Eu4 idea groups
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Paradox Interactive is rather known for its games having incredible breadth and depth, and the deeply flavored historical romp that is Europa Universalis 4 is no exception. Running a successful nation requires much skill and expertise and, perhaps most of all: planning. To that end, players must be aware of what idea groups they have available to them when they are useful to take and what boons they will unlock as they invest monarch points into them. Not all idea groups are created equally, with some granting very specific boons and some being more all-rounders that can benefit almost any nation; some are best taken at the early parts of the game, and some are useful no matter when they are taken. It is needless to say that a handful of these idea groups are considered to be of a much higher tier than the rest.
Eu4 idea groups
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Feed for this blog, eu4 idea groups. This cannot be modded directly, so it would need to be a huge list of triggered modifiers based on current year, current tech, and that tech's year. Its not a good base idea, but it can pull its weight late game.
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.
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.
Eu4 idea groups
Scientific Revolution. Dynamic Court. Resilient State. Formalized Officer Corps. Organized Construction. National Bank. Debt and Loans. Nationalistic Enthusiasm. Smithian Economics. Oversea Wars.
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Its not a good base idea, but it can pull its weight late game. Free Merchants. Supply Trains. Diplomatic reputation bonus and an extra diplomatic relation slot, the same bonuses diplomatic group offers, also help creating large network of vassals and speed up the process of annexation, but they're useful in broader diplomacy as well. Ages and Institutions. An indirect benefit of an opponent with low manpower is that other countries, including AI, can decide to attack the opponent in their moment of weakness. I always went for Admin because it had the coring stuff plus merc stuff but now that is split into two separate groups. Here's a blogified version of a talk I gave on BarCamp London 5. However, unless you have odd ones that require modifier stacking or self-imposed challenges, I suspect the SP picks for conquest games to look very familiar. Jump to latest Follow Reply. Everywhere Threads This forum This thread. I think that paradoxically giving some siege defense would also really help offensively focused countries, as siege racing is how you win fast offensive wars in EU4. So here's some of my thoughts. Quest for the New World.
Please help with verifying or updating older sections of this article. At least some were last verified for version 1.
Somehow second colonist got moved to Expansion, both special CBs got lost and even the shitty replacement of claim fabrication in trade company regions got removed in 1. Making allies with stronger nations? Additional Diplomats. Trade is a rather complex mechanic of EU4 that can be challenging to grasp, but for the purpose of this guide it has to be reduced only to few universal rules. It does mean you can win a war completely siege every province then wait. Jul 24, Glorious Arms. Fortification Logistics. The best kittens, technology, and video games blog in the world. National Trade Policy. Naval Fighting Instruction. Forum list Trending Latest New posts. Not only does it grant a great two extra diplomats, but it makes everything under the heading of diplomacy easier.
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