Ah yes, that great oriental philosophy, "confusion".and an Eastern (Tengri, Confusion, Shinto, Buddhist, etc).
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Ah yes, that great oriental philosophy, "confusion".and an Eastern (Tengri, Confusion, Shinto, Buddhist, etc).
I think the power of Deus Vult cannot be overstated.It's pretty tough to recommend Religious over Humanist for most religions imo. Religious basically guarentees you will still fight at least one stack of rebels for newly conquered territory, which is a drag. Humanist basically removes most rebellions from the game. Catholic might want Religious because the papal influence from converting is very strong, but otherwise the only conceivable reason you would want Religious over Humanist is Deus Vult and MAYBE some policies. Deus Vult is nice depending on your religion (stuff like Orthodox and Coptic loves it) but that's a lot of admin points just for Deus Vult. Either nerf Humanist to be not the clearly better choice usually or buff Religious. The fact that it can't prevent revolts during the initial separatism makes it much worse.
I have taken Religious for some achievement runs recently and it was a stark contrast how much worse it felt than Humanist.
Admin is a good idea group, I almost always take it 4th or 5th. inno gives 10% discount to all tech, not just admin so I'm not sure how 10% admin is an upgrade, especially as inno's discounted idea is 3rd, while admin's is 7th. If admin mana is an issue, being able to save on mana through reduced tech costs, and cheaper advisors helps.It is a timing and type of mana issue. On the type admin in a lot of games is the bottle neck. In that case admin ideas can be better - cheaper coring and -10% admin tech. Innovation is only any good if you are not going to fall behind on tech (probably European) and you have to spend a load of admin to get back over a long time. Given mana points are more important in the early game (or a lot of games don't get to 1800) the payback is more limited. If you get a better economy (or bigger) and so can afford an extra level of advisor you get 1800 in 150 years. There are also a couple of ideas that a just duds in there - prestige in a lot of games is not an issue and leaders without upkeep is available from about 5 places and not that often needed anymore and +1 advisor is weak too. If it was a diplo group I would probably consider it a lot more but I find there are always a couple of other admin ideas I need more and it takes out the spot.
Move the bonus to be part to be part of dynamic court so cheaper advisors are earlier, put in a finisher for faster government progress reform (which can be a pain for republics) or more instatution progress from deving and it becomes a more interesting option.
What do you think should be nerfed?Why not nerf some things.....? Especially all military bonuses.
I used to take innovative a lot when playing tall. 100% innovativeness is really, really good and the group got you there a lot faster and more cheaply.Admin is a good idea group, I almost always take it 4th or 5th. inno gives 10% discount to all tech, not just admin so I'm not sure how 10% admin is an upgrade, especially as inno's discounted idea is 3rd, while admin's is 7th. If admin mana is an issue, being able to save on mana through reduced tech costs, and cheaper advisors helps.
I'm not saying that there aren't cases where Inno isn't as strong as some other admin ideas, what I'm saying is that it is already a strong idea group and doesn't need buffed. Inno gives large returns when taken as 1st or 2nd idea group, after that it really doesn't make sense. And imo that's fine, there are plenty of starts where its returns are strong to warrant that trade off vs another group.
With that description it falls into the category of "well it's good, but there are better options". When selecting idea groups we need to consider "are they worth it compared to others?" and inno usually falls into that category of a "no". Unless you play a niche nation, like tall florence gameplay, which is extremely crazy how fast you stack innovativeness, tech cost and advisor cost.The comments on inno not being strong have me completely lost, like I'm wondering if I'm playing a different game.
Inno over the course of a game gives you an extra 1800 of each monarch point (not including extra gain from innovativeness.). Getting tech faster is massive (helps with wars, keeping vassals happy, etc.), having excess mil helps you barrage sieges, excess adm coring, excess diplo for annexing and dev'ing gold mines, etc. Lower tech cost, lower cost to institution embracement, and the bonus of reduced advisor costs are all very good.
Inno also has pretty solid policies, diplo gives you even cheaper advisors and diplo rep; influence gives cheaper advisors and lower ae; offensive gives seige ability and leader siege
It is an extremely strong idea group. With how easy it is to gain innovativeness without it, it's no longer as strong as it used to be, but it absolutely does not need to be buffed.
Prussia, PLC slightly, Mewar to start off. IMHO, I don't think completing a mission should buff military. Cheaper or faster reinforcement, sure. But no more military buffs.What do you think should be nerfed?
This is off-topic. The thread is about idea groups.Prussia, PLC slightly, Mewar to start off. IMHO, I don't think completing a mission should buff military. Cheaper or faster reinforcement, sure. But no more military buffs.
TBH I wouldn't mind a nerf to Quantity ideas. It is too powerful considering you can have a huge army that can trump neighbouring powers if you are playing tall. Imagine having half your population at your disposal ready to fight an army, there should be consequences to that like lower production because who is going to deal with the companies when nobody is working?Why not nerf some things.....? Especially all military bonuses.
Last time I talked about idea groups with MP in mind I basically got excommunicate. So you best grab an umbrella. Anyhow innovative in MP's stop being viable since 1.30 excluding certain niche cases like florence, you can tell by the meta. And from what I know, no one is shit talking economic ideas in this thread.I find people trash talking innovative and economic incredibly funny because they're completely broken overpowered in multiplayer to the point of other admin ideas being completely fake choices that will get you killed. I get that they're non-viable in SP, but this is entirely because the AI is such a pushover, and major powers don't screw you over constantly when you're trying to destroy weak AIs. If you had to deal with continuous wars against great powers at all times, suddenly -CCR% and better rebel management looks like joke useless modifiers. Basically by the time you reach admin tech 5, the "fighting for your dear life" phase of even the most brutal challenge run is generally over
100% Agreed on the nerf to quantity ideas. A nerf to manpower and troops numbers is extremely needed in eu4 so starting with quantity is very much needed.TBH I wouldn't mind a nerf to Quantity ideas. It is too powerful considering you can have a huge army that can trump neighbouring powers if you are playing tall. Imagine having half your population at your disposal ready to fight an army, there should be consequences to that like lower production because who is going to deal with the companies when nobody is working?
The 50% FL boost is enormous. I wouldn't be opposed to lowering it to +33%. Maybe pairing it with a manpower drop to +33% and lowering aristocratic's manpower boost to +20%?TBH I wouldn't mind a nerf to Quantity ideas. It is too powerful considering you can have a huge army that can trump neighbouring powers if you are playing tall. Imagine having half your population at your disposal ready to fight an army, there should be consequences to that like lower production because who is going to deal with the companies when nobody is working?
I find people trash talking innovative and economic incredibly funny because they're completely broken overpowered in multiplayer to the point of other admin ideas being completely fake choices that will get you killed. I get that they're non-viable in SP, but this is entirely because the AI is such a pushover, and major powers don't screw you over constantly when you're trying to destroy weak AIs. If you had to deal with continuous wars against great powers at all times, suddenly -CCR% and better rebel management looks like joke useless modifiers. Basically by the time you reach admin tech 5, the "fighting for your dear life" phase of even the most brutal challenge run is generally over.
Single player is more popular, therefore more people have it as their frame of reference. Obviously idea balance means something very different in multiplayer. For that matter it means something very different when you're talking about playing tall vs. playing wide or serious optimizing play vs. semi-rp (yes, idea group balance still matters). These discussions would definitely be more clear and probably less contentious if everyone defined the type of game they're playing. But I wouldn't take it too personally if people default to single player.Last time I talked about idea groups with MP in mind I basically got excommunicate. So you best grab an umbrella. Anyhow innovative in MP's stop being viable since 1.30 excluding certain niche cases like florence, you can tell by the meta. And from what I know, no one is shit talking economic ideas in this thread.
Do you still find defensive as a debatable equal to quantity, as you said in your guide? Did quantity just get even better since then?My ranking of idea group usefulness in normal games goes like this:
S tier: Admin, Humanist, Diplo
A tier: Explo, Influence
B tier: Religious, Quantity, Offensive, Espionage
C tier: Defensive, Expansion, Economic, Trade, Horde, Indigenous, Divine, Aristo, Pluto, Innovative
D tier: Quality, Naval
F tier: Maritime
Exploration could use some bigger bonuses to make it worth keeping long term. Religious still needs some bigger buffs so that conversion is more worthwhile outside one faith runs. The massive blob of C tier idea groups could all use buffs to specialize them more, or should be made more powerful overall so they can compete with the B tier groups at least. Quality and Naval need a lot of work to be useful in SP. Maritime probably won't ever be useful without a fundamental rework of the game.
If you are going to nerf Prussia, then you are going to have to nerf all the others as well.Prussia, PLC slightly, Mewar to start off. IMHO, I don't think completing a mission should buff military. Cheaper or faster reinforcement, sure. But no more military buffs.