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100% this. If you're looking to optimize your play, Admin is vastly better than Innovative. If you're roleplaying or deliberately increasing the game's difficulty level by making poor idea group picks, Innovative is a fine choice.
Thats one of the reasons why streamers are going for military ideas at the beginning, because they are showing of games that dont take long and its more beneficial to take ideas that give upgrades for the short term than for the long game.
I quite like infrastructure when I want a chill colonial game too. The +1/1/1 dev to colonies policy with exploration is nice for that. Works really well when you're playing somebody like England, Holland or Portugal and not doing much conquest in Europe.
Those streamers would be stronger if they sank those military points into a permanent tech lead and hired dozens of generals instead. The combined power of a tech lead + strong generals + the army professionalism you get by hiring them is greater than a military group all by itself. And then you can use the slot on something actually useful instead, like the Big Three.
True, but since the OP directly asked about Admin vs Inno, I stuck to them in my response. The ideal idea set can vary dramatically with what your goals are and seemed outside the scope of the OPs question.
I mean, yeah, in regard to teaching people stuff this should certainly be the way, but many of their shown campaigns are over extremely early, like mid 1500. Depending on the country they are playing as well, its arguably a waste to even go for the big three, because they arent getting their worth out of them.
Only in very rare circumstances do I take an ADM group first. Since admin tech is what unlocks idea groups, taking an ADM idea group first slows down the others.
In specific circumstances I take a DIP idea group first, when I am playing a diplomatic game, or if rushing exploration.
In all others it is MIL first, since those points are least precious.
I just finished This is Persia over the weekend and this is what I took, in order
Quantity
Diplomatic
Administrative
Quality
Offensive
Trade
Defensive
Four of seven MIL groups. Obviously I have the balanced groups thing turned off. I am making buckets of ducats, so boosting economy through idea groups isn't needed. Swimming in MPs, so boosting my ability to expand and core newly won territory isn't needed. Having a good army is needed haha.
By taking ADM as a third group it dovetails nearly perfectly by having ADM 10 and Age of Discovery golden age intersect so I have three idea groups going at the same time with the MP cost discount.
MIL groups are just more interesting to me than infrastructure or court or something like that. And anyway, I take all groups at different points. I don't play min-max, just do whatever i feel like.
Infrastructure is pretty garbo. If you want to stack development cost you unfortunately need it... But innovative saves signifcantly more monarch points (which can then be poured into development).
I am also pretty sure innovative has better policies.
This is true, and my most common first idea group is Diplo for this reason--well, that and the fact that Diplo is most powerful early on.
But the rest of your post I strongly disagree with. As I said earlier in this thread:
Your army will be stronger if you don't take a military group early. I'm not kidding. It's an EU4 design flaw, but it's true.
You take zero MIL groups, I take four. You conquer the world. I nick achievements just under the line lol.