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Showing developer posts only. Show all posts in this thread.

Darkrenown

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I don't think Shrewd Commerce Practice is very useful if you're in a league. You use your league leader's compete chance, so unless SCP would make your chance higher than theirs it's not doing anything for you.
 

GAGA Extrem

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National Bank: Still one of the best first NIs, esp. for the time before you get (overpowered) Master of Mints.

Bill of Rights: Only good for the CB.

Bureaucracy: The worst NI of all. Really.

Merchant Adventurers: Useless. The other trade NI are better - and if you are losing that many merchants, you need the other ideas, if money is a problem... Err...

Shrewd Commerce Practice: Good if you have high infamy, but usually NTP is better. Good 2nd choise for trade nations.

National Trade Policy): Best first NI for trade nations. Adds 5% compete chance and increases trade income during the early game by roughly 30-50%. Very strong.

Espionage: Good against large empires, esp. during the later stages of the game. Fabricate Claims is nice to "catch-a-throne", rebels - esp. pretenders - can wreck havoc if used correctly.

Ecumenism: Nice to have during the reformation. Dunno if it still speeds up conversation events for protestantism / reformed. If it does: Neat!

Humanist Tolerance: Rather weak, but at least better than BoR. Situational idea for multicultural empires.

Unam Sanctum: Weak CB, but at least papal influence. Only good for papal control strategy.

Church Attendance Duty: Stab cost reduction is rather good, papal influence is nice, decent NI for

Divine Supremacy: Rather weak, only useful for papal influence.

Cabinet: Very strong NI, although very late. Still, great for late game conquests!
 

Darkrenown

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Unam Sanctum: Weak CB, but at least papal influence. Only good for papal control strategy.
Divine Supremacy: Rather weak, only useful for papal influence.

You're forgetting that either of these NIs provide you with the Holy war CB, which is excellent. Not every nation can become an empire or DotF.