So you purposefully tank all of your tech - spend ADM on ideas/cores and DIP/MIL on forcing renaissance? Interesting. I might have to try that and see how it goes. Don't you have problems with the fact you have lower military tech than your neighbours? What's the world tech level when you finally buy admin tech 6?
I'm not saying that Espionage is always optimal as a first pick. Of course it's not. But it can be useful in some situations, so you should always think about it before rejecting it.
I feel that spending 800 ADM on the first two admin ideas at tech 5 slows you down a lot. If you're surrounded by aggressive neighbours, this can be fatal (they get bigger, you don't). I think it's better to spend that ADM on 89dev of state cores or 178dev of territories. At tech 7, 20 years later, you're 2x or 3x bigger and are probably truced with all of your neighbours - good opportunity to get the first two administrative ideas.
Picking MIL ideas first is also probably a mistake - unless I'm missing a strategy for dealing with being 1-2 techs behind your neighbours.
So, I would usually suggest some kind of DIP idea group as a first pick. As someone said above, Exploration is the best choice if you have worthwhile colonisation targets - especially if you head straight for the New World and make Colonialism spawn in your country.
That said, I'm not the greatest or most aggressive player - I usually give up on a run when it gets boring (too easy) and, even then, I'm usually heading for only 50-75% of a WC by 1820.
I'm not saying that Espionage is always optimal as a first pick. Of course it's not. But it can be useful in some situations, so you should always think about it before rejecting it.
I feel that spending 800 ADM on the first two admin ideas at tech 5 slows you down a lot. If you're surrounded by aggressive neighbours, this can be fatal (they get bigger, you don't). I think it's better to spend that ADM on 89dev of state cores or 178dev of territories. At tech 7, 20 years later, you're 2x or 3x bigger and are probably truced with all of your neighbours - good opportunity to get the first two administrative ideas.
Picking MIL ideas first is also probably a mistake - unless I'm missing a strategy for dealing with being 1-2 techs behind your neighbours.
So, I would usually suggest some kind of DIP idea group as a first pick. As someone said above, Exploration is the best choice if you have worthwhile colonisation targets - especially if you head straight for the New World and make Colonialism spawn in your country.
That said, I'm not the greatest or most aggressive player - I usually give up on a run when it gets boring (too easy) and, even then, I'm usually heading for only 50-75% of a WC by 1820.