Europa Universalis IV

Europa Universalis IV

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New Idea Groups
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2.791 MB
Jun 3, 2023 @ 5:10am
May 17, 2024 @ 1:04pm
23 Change Notes ( view )

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New Idea Groups

Description
What's New?
New Ideas and Policies
This mod focus on making the Idea Groups and Policies more fun and changing them up a bit, creating a new game experience. Furthermore it adds 12 new ideas, four in each category. Hope you enjoy!


New Ideas Groups
Administrative Ideas
  • Technological Revolution
  • Spirituality
  • Financial Investment
  • Integration
  • Bureaucracies
  • Liberalism
  • Authoritarianism
  • Industrialisation
  • Enlightenment
  • Bureau of Administration
  • Collectivism

Diplomatic Ideas
  • Nationalism
  • Hegemony
  • National Commerce
  • Colonial Commerce
  • Imperialism
  • Maritime Society
  • Naval Supremacy
  • Foreign Relations
  • Privateering
  • Marine Corps
  • Naval Dockyards

Military Ideas
  • Imperial Influence
  • Mercenary Establishment
  • Legacy of the Khan
  • Divine Faith
  • Indigenous Ideas

  • Professional Army
  • Strategic Doctrines
  • Militarization
  • Military Logistics
  • General Staff
  • Extensive Fortification
  • Marauding Ideology
  • Feudalistic Institution
  • Fanatical Devtion
  • Battlefield Support

New Policies
- Remake of the old Policies
- Over 44 New Policies

Future
Short-term
- Rework the “Indigenous Idea” group
- Tweaking the ideas and polices
- Potential bug fixing
- Potential balancing

Long-term
If this goes well this is supposed to be expanded upon, creating more policies and ideas. Spicing up the game further.
So if you enjoy the mod please Like and Subscribe!

Feedback
Please leave a comment if there is something you would like to be looked at or if you have a suggestion that you think would make it better.

Regards
A Humble EU4 Mod Creator (with over 5000 hours played) :)
Have Fun!
9 Comments
rdland Jun 18 @ 3:06am 
Hovering over the EoC mission "Form the Depots" crashes the game.

Makes it impossible to play in Asia if you want to go for the Mandate of Heaven at some point.
Inclioz Jun 6 @ 9:03am 
Is it working in 1.37?
Mike Feb 20, 2024 @ 6:33am 
are you still planning on updating this mod? really liked it
Edouard Detaille Dec 23, 2023 @ 4:29pm 
A lot of cool ideas modifier-wise, but currently the military ideas are just too strong across the board. For example, +1 artillery fire is essentially a must-have, and every group could do with having its numbers brought down by a significant margin. Additionally, feels bad locking mercenary focused ideas behind government type, especially with there being common tier 5 reforms regarding mercs
Tirpio Jul 25, 2023 @ 4:37am 
Yeah but the dynamic of trade and production becoming dominant is what encourages the colonial empires that defined the time period. It's sort of required otherwise the incentive to colonise is lost. I agree some buffs to tax are needed but if trade and production aren't your dominance source of income then the game becomes less dynamic.
Jesper  [author] Jul 23, 2023 @ 12:25am 
Thanks for the feedback, Mike! :steamthumbsup:

First of all, you’re absolutely right about the integration idea! It will be fixed next patch! Thanks for that, great thoughts!
Secondly, the Bureau of Administration is a bit tricky. I really want to fix the mid and late game mentality towards taxation. Nowadays it’s completely useless, unfortunately. I agree that it’s too much right now, but there’s a fine balance where it becomes useless once more if nerfed too much. Since trade and production is the mid/late game heavy hitters.
Mike Jul 21, 2023 @ 11:07am 
the "Bureau of Administration" Idea set:
is BY FAR the best early game idea to pick. the overal +75% increase in tax is really big. perhaps the max total (you get from the completed idea set) could be set at 50%? the 5% AE is also to big i think, perhaps change this to 2 or 3%

Integration:
I get the idea of what you wanted to do with this one, that is to change all the cultures to your primary one. but i think you missed the mark here. Currently is is both "accept other cultures" and "change other cultures" when talking about the idea of this idea group. I reccomend you change it so that is gives 40 or 45% manpower in primary cultures, and change the other ideas to reflect this "my own culture FIRST" idea of a idea set. I also reccomend here you add a NEGATIVE thing to it, like in the "Battlefield support" idea set
Jesper  [author] Jul 18, 2023 @ 2:15pm 
Thanks for the feedback, Tirpio! :steamhappy:

Yes, I’m fully aware what you mean concerning especially those two ideas. The hard part however is to make all the ideas (at least the majority) attractive to take. So making some of them powerful (which one otherwise wouldn’t pick) means that there still must be an active choice to pick those instead of something else. A so called “Alternative Cost” to them. Meaning your pick actually replaces something else that you could have taken, like manpower, trade, and so on.

With that said I will look into them, I had plans to probably nerf them somewhat after playtesting them thoroughly myself. But I do like the idea of something giving many small “overall” bonuses. If you have any specific suggestions let me know.

Regards!
Tirpio Jul 18, 2023 @ 6:57am 
Some of the ideas could probably use some balancing. Especially collectivism and Imperial influence