Leinster:
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Has anyone actually used Rebel Support at some point in any game? Is it any use?
Leinster:
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I agree, and in the big post further up this page I was initially going to include a section on "bad or weird ideas that are rescued by having a nice supplemental bonus in the same tier." Because there are a number of them, actually.People suggested Mantua's +20% female advisor chance as the worst idea, but they're neglecting to mention that the idea is actually:
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-10% idea cost for your second NI is not bad, and the Countess's Studiolo is objectively better than any idea that only gives a -5% discount. +25% cavalry flanking range might seem awful, but it can counteract the range-penalty from a unit being below full strength, and there are points in the game when cavalry can be worth using, especially when you have +cavalry combat strength, (which nations with +flanking range usually do).
Generally no. If you have a ton of money to burn then it can have some limited use. For example, if you steal the Constantinople area from Ottos and knock out their navy, but leave them with a Bulgaria or Greece they can't access, and if you build up their unrest via a long war, you can force the isolated areas to break away by supporting rebels. But again, this is expensive and probably isn't worth it most of the time.Has anyone actually used Rebel Support at some point in any game? Is it any use?
I agree, and in the big post further up this page I was initially going to include a section on "bad or weird ideas that are rescued by having a nice supplemental bonus in the same tier." Because there are a number of them, actually.
Bergenz actually has two very niche features mixed into its first two tiers along with great bonuses:
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Mongolia has one of the best tier titles filled with two mediocre bonuses, which taken together I guess averages into a decent tier:
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Byzantium can do this on Aegean islands held by wrong religion and culture nation like Venice, Genoa, and Naxos. They will fire byzantine seperatists, and because they are on islands the AI is very reluctant to send troops.Has anyone actually used Rebel Support at some point in any game? Is it any use?
That's my general understanding, as well - it's why your army expenses temporarily go way up after big battles. Reinforcement Cost as a bonus would be nice if you're relying on a huge manpower pool and Quantity ideas - you win via attrition and bleeding out your enemies. But if you do like most people and aim for Quality/Offensive and Discipline-heavy armies then it's not as nifty.I never quite understood reinforcement cost. Isn't it the case that reinforcing a 0 strength unit to 1000 strength cost as much (both in terms of ducats and manpower) as building a new regiment? If so, than isn't it the case that cheaper reinforcement means less ducats spent after battles? Granted, reinforcement cost will always be inferior to regiment cost reduction but reinforcement cost come in bigger numbers (as small as -10% all the way up to -25%) than regiment or even upkeep cost.
Reinforcement cost I think is actually a nice modifier on its own, and it stacks with other military cost reductions. The formula for reinforcement cost takes into account land maintenance and regiment cost modifiers.I never quite understood reinforcement cost. Isn't it the case that reinforcing a 0 strength unit to 1000 strength cost as much (both in terms of ducats and manpower) as building a new regiment? If so, than isn't it the case that cheaper reinforcement means less ducats spent after battles? Granted, reinforcement cost will always be inferior to regiment cost reduction but reinforcement cost come in bigger numbers (as small as -10% all the way up to -25%) than regiment or even upkeep cost.
Not really. You can support rebels and then declare war to support them when they rise up. But I haven't used it in a very long time. In theory it could be a nice way to break up your rivals to separatists.. but generally speaking it's just better to take the land yourself.Has anyone actually used Rebel Support at some point in any game? Is it any use?
That's my general understanding, as well - it's why your army expenses temporarily go way up after big battles. Reinforcement Cost as a bonus would be nice if you're relying on a huge manpower pool and Quantity ideas - you win via attrition and bleeding out your enemies. But if you do like most people and aim for Quality/Offensive and Discipline-heavy armies then it's not as nifty.
It's the combo of that and another pretty lame bonus (Envoy Travel Time) that makes a memorably mediocre-but-not-atrocious tier.
I definitely don't hate it. But maybe if the whole tier was -25% Envoy Travel Time, I would. It's not like *Mongolia* is getting bang for the buck in colonizing faraway provinces with that time savings.You know I think that Envoy travel time is actually rather good.
Envoy travel time does not impact colonists, only diplomats and merchants. And Mongolia is often a tag that is sending a lot of diplomats long distances so they can benefit from it.I definitely don't hate it. But maybe if the whole tier was -25% Envoy Travel Time, I would. It's not like *Mongolia* is getting bang for the buck in colonizing faraway provinces with that time savings.![]()
Envoy travel time does not impact colonists, only diplomats and merchants. And Mongolia is often a tag that is sending a lot of diplomats long distances so they can benefit from it.
Actually, female advisor chance can be really strong for custom nations because of how the points system works. If more than half your 'levels' are from a single category, your ideas will cost more points...but female advisor chance costs 0, is admin, and can be taken up to level 10, allowing you to cram in more military ideas.Apparently only two nations have a chance to get female ideas (why Orleans don't have this idea is beyond me) and neither of them are penalised for having it. There is also "may recruit female general" which I'd rank as worse than female advisor because in the case of the general you just get a female name and the female icon, no pretty picture.
Custom nations on the other hand have to spend a slot for either of these ideas, unfortunately.
This is pretty much the way I could see myself using it too. In particular, doing it with pretenders (in the junior partner) to break up PUs is situationally powerful. Not only could that effectively cut a hostile country's strength in half, but missions that would normally give a PU cb gives only a few permaclaims if the target nation isn't independent. Breaking out Hungary from Austria, Lithuania from Poland or even Aragon from Castille also severely cripple those nations.Not really. You can support rebels and then declare war to support them when they rise up. But I haven't used it in a very long time. In theory it could be a nice way to break up your rivals to separatists.. but generally speaking it's just better to take the land yourself.
You know, I actually like many traditional filler ideas. +1 prestige or legitimacy isn't as bad as it sounds.
In my opinion many covert actions improvements or related actions are high on the list
Embargo Efficiency, Foreign Spy Detection, Justify Trade Conflict, Support Rebels. Just because these actions are really not that strong any ideas on them are also the worst and have really no positive to it.
Has anyone actually used Rebel Support at some point in any game? Is it any use?
+ Legitimacy is one of those things that you either never need more of or desperately need it. It can be useful if you happen to have a regency (to counteract the -2 yearly), switch government type or have a weak/moderate heir. However for the most part this bonus is wasted by being at permanently 100 legitimacy.