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Of course there might be better ones, but military is the most important thing for me.
Those are the best ideas in a min/maxing world conquest sense. Sprinkle in whatever ideas fit your nation along the way.
I would take defensive ideas for the wonderful morale bonus, since it will greatly improve an early game army
I do agree that mil groups are the most important
This is no slight upon anyone else but my first military idea is usually my 4th one.
As long as you can stay current or ahead of the people around you on tech in terms of military you should be fine. The way you stay current in terms of tech is by taking the ideas that give you monarch point discounts.
Diplomatic - Humanist - Influence - Admin
Diplo - You're in the HRE, you'll want at least 2 diplomats locked on outraged countries at all times, more diplomats are better diplomats and the +25% to improving relations allows you to cycle through your outraged list just that little bit quicker. The extra relation makes you a little more 'coalition proof'.
Humanist - -10 years of separatism and -10% idea cost finisher make this a no brainer. Thats pretty much a full tech group of point savings per idea set completed. Oh and the +30% improved relations, so now you're at +55% to improving relations.
Influence - -20% aggressive expansion impact and the finisher of -50% to unjustified demands, you're in the HRE, this is required, nay, needed if you're to compete. By compete I mean getting away with vassalising electors....
Admin - Entirely for the -25% core creation cost but the -10% to admin cost is nice as is the +5 states. I picked this one 4th as this is about the time where you might be starting to take bigger chunks of land for yourself the discount to coring will start to matter here.
Beyond that, pure military. Quality - Offensive - Defensive probably Quantity if only for the first 2 ideas, by that point you should be getting into back to back wars all over your empire and there is no time to wait for manpower to recover.