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ikki

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I wonder if that merchant republic decision still exists, requiring a capital on the coast with trade.
Then russia from muscowy can still go republic and plutocratic :D
and probly quality, expansive, religion, economic, defensive, plutocratic, diplomatic, trade

1. Annihilate the hordes, get russian empire
2. Get the 15th idea, and open the 5th national idea (siberian frontier)
3. Beat the way to siberia open
4. colonize, while abandoning technology and concentrating on ideas and buildings (with economy idea)
5. Westernize, become a merchant republic(?), plutocratic & catch up technologically. Smash western neighbors.
6. Go conquer china, japan, korea.. while forcing all trade back on the russian silkroad to st petersburg
7. Colonize the pacific (small islands are fun, if not always exactly practical)
Bonus: go space with cheaper buildings and technology
Bonus 2, pentarchy and abolish popemole
 

1alexey

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Those Novgorod ideas look like some of the weakest in the game. Especially compared to Muscovite Russia. Doesn't mean it wouldn't be an interesting play, though.
Pretty much.
Well, if Muscovy remains a monarchy and Novgorod a republic, Novgorod would have these ides that Muscovy wont:
Free Merchants: Merchants: +1
Free Subjects: Production Efficiency: +20.0%

So their Production would be greater if they take the Plutocracy path while Muscovy took Aristocracy. And more merchants does mean more fingers in the trade pie and more ability to steer it to where you want it. Which plus trade boost and the boost in trade modifiers from prestige and tradition, it would be quite economically strong, quite possible enough to offset Muscovy's ideas.
good luch outcompeting GB, Portugal and Ganza.

As for production, Muscovy has much better military, so you can loose horribly unless you take some military NIs to balance thier military focus.
I love that everyone is arguing about which the best military ideas are. That pretty much means that there isn't any single idea group that is obviously superior, and that it depends mostly on play-style. Which means that Paradox have done their jobs well. (Personally, I like defensive, since I think it will suit my style of play the best.)

I'm also looking forward to starting the game as a republic and bee-lining revolution and counter-revolution as quickly as I can and then going on a military rampage. Maybe I'll try a warmonger Switzerland.
Quality is the overally best military idea.
 

ikki

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Meneth

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I'm not so sure. Offensive is essentially giving you +1 to die rolls, while quality is +10% to "combat ability". Is 10% combat ability better than +1 to die roll? It depends on the specific combat formula used.
You might be right.
It depends entirely on how combat is calculated. +1 could be anything from great to mediocre. In EU3 though +1 would be rather great, as it could lead to a major increase in morale and casualty damage.
 

1alexey

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I'm not so sure. Offensive is essentially giving you +1 to die rolls, while quality is +10% to "combat ability". Is 10% combat ability better than +1 to die roll? It depends on the specific combat formula used.
Yes, becase:
1. You have to have a leader present which is not always the case.
2. you can still have same quality of leader due to tradition.

Also quality gives you boost to morale recovery, navy, and bigger bonus to discipline.
 

Dutchling

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Yes, becase:
1. You have to have a leader present which is not always the case.
2. you can still have same quality of leader due to tradition.

Also quality gives you boost to morale recovery, navy, and bigger bonus to discipline.
A bonus to light ship combat seems pretty moot, as they're not designed for combat and are probably out of position in defensive wars. Big ship bonus is also pretty useless for land power. They both have morale recovery I think.
 

ikki

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hahah!

So the scientific plutocratic dictatorship of the capitalist class just might take over northern eurasia :D
..and remove from history entirely any notions of a scientific socialist dictatorship of the proletarit..
 

ikki

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A bonus to light ship combat seems pretty moot, as they're not designed for combat and are probably out of position in defensive wars. Big ship bonus is also pretty useless for land power. They both have morale recovery I think.

I would imagine ships would be useful if not for wars, then to sweep pirates.
And to steer trade while beating up pirates.
 

calvinhobbeslik

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I was thinking some colonial naval powers might want a 2-4-2 build, but I don't know how viable it would be until we play the game all the way through. Someone like England might want Naval, Exploration, Trade, and Expansion ideas.

If you're going 4 military ideas, you could have some pretty absurd combinations. I personally like the standard 3 with Offensive, Quality, and Aristocracy for a lot of nations though.

Hmm, it seems that England might want all 5 Diplomatic ideas (Diplomatic group allows easier claim fabrication and core construction, lower cost to unjustified demands, and the RCR CB), but that would probably cost too many DPs, so you'll have to choose which one to ditch.