This section may contain outdated information that is inaccurate for the current of the game. The last version it was verified as up to date for was 1.24.Each nation can have up to 8 idea groups from a pool of 19 groups (only 18 are shown as 2 idea groups are government type exclusive). Idea group choice is only restricted by the requirement for a balanced mix of groups; a new group must not have its affiliated monarch power be the in same category as more than 50% of the total idea group composition the nation holds at the time. This limit can be turned off before starting a game and works on Ironman. There is no restriction on the groups themselves and any nation may pick any group at any point in the game.
I like Tradin Power and Diplomacy. The Military Ideas depend on your playstyle. As Big growin Country offense is the best. But as little country i prefer Defense, it givey you early moral bonus of 0.5. You need 25% of your army costs to hold that value.
That being said, AI nations have had weights assigned to the idea groups to simulate random but somewhat historical idea picks.Each idea group itself consists of 7 ideas. Advancing within an idea group is done sequentially and each unlocked idea enhances a certain aspect of the nation. Unlocking the last idea in the group also unlocks the group bonus.Unlocking new slots New idea group slots are unlocked with the advancement in Administrative technology as described below:Administrative tech level2629Number of idea groups12345678Abandoning idea groups Available only with the DLC enabled.Abandoning an idea group can be used to free up an idea slot if it no longer serves the nation and there may be others more suitable groups that do so. 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. Discarding idea groups will also impact the number of Ideas a nation has towards unlocking and Ambitions.Due to the low refund rate and the importance of monarch power points, picking an idea group should be done with its future usefulness to the nation in mind.
However, this option should not be disregarded either as it is extremely useful in the right circumstances. For example:. Primitives can take only the first 3-4 Exploration ideas, get a colonial border with a western power, then drop Exploration for something else. Some would benefit more from the Expansion idea group; but Expansion doesn't allow Explorers or long-range island-hopping.
They could even opt out of colonization altogether after getting the border they needed.Technology cost reduction Each unlocked idea grants a −2% Technology cost reduction. The reduction can result in up to −14% for a fully unlocked idea group (without accounting for further reductions that may be applied from the ideas themselves). The type of the reduction depends on the affiliation of the idea group; for example, the Espionage idea group grants Diplomatic tech cost reduction.Policies Main article:Policies become enabled when a pair of 2 idea groups are fully unlocked.
Picking a policy provides a bonus to the nation at the monthly cost of 1 monarch power per policy (type of monarch power used depends on policy affiliation) if the limit is overwhelmed (base: 1 policy of each type can be picked for free). Once picked, a policy cannot be canceled for a duration of 10 years.
There is no restriction on policy composition and a nation can activate up to 9 policies at a time.Idea cost. Religious Missionary Schools +1 MissionaryChurch Attendance Duty −25% Stability cost modifierDivine Supremacy +3% Missionary strengthDevoutness +2 Tolerance of the true faith +2 Yearly papal influence +0.25 Monthly fervor +0.5 Yearly devotion +10% Church powerReligious Tradition +1 Yearly prestigeInquisition −50% Missionary maintenance costDeus Vult Permanent casus belli against neighboring heathens and hereticsBonus: −25% Culture conversion costAssociated events: Diplomatic groups Diplomatic power is required to unlock ideas within these groups. Aristocratic Notes:Enabled by most (except the Plutocracy reform), and the Noble Elite reform.Noble Knights −10% Cavalry cost +10% Cavalry combat abilityMilitary Traditions −10% Military technology costLocal Nobility −0.025 Monthly autonomy change +0.10 Yearly absolutismSerfdom +33% National manpower modifierNoble Officers −1% Yearly army tradition decay −1% Yearly navy tradition decayInternational Diplomacy +1 Diplomat +1 Leader without upkeepNoble Connections +20% Available mercenariesBonus: +1 Leader siegeAssociated events.
In this video we will be checking out the absolute worst countries to play as in Europa Universalis IV. These nations are downright awful, with horrendous national ideas, isolated starting locations and limited expansion oppurtunities. What country is the worst? Let's find out.Want to support the channel?PATREON:CHANNEL MEMBERSHIPS:Special thanks to the following Patreon users who support me:Shinde Miya, Numan Baran BuyukbayGraphical Map Improvements mod by Bleergh available here:The music used in this video is 'The Grand Armada','Deadfire Main Theme', 'Battle of Panipat' and 'A Cruce Victoria'All music is owned and copyrighted under their respective owners. Remove skype from system tray windows 10. Europa Universalis IV is a grand strategy games published by Paradox Interactive. All rights reserved.tags.