• 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.

byebytoad

First Lieutenant
37 Badges
Feb 12, 2016
257
21
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
If my game is province-development oriented, should I turn to constitutional monarchy as soon as it becomes available since it can help with the land-reform issue (-10% development cost) as soon as it becomes available since absolutism doesn't give any bonus on the development side?
 

Casko

Lt. General
68 Badges
Apr 18, 2015
1.578
1.031
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Darkest Hour
  • 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
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Teleglitch: Die More Edition
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
Honestly speaking I'd say no, as the constitutional monarchy does not have the Nobility estate, and that means you can't abuse the estates for extra monarch points and free generals. Also the Land-reform issue comes up at random so its somewhat less reliable than 50 - 150 Mil points and a 40 tradition general.

I'd much rather suggest abusing Economic and Quantity social policy for the extra dev cost reduction.
And while you think absolutism does not help your development, it helps it indirectly as having max absolutism helps you save monarch points in case you steal even only one or two provinces here or there and need to core it, and those points are what you you want to drop into your development.
 

byebytoad

First Lieutenant
37 Badges
Feb 12, 2016
257
21
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
Honestly speaking I'd say no, as the constitutional monarchy does not have the Nobility estate, and that means you can't abuse the estates for extra monarch points and free generals. Also the Land-reform issue comes up at random so its somewhat less reliable than 50 - 150 Mil points and a 40 tradition general.

I'd much rather suggest abusing Economic and Quantity social policy for the extra dev cost reduction.
And while you think absolutism does not help your development, it helps it indirectly as having max absolutism helps you save monarch points in case you steal even only one or two provinces here or there and need to core it, and those points are what you you want to drop into your development.

Thank you. I didn't even imagine I wouln't have the nobility estate.
So I guess there's no reason at all for going with the Constitutional monarchy
 

Rocketskates

Captain
22 Badges
Jun 8, 2014
489
0
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis 4: Emperor
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Thank you. I didn't even imagine I wouln't have the nobility estate.
So I guess there's no reason at all for going with the Constitutional monarchy

you give seats instead of having nobility, those provinces get a bonus and get no penalties on anything while giving it to nobles nerfs the income, bribing the MPs are a bit too costy, precious prestige, monarch points or army traditions. also theres a debate which gives a province a tax increase aside of the bonus
the general is nice in early game but the 20 incluence is alot for it, plus milking them for monarch points is costy and they tend to have beef with other estates lowering their loyalty (or giving them too much power), i honestly wouldnt mind not having them if you focus on economic prosperity, a loyal and powerful trader estate is much better for that

btw which game isnt development oriented, development turns into ducats or manpower, which can be further spent on getting more development
 

Bibor

Doomsday Machine
21 Badges
Aug 26, 2013
1.342
395
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
-85% is what you can "easily" get:

20 % from economic finisher
10 % from economic/quantity policy
10 % from state edict
20 % from university
10 % from loyal and influential burghers
10 % from prosperity
5 % from embracing renaissance

I don't think the extra 10 % its really needed, but could be if you have crappy terrain.
 
Last edited:

Lor360

Colonel
On Probation
20 Badges
Apr 10, 2014
959
6
  • Europa Universalis IV: Cossacks
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
If my game is province-development oriented, should I turn to constitutional monarchy as soon as it becomes available since it can help with the land-reform issue (-10% development cost) as soon as it becomes available since absolutism doesn't give any bonus on the development side?

If you realy want to stack bonuses, you should also consider joining the HRE for the development modifier from the reform (the AI is almost certain to pass it without your help) and a religion with - development (the easiest is probably protestant).

https://eu4.paradoxwikis.com/Development#Development_cost_modifiers

These are all the development modifiers in the game, you can check it out. And dont forget that your capital gets a pretty big discount to developing the more development your nation has overall, so developing it last could save you a lot of monarch points. Even better if youre playing a nation that has a decision to switch its capital, then you can do it twice.
 

Coffer

Second Lieutenant
25 Badges
Nov 23, 2017
141
0
  • Europa Universalis IV: Res Publica
  • Cities: Skylines Industries
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Knights of Honor
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2 - Signup Campaign
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • The Showdown Effect
  • Crusader Kings II
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
The extra 5 % might not be worth the diplomatic penalties. ;)
They're not penalties for long as the Protestants usually have the edge this patch. These days I treat them more as an incentive to beat nations up (especially if Bohemia becomes emperor), which usually results in more land for me to develop.
 

Shinkuro Yukinari

General
48 Badges
Jul 26, 2016
1.900
1.394
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Age of Wonders III
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Jade Dragon
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
-85% is what you can "easily" get:

20 % from economic finisher
10 % from economic/quantity policy
10 % from state edict
20 % from university
10 % from loyal and influential burghers
10 % from prosperity
5 % from embracing renaissance

I don't think the extra 10 % its really needed, but could be if you have crappy terrain.

You sure the modifiers stack like that?
 

Dakka

Provide Thee DUCC
92 Badges
Mar 25, 2014
4.775
4.494
www.twitch.tv
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis 4: Emperor
  • Hearts of Iron III Collection
  • Crusader Kings II
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Prison Architect
-85% is what you can "easily" get:

20 % from economic finisher
10 % from economic/quantity policy
10 % from state edict
20 % from university
10 % from loyal and influential burghers
10 % from prosperity
5 % from embracing renaissance

I don't think the extra 10 % its really needed, but could be if you have crappy terrain.

Don’t forget the Protestant bonus and another 5% from the first Imperial reform
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
-85% is what you can "easily" get:

20 % from economic finisher
10 % from economic/quantity policy
10 % from state edict
20 % from university
10 % from loyal and influential burghers
10 % from prosperity
5 % from embracing renaissance

I don't think the extra 10 % its really needed, but could be if you have crappy terrain.
If playing tall, every "percent" is worthwhile because it stacks additively with the "current development" modifier, right? Whether it's worth the hassle/opportunity costs, however, is another question...

You sure the modifiers stack like that?
Yes. Most modifiers, including the development modifiers above, are additive. For development, the only one (I think...) that is multiplicative is the development efficiency, which pops up at ADM 17/23/27.

Also, the Netherlands have a decision which gives -25% Development cost in Amsterdam. If you move your capital there you can get quite cheap development
This would be useful, except for the fact that Holland is a marsh and has fish for a trade good. The modifier only gets Holland to same development cost as grasslands i.e. no discount or penalty.

If you're in that area, it's much better to take Antwerp, which is a cloth+farmlands for a -10% total modifier (vs. the 0% for Holland w/ the Development of Amsterdam).
EDIT: First, cloth+farmlands totals -15% dev. costs. Second, Antwerp is apparently now a glass province. There are a few other cloth+farmlands in the area though.
 
Last edited:

Shinkuro Yukinari

General
48 Badges
Jul 26, 2016
1.900
1.394
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Age of Wonders III
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Jade Dragon
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
This would be useful, except for the fact that Holland is a marsh and has fish for a trade good. The modifier only gets Holland to same development cost as grasslands i.e. no discount or penalty.

If you're in that area, it's much better to take Antwerp, which is a cloth+farmlands for a -10% total modifier (vs. the 0% for Holland w/ the Development of Amsterdam).
AFAIK the decision is limited to only Amsterdam/Holland
EDIT: Yup
https://eu4.paradoxwikis.com/Netherlands#Decisions
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
AFAIK the decision is limited to only Amsterdam/Holland
EDIT: Yup
https://eu4.paradoxwikis.com/Netherlands#Decisions

Sure, but I think you missed the point of my post. The Amsterdam decision only makes Holland as good as a grasslands province without cotton/cloth i.e. the -25% from the decision negates the +25% from the fact that Holland is a marsh (net 0%). So it's better than other terrain, but there are a number of other provinces in the Low Countries that have cloth+farmlands which give a net discount of -15% i.e. a better net discount and you don't have to spend ADM to get it. (note I did screw up b/c Antwerp is no longer a cloth province - edited to reflect above.)

Also, that decision isn't free - you have to pay 50 ADM to (essentially) turn Holland into a grassland. That means you have to develop 4 times to just break even (-25% on base cost of 50). If you're going to RP or play tall and develop Holland, it's probably worth it. If not, then it's almost certainly not worth it.
 

byebytoad

First Lieutenant
37 Badges
Feb 12, 2016
257
21
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
]
10 % from economic/quantity policy

The 10% given by the economic/quantity policy is enticing, but I wouldn't waste an idea slot (quantity) just for the sake of getting that policy.
Counting that the policy itself costs about 120 mp per 10 years, I'd rather take an idea like innovative that gives me 10% on technology cost (so about 140 mp net saving in 10 years) that
also gives me other benefits (like 1 leader free-upkeep which also saves other mp).
Quantity is useless to me. Developing your provinces naturally increase both your income and your manpower (even more so counting that you have more building to squeeze even more both). Quantity might be useful in the first 50 years of the campaign, but usually during this period I give priority to other ideas. After that its usefulness starts to fade rapidly
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
The 10% given by the economic/quantity policy is enticing, but I wouldn't waste an idea slot (quantity) just for the sake of getting that policy.
Counting that the policy itself costs about 120 mp per 10 years, I'd rather take an idea like innovative that gives me 10% on technology cost (so about 140 mp net saving in 10 years) that
also gives me other benefits (like 1 leader free-upkeep which also saves other mp).
Quantity is useless to me. Developing your provinces naturally increase both your income and your manpower (even more so counting that you have more building to squeeze even more both). Quantity might be useful in the first 50 years of the campaign, but usually during this period I give priority to other ideas. After that its usefulness starts to fade rapidly

I haven't played tall much, but I'd still rank Quantity > Innovative, probably even more so for tall play (though it's useful in wide as well). If your average autonomy is ~0% (b/c you have all states), that extra manpower and FL will give you even more troops, allowing you to take on bigger blobs / refill manpower faster / etc. Every idea in quantity (except for garrison size) is worthwhile - even in wide play where more troops => bigger targets/faster wars/more fronts. Many of the innovative ideas (prestige/inflation/WE reduction/+1 advisor) are "meh" unless you're doing some weird stacking strat. The -advisor cost idea got a boost recently with the +5 adivsors, though.

The -tech bonus is over-rated, I think. It saves 60*3 = 180 pts every ~13 years or 1.15 pts/month, with an absolute max of less than 60*3*29 techs = 5220, but effective lower than that (have to wait till ADM 5). And it costs 1200 before you even get the tech bonus. Plus, it's an admin group which means you won't be able to take it till probably your 3rd slot (after Econ for tall; assuming you're playing with group restrictions) or it has to compete with the other admin groups. Sure, quantity doesn't save you any MP, but it's other bonuses are worth it.

As for whether the policy is worth it or not, that's debatable. It saves 5 mana per development, so you have to develop 120/5=24 times in 10 years or 2.4 times a year to break even. Not sure what the development-pace is like in a tall game, but if you stack this with all the other modifiers, development should be pretty cheap, so you can develop a lot. Considering you probably also "stack" developing into bursts to take advantage of edicts/the burgers, I could easily see developing much more than 24 times in a 10 year period to make the policy worth it.
 

Bibor

Doomsday Machine
21 Badges
Aug 26, 2013
1.342
395
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
The 10% given by the economic/quantity policy is enticing, but I wouldn't waste an idea slot (quantity) just for the sake of getting that policy.

Quantity scales just fine with tall empires, especially thosr fueled by trade income. Also, you don’t really need any idea from admin groups except economic, so for excess mil points quantity is just OK as a point dump.
 

Casko

Lt. General
68 Badges
Apr 18, 2015
1.578
1.031
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Darkest Hour
  • 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
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Teleglitch: Die More Edition
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
The 10% given by the economic/quantity policy is enticing, but I wouldn't waste an idea slot (quantity) just for the sake of getting that policy.
Counting that the policy itself costs about 120 mp per 10 years, I'd rather take an idea like innovative that gives me 10% on technology cost (so about 140 mp net saving in 10 years) that
also gives me other benefits (like 1 leader free-upkeep which also saves other mp).
Quantity is useless to me. Developing your provinces naturally increase both your income and your manpower (even more so counting that you have more building to squeeze even more both). Quantity might be useful in the first 50 years of the campaign, but usually during this period I give priority to other ideas. After that its usefulness starts to fade rapidly

I'd say Quantity is especially good for a Tall empire as it lets you have extra manpower, but more importantly increases your force limit, and development-to-Force limit is somewhat small, and while I can argue that Offensive is equally good as it gives you guaranteed pips and discipline alongside the force limit. Also while you may think that -10% is not much, when you go past 25-30 development in your average province, you'll notice that the extra 10% helps considerably to save your points. and the policy cost can be further reduced by going ahead in tech enough that you can spend next few years point gain purely on development and ignore the tech so you get most bang for your buck, so to speak.