![]() The points you would spend on military ideas instead are used to give you a permanent tech lead and to roll lots of great generals, who help in combat and sieges and also boost professionalism. Idea groups that help you expand efficiently will make your army stronger than idea groups which just buff your military. But the early ones, which define your playthrough, should focus on making you as strong as possible. If you want to take one seventh or eighth, go for it-ideas then don't matter much. One of the biggest jumps in power you can make in the single player game is to ignore the entire military category, especially early. Originally posted by Sloty1984:Which military idea is good to take early? ![]() But then go for the Big Three, and then the others. It's generally followed by Expansion as #2. If you're playing an early colonizer like Castile, Exploration joins the list as the first pick. They arrive too late to make a major impact on your campaign. What you choose for groups 7 and 8 is almost irrelevant, so grab whatever you think might help. There's also a strong argument to be made for taking Diplomatic before Admin as your very first idea group, and I often do. The order of groups 4-6 varies based on my game situation. Both are fun and very useful for any nation. After that, I pick either Religious or Humanist, one or the other. The Big Three are Admin (for CCR and GC), Diplomatic (for more and better diplomats to prevent coalitions from ever forming and for lower warscore costs), and Influence (to cheaply integrate the many vassals you should create and then annex over the course of the game). if you want the best possible idea groups and aren't an early colonizer, start with the Big Three. I'm assuming that you mean in single player (competitive multiplayer is an entirely different question) and aren't playing tall.Īnyway, the following advice applies to pretty much all nations, not just Poland. ![]() You asked this question yesterday in a thread that is still on page two. ![]()
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