National Ideagroups - 20th of October D - Karaman

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oblio-

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%100 agreed on this. I can understand the Ottomans not being able to form Turkey(what if they could, through revolution?) but Anatolian beyliks should definetely have that opportunity. After all, the new Turkey was founded in Anatolia. And if Germans have Germany then adding Turkey won't be a matter.
Agreed.

And frankly, we should also be able to kick the Ottomans out of the "Ottoman", so to speak. A similar system to that for revolutionary France should be available later in the game if they have lost most of their non-Turkish possessions and they are losing a war badly (war score lower than -50%, war exhaustion higher than 10, manpower less than 10%).
 

TheMeInTeam

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Isn't that just reducing the MP cost of building from 10 MP to 9 MP? If so, that's pretty insignifiant, since people spend much less MP in buildings than in other uses of MP (techs or stability).

+1 trad and -20 core cost is a top tier tradition, as is Ghazi. Cavalry combat, discipline, +diplomat are all solid ideas found in similar #'s on top tier sets. The -10% stab cost -20% culture conversion is pretty unique though, it'll still be hard to justify converting culture despite the temptation to go religious and spam it. Unity is a bit below par on those types of bonuses but enough to be useful.

It's okay to have a woofer NI or two. Heck, current generic ideas are almost all woofer.

Quantity reduces the MP cost for military buildings - and only for them - by 20%: http://www.eu4wiki.com/Idea_groups#Quantity. So you only pay 8 MIL per building.
Add these national ideas: 7 MIL per military building, 9 ADM per administrative building, 9 DIP per diplomatic building.

No, not only does the wiki not specify that it's military buildings only, but I use quantity a fair amount in 1.7.3 and it reduces ADM and DIP buildings also. Quantity is underestimated as an economy idea group, significantly dropping your maintenance and allowing less impact from building stuff that gives you money, plus boosting FL of navy for trade ships. I asked a friend to tell me his maintenance, and with 9 more artillery regiments and 100 more infantry regiments my maintenance was cheaper ^_^. Innovative is underestimated in that regard for the same reason. Even early on, you get +3 advisors costing 25/month, later they're cost 33/month or more, so reducing this by 25% gives you 20-25 ducats/month flat...not the best idea ever but still enough savings to bankroll nearly a full width of arty if you're running tier 3 advisors.
 

oblio-

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No, not only does the wiki not specify that it's military buildings only, but I use quantity a fair amount in 1.7.3 and it reduces ADM and DIP buildings also. Quantity is underestimated as an economy idea group, significantly dropping your maintenance and allowing less impact from building stuff that gives you money, plus boosting FL of navy for trade ships. I asked a friend to tell me his maintenance, and with 9 more artillery regiments and 100 more infantry regiments my maintenance was cheaper ^_^. Innovative is underestimated in that regard for the same reason. Even early on, you get +3 advisors costing 25/month, later they're cost 33/month or more, so reducing this by 25% gives you 20-25 ducats/month flat...not the best idea ever but still enough savings to bankroll nearly a full width of arty if you're running tier 3 advisors.
Really? I need to check the ADM and DIP cost reduction tonight in my Ragusa game. If you're right, then Quantity is quite a bit better than I thought - and I thought it was pretty decent after the recent changes.

Regarding Innovative, I'm already a fan because it allows you to ramp up faster and keep up when you're in a rough neighborhood: lower war exhaustion while trying to crush that rival you want to break forever and of course the lower advisor costs which are quite important as a poor country.