Best Custom Nation Ideas Eu4

There are no 'best ideas' it depends on your national ideas and your goals. Administrative, innovative and economic are all around good and don't cater to any specific tactics. Same goes for espionage and diplomatic, influence is also a good idea group to pick up even if you don't plan on vassals since it has bonus prestige, less aggressive.
After a search on the forum i haven't quite find the thread i want, so here it is.Everyone is saying that +1 yearly republican tradition is OP but i cant see why really. If you keep the same leader over and over again, you still lose RT over the time.Trade is still an unknown land to me even after 1000 hrs of playing EUIV. What NI would you chose if you were to make a trade republic, say Netherlands?Whats NIs would you choose if you were to make a coloniser in the new world?What Nis would you chose if you were to make a HRE elector custom nation?Everything looks so good i can not decide what to bite firstAny tips/direction appreciated. +1 RT is OP because you also get +1 by default. So your nation gets +2 RT after taking the idea. Basically you can stay at close to 100 RT.A good (or OP) custom nation depends on location and what kind of enemies/competition you'll be facing.
It is also a matter of how many provinces you want to start with.And then, how many points for the custom nation do you want? 100/200/800?Starting in the New world? Get ideas for colonists, settlers per year, extra merchants.
Depending on chosen tech group, you might want to get tech cost reduction.Want to play in the HRE. Netgear fa311 rev c1 driver for mac windows 7. I'd take extra diplomats and AE reduction. If you want to play the emperor game, take diplo rep and +imperial authority.Want to play near southern africa.
I'd take inflation reduction for the gold mines, extra colonists etc.Want to play in an Indian/Chinese or lower tech group. Cheaper tech cost ideas are important. Probably coring cost reduction/diplo-annex cost reduction are good.Finally I'd say that don't worry too much whether the ideas you chose are the most optimal or not.Play with one set of ideas, then try something different in the next game.
Had a load of fun with a colonizing Merchant Republic in the Far East, called Siberian Republic(couldn't fit it in so I just called it Siberia). I also exported it to Vic2 and it was a pretty interesting experience.I also played as the Epirote Despotate and formed Byzantium.

I broke the Greek region and the Mamluks in Syria a bit, to mix things up a bit.Currently I am awaiting for the next update, where I am going to create a Caribbean Confederation or something, a Mayan Merchant Republic in the Caribbean Islands(I'd need a more advanced tech group than the usual Mesoamerican, to have boats and such, though). I want to basically get the entire Caribbean, plus Florida and bits of Central America. The whole point is to resist the Europeans settling in Central America and to get powerful through province development after a inicial expansionist colonizing boom, rather than snowballing until the end of the game like usual.Also maybe breaking up the Timurids like I did in Greece, and form an isolationist Persian Theocracy with nukes.