Europa Universalis IV

Europa Universalis IV

View Stats:
gior Nov 2, 2018 @ 4:47am
EU4 Malacca Ideas
Hey, I started the game with Malacca. Now its 1489 and I dev pushed into renaissaince. I picked exploration ideas as my 1st idea group. What idea group should be my second choice? I have a dilemma over Economic, Religious and Offensive. What should I do?
< >
Showing 1-15 of 15 comments
Lantantan Nov 2, 2018 @ 6:34am 
We need some more background info though. What are your campaign/achievement goals? How is your geopolitical situation? What's your religion? What are your bottlenecks?

That said, I dont see the use of any of those 3 proposed idea groups.
Economic benefits you most if you need to dev 3 institutions, but you only need 1 more.
Religous isnt needed if you're muslim because you can use traders for that.
Offensive is comperatively one of the worse early game mil ideas.
Their policies with exploration are also rather lackluster.

Can I interest you instead in Exploration + Innovative + Quality? Gives you great policies.
Innovative is best early on. It gives you a nice colonize policy. Combined with quality you get the AMAZING +20% combat policy. Quality's only downside, those often useless naval boons, are actually usefull to your maritime nation.

Also do rush for a colonial nation in america and you'll get Colonialism for free!

What do you think?
Last edited by Lantantan; Nov 2, 2018 @ 6:44am
gior Nov 2, 2018 @ 7:03am 
I dont know yet. For sure : colonizing other islands w/ Australia, and Indochina conquest. After that I would colonize more or head towards China or India for trade interests.
Religion : Sunni, I won't change it
I have only AoW, RoM, El Dorado and Common Sense
My only one threat is Ayutthaya on the north, Ming still exists, and I already conquered Pasai and started colonizing Borneo. And I dont want to get to Europeans early. Is it way to block or delay their coming? And what means " need to dev 3 institutions, but you only need 1 more."?
Lantantan Nov 2, 2018 @ 7:09am 
Originally posted by deno:
I dont know yet. For sure : colonizing other islands w/ Australia, and Indochina conquest. After that I would colonize more or head towards China or India for trade interests.
Religion : Sunni, I won't change it
I have only AoW, RoM, El Dorado and Common Sense

Oh, so no free policies right? Okay then idea synergy is a bit less important.

Originally posted by deno:
And what means " need to dev 3 institutions, but you only need 1 more."?

You had to develop a province for renaissance right? The main advantage of economic ideas is that it lowers development cost to do so. (and inflation reduce, but you barely have gold) Now normaly asian nations need to do this 3 times: Once for renaissance, once for colonialism and once for printing press. Then economic ideas make a lot of sense. 3 * 0.2 * 2000 = 1200 roughly monarch points saved. In your case however, you already paid for renaissance and if you get 1 colonial nation IN AMERICA, you get colonialism FOR FREE, saving you those 2000 monarch points developing it.
Last edited by Lantantan; Nov 2, 2018 @ 7:10am
Lantantan Nov 2, 2018 @ 7:13am 
Originally posted by deno:
And I dont want to get to Europeans early. Is it way to block or delay their coming?

Actually, you do want some european colonies nearby. This is because europe needs to discover those spices you have. When they get colonies in asia, events fire that basically double the value of your trade goods! Not to mention, you might get the printing press that way for free.
Mikey Nov 2, 2018 @ 7:20am 
You could go for an exploration+expansion combo.
It will give you a policy that reduces native uprising risk by 50% and coupled with the colonization policy that also reduces risk by 50% you end up with 0 uprisings and +50% from native assimilation. This will help you a lot economy wise in the quite populated indonesian and philippine islands
Last edited by Mikey; Nov 2, 2018 @ 7:20am
Lantantan Nov 2, 2018 @ 7:20am 
So in summary:
You are not militarily threatened so you can afford to take a non military idea first.
So Exploration + Innovative + Quality still sounds good to me. Your army quality will come online just when you want to start considering fighting someone bigger, like ming?

Rush 1 colonial nation in america for the colonialism institution, then 1 in australia for the extra merchants. Don't be too focused on those nearby slow to colonize jungle islands, early on they are like 30% slower to colonize.

But most importantly, have fun? Doesnt sound to me like you're trying a high pressure world conquest, as long as you get your insstitutions you can get away with a lot of sub-optimal plays.
gior Nov 2, 2018 @ 7:50am 
What are the pros of Innovative + Quality ? Is there a good policy behind them?
Pozz Nov 2, 2018 @ 7:59am 
As Muslim trade can be quite great as you can use the increased power you get to convert provinces with if you own Cradle.

Otherwise innovative is a great idea group in general if it wasn't for the religious changes it would probably be the best admin group currently. It has some great policies and it'll help you tech quicker while allowing you to run more expensive advisors quicker.
Lantantan Nov 2, 2018 @ 10:34am 
Originally posted by deno:
What are the pros of Innovative + Quality ? Is there a good policy behind them?

Yeh, you get the +20% infantry combat abillity policy. If you're not doing some crazy cav quality stacking, its like the best combat policy. Economic + Quality gives +5% disc is also amazing though.

Originally posted by Pozz:
As Muslim trade can be quite great as you can use the increased power you get to convert provinces with if you own Cradle.

Otherwise innovative is a great idea group in general if it wasn't for the religious changes it would probably be the best admin group currently. It has some great policies and it'll help you tech quicker while allowing you to run more expensive advisors quicker.

Yeh, that amazing cheaper 10% tech is saves so many monarch points. Thats 180 monarch points saved every 10 years (1.5 mana per month!). If you're muslim there is also that hidden 5% cheaper ideas decision, saves another 200 mana per idea group (0.4 mana per month).
Last edited by Lantantan; Nov 2, 2018 @ 11:00am
Rommel Nov 2, 2018 @ 11:08am 
I would get one of the best early military ideas, either defensive or quantity.

Defensive gives 15% morale (on the 2nd pip of the idea as well) which you need if you want to expand into mainland asia and fight people with good military ideas (like ayutthaya).

Quantity is probably the most helpfull for early game. you can form malaya a lot easier if you can attack quickly and often and not allow large alliances or coalitions to form. The main bottleneck for malaca early is manpower and malacca scales with manpower very slowly, most of the places you take to form malaya and the colonies around dont really give a lot of manpower so quantity really helps.

If you cant get a military idea due to terrible rulers or something than Economic ideas are pretty hard to beat. the 10% production efficiency and 20% dev or really nice for malacca. If you get quantity and economic you also get a policy for 10% dev and 10% forcelimit which is pretty strong if you plan to dev a lot.
Lantantan Nov 2, 2018 @ 12:28pm 
Rommel nicely summarized why Defensive and Quantity are considered the "Best" first military groups. Allow me to add that early game, Morale wins battles and thus short wars. Late game Discipline wins wars as you grind down half a million ottomen more efficiently.

I like that economic + quantity policy combo too. Raw troop quantity has a quality of it's own. One if the hidden benefits is more troops mean less enemy war enthousiasm, shorter wars and better allies. This makes quantity such a great opener idea group.

However, since you are well established and relatively safe, we can go for more "Greedy" idea groups that pay off much more in the long run hence, Innovative.
Last edited by Lantantan; Nov 2, 2018 @ 12:29pm
gior Nov 2, 2018 @ 12:52pm 
Okay, thank you all for the answers!
Lantantan Nov 2, 2018 @ 12:54pm 
Originally posted by deno:
Okay, thank you all for the answers!

Do tell us what you decide and how it works out for you! :)
Rommel Nov 3, 2018 @ 12:59pm 
Originally posted by Lantantan:
Rommel nicely summarized why Defensive and Quantity are considered the "Best" first military groups. Allow me to add that early game, Morale wins battles and thus short wars. Late game Discipline wins wars as you grind down half a million ottomen more efficiently.

I like that economic + quantity policy combo too. Raw troop quantity has a quality of it's own. One if the hidden benefits is more troops mean less enemy war enthousiasm, shorter wars and better allies. This makes quantity such a great opener idea group.

However, since you are well established and relatively safe, we can go for more "Greedy" idea groups that pay off much more in the long run hence, Innovative.

You're only safe if you hang out in the islands though. A totally viable plan of course, i just ususally prefer to expand as fast as possible into indochina before the powers there get too consolidated. If you wait like 40-50 years they will have large armies with good military ideas and jungle forts built all over that sap your already weak manpower.

On the other hand, taking control of thai lands early in the game gives you a lot of manpower to help you snowball even faster and allows you to attack a lot of fairly easy to conquer nations.Take the trade centers so you can get up to 50% and start converting it all with a merchant and you'll be in an excellent position.
Lantantan Nov 12, 2018 @ 5:43am 
So, which did you pick and how did it work out?
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Nov 2, 2018 @ 4:47am
Posts: 15