Currently Innovativeness is a mechanic that, at 100%, gives you -10% Power Cost, -1% Army Tradition Decay and -1% Navy Tradition Decay. Doesn't sound like a bad mechanic aye? But the main problem is that it takes way too much time and extra monarch points to reach 100%.
Gaining Innovativeness is done in 4 ways.
That leaves us with early tech and early ideas. Taking tech ahead of time means that you will have to spend more mana on it, essentially trading off early mana for more mana saved in the late game. However the fact that there are at the very least tens of HRE OPM's stockpiling mana waiting to take tech as early as possible means that you usually have to take tech almost 8 to 9 years early to get the Innovativeness bonus, which almost entirely negates whatever small effects having high Innovativeness gives.
The problem is even worse for taking ideas, since most of the 'good' ideas (Admin, Diplo, Humanist, Offensive, etc.) will be taken by most of the other countries in the world, meaning you'd be hard pressed to be the first nation to take an idea. You could take suboptimal choices such as Maritime, Naval, or Espionage ideas (Sometimes you'd still get Innovativeness for taking Naval ideas in your 6th or 7th slot), but trading off an entire idea slot for what would be, at max, 8 Innovativeness (12 with Innovative ideas) is an appallingly stupid play.
And with the indirect nerf to Innovative ideas in the last patch (The Innovative-Quality policy was reduced to 10% Inf CA), the Innovativness mechanic has become almost completely irrelevant. Here's a few ideas that could perhaps reverse this.
Hopefully these few tweaks would give Innovativeness a proper place in the game, without oversaturating it with already overused mechanics like +5 discipline or -15% coring cost reduction.
Gaining Innovativeness is done in 4 ways.
- Being the first country to take a certain tech. (or take the tech within 90 days of someone else having taken it for the first time)
- Being the first country to take a certain idea.
- Being ahead of time in technology.
- Various events. (Unreliable)
That leaves us with early tech and early ideas. Taking tech ahead of time means that you will have to spend more mana on it, essentially trading off early mana for more mana saved in the late game. However the fact that there are at the very least tens of HRE OPM's stockpiling mana waiting to take tech as early as possible means that you usually have to take tech almost 8 to 9 years early to get the Innovativeness bonus, which almost entirely negates whatever small effects having high Innovativeness gives.
The problem is even worse for taking ideas, since most of the 'good' ideas (Admin, Diplo, Humanist, Offensive, etc.) will be taken by most of the other countries in the world, meaning you'd be hard pressed to be the first nation to take an idea. You could take suboptimal choices such as Maritime, Naval, or Espionage ideas (Sometimes you'd still get Innovativeness for taking Naval ideas in your 6th or 7th slot), but trading off an entire idea slot for what would be, at max, 8 Innovativeness (12 with Innovative ideas) is an appallingly stupid play.
And with the indirect nerf to Innovative ideas in the last patch (The Innovative-Quality policy was reduced to 10% Inf CA), the Innovativness mechanic has become almost completely irrelevant. Here's a few ideas that could perhaps reverse this.
- Limit Innovativeness gain and loss to your own Tech group
- Innovativeness now scales to negate the penalty for taking Tech early
- Innovativeness now increases institution spread
- Innovativeness now increases Revolution spread
- Innovativeness now modifies army professionalism gain
Hopefully these few tweaks would give Innovativeness a proper place in the game, without oversaturating it with already overused mechanics like +5 discipline or -15% coring cost reduction.
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