Secular Ideas (Administrative)
Adjudication: +1 free policy (by default make the first policy cost monarch power again)
Public Good: +0.1 yearly crownland increase
Social Contract: +0.1 monthly reform progress
Property Rights: +1 province building slot
Separation of church and state: +10% religious unity
Pluralism: +2 accepted cultures
Freedom of Speech: +1 possible rivals, +10% institution spread
Bonus: +1 possible policy slot
Independence ideas (Diplomatic)
Sovereignty: +50% hostile core creation cost in our capital province and all seats of parliament (if country has parliament reform), -10% reduce war exhaustion cost
Import Subsititution: +5 mercantilism, +20% domestic trade power
Law of Nations: +1 diplomatic reputation, +25% agressive expansion impact on us (i.e. more likely to be able to be member of a coalition)
Diplomatic Immunity: gives an Diplomatic Insult CB on nations that have discovered one's spy, +1 diplomat
Refutation: can revoke hostile claims for 50 diplomatic power (temporary and permanent, by clicking on the claim in the province overview)
Mercantile Connections: -33% trade good re-roll cost (by default can Re-roll trade good for 100 diplomatic power via special province button)
Cultural Cohesion: +5% all estate loyalty equilibrium
Bonus: +50% possible condottieri / mercenaries, +10% own liberty desire
Reconnaissance ideas (Military)
Agility: +1 land leader manoevre
Ambush: -2 enemy combat width
Envelopment: +1 cavalry flanking range
The Wheather Gage: +15% light ship combat ability
Fire support: +1 naval leader siege, +20% marine fire damage dealt
Feigned retreat: -50% own time to retreat from combat, +50% enemy time to retreat from combat (for armies and navies)
Indirect Fire: +10% artillery fire damage on enemy backrow
Bonus: +0.05 tactics
- these ideas shall focus on the internal development of our country
- they shall promote a playstyle that accommodates both estates and absolutism
- by power of the first idea, which gives free policies, the player shall consider this group not in the early but rather in the mid- to late game (as ideas tend to refer to enlightenment themes)
Adjudication: +1 free policy (by default make the first policy cost monarch power again)
Public Good: +0.1 yearly crownland increase
Social Contract: +0.1 monthly reform progress
Property Rights: +1 province building slot
Separation of church and state: +10% religious unity
Pluralism: +2 accepted cultures
Freedom of Speech: +1 possible rivals, +10% institution spread
Bonus: +1 possible policy slot
Independence ideas (Diplomatic)
- this idea group shall promote a tall play style
- it is suited for small and threatened countries as well as subjects
- it combines economic, trade and diplomatic themes
Sovereignty: +50% hostile core creation cost in our capital province and all seats of parliament (if country has parliament reform), -10% reduce war exhaustion cost
Import Subsititution: +5 mercantilism, +20% domestic trade power
Law of Nations: +1 diplomatic reputation, +25% agressive expansion impact on us (i.e. more likely to be able to be member of a coalition)
Diplomatic Immunity: gives an Diplomatic Insult CB on nations that have discovered one's spy, +1 diplomat
Refutation: can revoke hostile claims for 50 diplomatic power (temporary and permanent, by clicking on the claim in the province overview)
Mercantile Connections: -33% trade good re-roll cost (by default can Re-roll trade good for 100 diplomatic power via special province button)
Cultural Cohesion: +5% all estate loyalty equilibrium
Bonus: +50% possible condottieri / mercenaries, +10% own liberty desire
Reconnaissance ideas (Military)
- this idea group shall promote hit and run tactics
- it should offer an alternative play style and be suited for smaller nations
- it combines land military and naval ideas
Agility: +1 land leader manoevre
Ambush: -2 enemy combat width
Envelopment: +1 cavalry flanking range
The Wheather Gage: +15% light ship combat ability
Fire support: +1 naval leader siege, +20% marine fire damage dealt
Feigned retreat: -50% own time to retreat from combat, +50% enemy time to retreat from combat (for armies and navies)
Indirect Fire: +10% artillery fire damage on enemy backrow
Bonus: +0.05 tactics
Last edited:
- 2
- 1
- 1
Upvote
0