Im attempting a world conquest .Which are the best idea groups to choose irrespective of the nation im playing as.
Offensive is always a good option because of forced march. Other than that it is very situational.
See the idea groups used the Ottoman WC in the recent thread, I don't think he had any military ideas at all. Sounds like all WC's should focus primarily on anything that increases relations slots and anything that increases colonists, these both should be in full use at all times.
Trade -> normally one of the best IGs, not sure about that in world conquest but probably it still gives tons of cash.
1) Offensive - the best idea group for invading whole world with powerful land army. I would rate it 9/10 but Forced March is VERY strong and available only via this group. Also it allows on policies combo with other military groups so you can quickly achieve like 115 - 120% discipline and massacre your poor enemies with minimal effort.
2) Humanist - the best idea group for maintaining and stabilizing extremely huge empires conquered with Offensive group. Absolutely amazing bonuses (although doesn't go well with 'convert everything on my True Faith'), my Commonwealth with 80 provs felt like 20 provs with it.
3) Administrative - you can effectively have much, MUCH bigger army via Administratide IG Mercenaries plus -25% coring cost and -10% ADM tech are amazing and allow on saving thousands of monarch points over the game.
4) Quantity - Jesus Christ you essentially have 50% bigger army with this IG.
5) Innovative - at first glance this group doesn't look extremely strong but it is mistake. -5% for all techs means a lot in a long run and along leader upkeep save you a lot of monarch points, -25% mercenary cost with Administrative IG (and maybe ever Plutocratic group!) means you have almost free instant miltiary forcesslower decay of Tradition allows you on much more awesome generals during the entire game, monthly war exhaustion bonus is hella useful during great wars, -25% advisor costs mean you may hire good advisors while normally you wouldn't have enough cash (even more monarch points!)
6) Defensive/Quality/Aristrocratic or Plutocratic -> for even better army
7) Influence/Diplomatic -> for easier dealing with being Very Bad Boy
8) Trade -> normally one of the best IGs, not sure about that in world conquest but probably it still gives tons of cash.
Humanism is overrated. It's for dealing with rebels, pretty much, and Religious is a better option for that and has many other benefits. It's still good for non-Christian/Islamic countries as their conversion power is gimped, but it's not second best, more like in the middle.
Islamic faiths have the weakest base conversion power in the game. You need to be at full piety and take a decision (that is luck-based on ruler stat) just to match what Eastern can get permanently from 2 decisions. A munchkin in India can easily get 5% from decisions and slap on 2% via deity whenever he feels like it too.
Islam's only point in its favor when it comes to conversion is that it will get more missionaries, from Judea, Rome, and possibly DotF (which also helps with war exhaustion). Because of this, they are arguably better at conversions than the non-Abrahamic stuff still (especially because religious boosts Islamic faiths by 5% against other Islamic faiths, unlike other religions, most of which don't resist conversion much).
Humanism 2/7 the higher religious unity and -2 RR in the mid to late game is useful while the rest is pretty much only money so it is not worth it.