What are your first three idea groups for a horde?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Aepdneds

Colonel
80 Badges
Apr 6, 2017
882
861
  • Rome: Vae Victis
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Surviving Mars
  • Crusader Kings II: Conclave
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis III Complete
  • Cities: Skylines
  • Stellaris: Megacorp
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Holy Fury
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings III
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria: Revolutions
  • Magicka
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
I am really uncertain with the second one, the eco-horde combo has the nice +33% raze power gain but I am not sure if this is better than taking admin or humanist.
 

KRBLACK

Colonel
1 Badges
Oct 7, 2016
842
776
  • Imperator: Rome Sign Up
Some potent combinations:

Horde - Humanist - Defensive: This gives you 70% attrition reduction. In my experience this is the most significant source of casualties so this conserves manpower like crazy

Horde - Economic - Espionage: This gives extra razing power gain, and buffs combat with extra cav flanking range. This modifier is quite underrated, especially for hordes. It effectively allows you to put 2 more units in your front row, which results in a 5 to 10% bigger frontline (depending on tech level)
However, it also makes stackwiping easier. As soon as enemy frontline starts breaking, these 2 extra frontline units start becoming more and more impactful.

Horde - Administrative - Quantity: This makes cavalry dirt cheap as long as tribes are loyal. It also gives some nice manpower policies.
 
  • 1Like
Reactions:

TK3600

Major
5 Badges
Jul 13, 2014
744
1.098
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Stellaris
  • Hearts of Iron IV: Cadet
Like what others said, Horde is the most potent military idea. I would say Quantity follows after. But you cannot take two military ideas at once so take another group that suits your need. What that group should be was already discussed by others. Administrative if your country is running fine and you are blobbing. Otherwise deal with other bottlenecks first like Economic if you are restricted by money and etc.
 

humb

Sergeant
31 Badges
Aug 13, 2011
68
60
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I am really uncertain with the second one, the eco-horde combo has the nice +33% raze power gain but I am not sure if this is better than taking admin or humanist.
It's not. Compare the mana you get with the admin you save coring. The latter should be much bigger. Additionally, CCR reduces coring time, so less time with high unrest, low trade power, low improve relations etc. You can core more land in the same time.

Furthermore, the opportunity cost of your combo ist extreme: Horde play is about rapid expansion and financially living from your conquests and - eventually, trade if you conquered a good node. Economic gives you nothing for rapid expansion. And I find the Horde idea group to be rather weak.

Diplomatic, Humanist, Offensive.
I agree, but I rate admin over Offensive. Diplo-->Admin-->Humanist seems reasonable for me, but I did not play a horde recently. Admin raises your GC and taking it at tech 7 helps before tools of reducing GC become available. If you play a horde in eastern asia that punches on Ming early, consider temporarily taking Exploration either at tech 7 to steal Colonialism or at tech 10 to open more fronts.
 

Travis_Bickle

Colonel
27 Badges
Dec 30, 2012
1.045
2.566
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Hearts of Iron IV: Cadet
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
I agree, but I rate admin over Offensive. Diplo-->Admin-->Humanist seems reasonable for me, but I did not play a horde recently. A
Admin is obviously not a bad shout, but my goal as a Horde is to conquer everything as fast as possible and Offensive helps a bit more with that.

The other thing is Humanist + Offensive policy for -1 National Unrest and specifically -5 Years of Separatism is amazing.

Hordes never suffer for Mana and the early land you conquer is never that high dev so I feel Admin can wait for the 4th idea group.

Just my opinion :).
 
  • 1Like
Reactions:

Aepdneds

Colonel
80 Badges
Apr 6, 2017
882
861
  • Rome: Vae Victis
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Surviving Mars
  • Crusader Kings II: Conclave
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis III Complete
  • Cities: Skylines
  • Stellaris: Megacorp
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Holy Fury
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings III
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Death or Dishonor
  • Imperator: Rome
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria: Revolutions
  • Magicka
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
Yeah, after playing a little bit additional razing power just seems like pouring water in an already full bucket. It is imo overkill for dip and mil mana and for adm mana the administrative idea group is better.
Horde - Economic - Espionage: This gives extra razing power gain, and buffs combat with extra cav flanking range. This modifier is quite underrated, especially for hordes. It effectively allows you to put 2 more units in your front row, which results in a 5 to 10% bigger frontline (depending on tech level)
However, it also makes stackwiping easier. As soon as enemy frontline starts breaking, these 2 extra frontline units start becoming more and more impactful.
This is interesting.
 

PDXJon

First Lieutenant
29 Badges
Apr 10, 2017
274
536
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
I am really uncertain with the second one, the eco-horde combo has the nice +33% raze power gain but I am not sure if this is better than taking admin or humanist.
The last time I played as a horde, I took admin to the first 2 and then diplo-humanist. The coring cost reduction and speed really make things easier. I don’t think wasting an idea slot on econ is worth the policy. It seems a waste to me.
 

necro84

Major
33 Badges
Aug 31, 2013
665
1.154
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I think ideas depends on religion and region a lot.
Looking at the bonuses CCR is not needed for coring cost with fast mana generation but it also helps with coring time. Culture and permanent claims helps with coring time too so in certain regions CCR won't make big difference at the beginning
Tengri nation can get some tollerance of heathens, sunni without dhimmi can't, still it's possible for sunni horde to expand mainly in sunni territory first so this affects unrest

horde - diplomatic helps with siege ability, offensive increases it even further but if you need to take admin ideas as second you can go offensive 3rd and diplo as 4th, without admin idea horde, diplo, offensive would be better for this modifier.

If you go offensive you can think about trade later for movement speed. This helps with taking fights in terrain where you have extra modifiers to cavalry
 
Last edited:

minven

Second Lieutenant
35 Badges
Feb 4, 2016
125
234
  • Europa Universalis IV: Golden Century
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
Horde Humanist Espionage.. The first duo with the -1 unrest policy make rebellions disappear. Espionage + Horde is really good for the 10% cav combat ability + 50% flanking, also spy networks give extra -30% AE and siege speed.
 

PDXJon

First Lieutenant
29 Badges
Apr 10, 2017
274
536
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Horde Humanist Espionage.. The first duo with the -1 unrest policy make rebellions disappear. Espionage + Horde is really good for the 10% cav combat ability + 50% flanking, also spy networks give extra -30% AE and siege speed.
Just a FYI, spy network AE reduction only applies to the tag you have a spy network on. Good luck getting to 100%. The AI is good at using counterespionage with their diplomat that’s permanently assigned for use against the player.
 

minven

Second Lieutenant
35 Badges
Feb 4, 2016
125
234
  • Europa Universalis IV: Golden Century
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
Just a FYI, spy network AE reduction only applies to the tag you have a spy network on. Good luck getting to 100%. The AI is good at using counterespionage with their diplomat that’s permanently assigned for use against the player.
Really? In my current run I have 100 spy network on all 4-5 neighbors at the same time. Maybe I am just lucky
 

PDXJon

First Lieutenant
29 Badges
Apr 10, 2017
274
536
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Really? In my current run I have 100 spy network on all 4-5 neighbors at the same time. Maybe I am just lucky
I play on VH, so maybe it’s a behavior thing depending on settings. I’m usually getting caught in the 70s on. I stopped trying a while ago. Maybe the AI behavior has been changed.
 

vaLor-

First Lieutenant
19 Badges
May 26, 2020
269
676
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
I played as Jianzhou-Qing (my first horde game since returning from a 1-1.5 year hiatus from EU4), and found Horde ideas to be very good. The policies specifically have amazing synergy with all of the idea sets you would want, and the different bonuses you get from the idea set (tribe loyalty equilibrium being a surprisingly strong sleeper idea) are better than they appear.

Obviously though, what makes Horde great though is its policy with Economic, with boosts by far the most broken modifier you could get as a horde (infinite monarch power with conquest) by a whopping 33%. Although its policy with Diplomatic is also very good.
I find those three idea sets to be the best picks for a horde, with administrative being less efficient than diplomatic for admin points (more provinces from enemy = more admin from razing), and then admin 4th for governing capacity perhaps (or humanist/espionage if this is unnecessary).

It's extremely easy to be very far ahead on monarch points as a horde, so much so that you can easily end up spending frivolous amounts on niceties like generals for max professionalism and boosting mercantilism or developing/culture converting ad infinitum since you'll have so much excess. Your army also butchers anything as long as you're aware of terrain.