It seems that opinions have shifted over the course of [thread=363576]four years[/thread]
It seems that opinions have shifted over the course of [thread=363576]four years[/thread]
Maybe we should do a new voting?
Yes, it would be interesting to see how popular opinion of national ideas has changed in recent years. However, I won't take responsibility for starting the new poll (just in case you two were hinting at it). I'm too old for the new EU3 rapscallionsNew voting would be cool.
Actually that is a pile of crap.We must first consider the costs of a Master of Mint. The first Master of Mint you get will cost you quite a few magistrates to produce; but as you have no use for the first decade-ish of Magistrates (after enacting Expand the Bureaucracy), you have enough magistrates to spend on one Advisor. The Master of Mint is hands down the best Advisor which only uses Cultural Tradition, and I'd even go so far as to argue that the MOM is the best in the game, so it should be your first pick. Even if it's not the best in the game, your Army/Navy Traditions will be so low for the first decade that you're really comparing a 5-6* MOM to a 2-3*, at best, other Advisor. So it certainly remains the best Advisor for that pick. And assuming you're doing anything at all to keep Cultural Tradition from dropping off the face of the Earth, you should easily be able to spare the additional 4-5 Magistrates, tops, every ~20 years (median age is 23, average 25). You'll be doing it anyway (or should be!) to keep your Court stocked with great advisors, why not the best of all?
So the opportunity cost in terms of magistrates, money and an advisor slot is negligible compared to the benefits of minting 10% of your monthly income. This remains true even later on in the game, when National Idea slots outnumber Advisor slots, because the Master of Mint, still being the best single Advisor in the game, is still going to get one of those slots - or at least until you're able to mint so much not factoring him *or* the National Bank that you're not doing anything with it. Which brings me nicely to the next point...
Shipwrights are, in fact the same way the Military Drill is, multiplayer mostly NI.I don't know that I'd say they are the worst but here is how I see things. Note that I almost exclusively play SP so some that are useful in MP will see no use.
1) naval glory
2) glorious arms
3) excellent shipwrights
That's inherent in the statement. If it's not useful, in crises and not in crises, then it's worse than National Bank...No. That does not follow logic. The degree of usefulness, or w/e you can call it, aslo matters.
To be fair, I don't have that data either. And I can't even default to the scientific method because we're trying to *form* the original explanation to which we'd later be able to default. That's a little annoying. I don't doubt that this method works for you, though, and I certainly would be comfortable admitting I overstated National Bank's badness. Bah, loose ends! I'll figure something out about this. This is not something very easy to test though. Pewt, what are your thoughts on NB+MOM for manufactory blitzing? I'm undecided.I can't really quantify the usefulness of max minting -> more buildings, especially manufacturies. I haven't run any tests, and I don't play MP. All I can say is that in SP I can make my nation a blob with 200+ provinces and still out-tech Aachen. I doubt that's a particularly special accomplishment, but for what it's worth it comes out of max minting and max building-up of provinces, along with at least a tad of best provinces > trash provinces acquisition selection. Like I said above, #1 goal = more magistrates, #2 goal = more cash on hand.
Oh, no worries, I see why - I make sweeping statements about everything and send the impression that you received. lol. But yes, I'd say it's a distinct step above the absolutely useless 3-4 you named at the start... and that's it. (Pending, of course, glen's manufactory blitz case.)Certainly, and I agree that there are plenty better ideas, I just got the impression that you thought NB was bottom of the barrel. Rereading the tread, I do not see why I got that impression, you never claimed that. My apologies.
If that was your first thought, mission accomplished Haha. What was so good about it back in IN? I only got the game some 3 months ago now and as such only have experience with DW5.1.I think there's something important to note here: Most of us who played IN have National Bank ingrained in our head as the best idea ever hands down. Personally when I read the first post I said to myself "Hah, you must be joking."
I will start by admitting that I don't quite know how to rank BC and 'Hawks based on this, but if timed right, then these ideas can be an enormous boon. The examples I'm giving are situational, but the logic can be applied in any such situation.11) battlefield commisions
12) seahawks
13) superior seamanship
I tend to agree here, I'd rank Espionage lower.Espionage is the least useful. It's rare to run out of spies in the first place; it usually happens because you are spamming to try and create as many rebellions as possible in an enemy country and one extra per year makes no difference.
NB is OP! Best NI.
End of story.
Again, it's all about timing. I feel like this argument could certainly be made with respect to every single military NI you could take, sans perhaps Military Drill. The thing to consider in light of this is less "Can I arrange for this fight to be unequal/avoidable without this NI?" and more "What can I now do that I would have to work around without this NI?" Sure, for some of these (Conscripts, Grand ____), the answer is "Not much" - You could already win doomstack/doomstack battles, being able to produce and support another doomstack isn't as valuable as, say, the Engineer Corps making your sieges more effective. And again, if you're picking up BC at 0 AT, then yes, it's a terrible pick. But if you're picking it up at 40+ AT?Battlefield Commisions suffers, to an extent, from the same problem as excellent shipwrights-how valuable is that bonus for an NI slot..in SP you can generally win wars without having great generals because you can usually arrange for the actual fights to be completely unequal or avoid them altogether. Thus a bonus to military tradition is going to be mostly wasted.
But why would you? What advisors are better? We can point to plenty of national ideas that are better than the Bank, and already have.Actually that is a pile of crap.
MOM is ok adviser, but you can always use other advisors perfectly fine, and let NB take care of inflation.
Until Govt Tech 17, Idea slots are more valuable than Advisor slots in quantity and use. Post-Tech 17, the Idea slots are still more valuable in use because their effects are permanent and much more drastic. I made one such comparison earlier; you'd have to maintain constant 70+ AT and 90+ CT to keep getting 5* Grand Captains which provide 1/4 of the bonus that Military Drill provides. The Cabinet (although it appears later as you note) is another great example because while the upkeep of a Diplomat isn't as drastic, the fact that that upkeep yields 1/4 of the value of the Cabinet is. National Bank is literally *outdone* by the best MOM and *tied* with the typical MOM with the same not-drastic upkeep of a Diplomat.It is not about if it is bad or good, it is interchangable with NB, and you have less advisor slots than NI slots, not to mention there are not so many usefull NI that come early.
Well, let's look.In the end, you compare the NI you would take instead of NB against advisor slot, and there are really few NIs that are worst it, Drill(only for minor, if SP), CAD/POA, NTP, Commerce, CNW. What else, other than tech 30 and tech 51 ?
How about the advisers that do not have NI backup?Until Govt Tech 17, Idea slots are more valuable than Advisor slots in quantity and use. Post-Tech 17, the Idea slots are still more valuable in use because their effects are permanent and much more drastic. I made one such comparison earlier; you'd have to maintain constant 70+ AT and 90+ CT to keep getting 5* Grand Captains which provide 1/4 of the bonus that Military Drill provides. The Cabinet (although it appears later as you note) is another great example because while the upkeep of a Diplomat isn't as drastic, the fact that that upkeep yields 1/4 of the value of the Cabinet is. National Bank is literally *outdone* by the best MOM and *tied* with the typical MOM with the same not-drastic upkeep of a Diplomat.
How about CAbinet+diplomat, Diploskill advisor(or theologian), and engineer+Engineer corps(colonial governor +colonisation NI)?In fact, thanks for citing Cabinet/Diplomat example, as that's an explicit reason NOT TO TAKE THE BANK. Think about the comparison. 6* Diplomat + NB = -.3 Infamy and -.1 inflation a year. 6* MOM + Cabinet = -.12 inflation and -1 Infamy a year. Why would you EVER do the first in light of the second?
Useful ideas prior to tech 30:
Press Gangs- intechangable with NB.
Seahawks,( or you can just have more ships due to NB)
Battlefield Commissions,(or you can have more troops due to NB money, and tradition gain is pittiful anyway)
Shrewd Commerce Practice,(useless if you`re mercantilistic country)
Viceroys,(useless untill late in game colonisation NIs are better)
Church Attendance Duty, Patron of the Arts. (both are useless after you get the ability to build fine arts accademy. Oh, BTW NB will give you money to build them no problem)
As i said, Drill and Engineer corps are quite needles, unless you play MP.Even if you completely and utterly reject my analysis of BC and 'Hawks earlier, and you're a non-colonial mercantilist land power, you *still* have Military Drill, Engineer Corps, NTP, SCP, CAD and PoA which are all clearly better than the Bank. There's six ideas. Then you get to tech 30. Scientific Revolution, Smithian Economics, Cabinet. Now we're already at idea 10, right before the last tech level is unlocked. So 3 idea slots for tech 53 stuff: Revolution/Counterrevolution, Improved Foraging, Napoleonic Warfare. Done.
And that already explicitly threw out several ESSENTIAL ideas for a LOT of countries. That setup is as pro-NB as it gets and we STILL couldn't find a spot for it?
It isn't efficient enough to justify doing early in the game. Tech is very powerful and you can't afford to pour 100% of your income into a slight boost to your manpower.Manpower and way increased army costs over the forcelimits are probably the problems in 5.2. However, in 5.1 you can use units just as "saved manpower", cause your manpower generation is not effected by the amount of units you have. Just produce units all the time before you get to the manpower max and you will have a really huge army quite fast.
In MP, Excellent Shipwrights is really good if you're wondering. In SP it's pretty irrelevant.In general, the entire naval system is a sideshow (in SP, as a I noted) at best. There are very few instances where naval power is even relevant in determining the outcome of wars, most of which involve defeating England. As there are effective means to get around lack of naval power to do even that, wasting a precious NI slot to improve admirals which in themself are a waste of diplomats+ducats is insanity.
National Ideas are, as a rule, much more powerful than advisors, which means that when one (National Bank) is less powerful than its corresponding advisor it really shouldn't be hard to pick which one you should use.Actually that is a pile of crap.
MOM is ok adviser, but you can always use other advisors perfectly fine, and let NB take care of inflation.
It is not about if it is bad or good, it is interchangable with NB, and you have less advisor slots than NI slots, not to mention there are not so many usefull NI that come early.
You can perfectly use advisors than can help where NIs do not (conversion, Infamy-pre cabinet, diploskill) or just boost the NIs with NI+adviser cost.
In the end, you compare the NI you would take instead of NB against advisor slot, and there are really few NIs that are worst it, Drill(only for minor, if SP), CAD/POA, NTP, Commerce, CNW. What else, other than tech 30 and tech 51 ?
Shipwrights are, in fact the same way the Military Drill is, multiplayer mostly NI.
Since this is a hate thread, it's a good thing that Press Gangs (one of the most powerful NIs in the game) is not mentioned (much?), no?Press gang receives little love here.
Comagoosie! You're not to old! We believe in you!
EDIT: Quite flabbergasted people killed off CAD that early years ago...
At tech 53 in SP any NI is irrelevant.Naval Provisioning can be useful if you are blockading an enemy fleet in a distant coastal province, no friendly ports nearby, and you don't want to move away in case the enemy fleet slips your trap.
Other than that, fairly useless, especially at naval 53, when in SP all your big wars have usually long ago been won.
17) engineer corps, the effect isn't that great , and enables some nasty events
Again, it's all about timing. I feel like this argument could certainly be made with respect to every single military NI you could take, sans perhaps Military Drill. The thing to consider in light of this is less "Can I arrange for this fight to be unequal/avoidable without this NI?" and more "What can I now do that I would have to work around without this NI?"
Drill effectivly increases your military strengt by about 1.5, in early game. Which is good if you absolutely must fight a strong enemy like when playing Granada, but in most cases, taking economical NIs or NB(for certain countries) can lead to your economy skyrocketing by having more buildings, more troops, and better tech, thus early drill is not an obvious choice.I'm sure a close perusal of my list shows that I pretty much agree with this statement. The pure military (as opposed to military+economic) ideas are all ranked fairly low except MD and EC. MD is invaluable in quickly winning early wars-the situation that places many nations at greatest risk (vs. the a.i.) is being dogpiled early. Of the early NIs, it is clearly the superior choice for most any nation planning a conquest spree.
If you go defencive, you already have a huge time to destroy rebels, i stack for ~40 provinces(in case they are bordering eachouther) is perfectly sustainable and enought in most cases.EC is good primarily for combating rebels in more remote areas, sure you could stack an anti-rebel force in every province as a workaround to that but doing so will eventually drag on your economy. It also gives you more freedom in combating enemy siege forces during wars. I can certainly see arguments that other NIs are better because you can work without EC but I personally find that it fits my playstyle and preferred game scenarios.
If you go defencive, you already have a huge time to destroy rebels, i stack for ~40 provinces(in case they are bordering eachouther) is perfectly sustainable and enought in most cases.