eu4 best idea groups 2019
An overhaul about how the late-game ‘Revolutions’ work, with some specific tweaks given to France. Adds the ability to build the Panama, Suez, and Kiel canals in the late game for a ridiculous sum of money.
New unique government type and events for Prussia. Coal is a new resource that appears late-game, which mainly boosts production. The best about Innovative for WC is Optimist, the montly 0.05 war exhustion. Strong policies with Influence (ADM: -10% advisor costs, -10% aggressive expansion), and with Offensive and Quality, as above. the only nation that can delay religious is the ottomans because they just get so many missions to take over all the land around them. Policies are a set of bonuses unlocked by completing idea groups.Each possible pair of ideas from different types (i.e. Administrative power is required to unlock ideas within these groups. Manchu nations can now raise an army type called Banners, which cost gold to replenish but do not deplete the nation’s manpower.
This was later made available to owners of Mare Nostrum (see below), even if they don’t already own El Dorado. New vassal type called a March that doesn’t pay you taxes and can’t be annexed, but provide strong military benefits. Between the military ideas, Quantity seems strongest if manpower is the bottleneck preventing you from conquering; otherwise, all the rest seem to fill mostly the same function with a slightly different flavor, but the siege ability from Offensive is useful enough to give it a slight edge. I actually found that no Humanism is quite viable and I only got it as my third to last idea, mostly for the reduced nationalism, but you HAVE to take religious early instead. You should also now be running into extra military points to spend. Strongest bonuses are-0.05 monthly war exhaustion, an otherwise-hard-to-find stat, and -25% advisor costs, saving you a ton of money on your +3 advisors, especially if you don't have the estates to give you discounted advisors. The quality of life improvement to colonists & rebel suppression are especially hard to pass on. Protestant (Lutheran) Christian nations can now customize their national church (ie: Church of England) by picking from three out of a variety of bonuses to fit their “version” of Protestantism. New diplomatic features let the player set attitudes toward the AI, the way AI do toward the player and other AI, making humans no longer the only countries not connected to that system. Can designate a province as a Metropolitan, allowing you to increase the authority of the Orthodox patriarch. After reading a few threads from successful world conquerors both here and on the Paradox forums, these are the patterns I've seen: These are the groups you see showing up over and over again, and seem to be somewhere between "extremely useful" and "absolutely necessary". Diplomacy and Influence both give boosts to that. I conquered most of Europe and the New World with that, so maybe stay away from Influence and Administrative. Influence: -25% diplomatic annexation cost allows you to shift more of the monarch point burden of core creation from ADM to DIP, -20% aggressive expansion allows for faster conquest without coalitions, and -50% unjustified demand cost reduces the DIP cost of peace treaties.
Each possible pair of ideas from different types (i.e. Forced march is incredibly helpful, as well, for wars where you have troops in multiple locations, and you need reinforcements quickly.
If you want to make Sweden obediant, you'll need all the dip rep you can have to lower their liberty desire .
I could certainly live without ruler traits. Also taking something like Naval and/or maritime can be worth doing with Denmark if your going to be facing the naval monster that is England/Great Britain. To lock up a whole idea for optimism is really not worth it. It is important to note, however, that doing so will result in losing all the given bonuses from said idea group and will only refund 10% of the monarch power points invested in the group. These are the ideas offer very strong bonuses that are not necessarily vital for world conquest. Leana Hafer is a fan of history and historical strategy games. The extra diplomat always helps early on and you can use him to manage your relations between Lithuania and your vassals. Quite possibly, outdated. Mar 6, 2017 @ 4:18am I would probably pick influence or diplomacy first. I would say Offensive moves up to "necessary" later in the game if you still need to conquer a lot of Europe. When playing Christian or Muslim, humanist is unnecessary. +20% force limit doesn't provide much military benefit past the midgame, but a larger army will increase the AI's estimation of your strength and can prevent the formation of coalitions. The type of the reduction depends on the affiliation of the idea group; for example, the Espionage idea group grants Diplomatic tech cost reduction. Adds Consorts, your ruler’s spouse, as a named character with stats in the government view, and a bunch of related events. Certain nations will now be marked as Great Powers based on their size and technological sophistication. Finally, my strategy in wars against major powers like the Ottomans and Muscovy was to force them to release nations right next to my borders. You can now spend monarch power to develop a province, investing in the infrastructure to increase its tax base, trade good value, and/or military potential. With Humanist, the goal is to not have any rebels in the first place through +25% religious unity, -2 national unrest, +3 tolerance of heretics, -10 years of separatism, +2 max promoted cultures, and +3 tolerance of heathens. The AE bottleneck is likely more prominent here than ADM points. You can now use Naval Barrages for 50 MIL power, which work basically like Artillery Barrages. Some would benefit more from the Expansion idea group; but Expansion doesn't allow Explorers or long-range island-hopping. Adds the ability to generate a Random New World, replacing the Americas with something totally different every time you play with the option selected, to put some real discovery back into the age of discovery. Constitutional Monarchy, Constitutional Republic, and the unique-to-England English Monarchy get a new Parliament system, where seats in Parliament can be given to specific provinces. Advancing within an idea group is done sequentially and each unlocked idea enhances a particular aspect of the nation. This one is a winner, through and through. Owners of Rule Britannia and Dharma get extra content from this expansion as well, so there’s some extra value for money if you’re a DLC completionist. While I wasn't able to finish this idea due to lack of admin power, I would, for sure, get up to the third idea for increased Tolerance. Plutocratic: A unique military group; offers respectable military stats from +10% army morale and +20% manpower recovery speed, but it's strength is the ability to spend MIL on ideas like -2 national unrest and +10% institution spread. But I certainly wouldn’t want to. Since that event in late January, nothing else has been heard regarding an EU4 DLC subscription service. This of course requires you to join the HRE. Sometimes provinces will look extra tasty for just a little military adventurism until you notice that pesky fort which will hold you off for 10 years and allow reinforcements to fall on you like rain or you overextend and your army starves in the field without reinfo… Being the first nation to unlock an idea or unlocking an idea within 90 days after it is first unlocked gives a nation a base of +1 innovativeness. I ended up taking this as my 6th. A new mechanic based on the historical Treaty of Tordesillas that allows the Pope to divide the new world up between Catholic colonizing powers and make them stay on their side of the line.
Hah! theres also the important of being able to declare at will on the day truces end to avoid coalitions. Idea group choices are unrestricted, with several exceptions: Plutocratic ideas are enabled for most republics but disabled for most other government types; Aristocratic ideas are disabled for most republics but enabled for most other government types; and Maritime and Naval ideas are disabled for primitives. Administrative: Primarily for the -25% core-creation cost and -10% administrative technology cost to save ADM points, secondarily for the -25% mercenary maintenance and +25% available mercenaries to take some pressure off your manpower pool. You select its culture, religion, name, stats, and starting provinces down to a fine level of detail. 3 military, 3 administrative and 3 diplomatic.
I could see innovative having a place when playing Hindu. This gave me a border with the Oirat, and later Manchu, after I took expansion to colonize Siberia. Even so, I don’t find fleets require as much micromanagement from me as armies in most conflicts, so I could conceivably play with that feature off and not have it ruin my day. If you prefer a strictly historical experience, this expansion does for Central and South America what Conquest of Paradise did for North America, making the nations there feel fully playable rather than just being in the game as a placeholder. Focuses on the Indian sub-continent with new regions, playable nations, as well as plenty of unique mission trees and mechanics for a range of playable nations in the area. The Immersion Packs are rarely ‘essential’, but it really comes down to how much you like playing games as England or Scotland. Hindu does not get defender of the faith so having that war exhaustion reduction can save tons of monarch points over the course of the game.
National Focus is a feature I use in almost every game of EU4, though you can also unlock that by owning Common Sense. Both the Mamluks and the Ottomans get enough new toys to play with that they’d feel naked without it. The AI will never choose an idea group with a weight of 0. Since there are 6 administrative, 6 diplomatic, and 7 military idea groups, there are 6 * 6 + 6 * 7 + 6 * 7 = 120 different policies. However, a nation may only have up to 3 policies active in each monarch point type i.e. Humanist - To me, this is the most important idea to chose for Poland.
Adds Ages to the game with different rules and objectives to model thematic eras from the game’s time period: Age of Discovery, Age of Reformation, Age of Absolutism, and Age of Revolutions. I would probably pick influence or diplomacy first. but then denmark much like sweden is in a position where you can do most things.
You can now stipulate in a peace treaty that the defeated country must allow you military access to their lands and/or access to their ports for a period of time. Sweden will move their port to Lubeck so no one will take a dime from the Baltic. You're actually serious. Lots of new mechanics and events as well as a new, unique government type for the Ottoman Empire.
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