Administration Ideas: (Uses Administrative Points)
Innovative Ideas:
Patron of the Arts: Prestige Decay: -2.0%
Pragmatism: Mercenary Cost: -25.0%
Scientific Revolution: Technology Cost: -5.0%
Knowledge Transfer: Yearly Army Tradition Decay -2.00%, Yearly Navy Tradition Decay -2.00%
Organized Recruitment: Regiment Recruitment Time: -10.0%
Optimism: Monthly War Exhaustion: -0.05
Formalized Officer Corps: Leader(s) Without Upkeep: +1
Capstone: Advisor Costs: -25.0%
Religious Ideas:
Unam Sanctam: Permanent Casus Belli against all other religious groups.
Missionary Schools: Missionaries: +1
Church Attendance Duty: Stability Cost Modifier: -25.0%
Devoutness: Tolerance of the True Faith: +1.00
Religious Tradition: Yearly Prestige: +1.00
Ecumenism: Tolerance of Heretics: +2.00
Capstone: Better Relations Over Time: +50.0%
Espionage Ideas:
Privateers: Embargo Efficiency: +33.0%
Vetting: National Spy Defense: +25.0%
Rumormongering: -May Sabotage Relations
Efficient Spies: Spy Offense: +25.0%
Shady Recruitment: Covert Action Relation Impact: -33.0%
Destabilizing Efforts: -May Sow Discontent
Espionage: -May Infiltrate Administration
Capstone: Rebel Support Efficiency: +50.0%
Economic Ideas:
Bureaucracy: National Tax Modifier: +10.0%
Organized Construction: Build Cost: -20.0%
National Bank: Yearly Inflation Reduction: -0.10
Debt and Loans: Interest per annum: -1.00
Centralization: Possible Advisors: +1
Nationalistic Enthusiasm: Land Maintenance Modifier: +10.0%
Smithian Economics: Production Efficiency +20.0%
Capstone: -May reduce inflation with direct action
Administrative Ideas:
Organized Mercenary Payments: Mercenary Cost: -25.0%
Benefits for Mercenaries: Mercenary Maintenance Cost: -33.0%
Mercenary Recruitment: Additional Mercenaries Available: +50.0%
Bookkeeping: Interest per annum: -1.00
Administrative Efficiency: Possible Advisors: +1
Resilient State: National Spy Defense: +25.0%
War Cabinet: Cost of Reducing War Exhaustion: -33.0%
Capstone: Production Efficiency: +20.0%
Diplomatic Ideas: (Uses Diplomatic Points)
Diplomatic Ideas:
Foreign Embassies: Diplomats: +1
Claim Fabrication: Time to fabricate claims: -50.0%
Cabinet: Diplomatic Relations: +3
Adaptability: Core Creation Cost: +33.0%
Revolution and Counter-Revolution: Permanent Casus Belli versus other government types
Quill Skipped (Appears to be a diplomatic reputation increase)
Flexible Negotiation: Unjustified Demands: -33.0%
Capstone: -Lowered impact on stability from diplomatic actions.
Trade Ideas:
Shrewd Commerce Practice: Global Trade Power: +10.0%
Free Trade: Merchants: +1
Merchant Adventures: Trade Range: +25.0%
National Trade Policy: Trade Efficiency: +10.0%
Overseas Merchants: Merchants: +1
Trade Manipulation: Trade Steering: +25.0%
Fast Negotiations: National Trade Income Modifier: +10.0%
Capstone: +1 Merchant
Exploration Ideas:
Colonial Venture: Colonist: +1
Quest for the New World: -Allows recruitment of explorers and conquistadors.
Overseas Expansion: Colonial Trade Range: +50.0%
Land of Opportunity: Global Settler Increase: +33.0%
Viceroys: Global Tariffs: +33.0%
Free Colonies: Colonists: +1
Global Empire: Overseas Income: +10.0%
Capstone: Permanent Casus Belli against Pagans
Naval Ideas:
Superior Seamanship: Morale of Navies: +1.00
Naval Glory: Prestige from Naval battles: +100.0%
Grand Navy: Naval Forcelimits Modifier: +100.0%
Seahawks: Yearly Naval Tradition: +1.00
Excellent Shipwrights: Naval Leader Maneuver: +2.00
Naval Fighting Instruction: Blockade Efficiency: +50.0%
Press Gangs: Ship Costs: -33.0%
Capstone: Ships can repair when in coastal sea zones
Expansion Ideas:
Additional Colonists: Colonists: +1
Additional Merchants: Merchants: +1
Faster Colonists: Colonist Travel Time: -33.0%
Additional Diplomats: Diplomatic Relations: +2
Improved Shipyards: Ship Construction Time: -10.0%
Experienced Diplomats: Diplomatic Reputation: +3
Competitive Merchants: Global Trade Power: +20.0%
Capstone: Permanent Casus Belli against less advanced nations in Asia
Military Ideas: (Uses Military Points)
Aristocratic Ideas:
Noble Knights: Calvary Cost: -25.0%
Local Nobility: Hostile Core Creation Cost: +100.0%
Serfdom: National Manpower Modifier: +25.0%
Noble Officers: Leader Shock: +1.00
International Nobility: Diplomats: +1
Noble Resilience: Cost of Reducing War Exhaustion: -20.0%
Military Traditions: Military Technology Cost: -10.0%
Capstone: Calvary Combat Ability: +10.0%
Offensive Ideas:
Bayonet Leaders: Leader Shock: +1.00
National Conscripts: National Manpower Modifier: +25.0%
Superior Firepower: Leader Fire: +1.00
Glorious Arms: Prestige from Land battles: +100.0%
Improved Maneuver: Land Leader Maneuver: +1.00
Grand Army: Land Forcelimits Modifier: +25.0%
Espirit de Corps: Discipline: +10.0%
Capstone: Forced March (+150% movement speed to troops)
Defensive Ideas:
Battlefield Commission: Yearly Army Tradition: +1.00
Military Drill: Morale of Armies: +0.50
Engineer Corps: Leader Siege: +1.00
Regimental System: Land Maintenance Modifier: -10.0%
Defensive Mentality: Fort Defense: +33.0%
Supply Trains: Reinforce Speed: +33.0%
Improved Foraging: Land Attrition: -50.0%
Capstone: +1.00 Attrition
Quality Ideas:
Private to Marshal: Infantry Combat Ability: +10.0%
Quality Education: Recover army morale speed: +5.0%
Finest of Horses: Calvary Combat Ability: +10.0%
Oak Forests for Ships: Heavy Ship Combat Ability: +10.0%
Naval Drill: Recover navy morale speed: +5.0%
Merchant Marine: Light Ship Combat Ability: +10.0%
Massed Battery: Artillery Combat Ability: +10.0%
Capstone: Discipline: +15.0%
Quantity Ideas:
Benefits for Horse Owners: Calvary Cost: -10.0%
The Young can serve: Manpower Recovery Speed: +20.0%
Enforced Service: Infantry Cost: -10.0%
The Old and Infirm: Land Maintenance Modifier: -10.0%
Ship’s Penny: Ship Costs: -10.0%
Standardized Artillery: Artillery Cost: -10.0%
Levèe en Masse: National Manpower Modifier: +50.0%
Capstone: Land Forcelimits Modifier: +33.0%
Source:
http://www.youtube.com/watch?v=r_1F4BesSsE
http://www.youtube.com/watch?v=mRU2kTvzlMo