Grand Army is now 20% land forcelimits (down from 25%)

National Conscripts is now 10% faster regiment recruitment speed instead of +25% global manpower.

Consolidated infantry, cavalry and artillery cost ideas in Quantity into a single regiment cost idea.

Added ideas to Quantity: Forced Labor System (-20% building power cost) and Expanded Supply Trains (-10% land attrition).

Religious Ambition is now 25% cheaper culture conversion.

Humanist Ideas

Influence Ideas

Naval Ideas

If you do not have the DLC, then the Dutch Republic is just another normal republic type with no special abilities.First of all, the Dutch Republic do not get the normal election events. Instead they operate on a unique set of rules. They have a unique mechanic which is called “Statists vs Orangists”, which is how much power each side has in the Republic.When the Statists are in power, you get +10 naval force limits and +5% trade power, while your republican tradition increase quickly, and when the Orangists are in power, you get +25% land forcelimits, and 10% cheaper stability, while the republican tradition does not increase by normal means.If Statists are in power, then an election will be held if it has been at least 4 years since last election. You get two random candidates to pick from, one that will strengthen the Statists and one that will strengthen the Orangists.If the Orangists are in power, then the current ruler is in power until he or she dies, or statists comes into power again.You can not directly change the support for either of these, but there are a large set of events associated with the republic, that will impact the support.Of course, it is now easier for the Netherlands to get the event allowing you to pick the Dutch Republic government form, as it will trigger within a decade or two after forming the nation.We added quite a lof of new modifiers that are used for ideas, policies and other parts of the game.build_power_cost, global_ship_repair,vassal_forcelimit_bonus, years_of_nationalism, accepted_culture_threshold, culture_conversion_cost, diplomatic_annexation_cost and ship_durability.There has been some minor tweaks to some existing ideagroups, most notably:We added 3 new ideagroups. Humanism, Influence & Naval, with Maritime being the new name for the old naval ideagroup. Some ideas have been moved there from other ideagroups.- ADMTolerance: +25% Religious UnityLocal Traditions: -2 Revolt RiskEcumenism: Heretic Tolerance +3Indirect Rule: -10 Years Less NationalismCultural Tiers: 50% less required for losing and gaining accepted cultures.Benevolence: +0.33 Better Relations over TimeHumanist Tolerance: Heathen Tolerance +3Bonus: -10% Idea Costs- DIPTribute System: +25 Vassal IncomeClaim Fabrication: -33% Fabricate Claims TimeIntegrated Elites: -25% Diplomatic Annexation CostState Propaganda: -10% AEDiplomatic Influence: +5 Diplomatic ReputationPostal Service: -25% Envoy Travel TimeMarcher Lords: +33% Forcelimits from VassalsBonus: Diplomatic Upkeep +1- MILBoarding Parties: +1 Leader Naval ShockImproved Rams: Galley Power +10%Naval Cadets: +1 Leader Naval FireNaval Glory: +100% Prestige from Naval BattlesPress Gangs: -10% Naval MaintainanceOak Forests for Ships: Heavy Ship Power +10%Superior Seamanship: +10% Naval MoraleBonus: Ship Durability + 10%Next week, we'll be back talking about Elective Monarchy & Religious changes....