eu4 aristocratic ideas


you can ideas for more manpower, or you can use ideas for stronger army (lower attrition, higher damage per unit), or you can blob harder, or you can get more gold and merc spam, or you can even get building cost discount and spam manpower buildings etc.

Really? Things which are bottlenecks like admin points, dip points, AE, unrest modifiers (to tank more OE), siege speed modifiers, gold for merc spam etc. Early game your 10k stack with ideas fights as well as your opponent's 11k stack without ideas. What are the best picks for first ideas? Berber Ideas. For instance, tech 4 Korea can single-handedly take on tech 3 Ming. Anonymous: I'm aware that internet thinks espionage is awful and military ideas are amazing, but calculations say otherwise, and I trust calculations.Weight changes you mentioned are reasonable, but they wouldn't really change ranking that much.

Also, Dip is not equal to admin and sword mana is at least on par with bird mana. Especially the ones that give boost in both morale and tactics. Anonymous: All assumptions are explicit in the code. Ben Grosz: If you gave Ottomans generic ideas, and Bosnia all the military ideas, Ottomans would roflstomp Bosnia anyway.Anyway, unless you're talking Jan Mayen, most military bonuses from ideas are really low. Leader siege are also incredibly rare, only being available in aristocratic ideas. EU4 patch 1.15 NAXOS one faith, one tag catholic crusader AAR: Visit the crusaders! Bavarian Ideas. Being one mil tech ahead is much more important than having more discipline and morale. It tries to estimate how good +1 of some bonus would be, and makes linear extrapolation from there. Grabbing expansion as well is also handy for really heavy colonizing, especially since having both makes it so you have more colonists and each colonist is more effective, so you get a lot more land a lot quicker. How to limit Tag-Switching with changes to culture shifting, instead of End Game Tags.
Unless all the ideas did nothing and the finisher just said "+1% all", Watch me streaming tough achievements on very hard difficulty on. There are also limitations which could be improved upon: Fortunately it turns out that numbers algorithm returns are not even close - some ideas are drastically better than some others, which makes worries about precision less important. I'm glad you asked, through discipline and other combat modifiers.Thanks for the recommendation, but I've already seen the video. To help with those numbers I took decisions and policies like "+1 missionary strength +1 unrest" (maybe yes, maybe no - so these bonuses are worth about the same), "+1 colonist for -1 dip" (so ridiculously good so they removed it in patch), which is not terribly scientific, but it's a good starting point. You say this while also devaluing Administrative ideas to a ridiculous degree. Using extreme aggression backed by extensive micromanaging and planning ahead. There is not enough distinction made between "X" and "base X". Because I don't usually play the collonization game. I thought about putting it online, with some sliders for adjusting assumptions.You can check assumptions in code comments https://github.com/taw/paradox-tools/blob/master/analysis_eu4/bonus_scoring.rbSome of them might be outdated by now, or could use some tweaking. I prefer the good old warfare, therefore the best ideas for me are the military ones.


Defensive Ideas. Najd, Spanish, and Byzantine ideas are SEVERELY overvalued because missionary strength is less valuable the larger the value is.

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