It is fine as isPrussia can just remove it’s government reform and keep its god tier ideas.
It is fine as isPrussia can just remove it’s government reform and keep its god tier ideas.
The problem with relying on Religious to help convert is that good players can conquer stuff far faster than they can convert it. Missionary throughput still just isn't good enough to be viable, unless perhaps you're playing a low CCR tag with a religion that's a conversion juggernaut like Sunni. The vast majority of setups will see lots of unconverted land, which means true faith tolerance isn't particularly useful for things like exceeding 100% OE.Amusing. I had the opposite development with the same end result. At first I thought Humanist was OP, then I realised that with a good religion, religious ideas is significantly better at reducing unrest due to huge true faith bonuses some religions offer. Even if it came with a delay between conquest and zero rebels, being immune to the effects of massive overextension, rebel sentiment, autonomy decreased, etc was very huge. Nowadays, I've reached the enlightenment that they both kinda suck and most religions already offer tools to deal with wrong religion that don't need either idea group to assist them.
Exploration is good for establishing new fronts that are easier to expand into. The +50% colonial range is also functionally +50% coring range, and the +1 colonist essentially acts as a CB generator by allowing you to flash a colony --> claim a province --> revoke colony --> declare war. This makes it the best idea group for AE control in the game by far. A nation like Genoa can try bashing into the HRE and France early on, OR it can spend a few decades slingshotting around Africa to absorb the gold mines of Kilwa, and attack Indonesia with it's 1000 dev that's split between 4 religion groups.I'm going to say something that is probably quite controversial.
I think in any 'optimal' run, Exploration is a totally useless idea set. You can simply annex colonisers and get all of their colonial nations for free. What's the point of getting colonies, wasting a whole idea set on them when you can just beat someone in a war and steal all their colonies from them?
Expansion at least has some uses outside of colonisation, Exploration has none.
One way these ideas could be made more attractive is by giving them so policies that impact gameplay generally. Otherwise, unless you are RPing or doing an achievement that specifically requires you to go colonial, there's absolutely no justifiable reason why someone would take Exploration from the 'meta' perspective.
You're correct. I dunno why I was thinking about NIs. Anyways, I don't think any ideas are way OP per se. But I do think that Admin ideas need to be tweaked. WTF does merc maintenance have to do with running an administration? I think they should get rid of all merc BS, split it into 2 and give 10% CCR each. Or they should just change the name to WC ideas. When picking ideas, I don't even consider it or look at it. Why not a slight reduction in state maintenance or a small autonomy reduction? It makes more sense than mercs.This is off-topic. The thread is about idea groups.
Anyways, I don't think any ideas are way OP per se. But I do think that Admin ideas need to be tweaked. WTF does merc maintenance have to do with running an administration? I think they should get rid of all merc BS, split it into 2 and give 10% CCR each. Or they should just change the name to WC ideas. When picking ideas, I don't even consider it or look at it. Why not a slight reduction in state maintenance or a small autonomy reduction? It makes more sense than mercs.
Maybe they could add all of the mercs bonus to espionage, that makes more thematic sense than being in admin.I think it would make more thematic sense to pile Admin full of cost reduction modifiers to double down on being about gaining and maintaining a wide realm. But then where do you put the mercenary stuff? I highly doubt they want to make any new idea groups at this point. Though it might be nice to see an idea group about using mercenaries for war and levies for infrastructure.
You definitely should never keep Explo long-term unless you're doing a deliberately suboptimal RP run. The standard operating procedure is to take the first 3, maybe 4 ideas in Explo to get to where you need to go, then you dump the idea group for something better since you'll keep the main benefits for the rest of the game regardless. This is part of why Explo is so powerful: it doesn't monopolize an idea slot forever, just for a few decades.@Reman for me exploration is useful until I get tech 11 and still I only take first 3 ideas. How often do you need reduction in expel minority cost, global tariffs or envoy travel time? At this point I prefer switching to expansion because I don't need to explore more, can have more colonists, bigger settler growth and colonial range from tech allows me to core everything I need.
The thing is that yeah for mp everyone basically stacks combat modifiers and we have all probablly built spacemarines for fun in a sp game but if you go for a mass conquest or world conquest game you rarely go anything other than quantity ideas in the military group.Why not nerf some things.....? Especially all military bonuses.
Doesn't need a large nerf, but a significant one.The thing is that yeah for mp everyone basically stacks combat modifiers and we have all probablly built spacemarines for fun in a sp game but if you go for a mass conquest or world conquest game you rarely go anything other than quantity ideas in the military group.
I could admittedly see quantity ideas getting nerfed since it's op both for playing tall and going wide but the rest of the military ideas are borderline weak for sp unless you go spacemarines for the fun factor.
The actual solution is to make navies matter, but that would require changing military access, and attrition. Why get more ships or better ships when I can just make super troops and march them across the map for no additional cost, and actually take less attrition because I can stay under the supply limit and take no attrition versus the small attrition from boarding ships. The only real reasons to use ships is to move between the old and new worlds and for Britain.The thing is, this was the explanation for espionage for a long time and they fixed it by adding some effects that aren’t strictly related to the main focus. Maybe they should do the same for these groups.
This is a major exaggeration. There are areas of the world where navies are pretty essential, for example Indonesia. Outside of that, controlling the sea is super useful even though it's not strictly necessary. Ships are many times faster, especially in the Mediterranean. There is a huge strategic and tactical cost to moving your armies long distances over land if you're in a region with useful sea access. Blockades don't do a ton economically but they do make a significant difference in sieges. Strait crossings are situational but very powerful when used.The actual solution is to make navies matter, but that would require changing military access, and attrition. Why get more ships or better ships when I can just make super troops and march them across the map for no additional cost, and actually take less attrition because I can stay under the supply limit and take no attrition versus the small attrition from boarding ships. The only real reasons to use ships is to move between the old and new worlds and for Britain.
Quality bonuses may seem smaller but they are completely free. Bigger army on the other hand has a cost.The main nerf Quantity needs is to Levée en Masse, TBH. 50% is just plain obscene. I think it might even be the largest single permanent modifier in the game, with the exception of 100% innovativeness gain? Both relative to what it gives, and relative to other modifiers. I can't think of anything else off the top of my head, at any rate. Reducing it to 33%, or even 25% would still be significant, and the other goodies in the group, like MP recovery and army cost, would still keep it a strong group.
Half of the idea group is useless for someone who doesn't want to use mercenaries.I think there should be a separate idea group for mercenaries. Call it "Mercenary Ideas"
Put it under military ideas (we already have a glut of those) and give it some bonuses to merc maintenance, cost, manpower, discipline, and maybe morale or manpower recovery or reinforcement. You could also throw in some discounts to advisor cost (perhaps for advisors of non-primary cultures), condotierri, and maybe a boost to institution spread or military tech discount to reflect the synergy of foreign militaries. Perhaps throw in some general pips, idk. For completing the whole idea set, perhaps you get access to some special mercenary companies.
I think the admin ideas should give bonuses to a country's professional army and perhaps supply limit instead of mercs.
I think the best way to buff both mercs and admin ideas is to make them separate idea groups.