Buildings
- Courthouse changed to +1 Tax income, +20% Local tax modifer and -0.02 Local autonomy & Town Hall changed to +2 Tax income, +30% Local tax modifer and -0.05 Local autonomy
- Dock now gives an additional +25% local manpower & Drydock now gives an additional +50% local manpower
Decisions
- Removed cede French region from the Form Dutch Nation decision
- Embrace the Counter-Reformation no longer increases tech and idea cost
Warfare
- You can now declare war while in a regency
- Increased base ship durability. Naval battles should result in far fewer stack wipes
- Army and Naval tradition now gives maximum 15% morale
- Revoke imperial reform warscore cost reduced to 40%
- Demanding trade power warscore cost reduced to 40%
- Forced conversion scaling warscore modifier reduced by 80% (664 development = 100% WS)
Misc
- Maximum idea groups in the same category reduced to 40%
- Selling a core no longer costs prestige *fix*
- Aggressive Expansion now decays at -5 per year (up from -2)
- Lowered negative opinion modifier for breaking alliance to -5
- Minimum relations needed to ally increased to -50
- Navies now require manpower to build and reinforce: Heavy ship = 250, Galley = 200, Lightship = 150 Transport = 100
- Increased hostile attrition in winter, arid, arctic and tropical provinces
- Increased land maintenance cost from technology slightly
- Bankruptcy now only reduces land and naval morale by -30% but lasts for 20 years
- Minimum amount of techs required to be behind to allow westernisation lowered to 5
- You can now create overseas client states
- Prussia is now Prussian Blue & Germany is now Grey
|
![]() |
Please help with verifying or updating this section. It was last verified for version 1.14. |
Administrative power is required to unlock ideas within these groups.
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- -1% Prestige decay
- -25% Mercenary cost
- -5% Technology cost
- +1 Possible advisors
- +10% Artillery combat ability
- -0.05 Monthly war exhaustion
- -10% Idea cost
- +10% Production efficiency
Associated events: Innovative idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- Permanent casus belli against neighboring heathens and heretics
- +1 Missionaries
- +25% Manpower recovery speed
- +3% Missionary strength
- +1 Tolerance of the true faith
- +2 Yearly papal influence
- +0.25 Monthly fervor
- +0.5 Yearly devotion
- +10% Church power
- +1 Yearly prestige
- +10% Morale of armies
- -30% Aggressive Expansion
Associated events: Religious idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +10% National tax modifier
- 10% Global tariffs
- +20% Income from vassals
- +0.10 Yearly inflation reduction
- -1 Interest per annum
- +20 Tax Income
- -10% Land maintenance modifier
- -20% Reduce inflation cost
- -30% Advisor costs
Associated events: Economic idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- Auto-exploration of all territory adjacent to owned home territory.
- +1 Colonists
- +1 Merchants
- +10 Global settler increase
- +1 Leader(s) without upkeep
- +35% Trade range
- +20% Land force limit modifier
- +20% Global trade power
- Permanent Casus Belli against Chinese, Indian, Nomad and Sub-Saharan tech group nations if own tech group is Western, Eastern or Anatolian.
Associated events: Expansion idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- -25% Mercenary cost
- +25% Embargo efficiency
- +33% Privateer efficiency
- -33% Mercenary maintenance
- +25% Looting Speed
- +25% Available mercenaries
- +1 Leader(s) without upkeep
- +25% Garrison size
- -10% Recruitment time
Associated events: Administrative idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- Negative religious tolerance no longer gives any penalties.
- +35% Religious unity
- -10 Years of separatism
- -2 National unrest
- +1 Land leader fire
- -50% Accepted culture threshold
- +15% Goods produced modifier
- -5% Technology cost
- -30% Culture conversion cost
Associated events: Humanist idea group events
Diplomatic
![]() |
Please help with verifying or updating this section. It was last verified for version 1.14. |
Diplomatic power is required to unlock ideas within these groups.
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +1 Attrition for enemies
- +30% Siege ability
- Allows sabotage reputation
- +1 Diplomats
- +25% Spy offence
- +25% National spy defense
- −33% Covert action relation impact
- May study technology
- Allows sow discontent
- May agitate for liberty
- Allows infiltrate administration
Associated events: Espionage idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- -10% Build cost
- +10% Goods produced modifier
- +25% Caravan Power
- −20% Development cost
- +33% Reinforce speed
- +10% Production efficiency
- +20% National manpower modifier
- +10% Provincial trade power modifier
Associated events: Diplomatic idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +20% Global trade power
- +1 Merchants
- +25% Trade range
- +10% Trade efficiency
- +1 Merchants
- +25% Trade steering
- +20% Trade power abroad
- +1 Merchants
Associated events: Trade idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- Allows recruitment of explorers and conquistadors. Explorers can explore ocean provinces.
- +1 Naval leader maneuver
- +1 Colonists
- +50% Colonial range
- +10 Global settler increase
- +35% Global tariffs
- +1 Colonists
- +25% Naval force limit modifier
- Permanent Casus Belli against Primitives
Associated events: Exploration idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +1 Naval leader shock
- +20% Heavy ship combat ability
- +25% Galley combat ability
- +1 Naval leader fire
- +5% Ship durability
- -10% Naval maintenance modifier
- +50% Blockade efficiency
- +10% Morale of navies
- Ships can repair when in coastal sea zones
Associated events: Naval idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- -25% Core-creation cost
- +35% Income from vassals
- -0.05 Monthly autonomy change
- +25% Imperial authority
- +1 Colonists
- +20% Colonial Range
- +5% Discipline
- +200% Vassal force limit contribution
- Lowered impact on stability from diplomatic actions
Associated events: Influence idea group events
Military
![]() |
Please help with verifying or updating this section. It was last verified for version 1.14. |
Military power is required to unlock ideas within these groups.
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- -10% Cavalry cost
- +10% Cavalry combat ability
- +50% Hostile core-creation cost on us
- +30% Income from vassals
- +25% National manpower modifier
- +1 Land leader shock
- -0.05 Monthly war exhaustion
- -10% Military technology cost
- +1 Leader(s) without upkeep
Associated events: Aristocratic idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +25% Available mercenaries
- -10% Light ship cost
- +10% Light ship combat ability
- +1 Merchants
- +10% Goods produced modifier
- +10% Morale of armies
- +25% Caravan Power
- +20% Manpower recovery speed
- +30% Embargo efficiency
Associated events: Plutocratic idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +1 Land leader siege
- -10% Recruitment time
- +1 Land leader fire
- +100% Prestige from land battles
- +20% Siege ability
- +20% Land force limit modifier
- +5% Discipline
- -20% Province warscore cost
Associated events: Offensive idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +1 Yearly army tradition
- +10% Morale of armies
- +1 Land leader maneuver
- -10% Land maintenance modifier
- +20% Fort defense
- -10% Fort maintenance
- +30% Garrison size
- -25% Land attrition
- +1 Attrition for enemies
Associated events: Defensive idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +10% Infantry combat ability
- +1 Yearly army tradition
- +1 Naval army tradition
- +10% Cavalry combat ability
- +5% Ship durability
- +10% Naval morale
- -25% Naval attrition
- +1 Yearly prestige
- +5% Discipline
Associated events: Quality idea group events
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.14. |
- +30% National manpower modifier
- +20% Manpower recovery speed
- -10% Regiment cost
- -10% Ship costs
- +30% Naval force limit modifier
- -10% Land maintenance modifier
- -10% Naval maintenance modifier
- +1 Leader(s) without upkeep
- +30% Land force limit modifier
Associated events: Quantity idea group events