Disclaimer: this thread is unfinished, I will edit it as I have time. Specifically, there are no descriptions for missions yet and I will add them one bit at a time.
@neondt you asked unique mission rewards, and I intend to go crazy with that.
This mission tree is intended for Lubeck. It contains stuff intended to be played by a merchant republic with all the merchant republic mechanics, so it would probably require relevant DLC. For the sake of features, assume all DLC are present.
Let's take a look at the tree then.
The tree is divided into five branches:
The main selling point of this mission tree is the fact that it's meant to contain as little conquest missions as possible. It is meant to be played bu a small but very wealthy nation. That being said, no reward is meant to be detrimental to wide play, but some of them are of little or no use to a non-merchant republic. The rewards also consist of a huge amount of permanent rewards. You may think this is wrong as most mission rewards give temporary modifiers, but to that I have only one answer: permanent claims.
Let us start with the first branch:
General branch
End the Sound Toll
Current mission, nuff said.
Perfectly Balanced
The name is of course a joke referencing the Avengers. The point of the mission is to remind the player of the way factions are meant to be played – they should be kept at close levels, so that the player could always change them when necessary. The stability requirement is because low republican tradition results in heavy stability costs. This is meant to underline the importance of the relation between republican tradition and stability.
Requirements:
Add modifier (this one may be temporary, let's say for 20 years) – "Balancing faction politics"
War as a Trade
This is meant to provide Lubeck with a strong mercenary army by making it more effective. Small Lubeck is unlikely to have much manpower, so mercenaries are especially important for it.
Requirements:
Reward:
Add modifier (temporary, let's say for 20 years) – "Professional Soldiers"
Safe, Sane and Consensual
Another joke title, this mission is meant to emphasize the importance of diplomacy for a small realm and for a Merchant Republic in particular.
Requirements:
Reward:
This is meant to make it easier to rely on allies in wars. A small nation needs friends.
Guild Wars
This mission is meant to make trade wars more appealing to the player.
Requirements:
Reward:
Requirements:
Effect
Simply put, a way to make trade wars really work. The modifier is meant to stay.
Lubeck Law
This is only the first of many missions that will benefit your friends more than yourself. A deliberate design, meant to help Lubeck become the leader of a large alliance/trade league.
Requirements:
Reward:
Requirements:
Effect
Centres of Production
This mission is once again meant to help trade league members, but this time, it’s a one-time bonus.
Requirements:
Reward:
Miracle of Steam
This is something to interact with the coal resource, so obviously it makes no sense without Rule Brittania and should be disabled if you don’t have it.
Requirements:
Reward:
I really want a modifier that would target specific buildings, counting house could easily still be ahead of you when you finish this mission, but if it isn’t there should still be use for it if you get new provinces.
A Modern Republic
Requirements:
Reward:
A very simple bonus at the end, but extremely useful, I imagine that this would be achieved not by a modifier but by changes to the election events. This is meant to make end game more dynamic.
################### I'll add descriptions and other branches later
@neondt you asked unique mission rewards, and I intend to go crazy with that.
This mission tree is intended for Lubeck. It contains stuff intended to be played by a merchant republic with all the merchant republic mechanics, so it would probably require relevant DLC. For the sake of features, assume all DLC are present.
Let's take a look at the tree then.
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The tree is divided into five branches:
- General branch
- Free City branch
- German Trade branch
- Channel Trade branch
- Northern Trade branch
The main selling point of this mission tree is the fact that it's meant to contain as little conquest missions as possible. It is meant to be played bu a small but very wealthy nation. That being said, no reward is meant to be detrimental to wide play, but some of them are of little or no use to a non-merchant republic. The rewards also consist of a huge amount of permanent rewards. You may think this is wrong as most mission rewards give temporary modifiers, but to that I have only one answer: permanent claims.
Let us start with the first branch:
General branch
End the Sound Toll
Current mission, nuff said.
Perfectly Balanced
The name is of course a joke referencing the Avengers. The point of the mission is to remind the player of the way factions are meant to be played – they should be kept at close levels, so that the player could always change them when necessary. The stability requirement is because low republican tradition results in heavy stability costs. This is meant to underline the importance of the relation between republican tradition and stability.
Requirements:
- Faction influence:
– Aristocrats less than 40
– Guilds less than 40
– Traders less than 40
– Guilds less than 40
– Traders less than 40
- Stability 3
- No war exhaustion
Add modifier (this one may be temporary, let's say for 20 years) – "Balancing faction politics"
- Increasing faction influence action cost -10% (i.e. it now costs 9 instead of 10)
War as a Trade
This is meant to provide Lubeck with a strong mercenary army by making it more effective. Small Lubeck is unlikely to have much manpower, so mercenaries are especially important for it.
Requirements:
- Have X mercenary regiments (let's say 10)
Reward:
Add modifier (temporary, let's say for 20 years) – "Professional Soldiers"
- Mercenary effect on professionalism -50%
Safe, Sane and Consensual
Another joke title, this mission is meant to emphasize the importance of diplomacy for a small realm and for a Merchant Republic in particular.
Requirements:
- Have X allies (let's say 3)
Reward:
- Add modifier (temporary, let's say for 20 years) – "Common Wars"
AI allies get +10 to accepting call to arms in trade wars
Favours generate 20% faster
Favours generate 20% faster
This is meant to make it easier to rely on allies in wars. A small nation needs friends.
Guild Wars
This mission is meant to make trade wars more appealing to the player.
Requirements:
- Won at least X wars with one of the Trade Casus belli (let's say 3)
Reward:
- Sets country flag that unlocks an unique triggered modifier (this reward is permanent): "Trade war tolerance" that works as follows
Requirements:
- Is at war with one of the Trade casus belli
- Is not in any war with any non-Trade casus belli
Effect
- -0.02 monthly WE
Simply put, a way to make trade wars really work. The modifier is meant to stay.
Lubeck Law
This is only the first of many missions that will benefit your friends more than yourself. A deliberate design, meant to help Lubeck become the leader of a large alliance/trade league.
Requirements:
- Has enacted a level three government reform
Reward:
- Immediate: 100 ADM (so that the reward is not only for your allies).
Also, unlocks a new triggered modifier (via global flag) "Lubeck Law" that works as follows:
Requirements:
- Is in trade league with Lubeck
- Has at least 100 relations with Lubeck
Effect
- +10% monthly government reform progress
Centres of Production
This mission is once again meant to help trade league members, but this time, it’s a one-time bonus.
Requirements:
- Is production leader of at least one good (for wide Lubeck)
- Has manufactory in every province (for tall Lubeck)
Reward:
- Capital gets +2 Production, capitals of all trade league members get +1 Production
Miracle of Steam
This is something to interact with the coal resource, so obviously it makes no sense without Rule Brittania and should be disabled if you don’t have it.
Requirements:
- At least one of your or subject's provinces has Furnace,
- is ahead of time in ADM tech,
- capital has at least 15 Production
Reward:
- Add modifier (this one may be temporary, let's say for 20 years) – "Steam Power"
Cost and build time of production buildings (Workshop, Counting House) and Manufactories -10%
I really want a modifier that would target specific buildings, counting house could easily still be ahead of you when you finish this mission, but if it isn’t there should still be use for it if you get new provinces.
A Modern Republic
Requirements:
- Has all Republican government reforms,
- Has 100 Republican Tradition
- Has Embraced all institutions in all (non TC) provinces
Reward:
- Rulers are elected with 4/2/2, 2/4/2 or 2/2/4 in stats.
A very simple bonus at the end, but extremely useful, I imagine that this would be achieved not by a modifier but by changes to the election events. This is meant to make end game more dynamic.
################### I'll add descriptions and other branches later
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