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Twogs

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So there are still some ideas you can't pick for a custom nation.

For examples:

- Goods produced

- Yearly Papal influence

- Institution Spread Rate

- Instition Embracement Cost

- Number of accepted cultures


I don't think they are so unique (like France's native assimilation idea) that they should be excluded, so why are they still not in?
 
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There are so many much stronger Ideas for custom nations (up to 10% discipline is crazy for example), I doubt it is out due to balancing. It is just an oversight I suppose
 
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if you watch paradox interactives developer multiplayer sessions on youtube, it becomes clear fast that the developer team thinks goods produced is to powerful for custom nation ideas. think about it goods produced not only increases your production income, but also your trade nodes value...

true 10% dis is op. but its kinda underpowered when one takes in account that money is more often the deciding factor in war. sure a naiton can have a relatively small but expectionally trained force, but they stand no chance against a nation that can buy a merc army 3 times there size and not have to worry about loans.
 
personally i never ever ever stay catholic, so i really have no basis to comment on the papal influence idea. but institution related ideas are likely excluded to ensure historical levels of technological distribution. idk about you if i india or china was as technologically advanced as say me (in a game playing as say.. france) i would be pretty annoyed and pissed because they would literally be able to form imperial empires or colonial empires that rival say mine in theory.

Also if you created a custom nation in say japan and or... peru with a institution related idea(s) then one could potentially westernize the entire continent decades if not 100s of years before their suppose to. which could and would greatly alter the game balance for the entire game.

ive only played a single playthrough with the new institution system so what i said is subject to change with successive patches and or updates.
 
I think custom nations can be and and are intended to be overpowered anyway, hell you can make an immortal 6/6/6 ruler.

So I really don't see a point of not giving an specific Idea for custom nations, even Raiding is in and only 2 national idea sets have this is, while production is in for like 30 idea sets
 
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I would really like to see an idea for more accepted cultures.Adding one doesn't mean you will use it,sometimes,when you want to play as a nation which primary culture is lost culture(Custom Rome for example)you need it very much.
 
It's one of the traits. It is extremely expensive (800) points, but still a possibility.

And I am ok with things like goods produced should be expansive, just as you said, it helps production AND trade income (and can help getting production leader and share of trade bonus). So it should be slightly more expansive than the sum of production efficiency and province trade power. This should balance it and still gives you the option
 
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when you said immortal ruler, I thought you literally meant like that you could have a king from 1444 from 1821 lol

And thats exactily what the trait does. Your ruler won't die (at least not from old age, didn't try my luck making him a general). Keep in mind, this costs 800 points in the nation creator, and even after other trade-offs you will have to pick a 800 point custom nation to create a immortal 6/6/6 ruler and won't have much to spend on ideas and development...

Edit: And thats also the only way to gain this trait, you cannot get it in your normal games...
 
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Managed to get them in.

I modeled Papal influence after republican tradation. So it is very expansive, but powerful in the hands of a pure catholic county.

30 Points for +1 PI
140 Points for +2 PI


Goods produced I have modeled like I said earlier: Production Efficiency + Trade efficiency + some more.
so:

5% goods produced per level, cost of 10/30/60 (compared to max of 30 for TE and 18 for PE so I added 25% to the sum of both, I think that should balance it)
 
And thats exactily what the trait does. Your ruler won't die (at least not from old age, didn't try my luck making him a general). Keep in mind, this costs 800 points in the nation creator, and even after other trade-offs you will have to pick a 800 point custom nation to create a immortal 6/6/6 ruler and won't have much to spend on ideas and development...

Edit: And thats also the only way to gain this trait, you cannot get it in your normal games...


I think immortal only costs ~200 points for a republic.
 
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