eu4 idea groups

Eu4 idea groups

Please help with verifying or updating older sections of this article. At least some were last verified for version 1.

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Eu4 idea groups

Please help with verifying or updating older sections of this article. At least some were last verified for version 1. While the idea groups themselves are mostly self-descriptive, understanding their benefits and situational usefulness might still pose a challenge to some players, especially beginners. The purpose of this guide is to help them choose which ideas are the most suited for their situation. 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. It assumes the reader already knows what each idea group offers, but is unsure how exactly can they benefit them. This guide is based on analysis as well as on personal experience. Different players may therefore have different recommendations and highlight different things they consider important. It is in no way dogmatic and readers may devise new and more optimal uses of idea groups themselves as well. It is recommended to analyse your current situation first, even before the opportunity to pick a new Idea group presents itself. There are two main factors one should consider:.

So I'm thinking mercenary ideas will be essential for this run, and my manpower is fairly low. The Macedonian Second Lieutenant. Trade ideas are, along with Economic, one of the best ways of improving the player's income, eu4 idea groups.

The best kittens, technology, and video games blog in the world. Many EU4 idea groups are bad. There are two sides of this badness - power level and identity. Power level is relatively easy to analyze objectively. I once created an algorithm to rank all EU4 idea groups. This was 5 years ago, patches completely changing game balance happened, so those specific values are outdated. Not to mention original algorithm had some minor issues.

Please help with verifying or updating older sections of this article. At least some were last verified for version 1. As a nation develops technologically , it unlocks the ability to gain additional idea groups. Investing into a full idea group can take a long time and cost several decades worth of power. The act of choosing at any point of time a certain idea group over the other and advancing in it represent the time and focus nations choose to spend historically along certain administrative, diplomatic, and military specializations. Each nation can have up to 8 idea groups from a pool of 25 groups usually only 21 are shown as the Government-based idea groups are locked behind exclusive government reforms. Idea group choices are mostly unrestricted, except that the available government-based idea groups depend on the government reforms and that Maritime and Naval ideas are disabled for primitives and idea groups must be balanced: No more than half of a nation's chosen idea groups, whether completed or not, can have the same associated type of monarch power. However, AI nations have weights assigned to the idea groups to make their choices random but still somewhat historical. Each idea group consists of 7 ideas. Advancing within an idea group is done sequentially and each unlocked idea enhances a particular aspect of the nation.

Eu4 idea groups

Idea groups are a fundamental part of EU4 — and they can make, or break you nation. What you will learn in this Europa Universalis Guide :. There are 18 different groups available in the game — and it is select the right ones, as unlocking all ideas in each idea group costs an expensive 2 monarch points; as such, it will be a huge waste if you pick a bad idea groups.

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Improved Foraging. CK2 "Defensive Pagans" have it. Several bonuses to estates as well as reform progress and splendor give the player flexibility in unlocking various bonuses. Every country has seven national ideas. The Old and Infirm. On top of that, heavy ships and galleys acquire their own improvements in combat ability, helping both inland Like Venice and oceanic maritime powers like Castile. Increased limit of accepted cultures further reduces the need to convert them. Abolished Serfdom. Oct 7, Church Attendance Duty. Rest of the ideas have similar effect - reducing the need to spend monarch points or lowering the cost. The province and state religion are one of the following: Fetishist with the Cult Buddhadharma cult Shinto in the Dharmic group The state religion is Confucian with a harmonized Buddhist religion and the province has another harmonized religion. Aside from military, they offer several bonuses for trade, including one merchant.

Please help with verifying or updating older sections of this article. At least some were last verified for version 1. While the idea groups themselves are mostly self-descriptive, understanding their benefits and situational usefulness might still pose a challenge to some players, especially beginners.

The Old and Infirm. The latter is pretty great, as it enables some truly overpowered Policies and comes with bonuses to manpower and a free Merchant. Install the app. This idea group also makes opponents suffer extra attrition on the player's territory, draining their manpower. At least in single-player, it all depends on how you as a player want to play, what your nation is trying to accomplish, and where in the world you're located. Search Advanced…. Navigation menu Namespaces Page Discussion. I find Offensive and Diplomatic are must's early on in non-colonial nations. Ingor Second Lieutenant 62 Badges. Additionally, Diplomatic ideas enable some seriously good policies that improve diplomatic reputation even further. Idea group choices are mostly unrestricted, except that the available government-based idea groups depend on the government reforms and that Maritime and Naval ideas are disabled for primitives and idea groups must be balanced: No more than half of a nation's chosen idea groups, whether completed or not, can have the same associated type of monarch power. I try to keep the scoring algorithm more or less up to date, so assuming I didn't miss any important changes, here's the 1. Additional Colonists. Really Solid. Economic idea group is one of the most self-explanatory: All its ideas focus on improving the country's income and reducing expenses.

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