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The Vikings were also pretty plutocratic, and that would stay in a colony. Maybe a Republican Dictatorship or Some sort of Republic/Democracy for the added morale?
I am leaning toward Peasant Republic with the following (exact values in the works)
Traditions:
- Development cost (see those rocks and ice… I will make it a home)
- Colonist (obviously explorers and colonizers… I know value declines of this mid-game but whatever)
Ideas:
- Trade efficiency (just a why not… seems they would have a trade centred economy rather than tax or production)
- Infantry Combat Ability (reflecting their fighting reputation)
- Yearly Republican Tradition (merit based rulers are likely to stick around a while… or they did not have much merit did they) … I am not sure on this one though
- Land Attrition (again… snow, rocks.. no problem, I can live here)
- Ship Durability (bit more flexible than combat ability, and their ships strike me as robust)
- Yearly Army Tradition (oral tradition of the sagas now written down – ideally I would split this .5 navy and .5 army but not possible)
- Missionary Strength (because why not… maybe go for “For Odin!” achievement)
Ambition:
- Discipline (without discipline we often accidentally burned before pillaging, but now we will get it in the right order)
Would love to have raid coasts, but starting in North American would make that useless a long long time and its real value is early game (also don’t have Golden Century, so no pirate republic… willing to buy if people really think its good).
Also considered cultural conversion reflecting… ermmm… the Viking way of cultural conversion…
I also recommend the mod "better nation designer" because it has more options and allows for a more thoroughly accurate roleplay
Thanks for the ideas: for this run I am using the 200 point limit (first custom nation, so just want to) but will keep your tips and especially that mod (Paradox should work on the designer) advice in mind.
I've been doing some play testing and it is working so far, but European are just arriving.
The dev cost reduction is key to making the colonist manageable to operate from day 1.
Starting province should be 1 okay one for the capital, but rest 1-1-1 provinces (since you do not want to waste a colonist on them, but need them for reach...e.g. into the St. Lawrence seaway).
Trade efficiency kicks in at just the right time when money is tightening.
The republican govt with Norse religion allows some good adaptation (E.g. tech cost reduction), even if I wish I could get rep tradition sooner as I can rarely re-elect (but having some bad RNG for negative rep trad events)
Half RP but half identified needs: movement speed and/or leader maneuver would be nice; as would privateer efficiency - perhaps even if it requires dropping the discipline and missionary strength.
Events as a custom republic sure are blah and repetitive though... guess I will use my imagination :-)