Favorite idea group for Horde reform?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

wingzero890

Colonel
23 Badges
Dec 20, 2009
1.126
2.199
  • Crusader Kings II
  • Victoria 2: A House Divided
  • For the Motherland
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
When I first started playing hordes back when the game came out, I liked innovative -5% tech cost is nice, and it had a great +unity idea.

Then the +25% religious unity idea was moved to tolerance, and I began to prefer Administrative for the -25% core cost and mercenary bonuses.

What about you, forums?
 

myrsl0ken

Captain
48 Badges
Jun 22, 2014
490
1.079
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Victoria 2
  • Cities: Skylines
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Art of War
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
I think it depends on if you need the sick military power of innovative (mil.trad. is the name of the game after all) to expand in the first place, otherwise I would probably pick admin any day. In my current play-through with Baluchistan -> Mughals (a tribe rather than a horde, but still in need of a reformed government) I was very happy with innovative considering the slow and careful start I opted for to not aggrevate the BRB.
 

PhroX

General
112 Badges
Apr 6, 2009
1.709
2.563
  • Cities: Skylines
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Stellaris: Ancient Relics
  • Sengoku
  • Europa Universalis III Complete
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines - Mass Transit
  • 500k Club
  • Europa Universalis IV: Rule Britannia
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • Victoria 3 Sign Up
  • Stellaris: Lithoids
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Campus
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Tyranny - Bastards Wound
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall
  • Victoria 2
  • Cities: Skylines - Parklife
  • Warlock: Master of the Arcane
  • Europa Universalis IV: Golden Century
Usually, I go with Admin for the all round benefits. Innovative is perfectly solid though. Econonic is only really if you want to switch to a Merchant Republic later IMO, though it's not a bad idea group, just weaker than the other two.
 

SacredDatura

Mirelurk
92 Badges
Jun 12, 2011
1.032
288
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • 500k Club
  • Stellaris: Federations
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV: Pre-order
  • Stellaris
  • Cities: Skylines
  • Victoria 2
  • Imperator: Rome
  • Darkest Hour
  • Hearts of Iron III
  • Sengoku
  • Mount & Blade: Warband
Admin for me. Innovative is nice too, but Admin is just too useful (especially the coring cost reduction, which combined withy he generic horde/Mughal core cost reduction makes for a lot of single-digit ADM coring). Plus I think the flavor text for Admin group makes more sense for a reforming horde. I mean, does a national bank or scientific revolution makes sense for a horde? A settling horde establishing a civil service and enacting a bunch of mercenary friendly policies on the other hand makes sense to me.

Gameplay wise, Economic is the one that seems pretty much never the best choice.