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unmerged(64768)

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Jan 21, 2007
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What do you pick when you are just starting out? (Besides Quest for New World if you are a colonial power). You can afford to be less than peak when you have five slots, but every one counts early on.

I really like Engineer Corps and Church Attendance. I think they really help early on. Being able to regenerate stability quickly when you are fighting your first few wars and being able to siege a province in less than 6 months on average is better than most other options.

I dont know about National Conscripts if you are a major power (a great choice for a small nation though). I already have the manpower I really need and thats pretty much what I can afford to field. I think Military Drill is the better choice early on. Reduction of losses due to morale failure is good.

Also, while we are on the subject, when do you pick up Quest for the New World if you dont start with it. 2nd slot? 3rd slot? I find that a nation like England cannot really afford to colonize until they unify the isles, but maybe I am being too conservative. And as France, I have so many other options on land that I tend to let the New World wait. What do you think?
 

unmerged(63576)

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Too the first question i tend to pick buerocracy as a 4-5 province minor to increase the tax income and i ussually take the scientific revolution as second to gain those techs easier. And i didnt play so much with mayors becouse off the limited timespan off the demo and the lack of save feature. :)

To the second question if i dont alredy have started with it i ussually pick it third or fourth becouse of the other bonuses you may get on the mainland and the provinces you alredy own. ;) :)
 

knul

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As Venice I took Shrewd Business (+10% merchant compete) and National Trading somethingsomething (+10% trade income), besides the Merchant Adventures (+1 merchant) Venice already has. You really earn some money with that combination.

To me, Scientific Revolution sounds a bit weak compared to Shrewd Business. Your teching will probably be faster with a 10% increase in trade, while you can also mint that trade income (not possible with Scientific Revolution).
 

Havard

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Military Drill is almost always my first. Then Bureaucray and National Bank if I am not trading. If I try to build a trading power then probably one of the trading ideas second or third.
 

Sterkarm

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I'd probably choose Military Drill first, it's a big morale boost compared to the benefits of other NIs I think. QNW is always tempting, but realistically it's very tough to put it to good use early on.

I think the national ideas will certainly add an interesting aspect to multiplayer, especially Quest for the New World. If a really peaceful English player sells Calais and makes friends with everybody on the continent, he could conceivably conquer quite a bit of the New World before Spain and Portugal wake up.
 

unmerged(64768)

First Lieutenant
Jan 21, 2007
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Sterkarm said:
I'd probably choose Military Drill first, it's a big morale boost compared to the benefits of other NIs I think. QNW is always tempting, but realistically it's very tough to put it to good use early on.

I think the national ideas will certainly add an interesting aspect to multiplayer, especially Quest for the New World. If a really peaceful English player sells Calais and makes friends with everybody on the continent, he could conceivably conquer quite a bit of the New World before Spain and Portugal wake up.

I am much more intrigued by an early colonizing Denmark, Poland, or Ottomans. Especially with naval attrition as it is right now and leaders able to return to homeland before the ships sink.....

Ottomans could concievably grab a port in Algiers really quick and then get a ship to the Caribbean easily under the new rules.
 

Brownbeard

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Military drill is essential if you wanna do anything fun in the demo.

Per request:

Code:
# Do not change tags in here without changing every other reference to them.
# If adding new groups or ideas, make sure they are unique.



naval_ideas = {
	grand_navy = {
		naval_forcelimit_modifier = 0.33
	}
	sea_hawks = {
		navy_tradition = 0.01
	}
	superior_seamanship = {
		naval_morale = 0.5
	}
	naval_fighting_instruction = {
		blockade_efficiency = 0.25
	}
	excellent_shipwrights = {
		leader_naval_manuever = 2
	}
	naval_glory = {
		prestige_from_naval = 0.33	#33% extra prestige  from naval battles
	}
}

land_ideas = {
	national_conscripts = {
		global_manpower = 0.5
	}
	grand_army = {
		land_forcelimit_modifier = 0.33
	}
	military_drill = {
		land_morale = 0.5
	}
	engineer_corps = {
		leader_siege = 1
	}
	battlefield_commisions = {
		army_tradition = 0.01
	}
	glorious_arms = {
		prestige_from_land = 0.33	#33% extra prestige  from land battles
	}
}

exploration_ideas = {
	merchant_adventures = {
		merchants = 1		# 1 extra merchant each year
	}
	quest_for_the_new_world	= {
		may_explore = yes	#may recruit explorers/conquistadors
	}
	colonial_ventures = {
		colonists = 1		# 1 extra colonist each year.
	}
	
	shrewd_commerce_practise = {
 		merchant_compete_chance = 0.1
  	}
	vice_roys  = {
 		overseas_income = 0.3
 	}
 	
	smithian_economics = {
		production_efficiency = 0.1
 	}
}

state_business_ideas = {
	bureaucracy = {
		global_tax_modifier = 0.05	#5% extra tax income
	}
	national_bank = {
		inflation_reduction = 0.1	# nice inflation reduction
	}
	national_trade_policy = {
		trade_efficiency = 0.1
	}
	espionage  = {
		spies = 1		#1 extra spy each year
	}
	cabinet = {
		diplomats = 1		# 1 extra diplomat each year
	}
	bill_of_rights = {
		global_revolt_risk = -1
	}
}

culture_ideas = {
	church_attendance_duty = { 
		stability_cost_modifier = -0.33	#reduces stability costs by 33%
	}
	divine_supremacy = { 
		missionaries = 1	# 1 extra missionary each year
	}
	humanist_tolerance = { 
		tolerance = 1		#-1 extra RR on tolerance 
	}
	scientific_revolution = { 
		land_tech_cost_modifier = -0.025
		naval_tech_cost_modifier = -0.025
		production_tech_cost_modifier = -0.025
		government_tech_cost_modifier = -0.025
		trade_tech_cost_modifier = -0.025
	}
	patron_of_art  = { 
		prestige = 0.02		#+2 prestige each year.
	}
	deus_vult = {
		cb_on_religious_enemies = yes
	}
}
 

Brownbeard

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You go up to 10 as your government tech improves. 1-3 in demo.
 

SecondReich

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durecellrabbit said:
I like Military drill, its good for fighting and thats what I like to do. The AI seemed to like Church Attendance and Scientific Revolution though.

They, along with Deus Volt, look like probably the 3 best NI's. Also, Bill of Rights looks good.

Just to be clear, the inflation reduction that comes with National Bank, that is like a 10% reduction in inflation every year (i.e. You go from 5% inflation to 4.90% inflation as long as you don't mint?) Thats a pretty awesome one too.

They're all pretty good really.
 

unmerged(64211)

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In the demo (which is all about having as much fun as possible in 30 years) I have taken "Deus Vult" and "Quest for the new world". Great for finding and conquering America. After the initial exploring is done I have then changed "QFTNW" to something else depending on the situation.
 

unmerged(41978)

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Military drill can be totally avoided in my opinion.
You only have to structure your attack or defense such that you don't get into a posission where it comes into account. +10% tax on production or trade is a must. The first two should go towards that tbh. The - in inflation I don't really know about. I think it's a very good one for large states. But so early in the game I don't think it's needed. Although it's very lucrative to have in the long run. Then you have the -4.5% to tech spending. Thats another good one.

I always find in my realms that whats holding me back is the economy and the badboys. I always have such a damn hard time to get the events in order to get it all happening. All that other stuff. It's not really a problem.

The new national ideas just makes the hole thing easier. I just wish they would make merchants automated. It's a real pain to keep track of those.
 

durecellrabbit

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SecondReich said:
They, along with Deus Volt, look like probably the 3 best NI's. Also, Bill of Rights looks good.

Just to be clear, the inflation reduction that comes with National Bank, that is like a 10% reduction in inflation every year (i.e. You go from 5% inflation to 4.90% inflation as long as you don't mint?) Thats a pretty awesome one too.

They're all pretty good really.

Some seem kinda "meh" to me like Espionage.
 

SecondReich

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durecellrabbit said:
Some seem kinda "meh" to me like Espionage.

Well, thats true if espionage is mostly lame like HOI2DD.

If you're planning on trying an eventual WC or something (or even just to be a really large country) Deus Vult and Church Attendance are must haves.

A 33% cut in stability costs is enormous.

If you're gonna play a really small country though, Military Drill and Conscription are really big.

Scientific Revolution is well worth getting as a mid game choice I think.
 
Last edited: