The weakest point is that in order to fully unlock their potential, they should be taken among the first idea groups, and these slots are usually reserved for more important ones. Practically all countries and strategies include unlocking technologies and institutions, thus they can greatly benefit from these improvements. The strongest side of Innovative ideas is their all-round usefulness. Rest of the ideas have similar effect - reducing the need to spend monarch points or lowering the cost. Reduced advisor cost means being able to afford high-tier advisors earlier (or to save the money instead). Institution spread bonus and reduced embracement cost, combined with reduced technology cost allow player to stay up-to-date with technology without spending that many ducats and monarch points. Innovative ideas are in way similar to economic, but they don't focus solely on money. If you plan to "play tall" (Strategy based on improving one's own provinces rather than making vast expansions.).Cheaper construction and reduced development cost help the player to get the most from the provinces they already own. Where economic ideas give several direct bonuses to the player's economy, infrastructure ideas help with increasing the value of the player's provinces over time. For direct increase of income, especially when in debt.Reduction of inflation and yearly interest mitigates the negative effects from taking money in a peace deals, taking loans and relying on gold mines. Bonuses to tax, production and trade help the player to get more income directly. Other strains on monarch points include annexing provinces, integrating vassals, barraging enemy forts, lack of decent advisors, getting behind in technology or previously taken, unfinished idea groups.Īdministrative idea groups Economic Įconomic idea group is one of the most self-explanatory: All its ideas focus on improving the country's income and reducing expenses. Having a (4/5/1) ruler means the player won't have too many military points to spend, therefore taking military idea group might be discouraged. Abundance or, on the other hand, lack of admin, diplomatic or military points may be an influential factor for (not) choosing an idea group from the corresponding category. Distance to the New World means that for example Holland or Denmark can't start colonising as soon as Portugal and Spain, forcing them to stay in their continent longer. Neighbouring heretics or heathens offers a chance to go for a holy war, but that leads to increased revolt risk and possibly expensive converting. Having large amounts of terrain that is easy to develop (farmlands, grasslands etc.) might encourage "tall gameplay", while mountains and deserts probably won't. Higher developed provinces, like in Western Europe, mean stronger economy, but also higher aggressive expansion impact. Meanwhile Austria already has decent national ideas for diplomacy, yet players still take diplomatic ideas to further strengthen their position as Holy Roman Emperor. For example, Prussia is famous for its effective army, but it might need boosts to its economy to support it. Aligning one's new Idea groups with National ideas usually serves one of two purposes - to create a balance and cover the country's weak sides, or to combine the bonuses to reach even a higher peak. It's usually worth to check the situation your country and its surroundings is currently in. what do you want to achieve? Conquer the world? Restore the Holy Roman Empire? Create a colonial empire and amass riches? Go for a specific achievement?Įven with smaller, simpler goals, like playing historically or unifying home region, it's always helpful to think about what would help you reach them. There are two main factors one should consider: It is recommended to analyse your current situation first, even before the opportunity to pick a new Idea group presents itself. Recommendations of individual idea groups do not cover achievements. It is in no way dogmatic and readers may devise new and more optimal uses of idea groups themselves as well. Different players may therefore have different recommendations and highlight different things they consider important. This guide is based on analysis as well as on personal experience. It assumes the reader already knows what each idea group offers, but is unsure how exactly can they benefit them. In order to remain short and effective, this guide doesn't include complete and precise enumeration of each group's bonuses - for that, see Idea groups.
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