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Some thoughts on spicing up some old National Ideas

Burgundy

Promote the Estates General – why exactly does this one give mercenaries, anyway?
To make it more fitting, add an extra effect effect - +10% Nobles loyalty

Integrate the Towns in the Estates General
Add extra effect – Merchants loalty +10%

This combined would give Burgundy an uniqe position of being able to utilize estates better.

Milan

The Age of the Condottieri need I explain?
Add Possible Condottieri +20%

Rulership through Enlightened Principals doesn't this sound like an advisor idea, plusI admit, I hate -10% stability
Replace with +1 available advisors and -10% advisor cost

Florence/Tuscany

Condottieri again, need I explain?
Add Possible Condottieri +20%

Italian minors

Italian Condottieri once again, need I explain?
Add Possible Condottieri +20%

Aragon

Consolidation of the Estates because I hate -10% stability cost filler ideas
add +5% Nobles Clergy and Merchants loyalty

Oman

Any idea, really as they are overall focused on sea
Add Global Ship Trade Power +10%

Mughals

The Jagir and Mansabdari Systems
Add -5% liberty desire on same continent to encourage them to have vassals

Control over the Clergy
Replace with -10% state maintenance cost, because some big nation should make use of this and -10% reducing war exhaustion cost is utter crap

Zaporozhie

Hetmanate
+5% Cossack discipline I don't actually know if this effect exists.

Persia

Support the Qizilbash
Add war taxes cost -10% should make early Persia a bit mor threatening

Korea

Geobukseon
Add global naval engagement modifier +5%, bacause just 5% durability is crap

Ceylon

Pearl of the Indian Ocean
Add placed merchant power +5, because someone should be using this modifier and it would be too powerful in Europe
 
Upvote 0
Monthly fervor does not get used at all. It could be added to nations that already have both Papal Influence and church power depending on their religion, which is
Munster (traditions)
Teutonic Order (Assume Religious Authority)
Wurzburg (traditions)

Mercenary discipline is an effect used only in the Hungarian Black Army event modifier. It could be added to add to/replace any of the dozens of mercenary ideas, like Swiss or Hessian.

Transport cost and combat ability - I know these are almost useless, but they could be an additional effect added to some idea. Ando is the only one using transport cost. Combat ability is unused.

I was surprised to discover that only Nepal has leader siege.

Morale hit when losing a ship is used by 4 mostly obscure nations - Naxos, Betsimisaraka, Catalunya and Galicia, only 2 of which exist at the start.

Institution embracement cost is not used by anyone.
 
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For Swizz it should definitely be a national idea to have extra discipline on their mercenaries.
Similarly I feel like Venice's "Printing Industry" could easily be replaced by Institution embracement+ embrace cost reduction, as well as "Found the Proweditori ai beni inculti" being made into a development cost reduction to better fit its description.

2nd I know Paradox probably does not feel like modifying Byzantine ideas at all, however they should be given the Admin efficiency as their finisher instead of the prestige boost. Just to be a reward for the players ;)

Lastly while Hungary's finisher "Create the Estates Generals" is indeed quite unique and useful at times, I feel that 90% of times you'll either convert your enemies either way, are already using humanist and do not care or are going DEUS VULT against the poor Ottomans, making it less useful as it might seem. Thus taking note from the first post of the thread I feel like it could be used as a 10% boost to Nobility loyalty for example.
 
Ok, I really don't want to write my essays for college so I decided to look at all the NI sets and see what could be changed. I checked the wiki and then checked the flavor text (the tooltip) in-game to see if the description+title matched the modifiers. I may have ignored a lot of NIs and don't intend this list to be any "guide" to the thread; still, I found it a good idea to write it down and post it here.

I basically tried to respect the untold rule of "two modifiers per NI max", but there's a couple exceptions due to Estates. I also only posted NI sets in which at least one NI got a "rare" new modifier; even so, I may also have suggested changes to their other NIs; there are three (Palatinate, Gujarati, Irish) exceptions, however.

Albania
-Break The Power Of Princes: +15% National Manpower Modifier, -5% Nobility Influence

Ansbach
-Franconian Reformers: +10% Religious Unity, +10% Church Power, +0.25/+0.5 Monthly Fervor

Antemoro
-Office of the Andrianoni: +1 Yearly Prestige, +5% Nobility Loyalty
-Unify Political and Religious Power: -10% Stability Cost Modifier, +0.5 Yearly Devotion

Ayutthaya
-Personal Executions: -10% Stability Cost Modifier, -25% Harsh Treatment Cost
-Phrai Luang: -1 National Unrest (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Bavaria
-Found the Royal Order of Saint George for the Defense of the Immaculate Conception: -10% Stability Cost Modifier (non-DLC) / +10% Church Loyalty (DLC), +10% Nobility Loyalty (DLC)
-Also can we shorten this name to "Found the Royal Order of Saint George" and then include the full name on the tooltip?

Brittany
-The Estates of Brittany: -1 National Unrest (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Bulgaria
-Confirm the Bulgarian Boyars: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC)
-Reform the Bulgarian Church: +1 Prestige, +10% Church Loyalty

Chachapoya
-Women Diplomacy: +1 Diplomatic Reputation, +100% Female Advisor Chance

Charrua
-Traditions: -10% Stability Cost Modifier, -10% Envoy Travel Time (non-DLC) / -20% Migration Cooldown (DLC)

Cherokee
-Massacre of the Ani-Kutani: -10% Stability Cost Modifier, +10% Church Influence
-Ghigau: +10% Morale of Armies, Can Hire Female Generals

Circassia
-Steppe Diplomats: +1 Diplomats, +10% Church Loyalty

Creek
-Creek Caste System: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Dahomey
-The Amazons: +5% Discipline, Can Hire Female Generals

Dali
-Confucian Influences: +10% National Tax Modifier, -10% Administrative Technology Cost
-Benzhu Worship: -10% Stability Cost Modifier, +1 Tolerance of Heathens

Denmark
-Religious Freedom is Atheism: +2 Tolerance of True Faith, +10% Church Power, +0.25/+0.5 Monthly Fervor

Desmond
-Cadet Lines: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC)

France
-Estates General: +10% National Tax Modifier (non-DLC) / +10% Church Loyalty (DLC), +10% Nobility Loyalty (DLC)

Galicia
-Rein in the Cities: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Garhwal
-Ambition: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Georgia
-Restoration of Fortresses and Churches: -10% Construction Cost, -0.20 Monthly Devastation
-Samouravo Reform: -10% Stability Cost Modifier (non-DLC) / +5%/+10% Nobility Loyalty (DLC), +5%/+10% Burghers Loyalty (DLC)
-Sadrosho Districts: +20% Manpower Recovery Speed, +5%/+10% Church Loyalty
-Tbh the Georgian NIs are all over the place and need to be rewritten

Habsan
-The Siddi Diaspora: +10% National Manpower Modifier, +10% National Sailors Modifier

Hamburg
-First Constitution of Hamburg: -1 National Unrest, +10% Burghers Loyalty

Hatakeyama
-Unify the Clan: +1 Yearly Legitimacy, +5%/+10% Nobility Loyalty

Hejaz
-Sharifs of Mecca: -10% Aggressive Expansion Impact, +5% Church Loyalty

Hesse
-Break the Power of the Estates: -10% Stability Cost Modifier (non-DLC) / -5% Church Influence (DLC), -5% Nobility Influence (DLC), -5% Burghers Influence (DLC)
-Alternatively, it could be the usual +5% Loyalty I suggested elsewhere
-Welcome the Reformers: +25% Religious Unity, +5% Church Power, +0.25 Monthly Fervor
-Hessian Mercenaries: -25% Mercenary Maintenance, +50% Available Condotierri

Holstein
-Between a Kingdom and the Empire: +1 Diplomatic Reputation (seriously, Hostile Coring Cost makes no sense here imo)
-Reunification of the Holsteiner Lands: +10% National Tax Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC)

Hungary
-Create the Estates General: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)
-Ambition: Negative Tolerance Gives no Penalties
-Tbh this is another NI set that needs a revamp, considering the Black Army now properly exists in-game

Huron
-Great Lakes Trade: +1 Merchant, +5 Trade Power from Placed Merchants

Italy
-Not a Geographical Construct: -10% Stability Cost Modifier (non-DLC) / +0.5 Monthly Splendor (DLC)

Japan
-Unification under the Emperor: -2 National Unrest, +10%/+15% Nobility Loyalty

Jerusalem
-Crown of Thorns: +1 Yearly Legitimacy, +1 Yearly Devotion, +1 Yearly Prestige
-Land of the Heathen: +1 Missonaries, -10%/-20% Warscore Cost vs Other Religions

Kaffa
-Autonomous Kings: -1 National Unrest, -25% Harsh Treatment Cost
-Strengthen Ties with the Ethiopian Church: +1 Legitimacy, +10% Church Loyalty

Kanem Bornu
-Sayfawa Dynasty: -1 National Unrest, -1% Prestige Decay
-Aluma's Reforms: +1 Possible Advisors, +20% Institution Spread in True Faith
-The Council of Clan Heads: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Karaman
-Seize the Opportunity: +1 Diplomat, -25% Change Rival Cost
-True Heirs of the Seljuk Empire: +1 Yearly Legitimacy, +0.25 Monthly Splendor

Khiva
-Great Power Diplomacy: +20% Improve Relations, -25% Change Rival Cost

Khmer
-European Mercenaries: +5% Mercenary Discipline, +10% Land Fire Damage

Kiche
-Titulos: -1% Prestige Decay, -10% Stability Cost Modifier (non-DLC) / +10% Nobility Influence (DLC)

Kiev
-One to Rule them All: +10% National Tax Modifier, -50% Autonomy Change Cooldown

Kikuchi
-Aso Shrine: +1 Yearly Legitimacy, +10% Church Loyalty

The Knights
-Traditions: +10% Ship Trade Power (non-DLC) / May Raid Coasts (DLC), +5% Discipline
-Ecumenical Defenders of Christendom.: -1 National Unrest, +1 Tolerance of Heretics

Kono
-Oyamazumi Shrine: +20% Morale of Navies, +5%/+10% Church Loyalty

Krakow
-Seat of Government: -10% Stability Cost Modifier, -50% Autonomy Change Cooldown

Kuba
-Courtly Competition: -1 National Unrest, -10% Nobility Influence

Kurland
-Privilegium Gotthardinum: -1 National Unrest, +5%/+10% Nobility Loyalty

Ladakh
-Construction of Great Monasteries: -10% Construction Cost, +10% Church Loyalty
-La dvags rgyal rabs: -1% Prestige Decay

Lan Na
-Legacy of Mangrai: -1% Prestige Decay, +10% Institution Spread
-Elephant Charge: +50% Cavalry Flanking Ability, +10% Shock damage

Lan Xang
-Elephant Cavalry: +50% Cavalry Flanking Ability, +10% Shock damage
-The White Elephant: -1 National Unrest, +0.5 Legitimacy

-Lithuania
-Auksine Laisve: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC)
-Statutes of Lithuania: -2 National Unrest, -33% Harsh Treatment Cost

Lorraine
-Flexible Diplomacy: +1 Diplomats, -25% Change Rival Cost
-Trois-Évêchés: +2 Tolerance of True Faith, +5%/+10% Church Loyalty

Luba
-Bamfumus: -1 National Unrest, +5%/+10% Nobility Loyalty
-Royal Village Shrines: +1 Yearly Legitimacy, +1 Tolerance of True Faith

Lunda
-Establish the Tukwata: +10% National Tax Modifier, -25% Harsh Treatment Cost
-The Rukonkesh: -10% Stability Cost Modifier, +100% Female Advisor Chance

Luxembourg
-The Spanish Road: +10% Manpower Recovery Speed, +5%/+10% Movement Speed
-Rivals On All Sides: +1 Diplomats, -33% Change Rival Cost

Mali
-Restore Malian Suzerainty: -10% LD on Same Continent
-Reclamation of Land: +10% National Manpower Modifier, -0.25 Monthly Devastation

Malwa
-The Rajputs Malwa: +15% National Manpower Modifier, +5%/+10% Nobility Loyalty

Manipur
-Martial Traditions: +10% Morale of Armies, Can Hire Female Generals
-Mayek: +2 Tolerance of True Faith, +20% Institution Spread in True Faith

Mapuche
-Ngillatun: -1 National Unrest, +5%/+10% Church Loyalty

Maravi
-Chimanga Ndi Moyo: +10% National Tax Modifier, -0.25 Monthly Devastation
-Control of the Slave Trade: +10% Morale of Armies

Mazovia
-Sejmy i Sejmiki: +1 Yearly Legitimacy, +10% Nobility Loyalty

Medri Bahri
-Christian Legacy: +2 Tolerance of True Faith, +5%/+10% Church Loyalty
-Diplomatic Flexibility: +1 Diplomats, -25% Change Rival Cost
-Strengthen Central Rule: +1 Possible Advisors

Miao
-Sacrificing to the Spirits: +2 Tolerance of True Faith, +0.5 Yearly Devotion
-Customary Marriage Laws: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Moldavia
-Upper Boyars: +25% Land Force Limit Modifier, +5%/+10% Nobility Loyalty
-Hospodar of Moldavia: +1 Yearly Legitimacy (non-DLC) / -5% Church Influence (DLC), -5% Nobility Influence (DLC), -5% Burghers Influence (DLC)

Montenegro
-Metropolitanate of Montenegro: +1 Tolerance of True Faith, +5%/+10% Church Loyalty

Moravia
-Margraviate of Moravia: +1 Diplomatic Reputation, +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)
-lol four modifiers, I did not think this straight

Mossi
-The Nakonse: -0.05 Monthly Autonomy Reduction, +5%/+10% Nobility Loyalty

Münster
-Traditions: +10% Global Trade Power, +1 Yearly Papal Influence, +5% Church Power, +0.25 Monthly Fervor
-Erbmänner: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC)

Muscovy
-Strength of the Boyars: -20% Stability Cost Modifier (non-DLC) / +10%/+15% Nobility Loyalty (DLC)

Mutapa
-Rekindling The Royal Fires: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC), -5% Nobility Influence (DLC)

Najd
Bedouin Raiders: +1 Attrition for Enemies, +1 Combat in Same Terrain as Capital

Nanbu
-Downfall of Rebellious Vassals: -1 National Unrest, -5% LD in Subjects

Naples
-Crush the Power of the Barons: +10% Morale of Armies, -5% Nobility Influence

Nizhny Novgorod
-Crossroads Of Nations: -10% Development Cost, -0.25 Monthly Devastation
-Issue Land Reforms: +10% National Tax Modifier, -25% Autonomy Cooldown Reduction
-Russian Ambition: -15% Culture Conversion Cost, +1 Yearly Prestige (non-DLC) / +0.25 Monthly Splendor (DLC)
-I wonder if To The East! (+1 Colonist) should give Siberian Frontier with the DLC, considering it was home to the Stroganov family... or maybe just add Settler Growth.

Northumberland
-Secure Percy Rule: +1 Legitimacy, +5% Nobility Loyalty

Novgorod
-Ivan's Hundred: +0.50 Yearly Republican Tradition, +10% Burghers Loyalty
-Oh wait they have shitty factions instead of estates hahahah fuck me :^(
-Baltic Shipyard: -20% Light Ship Cost, +20% Light Ship Combat Ability
-Light Ship CA also affects their trade power and the wiki wouldn't lie to me, right??? If not, then +20% Ship Trade Power

Odoyev
-Dynamic Diplomacy: +1 Diplomats, -25% Change Rival Cost

Oman
-Local Merchant Preference: +33% Trade Steering, +5%/+10% Burghers Loyalty

Orissa
-Parikshas: +10% National Tax Modifier, -25% Autonomy Cooldown Reduction

Otomo
-Loyal Retainers: +5% Discipline, +5% Nobility Loyalty

Ottomans
-The Law Code of Suleiman: +10% National Tax Modifier, +10% Dhimmi Loyalty

Pagarruyung
-Matrilineal Culture: -10% Stability Cost Modifier, +100% Female Advisor Chance

The Palatinate
-Mannheim School of Orchestra: +1 Yearly Prestige
-I mean, every "patron of the arts" NI is about Yearly Prestige so why not this one

The Papal State
-Centralize the State: +10% Production Efficiency, -5% Nobility Influence

Pegu
-Buddhist Kingship: +1 Yearly Legitimacy, +5%/+10% Church Loyalty

Portugal
-Afonsine Ordinance: +10% Goods Produced Modifier, -5% Nobility Influence
-Also, why does Royal Absolutism give -15% Construction Cost?

Brandenburg
-Found the Kammergericht: +10% National Tax Modifier, -5% Nobility Influence
-Divide the Estates: -10% Stability Cost Modifier (non-DLC) / -5% Church Influence (DLC), -5% Burghers Influence (DLC)
-Yeah sure, buff Prussia, why not...

Provence
-Composite Monarchy: -1 National Unrest, -5% LD on Subjects

Punjab
-Adopt Standardized Gurmukhi Script: -10% Diplomatic Technology Cost

Romania
-Flexible Recruiting: +20% Manpower Recovery Speed, -20% Reinforcement Cost

Rostov
-Ecclesiastical Center: +2 Tolerance of True Faith, +5% Church Loyalty
-Entrepot of Russia: +10% Trade Efficiency, +5% Burghers Loyalty

Ryazan
-Traditions: +5% Infantry Combat Ability, +5% Recover Army Morale Speed
-March of Russia: -0.02 War Exhaustion, -0.25 Monthly Devastation

Ryukyu
-Reform the Ryukyuan Religion: -1 National Unrest, +100% Female Advisor Chance

Sapmi
-Standardize Literaly Language: -10% Administrative Technology Cost

Saxony
-Corpus Evangelicorum: +1 Relations, +10% Church Power, +0.25/+0.5 Monthly Fervor

Satake
-Suppression of Ikki: -1 National Unrest, -5% Nobility Influence

Scotland
Pass the Act of Revocation: -15% Aggressive Expansion Impact, -5% Nobility Influence

Serbia
-Bastion of Orthodoxy: +1 Tolerance of True Faith, -10% Stability Cost Modifier (non-DLC) / +5%/+10% Church Loyalty (DLC)

Shiba
-Rein in the Shiba Retainers: +1 Possible Advisors, -25% LD from Development

Silesia
-Raubritter: +10% Trade Steering, +5%/+10% Burghers Loyalty

Sokoto
-Wandering Scholars: +1 Missionaries, +1% Missionary Strength
-Fulani Jihads: -20% Warscore Cost vs Other Religions
-Oooooor we could go with Deus Vult(tm) already
-Islamic Scholarship: +2 Tolerance of True Faith, +20% Institution Spread in True Faith

Songhai
-Jihad Against the Pagans: +10% Morale of Armies, -10% Warscore Cost vs Other Religions

Spain
-Siglo de Oro: +1 Yearly Prestige, +0.5 Monthly Splendor

Sweden
'Kung och Riksdag': +1 Yearly Legitimacy, +5%/+10% Nobility Loyalty
Union Security Act: +10% National Manpower Modifier, -5% Nobility Influence

Tapuia
-Traditions: +2 Tolerance of True Faith, -10% Envoy Travel Time (non-DLC) / -20% Migration Cooldown (DLC)
-The Way of the Jaguar: +1 Land Leader Maneuver, +10% Movement Speed

Taungu
-Mandala System: +20% National Manpower Modifier, -25% LD from Development
-Manu Kye Dhammathat: -10% LD in Subjects
-The Hluttaw: -10% Stability Cost Modifier, -1 National Unrest

Teutonic Order
-Assume Religious Authority: +2% Missionary Strength, +1 Yearly Papal Influence, +5% Church Power, +0.25/+0.5 Monthly Fervor

Theodoro
Thurms: +10% National Tax Modifier, -33% Autonomy Cooldown Reduction

Transylvania
-Unio Trium Nationum: +15% Cavalry Combat Ability, -33% Harsh Treatment Cost
-Decree of Torda: +10% National Tax Modifier, +5% Nobility Loyalty

Trebizond
-Legacy of the Alexiad: -10% Idea Cost, +100% Female Advisor Chance

Tsutsui
Mountain Warfare: -10% Land Attrition, +1 Combat in Same Terrain as Capital

Tumbuka
-Maravi Influences: -10% Administrative Technology Cost
-Office of the Mulwa: +2 Tolerance of True Faith, +5%/+10% Church Loyalty
-Break the power of the Makambala: -1 National Unrest, -5% Church Influence

Tver
-Tverian Merchants: +10% Trade Efficiency, +5%/+10% Burghers Loyalty
-Patriarch of Tver: -10% Stability Cost Modifier, +5%/+10% Church Loyalty

Utsunomiya
-Unify the Shimotsuke Lands: +20% National Manpower Modifier, -25% LD from Development

Venice
-Printing Industry: +1 Diplomats, -25% Institution Embracement Cost
-Found the State Inquisition: +30% Foreign Spy Detection, -10% Time To Fabricate Trade Conflict
-Defend the Law: -10% Stability Cost Modifier, -5% Church Influence
-Found the provveditori ai beni inculti: -15% Development Cost

Vijayanagar
-Harsh Penal Code: -10% Stability Cost Modifier, -25% Harsh Treatment Cost
-Adroit Diplomacy: +1 Diplomats, -25% Change Rival Cost

Wallachia
-Boyar Regime: +1 Yearly Legitimacy, +10% Nobility Loyalty

Wurttemberg
-Armer Konrad: -1 National Unrest, +5% Nobility Loyalty, +5% Burghers Loyalty
-Grosse Kirchenordnung: +2 Tolerance of True Faith, +5% Church Loyalty

Wurzburg
-Traditions: +10% Provincial Trade Power, +1 Yearly Papal Influence, +5% Church Power, +0.25 Monthly Fervor
-Independent Counts: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC)

Yarkand
-Empower the Kojas: +2 Tolerance of True Faith, +0.5 Yearly Devotion, +5% Church Loyalty

Yaroslavl
-Between Hammer and Anvil: -25% Claim Fabrication Cost, -25% Change Rival Cost
-Reform Boyars: -10% Infantry Cost, -10% Cavalry Cost, -5% Nobility Influence
-Siberian Mercenaries: +5% Mercenary Discipline

Yi
-Strengthen the Yi Caste System: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)
-Deep in the Mountains: -10% Land Attrition, +1 Combat in Same Terrain as Capital
-Chain of Zimo Domains: +15% Reinforce Speed, -15% Reinforcement Cost

Zaporozhie
-Hit and Run: +1 Land Leader Maneuver, +10% Movement Speed

---

Anatolian
-Legacy of the Great Seljuq Empire: +1 Yearly Prestige, +0.25 Monthly Splendor

Arabian
-Land of the Prophet: -1 National Unrest, +20% Institution Spread in True Faith

Arawak
-Jungle Warfare: +1 Combat in Same Terrain as Capital

Bengali
-Mustard Oil & Ilish Mach: -10% War Exhaustion Reduction Cost, -0.25 Monthly Devastation

Berber
-Traditions: +10% Ship Trade Power (non-DLC) / May Raid Coasts (DLC), +50% Hostile Core-Creation Cost

Caucasian
-Alan Mercenaries: +5% Mercenary Discipline, +15% Available Mercenaries

Chinese
-Son of Heaven: +1 Yearly Legitimacy, +0.25 Yearly Harmony

Dai Viet
-Thuan Thiên: +1 Yearly Legitimacy, +0.25 Yearly Harmony

Divine
-Church Administration: -10% Stability Cost Modifier (non-DLC) / +5%/+10% Church Loyalty (DLC), -10% Core-Creation Cost

Gujarati
-Gujarati Lipi: +1 Promoted Cultures

Indian Sultanate
-Equality Under the Law: +10% Global Trade Power, +5% Burghers Loyalty

Interlacustrine
-Unity of the Clans: +10% Infantry Combat Ability, +5%/+10% Nobility Loyalty

Irish
-Ineffectual Overlords: +10% Morale of Armies

Kongo
-Kongolese Tax Exchange: +10% National Tax Modifier, -5% Nobility Influence

Kongolese
-Aristocratic Merit: -10% Stability Cost Modifier (non-DLC) / +10% Nobility Loyalty (DLC)
-Subordinate Chiefs: -1 National Unrest, -5% LD in Subjects

Kurdish
-Mountain Warriors: +1 Combat in Same Terrain as Capital
-Active Diplomacy: +1 Diplomats, -25% Change Rival Cost

Laotian
-Laotian Elephant Cavalry: +50% Cavalry Flanking Ability, +10% Shock damage

Malagasy
-Control of the Foreign Traders: +10% Trade Efficiency, +20% Domestic Trade Power

Pacific Northwest
-Noble Castes: -10% Stability Cost Modifier (non-DLC) / +5% Church Loyalty (DLC), +5% Nobility Loyalty (DLC), +5% Burghers Loyalty (DLC)

Ruthenian
-Zaporozhian Cossacks: +15% Cavalry Combat Ability, +5%/+10% Cossack Loyalty
-Heritage of Old Rus': -10% Stability Cost Modifier (non-DLC) / -5% Nobility Influence (DLC)

Somali
-Somali Clans: +15% National Manpower Modifier, -5% LD on Subjects
-Arab and Persian Influx: -10% Advisor Cost, +10% Institution Spread in True Faith

South Indian
-Polygar System: +10% National Manpower Modifier, +5%/+10% Nobility Loyalty
-Merchant Capitalists: +1 Merchant, +5 Trade Power from Placed Merchants

Suwalesi
-Unification of Suwalesi: +10% National Tax Modifier, -25% Autonomy Cooldown Reduction

West African
-Maintain Minor Kings: +1 Promoted Cultures, -5% LD in Same Continent

Zambezi
-Maravi Influences: -10% Stability Cost Modifier, +5%/+10% Institution Spread
-Strengthen the Chieftainces: -1 National Unrest, +5%/+10% Nobility Loyalty
-Loyal Representatives: +10% National Tax Modifier, -0.02 Local Autonomy Reduction

Explanation:

Comma means "and", while slash means "or" and is only used if there should be a DLC modifier and a non-DLC replacement. I don't know how this is scripted (is it hardcoded, or do we have to go NI by NI adding an if trigger?) so I didn't go through every NI that had these modifiers, therefore I'll just leave a tentative list here for older DLC modifiers which never got a replacement (unlike Development Cost).

Migration Cooldown -> Envoy Travel Time (0.5x)
Caravan Power -> Provincial Trade Power (0.5x)
Privateer Efficiency -> Trade Power Abroad (0.5x)
Possible Manchu Banners -> Discipline
May Raid Coasts -> Ship Trade Power

Wherever there was a mention to Estates, loyalty, castes etc, I found it interesting to add estate loyalty modifiers, either all three or not.
Mentions to female warriors obviously led to female generals; same thing with female diplomats leading to advisors. Yes, I feel horrible adding flavor modifiers.
Depending on the flavor text, Movement Cost fits together with Land Leader Maneuver. Maneuver pips already increase movement speed though, so one has to be wary that the flavor text does favor giving movement speed to every regiment.
I still didn't use a couple modifiers as liberally as I wish; Institution Embracement Cost, Reinforcement Cost and Wartaxes Cost come to mind.

And yes, I do quite like Estate modifiers.
 
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Would it be a bad idea for countries with default national ideas to have randomised ideas?
It could either be completely randomised, or alternatively it could have one of 20 pre made idea sets. This would help give more variation to otherwise bland nations.
 
Uh, how many countries even still have the default NIs any more?
 
Uh, how many countries even still have the default NIs any more?

Not too sure, I recently seen Gaeldom has generic ideas so assumed there would be others. I don't typically check the ideas of random countries, as I often play the same countries every time.
 
Uh, how many countries even still have the default NIs any more?

I thought that from the nations in the 1444 start, there was only one or two countries left with generic NI's. If you look at nations not in the start it's a few more.
 
The console command "ideadump" prints all countries with generic ideas to the game.log file :)
Code:
[ConsoleCmdImpl.cpp:7838]: Scandinavia in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Livonia in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Karelia in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Iceland in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Cornwall in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Gaeldom in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Chile in South America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Colombia in South America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: La Plata in South America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Louisiana in North America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Peru in South America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Paraguay in South America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: United Central America in North America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Venezuela in South America has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Australia in Oceania has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Chernigov in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Andalusia in Europe has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Kokkand in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Bukhara in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Khorasan in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Ennarea in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Jimma in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Welayta in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Damot in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Hadiya in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Shewa in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Janjiro in Africa has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Bali in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Patiala in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Tripura in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7838]: Blambangan in Asia has generic ideas.
[ConsoleCmdImpl.cpp:7845]: Total 31 countries with generic ideas and 631 with unique ideas.
Of course, formables inherit the ideas of those that form them and in many cases that's intended.
AFAIK the only 1444 countries without national ideas right now are the Ethiopian minors and Tripura :)
 
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I dont like the idea of a flat influencereduction for the estates. Maybe add +5% for the disastertrigger instead? (so the estate turns out bad if they get 85% Influence, not 80%)
 
This time, I would like to suggest something different – new modifiers to existing in-game values.

Patriarch authority +X%
Catholics and Protestants have unique resource modifiers that are used in-game. Reformed and Confucian have such modifier (two for Confucian, actually), but do not use it (by the way, the Confucian ones could be added as a secondary effect for one of the ideas of one of the Chinese minors). This would work like the Imperial Authority one, giving you a bonus to positive effects (+10 increased to +11, for example) and reducing the impact of negative ones (-10 changed to -9, for example. I would suggest giving it to Georgia, they have a very long tradition of Autocephalic Patriarchate, plus they are small, so can't benefit much from Metropolitans.

Revanchism +X%
Admittedly, increased Revanchism is not an effect that the Player will see a lot (except in multiplayer), just like hostile cost creation on us. It could be added as secondary effect for some ideas, mostly for the sake of AI, to make certain nations a bit more resilent as they get eaten by enemies.

Devastation -0.0X
A global effect, would probably need not be too big, or else it would become the basis of a Schorch Everything! strategy. I'm not sure which nation would be best suited, but perhaps one that has poor land, to help it recover from wwars. Mabe Tibet. Or perhaps some heavily contested territory.

Prosperity +X%
Faster prosperity gain, nuff said. I'd give it for some rich territory, maybe in West Africa or India.

Cost of Spy Actions -X%
For all spy actions. Admittedly, somewhat similar to Spy Network Construction, but prestige and army/navy tradition have both +X and reduced loss, so why not spy network.

I dont like the idea of a flat influencereduction for the estates. Maybe add +5% for the disastertrigger instead? (so the estate turns out bad if they get 85% Influence, not 80%)
That's an interesting though. Perhaps some ideas could also use -X% land demand.
 
new modifiers:

Economic:
-10% colonial maintenance (maintenance of colonies)
+20% gold income (income from gold mines and treasures fleets)
+10% global income (more ducats from all sources)
-25% tarrifs cost (cheaper cost of inreasing and decreasing tarrifs)
+5% all estate loyalty (you know)
+1 possible building (global effect)

Diplomatic:
+20% farvor (faster farvor gaining)
-25% cover action cost (less spy network is needed for a covert action)
+2 vassal slot (diplo slot only for a vassal or a march)
ability - destroy a claim (send a diplomat or a missionary to your province to delete all foreign claims on it)

Military:
+10% tactics (that thing which brings with tech and discipline)
+20% morale damage (pure morale damage without max value)
-20% leader cost (cheaper cost of recruitiing generals and admirals)
-50% war exhaustion from battles (similar to prestige and tradition thing)
+10% war goal warscore (faster gain war goal warscore or higher max value than 25%)
 
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Just going to trow in a couple of more modifiers:

Administrative:
+50% institution spread(Makes only a certain institution spread faster)
+0.05 Institution(Specific or General) Growth (Naturally makes an institution grow over time)
+5% resting loyalty of estate(So rather than resetting to 50, it would rest to 55)
-10% required land(As someone else mentioned, lowers the amount of land required)
-15% autonomy floor in estate provinces(Self explanatory, like the ruler was cracking down on the estate's freedoms)
+1 max cardinal seats(For catholics like Spain who typically have 6 or 7 cardinals)
-X% cost to strengthen government/increase mercantalism/change government/etc.
+X% heathen missionary strength(Would be like heretic missionary strength but heathens. Great for countries that sit on the crossroads of religious groups)
+X tolerance of an individual religion(It could help break up the kind of common +X tolerance of heretics and heathens. Countries like the ottomans were known for their tolerance of Christians, but other religious groups were less lucky)

Diplomatic:
-1 reduced stability hits(Kind of like diplomatic ideas finisher, but the number is changeable.)
-X% reduced cost of any specific/all diplomatic options (Like support rebels might only cost 50 instead of 60)
+X% improve relations (I suggest bringing back this modifier, but change it to increase the max amount of relationship you get from improve relationship by a %)
+X% liberty desire decay (Things that raise liberty desire of subjects decay faster while things that lower it decay slower)
+X% of getting certain ruler trait(Like a historicaly religious country might get something that increases their chance of getting the zealot trait)
+X liklihood of accepting diplomatic propasal(Like having this would just give a bonus +5 to accepting a marriage or alliance. Could be given to countries like Austria)

Military:
+5% recoverable casualties(You might get refunded this amount of soldiers that "died" in battle, could go with the Knights field hospital idea)
Bonus for fighting in certain climates or terrain(Like the exploration age ability, but with specific types of terrain)
+X average ruler age/-X% chance of ruler dying each year(Put under military since I was thinking mostly about generals. It could consider the ruler 10 year younger than they actually are for death checks or something like that)
 
That seems like it would be just a nerf to the reduced tech cost idea, since that won't help you if your behind. Why pigeon hole a modifier that isn't overpowered as of now?
 
every 10% of technology cost reduction reduces cost of technology by 10% and gives 1 year ahead of time technology without 10% of a penalty. It is a pure buff.

expeptions:
15%, 19% - below 20% does not gives 2 years ahead but one year. You have to reach the threshold.
redusing tech cost by having ideas does not count
 
I've got an idea.

Trebizond: May have royal marriages with Muslim countries (national tradition)

Trebizond relied on the support of Muslim hordes from the east for protection from the Ottomans, and secured their help through marrying off the daughters of Orthodox Trebizond Emperors to Muslim rulers (https://en.wikipedia.org/wiki/Empire_of_Trebizond#Trebizond_in_the_15th_century). This was done rather often in the 15th century. In game, Trebizond is usually among the first nations to get annexed in its region, but with this national tradition, it may more easily secure allies.