With the last preview falling off page, it would seem timely to publish a new one – so here we go!
This time we are going to have a look at one of the central concepts in the mod; how to set up your government.
The core concept does away with the “government type” of EU3 and EUR and replaces it with a flexible system based on “national ideas”. In other words; your “government type” is not in it self a modifier but instead is reflected by the Doctrines and the Ideas you have picked for your country.
To make this comprehensible, let us take a look at some previously published graphics from the game (note: these are slightly outdated).
Here we have Rome with seven free slots. This is the highest number of “national ideas” a country can have in MN.
The lowest number of slots is two and a key element in the game will be to get your government from two or three slots at the beginning of the game to seven (which currently should take around 400 years, give or take 100 years).
Another key element is the bonus to Central Administration which only apply when your ideas match the slots. More on that further down.
Now to fill those slots we have 17 Doctrines (there are only two religious Doctrines) and 23 Ideas, so let us get into the details of how they work.
The easiest way to do that would be to briefly describe some of them, their interaction and their accessibility.
The Military Doctrines reflect the strategic focus and tactical deployment of your military and are historic reflections of (what I consider) the five most prevalent doctrines of the time period. Each country will have one of these predefined in its history file but it will be possible to remove or change it during the game.
Mounted Warfare: the “Parthian doctrine” focuses on cavalry, and very high strategic and tactical mobility.
Latin Warfare: the “Roman doctrine” focuses on infantry, diciplin and tactical mobility.
Hellenistic Warfare: the “Alexander doctrine” focuses on combined arms tactics.
Skirmishing Warfare: the “Barbarian doctrine” focuses on light infantry, “hit and run” tactics, strategic mobility and strength in numbers.
Maritime Warfare: the “Carthaginian doctrine” focuses on naval supremacy.
As you might have figured out, these Doctrines are mutually exclusive so you will only be able to have one of them active at any given time (same goes for the respective Doctrines in the other three areas). However having a Doctrine gives access to the Ideas in the respective area and you can have any number of those active at the same time.
The Military Ideas reflect (some of) the unique military concepts in existence or invented during the time period.
Career Officers: the idea of having professional military leaders instead of nobles/politicians heading the armed forces.
Professional Military: the idea of having professional soldiers instead of calling on ordinary citizens to do the fighting.
Stationary Support Assets*: the idea of building and maintaining permanent military installations and infrastructure.
Mobile Support Assets*: the idea of building and maintaining artillery and logistical support.
Militarised Society: the idea of having military ability and accomplishment being the measure of a man instead of birth and/or wealth.
* temporary name reflecting the concept
Now as mentioned there are predefined Doctrines for each country (one in each of the four categories) and to match that there will always be at least one idea slot in each area (when you have four or more slots of course). However you are not forced to make use of all four Doctrines. You can decide not to make use of your Military Doctrine and use the slot for another Idea from one of the categories you have access to from the other Doctrines. The downside to this strategy is that Doctrines are slightly more powerful than Ideas and you lose the bonus to Central Administration but if you really want to make the military the focal point of you country you are allowed to spend six slot on a Doctrine and all five Ideas.
This should allow for a huge number of different long term and situational strategies, and if balanced properly; infinite re-playability.
This time we are going to have a look at one of the central concepts in the mod; how to set up your government.
The core concept does away with the “government type” of EU3 and EUR and replaces it with a flexible system based on “national ideas”. In other words; your “government type” is not in it self a modifier but instead is reflected by the Doctrines and the Ideas you have picked for your country.
To make this comprehensible, let us take a look at some previously published graphics from the game (note: these are slightly outdated).
Here we have Rome with seven free slots. This is the highest number of “national ideas” a country can have in MN.

The lowest number of slots is two and a key element in the game will be to get your government from two or three slots at the beginning of the game to seven (which currently should take around 400 years, give or take 100 years).
Another key element is the bonus to Central Administration which only apply when your ideas match the slots. More on that further down.
Now to fill those slots we have 17 Doctrines (there are only two religious Doctrines) and 23 Ideas, so let us get into the details of how they work.

The easiest way to do that would be to briefly describe some of them, their interaction and their accessibility.
The Military Doctrines reflect the strategic focus and tactical deployment of your military and are historic reflections of (what I consider) the five most prevalent doctrines of the time period. Each country will have one of these predefined in its history file but it will be possible to remove or change it during the game.
Mounted Warfare: the “Parthian doctrine” focuses on cavalry, and very high strategic and tactical mobility.
Latin Warfare: the “Roman doctrine” focuses on infantry, diciplin and tactical mobility.
Hellenistic Warfare: the “Alexander doctrine” focuses on combined arms tactics.
Skirmishing Warfare: the “Barbarian doctrine” focuses on light infantry, “hit and run” tactics, strategic mobility and strength in numbers.
Maritime Warfare: the “Carthaginian doctrine” focuses on naval supremacy.
As you might have figured out, these Doctrines are mutually exclusive so you will only be able to have one of them active at any given time (same goes for the respective Doctrines in the other three areas). However having a Doctrine gives access to the Ideas in the respective area and you can have any number of those active at the same time.
The Military Ideas reflect (some of) the unique military concepts in existence or invented during the time period.
Career Officers: the idea of having professional military leaders instead of nobles/politicians heading the armed forces.
Professional Military: the idea of having professional soldiers instead of calling on ordinary citizens to do the fighting.
Stationary Support Assets*: the idea of building and maintaining permanent military installations and infrastructure.
Mobile Support Assets*: the idea of building and maintaining artillery and logistical support.
Militarised Society: the idea of having military ability and accomplishment being the measure of a man instead of birth and/or wealth.
* temporary name reflecting the concept
Now as mentioned there are predefined Doctrines for each country (one in each of the four categories) and to match that there will always be at least one idea slot in each area (when you have four or more slots of course). However you are not forced to make use of all four Doctrines. You can decide not to make use of your Military Doctrine and use the slot for another Idea from one of the categories you have access to from the other Doctrines. The downside to this strategy is that Doctrines are slightly more powerful than Ideas and you lose the bonus to Central Administration but if you really want to make the military the focal point of you country you are allowed to spend six slot on a Doctrine and all five Ideas.
This should allow for a huge number of different long term and situational strategies, and if balanced properly; infinite re-playability.