Sooo, dev diary #2 goes into great detail about the Nation Designer. Personally, I think it sounds very interesting, especially for me since I already have hundreds of hours into the game. I think it’ll allow me to play around with some cool “what if” style scenarios.
Based on a new difficulty setting specifically for custom nations, you have a budget of points you have to spend between all kinds of things: your government, national ideas, the age and skill of your starting leader and heir (a 0/0/0 leader is a handicap that will get you bonus points while a 6/6/6 20 year old is more expensive than a similarly blessed 60 year old leader), the provinces you start with, the tax and manpower of said provinces, tech group, you name it.
Costs for choices can vary. Playing as a Western tech group in Europe doesn’t cost any points but playing one in Asia or the New World is quite expensive. You pay additional costs for specialization as well, so 20% morale is much more expensive than 10 or 15 percent. Also, if you focus all of your national ideas in one area (such as military), the costs of those also increase.
According to the dev diary, the point budget is intended to be able to create a lower-end major power, not another BBB. These settings can all be tweaked, though. There’s a Custom Nation difficulty setting that will increase or decrease the point budget and the values are also moddable.
There’s also some new game modes:
Normal: The map is populated by historical nations, and Custom Nations are available.
Historical: The map is populated by historical nations, and Custom Nations are disabled.
Custom: The map is empty asides from player-designed Custom Nations, and all nations start with a colonist.
Random: The map is empty asides from player-designed Custom Nations in the lobby, but once play is started it is populated with randomly generated states that use the historical tags and names.
There’s also a couple custom Province modes you can select. Aside from the default historical, you can play with Random or Flat province values. In Random, the base tax of the world stays the same but individual province values are randomized, based on terrain and climate. Flat means that every province has the same tax/manpower value.
All in all, it sounds a lot more robust than I was expecting. Every now and then I like to play a “what if” game and that usually necessitates me creating a custom mod, which is time consuming. This might do nicely when I feel like mixing things up!