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��������� cools0812 �� 2018-11-20 17:42 �༭
https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-19th-of-november.1129792/
Hello and welcome back to another Imperator Development Diary!
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Today I will be talking about what National Ideas are in the game and also about the starting situation in the Southwestern part of the Mediterranean, the home of the mighty Republic of Carthage.
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National Ideas
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Much like in its predecessor, Europa Universalis:Rome, in Imperator you can tailor your country to your goals by picking national ideas. How many you can have active is dependent on your government type.
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There are 36 different National Ideas that you can choose from (and they will be listed in this diary). Each idea has its own bonus and each belongs to one of four categories corresponding to the power types in the game. Selecting a new National Idea costs 50 Civic Power. Some are available to you at the start, others have to be unlocked by Advances during the course of the game.
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As a rule Tribal governments can have two national ideas, while the more advanced government forms, like Republics and Monarchies, can have three (but there are exceptions to this rule).
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Each government in the game comes with a base bonus specific to that government. There is also a secondary bonus for each government, that you will get if your country has ideas picked that correspond what is expected by the government form.
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As you can see in the screenshot, Carthage is an Oligarchic Republic. This means that they can pick two Civic Ideas and one Oratory Idea, if they want their additional bonus.
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For Rome, which starts as an Aristocratic Republic, this means it needs two Military Ideas and one Civic Idea to get the additional bonus.
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National Idea Bonuses are of course still subject to change. Currently the National Ideas in the game are:
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Military Ideas:
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Martial Ethos
Morale of Armies: +10%
Ensuring that our soldiers and veterans hold a prestigious place in the social hierarchy, is key to their contentment and loyalty.
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Thalassocracy (requires Martial Advances 6)
Morale of Navies: +20%
The sea affects the very rise of and fall of empires. Dominance in this theater is vital to our interests.
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Elite Soldiery (requires Martial Advances 12)
Discipline: +5%
Over-reliance on a reactionary militia leaves a nation at great risk of invasion, coup or collapse. A well trained standing army, is sure to protect against these threats.
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Permanent Shipyards
Trireme Cost: -50%
Establishment of permanent shipyards capable of constructing vessels of war, will ensure that skilled shipwrights are always at our beck and call.
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Conscription (requires Martial Advances 6)
National Manpower: +25%
Mandated military service for all those considered mature, is not only a duty - it is a privilege.
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Militarized Society (requires Martial Advances 12)
Army Maintenance: -33%
Navy Maintenance: -33%
A society which honors its warriors, is one in which the young will grow up proud and eager to serve.
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Ordered Retreat
Unit Reorganization Cost: -50%
Retreat can be far from dishonorable. Ensuring that all our warriors have a plan of action in the event of having to fall back, will result in a much quicker recovery when they do.
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Siege Training (requires Martial Advances 6)
Assault Ability: +15%
From oppida to forts, to walled cities, the world is full of fortified settlements. Adequately training our warriors to penetrate enemy walls will doubtlessly pay dividends.
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Support of the People (requires Martial Advances 12)
Hold Triumph Cost: -50%
Convincing our citizens of our national prowess is just as important as a victory itself.
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Civic Ideas:
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Standardized Construction
Build Cost: -30%
Build Time: -30%
As our nation begins to require more and more civic buildings, it has become apparent that a standardized method of planning and construction would greatly reduce the cost and time invested.
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City Planning (requires Civic Advances 6)
Build Slots: +1
Fitting buildings within a walled city becomes much more of an issue as population sizes grow. Adopting a grid-based approach to city planning will allow us to better account for available building space.
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Central Urban Spaces (requires Civic Advances 12)
Province Loyalty: +0.03
Enlargement and renovation of the central forum within our capital will provide for additional civic building opportunities. It is of paramount importance that our subjects are proud of their capital.
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Complex Tariffs
Commerce Income: +33%
Whilst a simple tax on goods passing through our territory may be popular; a complex system will allow us to maximize revenue.
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Patronized Trading Posts (requires Civic Advances 6)
Capital Import Routes: +3
Keeping a firm financial interest in the various trading outposts within our nation will allow us to exercise greater control over the flow of certain goods we deem valuable.
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Institute Tariff Exceptions (requires Civic Advances 12)
Province Import Routes: +1
Giving our cities greater leniency in tariff control will enable them to attract better investments.
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Tax Farming
Global Slave Output: +20%
By shifting responsibility for tax collection to third parties, we can make far greater budget calculations, as well as avoid certain unfortunate responsibilities.
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Land Appropriation Reform (requires Civic Advances 6)
Move Freemen Cost: -50%
Move Slaves Cost: -50%
Private ownership of land is a necessity. However, it is clear that where the state requires the use of certain territories, it must have the power to relocate those inhabiting them.
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Grain Stockpile (requires Civic Tech 12)
Population Growth: +0.10%
Nobody can predict a bad harvest. We could, however, prepare for it. By always saving a surplus of grain, we would avoid starvation during particularly unfortunate seasons.
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Oratory Ideas
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Sanctioned Privileges
Monthly Corruption: -0.1
By agreeing to look the other way from time to time, we can lessen our reliance on using currency as a tool for bribery.
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Strategic Propaganda (requires Oratory Advances 6)
Wrong Culture Happiness Penalty reduced by 15%
By coordinating lines of communication with key members of the political, religious and civic spheres, we have the perfect tool to manipulate popular opinion.
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Legislative Reform (requires Oratory Advances 12)
Wrong Culture Group Happiness Penalty reduced by 15%
The institution of a standardized code of practice, while not necessarily changing the way our government operates, will surely calm the dissenters in our nation.
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Military Administration
Military Tradition Cost: -33%
By merging a clear, ordered bureaucratic framework into our military hierarchy, it becomes far easier to coordinate large military reforms.
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Patronized Scholars (requires Oratory Advances 6)
Invention Cost: -20%
Embracing a reputation as a nation where scholars are to be lauded as well as patronized, is sure to yield rewards in the future.
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Functional Bureaucracy (requires Oratory Advances 12)
Enact Law Cost: -33%
We cannot expect our citizens to simply become aware of changes in the way we run our nation - instituting a framework of bureaucrats, representatives and messengers is vital to spread word of our decisions.
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Permanent Ambassadors
Diplomatic Relations: +1
In certain diplomatic circumstances, it may benefit us to have a member of government installed as a permanent representative in the courts of our peers.
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Casus Belli (requires Oratory Advances 6)
Aggressive Expansion Impact: -33%
Whatever our true intent, foreign tolerance for our wars is always greater if we have a legitimate reason for conquest. Being seen as protectors of liberty is often reason enough.
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Hospitium (requires Oratory Advances 12)
Improve Opinion Maximum: +33%
The duty of the host should be extended to all those who visit our nation. Especially those whom we wish to persuade...
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Religious Ideas
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State Religion
Call Omen Cost: -25%
Incorporating our faith as a state entity will have significant political advantages.
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Religious Calendar (requires Religious Advances 6)
Omen Duration: +100%
Feast days, festivals and holidays can be used to reinforce the importance of certain annual events. Setting these dates strategically, will have a positive effect on our nation.
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Mandated Observance (requires Religious Advances 12)
Omen Power: +50%
Making religious observance a compulsory activity, will instill a healthy respect for the divine in our populace, from a young age.
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Haruspicy
Sacrifice to the Gods Cost -33%
Reading the signs in the entrails of animals has a long history. With a willing haruspex, we could hold festival days at opportune moments, and further manipulate popular opinion at will.
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Tolerance of Pagans (requires Religious Advances 6)
National Unrest: -2
The number of pagan, hybrid, or purely foreign religions making their way into our territory is vast. Allowing individuals the right to privately practice their own religion is sure to result in a more tolerant society.
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Institutional Proselytism (requires Religious Advances 12)
Convert Pop Cost -33%
By amending our religious canon to mandate active proselytism, we should find that much of the work in converting pagans is done for us.
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Origin Myth
Ruler Popularity Gain: +50%
It would give our leadership much greater authority, if we were to suddenly discover that the origins of our nation can be traced back to the heroes of old...
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Divine Mandate (requires Religious Advances 6)
Monthly Tyranny: -20%
Convincing our religious leaders to make a proclamation in support of our nation's divine mandate, will allow us to get away with making some of the more... controversial decisions, more easily.
��ʥʹ������Ҫ6���ڽ̽����� ÿ�±��� -20% -
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Loyalty to the State (requires Religious Advances 12)
Monthly Loyalty: +0.05
Loyalty to our leader should imply loyalty to the state. Loyalty to the state, by extension, implies loyalty to the Divine.
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