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You get like 65% morale and the AI only gets 10%. On top of that you have missions and stuff. But the mil ideas have some usage in late game as 5th idea if you have to fight some big European powers after 1650.
Hear ye, Hear ye.
Yeah, the ledger gives way too much information. At least get us to build that 25-size spy network before we know the size of the army and the fleet (and 50 for quality).
The best is going too far, but it's indeed great at that job. After all, it provides just as much (potentially more: up to 30%, but 20% with spy network size 50 is more realistic) siege ability as offensive, and a bit of "defensive ability" (by making it more difficult to build spy network against you - it takes longer to build it up, and then the event that cuts it down is more frequent).
Yeah I was being a little bit hyperbolic, it's just so good. The great strength is that it doesn't have the opportunity cost of an actual military idea group, i.e. the mil point cost.
I've been traveling, so that post is late in coming. But here it is, lol.
One of the great ironies of EU4 is that military idea groups make your armies weaker until late in the game. Consider what happens when you don't spend all those points on military ideas:
--You get and keep a permanent tech lead. AI nations with a tech lead destroy new players on this forum over and over again. Be the destroyer instead. If you don't take military ideas, you get to be the one with a lead over the rest of the world.
--You hire many, many generals, discarding the bad ones and keeping the good ones. This means all your armies have strong leaders who are good at their jobs. Siege armies have generals with siege pips, combat armies have generals with fire and shock pips, and pretty much every army has generals with maneuver pips.
--Your army professionalism goes up fast because of all the generals you hire, which gives other strong bonuses.
The combination of a tech lead + good generals + high army professionalism is stronger than any single military idea group. Taking early military groups are a trap that many players fall into. "I want a better army" is their thinking--and it's a good goal. But because of EU4 design flaws, military ideas aren't the way to get it until late in the game, if ever.
The real way to win is to pick idea groups that enable you to outgrow the AI. Then you swamp it with numbers, a tech lead, good generals, and army professionalism. I guarantee that this approach works against every nation in the game.
And if you need a hint about the best idea groups for growth, the Big Three are the answer: Admin, Diplo, and Influence. Unless you're an early colonizer, they are the three strongest picks you can take as any country. Admin reduces coring costs and increases GC in addition to other helpful powers. Diplo reduces province warscore cost so you can conquer faster and gives you more and stronger diplomats to prevent coalitions, forge claims, and so on. Influence in combination with Admin reduces the annexation cost for vassals by 40% when you enact the policy enabled by completing both. You want to spend roughly as many Diplo mana points annexing vassals as you do Admin points coring direct conquests.
So forget the military ideas. Take the Big Three, blob out, get a military tech lead, and hire lots of generals. Soon you'll be rampaging across the world.
40%. The policy is a 15% integration cost reduction. It is 45% with the nobility privilege.
Edit: the entire idea thing costs like 60 generals, which isn’t great, but less than I was expecting
Yup, correct. Once I have vassals, I always grant the nobility privilege and unconsciously factored it in. Good catch.