

Advancing within an idea group is done sequentially and each unlocked idea enhances a particular aspect of the nation. However, AI nations have weights assigned to the idea groups to make their choices random but still somewhat historical.Įach idea group consists of 7 ideas. Idea group choices are unrestricted, with several exceptions: Plutocratic ideas are enabled for most republics but disabled for most other government types Aristocratic ideas are disabled for most republics but enabled for most other government types Divine ideas are enabled only for theocracies Horde Government ideas are enabled only for steppe nomads Indigenous ideas are enabled only for native tribes and Maritime and Naval ideas are disabled for primitives. This limit can be turned off in options before starting a game without disabling achievements. Idea group choice is only restricted by the requirement for a balanced mix of groups: No more than half of a nation's chosen idea groups, whether completed or not, can have the same associated type of monarch power. It was last verified for version 1.31.Įach nation can have up to 8 idea groups from a pool of 19 groups (only 18 are shown as the Aristocratic and Plutocratic idea groups are locked behind exclusive government reforms).

Honestly, most of the idea groups in Admin are kind of weak right now.Please help with verifying or updating this section. The policies as you say are excellent however. The only time I would consider Humanist is a WC attempt or perhaps playing as a country in India. If you do not take the two National Decisions that give +1 mercenary strength and -1 tolerance to heretics and you take the +2 tolerance to heretics when the Reformation Disaster starts in your country, the unrest generated by centers of reformation converting your provinces is not even a factor even if your at 0% religious unity (with the 5% from your troops putting down rebels over your provinces). Or you could just counter it and say every idea group is only for poor playing and not needed. Therefore, even if you have the weird opinion that Humanist is only "Quality of Life", at the end of the day it also does A LOT for AE and vassals. I used to go Religous all the time, but Humanist + diplo + influence gives policies for AE reduction and vassal expansion. Jokes aside, you dont seem to consider the policies. Heeey there it is again, i forgot who said that sentence - i quote you sometimes p Originally posted by Fedaykin:Humanist is a crutch for poor playing. The best thing from Espionage Ideas are the policies.but that alone is not worth a diplo idea vs the big ones (trade/diplo/explore) Locking mechanics behind idea groups would make some of them MUCH more unique and valuable. I really wish they would make espionage very special.like you CANNOT support rebels unless you take it.or you can't steal maps, etc. The corruption ticker is.again.nice if you are small, but the larger you get, the more you can afford to increase reduction spending. You don't need them for taking what you want, so its far from essential.
#Eu4 espionage game play plus#
Plus you can just diplo rep or better relations over time with other dip ideas.which remove AE faster.įabricate claims are a joke. Money becomes less valuable the larger you get.ĪE impact reduction is great, if you are surrounded by many peers, but AE can almost always be ignored once you get big enough.

Yes those ideas themselves are nice buffs, but they don't perform enough for the monarch points invested.ġ0% advisor costs? Doesn't matter because by the time you start hiring level 3 (or higher) advisors, you can afford it. The problem isn't that its useless, its just not good enough to warrant taking over other ideas.
