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adin85

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I am feeling that in the next patch this idea groupe will be unused.
I think it should have comeback old policy with Quantity which gives 10% development.
Secondly I was thinking that it could have " building efficiency". Each building gives 10-15%. In case Marketplace it would give 65% trade power not 50%. It would be same for each type building which gives Manpower, Tax, Production, Goods or Trade power.
What do you think guys.
 
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Banedon Runestar

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I think it will take some time to see how the new Economic ideas will play with all the changes.

The old building cost modifier was nice, but you only got to use that bonus sporadically. Since it didn’t apply to trade node or monument upgrades, it was a modifier that wasn’t useless, but it wasn’t what people were picking the group for.

The interest reduction was basically useless for most people not named Florryworry.

The autonomy reduction was nice, but there are other sources to get it, and by 1600 or so it was basically useless. Most of your core states were sitting at 0 autonomy already, and it’s just passively reducing each month without any further effort from you.

Losing the Dev Cost reduction finisher is a big kick, that was the primary reason to take it when I did. But I was also taking Economics less and less often since I usually needed other things more urgently than what the old Economic group would give.

But the new finisher of 10% Goods Produced isn’t bad either. It may scale better with wide empires as opposed to tall ones, but it’s useful for both.

And the ideas around Gold inflation may be useful for tags starting or expanding into gold-heavy areas of the map.

Time will tell.
 
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Kurfürstin Adelheid

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I probably won't take it near as much now that the development cost bonus is gone. It had some nice policies but I usually don't take idea groups just for the policy.
 
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apcio

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I feel like this idea group could use some more unique and at the same time useful bonuses like for example production of metals, improve trade centres or war taxes cost reduction, meanwhile imo it won't be worth picking untill late game to mix them with more useful idea groups
 

Kapi96

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Yeah, seems like it's been nerfed into oblivion to me. Not just the changes to Economic, but the addition of the Infrastructure idea group giving it more competition as well as weakening it is just going to make it used much less often. Not even sure how often I'll use Infrastructure to be honest. I generally picked Economic for the dev cost reduction and the discipline policy with quality. Those things put together made it worthwhile. Now those two things have been split between Economic and Infrastructure. It's a little annoying.

It wasn't even in the top 3 idea groups before, although it was good still, it didn't deserve the nerf!
 

KRBLACK

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Infrastructure + Mercenary is the new Econ + Quality! :p

But indeed I also doubt whether I will take Econ now. Especially since there is now 3 more groups competing for the slot. That said, don't sleep on the free dev from manufactories. This can be extremely good in low dev areas.

Unironically, I think Mercenary ideas will be extremely good if you want to dedicate a slot to military.
1. It basically grants +15% merc discipline, as it also enables mercenary militarization reform
2. It allows you to drill mercenaries.
3. Merc generals are now generated at 75AT.

Infrastructure seems okay, but im willing to try it for its policy with Offensive. +2 Artillery versus forts is an awesome policy. No more years long sieges!
 

Kurfürstin Adelheid

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Infrastructure seems okay, but im willing to try it for its policy with Offensive. +2 Artillery versus forts is an awesome policy. No more years long sieges!
I feel like infrastructure will replace economic for me...Does infrastructure still have the development bonus that economic had?
 

Masyanya028

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It seems, that already rich regions will have no use for new Economic ideas. They already have enough money from developed provinces or trade nodes. Maybe, much more later in the game (if you don't need much military ideas or else), as 3-4 idea, when more manufactories will be available.

But poor countries probably will go Economy route. Perfect example is Austria, have 2-3 golden mines from the start (inflation reduction and reduced depletion chance), don't need trade ideas (+1 merchant from finishing Economy is perfect fit here!), additionally tax modifier as first idea is really strong tempo boost and especially for Austria with taxes from HRE.

Infrastructure Ideas will fit ideally for Italy and Netherlands (rich regions) and the way, they can play and boost mercs to make them just broken. (Just imagine this blobby rich Switzerland in Italy with it's ideas and mercs militarization)
 
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KRBLACK

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It seems, that already rich regions will have no use for new Economic ideas. They already have enough money from developed provinces or trade nodes. Maybe, much more later in the game (if you don't need much military ideas or else), as 3-4 idea, when more manufactories will be available.

But poor countries probably will go Economy route. Perfect example is Austria, have 2-3 golden mines from the start (inflation reduction and reduced depletion chance), don't need trade ideas (+1 merchant from finishing Economy is perfect fit here!), additionally tax modifier as first idea is really strong tempo boost and especially for Austria with taxes from HRE.

Infrastructure Ideas will fit ideally for Italy and Netherlands (rich regions) and the way, they can play and boost mercs to make them just broken. (Just imagine this blobby rich Switzerland in Italy with it's ideas and mercs militarization)
Yes stacking obscene levels of discipline on drilled troops will be... interesting.

Swiss can relatively easily get 40% discipline mercs..
10% Swiss ideas
10% militarization
5% merc ideas
5% infra-merc policy
5% swiss guard
5% advisor

Tag switching shenanigans can yield another 5 or 10%
Not to mention plutocratic or offensive ideas
 

adin85

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Yes stacking obscene levels of discipline on drilled troops will be... interesting.

Swiss can relatively easily get 40% discipline mercs..
10% Swiss ideas
10% militarization
5% merc ideas
5% infra-merc policy
5% swiss guard
5% advisor

Tag switching shenanigans can yield another 5 or 10%
Not to mention plutocratic or offensive ideas
new meta.
 

KRBLACK

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Well there is also Infra+Espionage+Influence

100% spy network construction.
Claims Bordering Claim + Claim Entire States + Claim for vassals
80% Favor generation (allies basically become vassals at this point), also helps with offer vassalization
 

Terixis

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Econ was already basically dead after losing the -dev cost policy, now it's just extra dead. Personally I'm much more distraught about religious losing the -25% stab cost.
 
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KRBLACK

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Econ was already basically dead after losing the -dev cost policy, now it's just extra dead. Personally I'm much more distraught about religious losing the -25% stab cost.
Yes, that was also an odd balance change.

Before people were hardcore Admin-ideas fans. That was with 'useless' mercenary stuff. Now they removed the merc buffs, and instead make Admin more powerful at the expense of other groups.
 

TheMeInTeam

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Econ was already basically dead after losing the -dev cost policy, now it's just extra dead. Personally I'm much more distraught about religious losing the -25% stab cost.
Religious has been hammered like crazy since its inception. Nerfs kept coming, with no apparent reason for them. Outside of specific achievements, it's not strong in pickrate...not in SP or in MP. It doesn't have any modifiers that make it apparently stand out over alternative choices.

Manpower isn't bad, though 10% isn't very impressive for a full idea. Losing the convenience of -attrition from defensive will hurt too.
 
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