Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Wich countrie are you playing? Wich year is? Are you developing provinces? Raising stability? Changing culture? Or any thing that use MP?
Generally, techs (especially Mil) and 'everyday empire gestion' take priority
You also try to choose an idea with your ruler (and heir) stats in mind
If the ruler is 6 in Dip, but 1 in Mil, it is better to take a Dip idea now and not a Mil one for example
Later in game, you make a lot more money, allowing to hire better advisors for more MP / month
Techs are also more spaced than early and some MP costs decrease too
So, you can fill ideas more easily
You can also use the focus thing, for more MP in a category at the expanse of the 2 others
A good ruler can speed up things a lot
A bad one...forget about ideas until he dies...
Now, it is still a slow process anyway
You dont have to stay up to tech all the time, sure Mil is the most imporant, but you can still win being behind a tech or two, even if they get extra tactics, back in the day, any country that wasnt European would get a maul depending on distance, so you see nations well behind on tech, yet i as Mali still beat Portugual and Spain, with much lower tech
1. The DLCs you own.
2. Your starting country.
3. Insittutions.
4. Economy.
5. How far you are into the run.
1. The most important DLCs for this are Common Sense, Cossacks, and Rights of Man. CS is needed to develop your provinces to help with both economy and institution spread. It also allows you to focus monarch points when needed. RoM can help you dump a lousy leader in certain situations. Cossacks is also very important because, if properly used, you can get a lot of monarch points from your estates. Cossacks also helps getting those higher level advisors at half cost with estates.
2. If you start in central Europe, you should never have an issue with monarch points. For example, try a run with Frankfurt. That tiny country is perhaps the most powerful OPM in the game. She starts at the nexus of an excellent trade node and is perhaps more centrally located to the usual institution spawn locations than any other nation. Frankfurt is also a free city and the Emperor will protect her. I recently tested this while getting the achievement requiring 3 rival spy networks to 100%. In the 40 years or so I played, I had an amazing economy and spent a huge amount of monarch points on development. Ideas were only slowed by getting the admin level up to where you can unlock the next idea group.
If you start in Africa or Asia, you will fall way behind tech. But so will your neighbors. This makes getting ideas much harder. You will frequently need to spawn institutions yourself.
One of the keys to early monarch points is your starting leader. If he has poor stats and lives to a ripe old age, you WILL fall behind. The RoM DLC can help by perhaps being able to dump a terrible leader. Or make him a general and hope he dies.
3. A key factor is deciding whether or not to spawn an institution inside your own country. Of course, this does not work without the CS DLC.
4.The effect of economy on monarch points is often overlooked. Having a strong economy means being able to afford advisors. Often, it is worth spending the 2000 monarch points to spawn an institution simply because it is a massive, permanent boost to your economy. Making key buildings as early as possible in strong provinces greatly helps your economy in the long run. Keeping autonomy low is critical. Knowing where to put your estates is highly important.
5. Early in the run, the tech levels occur quite fast. In the first 50 years or so, you must spend your monarch points keeping up with tech and cannot afford ideas. In general, you usually need to reach level 10 in all techs before focusing on ideas. Later in the game, the tech levels can be many years apart, and this is when you can fill out idea groups easily. An exception is the colonizing game. You often want to focus diplo and fill out the exploration idea set while falling behind in tech when colonizing.
Finally, I will say you should avoid getting tech levels early. Unless you are in a critical war and need the military boost, or you have disloyal subjects and can cure this with a diplo level asap, just wait. The great majority of the time, some AI around you will take the level early and you therefore get the 5% neighbor bonus. In fact, I sometimes will delay getting a tech level hoping a neighbor will boost first and give me the 5% reduction.
Also, since i'm still learning, I haven't been playing much of the extremely remote or extremely weak nations yet, just sticking with the blobbers in Europe :P.
Regarding stability, I keep it at at least 1. It's annoying when I get bombarded by comets though. Freaking Tunguska event meteor reaches me 400 years early and explodes into 1000 comets that trickle in like 2 a year.
Developing provinces to get institutions is NOT a waste in any sense of it. Find a nice <50 to develop province and bomb it up to 100% instutition (present). Use the state edicts for -10% development cost if you can (might be dlc). Give the burgher estate some land and up it's influence/loyalty for some extra. Farmlands adds another -5%, cloth another -10%. You will fall behind in tech temporarily but get back up fast because of you being behind in tech and getting a good reduction.
I think that's a DLC I don't have. The rest I have though.
Requires Mandate of Heaven DLC.