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lol Ming never has a "historical" flag. The flag we choose is the letter of "Ming" in ancient Chinese.
- You could have one idea group for mercantilist trade and one for free trade.
- You could have an idea group that focuses on "diplomatically interacting with the estates."
- You could have an idea group focusing on culture conversion. It seems like you've given "force Francien language education" to specifically France. What if you made that an idea group and France was good at forcing Francien language education because it had taken that idea group?
Truly good suggestion!But, before adding that there are balance issue to consider, as I don't want to see players have all their provinces produce the same goods lol.
First off, is there a reason that the 20% provincial trade power transfer downstream was removed? I feel like it makes commerce development in nodes you already almost completely control feel worthless, which isn't a good feeling. There always comes a point in the game when I wish I had less commerce development to make room for trade development.
Secondly, I think that more of the trade nodes should be changed from what they are in vanilla, as competition is weird and non-existent in some places. For starters, Bordeaux is usually 100% owned by France, though the French have almost no power in the English channel despite having a lot of provinces there. France ends up not interacting with the English channel powers economically, which feels wrong: to fix this, Meiou and Taxes has a single trade node with both the English channel and Bordeaux inside, and France and England therefore compete domestically for trade.
Also on trade nodes, I dislike how in vanilla European powers need to control the west coast of Africa to bring trade home from around the Cape of Africa. It might be worth considering adding connections from say, the Cape to specific European trade nodes.
Again, thanks for the great mod.
I suggest you take a look at Paradox's official 1.30 dev diaries, which introduces many interfaces and variables CU can make good use of (Governing Capacity, Estates, Mercenaries).
For example, Governing Capacity/Cost and Efficiency can now be continuous scaling variables, instead of discrete triggered modifiers. See here;
https://forum.paradoxplaza.com/forum/index.php?threads/euiv-development-diary-14th-of-january-2020.1307998/
Thank you!