If you're western, I would consider a military idea 2nd, just to avoid something like +12 ahead of years with extra military points. Putting them into an idea is much stronger than putting them into the limited buildings available at that point typically.
Yes, second is good. First is sub-optimal. Ideally you'll start with a Dip group, buy a small handful of those ideas, and then open up a Mil group. You're at your best when you can dump extra points from two different categories into ideas, which at the beginning stages will also buy you NIs.
I was kinda rushed when I posted last time, so if it wasn't clear I apologize. The formatting certainly turned out to be a mess. The main principles I wished to convey in this thread are that Dip points are generally less valuable than ADM/MIL at the beginning of the game, and that alternating Idea types maximizes the purchasing power of your MP.
Both approaches may eventually get you to the same place at the end, but there's an enormous practical difference between the following two paths:
1. Dip group -> Mil group -> Adm group -> Mil group
2. Mil group -> Mil group -> Adm group - > Dip group