Just a quick question about Byzantium

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Jay916

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I've actually gotten myself into a pretty good spot in my game so far, but I really have NO idea which Idea Group I should pick for my first one. I really don't know what Byzantium would benefit the most from. Does anyone have some good advice on this? It would be much appreciated :D
 

DM818

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Religious should absolutely be your first or second idea group other important ones are expansion if you are trying to go east though that should be more like your third or fourth idea group and a military group whatever fits your play-style as offensive and defensive are both good choices and are somewhat needed to give an edge over the ottomans.
 

Bovara

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My prefered choice is diplomacy. It helps massively with claims, allies and vassals. Military ideas are good but the trick to beating the Ottomans is finding a way to beat them with the least ammount of head to head full stack battles. Whether it's waiting for them to be weakened by other wars, getting strong alliances or using naval supremacy to protect your sieges. Military tech is always better than ideas, it is never worth falling behind unless its purely a buildings level. Admin is just too valuable and heavily used for stability and inflation management (certainly in ironman in the early stages of reconquest). If you had decided on the HRE gambit then yet again Diplomacy is key to maintaining good relations. Naval is a plausable alternative but several of its advances will not be helpful once you have taken most of the ottomans coastline, where as diplomacy remains useful in all its aspects for the entirity of the game.
 

AndreasPhokas

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I usually go Diplo(byzantine diplomacy!)/offensive/religious.

Religious combo'd with Byzantium's NI means you can convert well everything ridiculously fast. It took religious+NI+a whole bunch of decisions to convert rome. You will need it for the pentarchy.

After religious, innovative/naval/quality work good as well.

As said above the key to beating the ottomans is via diplomacy. Get big allies, have your armies avoid the ottoman armies unless you heavily outnumbered them.

In this case the pen is stronger than the sword.
 

Demetrios of M

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I would strongly advise in favour of Religious Ideas.

In my own 2 games as Byzantium (first one in easy mode for training and the second one in ironman mode) I chose Naval Ideas, because this is what the Ottomans chose both times and I wanted to make sure I could best them at sea. However, in my Ironman game I couldn't convert most of the liberated Sunni provinces until I got Religious Ideas, which was much later, thus I had to live with frequent revolts for a very long time; this severely hurt both my manpower and economy. In retrospect, I am convinced that Religious Ideas should be the top priority for Byzantium, at least as far as the "+3% Missionary strength" idea; then you can hold off since you will need admin points to core non-greek provinces.

Military Ideas are not so good at first because you will fall behind in military technology. Since you cannot afford good advisors and your emperors are likely to suck, you cannot compensate in monarch points and your land army will be total pushovers.

Diplomacy Ideas are great (Get Naval, Trade and Expansion and dominate trade! Thalassocracy is always goal of mine as Byzantium :) or go for Diplomacy as suggested above and plot your way to victory) for the next 2-3 Ideas.

As a sidenote, Rome, both in my own game in ironman and in another game I saw in youtube, they self-converted to Orthodoxy after a while, which means that it may not be that necessary to take some of the "ugly" religious decisions to boost missionary strength so high in order to be able to hard-convert them.
 

POemil

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As first I took naval. May be a bit weird, but it made sure I was absolutely certain I had naval supremacy in the earlier stages of the game and the combined Ottoman, Algerian and Crimean fleets could not harm me. Made wars a lot of easier. Religious is a must have, but when you take it depends on when you start conquering wrong religion lands.
 

emilsson

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I usually go Diplo(byzantine diplomacy!)/offensive/religious.

Religious combo'd with Byzantium's NI means you can convert well everything ridiculously fast. It took religious+NI+a whole bunch of decisions to convert rome. You will need it for the pentarchy.

After religious, innovative/naval/quality work good as well.

As said above the key to beating the ottomans is via diplomacy. Get big allies, have your armies avoid the ottoman armies unless you heavily outnumbered them.

In this case the pen is stronger than the sword.

I just played Byzantium and was able to get the Pentarchy without the religious idea group. (I also converted Mecca.) And yes, that is with the patch that added the -5% penalty. I was at 100% patriarch authority though, and I had to have an inquisitor advisor to get some noticable monthly progress.
 

Pilot00

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Nov 27, 2013
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In order of appereance and a couple of reasons as to why:

Religious:

I always go with religious first. Not only you need them to reconvert the territories in Asia but also the Balkans. Bloznia/Croatia and whatever you nab out of Hungary will have a good chance of turning protestant when the reformation happens, preventing you from reaching religious unity. Another problem it kinda solves is the cores held by the latins. Depending on your luck they might be converted if you liberate them late so its helpful there as well. The ultimate thing in this tree though, is CB. It gives you CB with practically everyone you border so you don't lose time and diplo for fabrications.

Military: Unlocked and upgraded once I am at least in tech level comparison with the west. That usually means good monarchs. But you need to have an edge vs the Asian nations.

Expansion/Colony:

After you crush the Mams, the whole of Africa is for the taking.

Economy: In my current play I was unable to reduce the inflation no matter what I did (2 centuries of loans helps to reach 60% I guess), highly recommended.

Naval ideas:
I tend to completely ignore the navy lately. Your early game economy and the naval forces of the enemy cascading alliances mean that you simply cannot hope to do nothing more than lucky runs with your transports and having a small amount of ships to block the straights. I don't doubt they are a powerful bunch of ideas but my early game play-style doesn't call for them.