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No i wouldent increase autonomy or release Gascony, since you will get France in a PU.
2: It's best to wait with royal marriages unthil the War of the roses fires, as you want the war of the roses to fire, and you don't want any heir's before that. Your ruler is so bad that you want to get rid of him asap, and the war of the roses can give you a very good ruler.
3: Yes, the more provinces that have a seat, the more you have to give away to get the bonuses. Assign them to provinces that have good trade goods and higher dev.
4: Monarchy if you want to have PU's. I belive you can choose a difrent government from government reform, but check if English Monarchy prevents this or not, i know that you can't do it fast atleast. You'll want to keep your autonomy low for this to speed up. English Monarchy is good for Colonialism, as you get +1 colonist and +20 global settler increase from the Parlament Bonus, a player that focuses hard on Coloniseing the world, should keep this buff up att all times. If Coloniseing isent your main priorety then the Nobles estate will be better and you want to get rid of the Parlament.
5: A good queen also gives you better chances of getting good heir's if im not misstaken.
Well, it prevents falling under a regency council, should your ruler be old and your heir very young, and you did not get any queen from royal marrying your allies.
Anglican is not a very good religion, it does give you +50% innovativeness and the useful -10% dev cost.
3) The more seats you have in Parliament, the harder it is to pass the measures you want. The various bribes you'll have to dish out can be annoying.
5) Anglican is one of the game's worst religions. You have to take it if you're going for the achievements that require it, but otherwise, don't do it. Note that you'll get a CoR when you convert, so you don't have to take the Religious idea group to spread your faith. Doesn't hurt, though, especially since you'll be the world's only Anglican nation, lol.
2) Not sure what one has to do with the other, but doing anything that delays the WotR from firing is a bad idea IMO
3) As Marquoz said, the more seats you dole out the more it costs you to pass the parliament issues
4) No, you can't get rid of the English Parliament government before the ECW, yes ditching Parliament and enabling the nobility estate is the way to go
5) Go Anglican if going for chop chop, otherwise avoid it like the plague
6) They're there; take advantage if there's a reason to, otherwise meh
7) Explo, expansion, admin, influence, diplo in some order or other, same as for any other colonizing christian (i.e. no need for religious as more than enough sources of missionary strength to convert home sub-continent). If you want to take econ late and tack on the achievement there's no reason not to. If you're going for Anglophile as well then you're playing into the later stages of the game anyway so you'll have plenty of time to get it done. You really shouldn't need to dev institutions, at all, and certainly not enough to justify taking econ ahead of any of the other groups I listed.
You can, but it's not necessarily recommended. PU'ing France is the one situation where it's worth it to keep Henry the 0/0/0 on the throne, as dealing with both France and the War of the Roses simultaneously can be overwhelming, and if the disaster fires you HAVE to deal with both simultaneously if you're PU'ing France - the PU will instantly break if the disaster fires or the pretenders enforce their demands after you subjugate France. There's even a unique mission reward for PU'ing France exclusively available if you still have your starting ruler, changing Henry from a 0/0/0 into a slightly less objectionable 1/1/1.
Anyway, getting a Trastamara or Habsburg on your throne can be worthwhile if you're going that route, but that's all pretty RNG-heavy so it's not something you can really rely on.
As above, the more Parliament seats you have, the more of them you need to bribe if you want any of your debates to pass. Paradox recently announced that Parliament bribes are going to get significantly more expensive as of next update as well, which will make the issue even worse. You should only ever assign the bare minimum number of Parliament seats the game requires you to - or just ignore it entirely and the game will auto-assign new seats for you when you are below the required number. As the bonuses are somewhat decent, if manually assigning seats you should prioritize your most valuable or highest-dev provinces - especially provinces with valuable trade goods to take the most advantage out of that +10% Production Efficiency.
I ended up looking this one up, as I've never actually tried siding with the Parliamentarians before, and I must say there is absolutely no reason whatsoever to ever side with them. If you go full Parliamentarian, you become a Republic with its own unique government reform equivalent to English Monarchy, which has almost all the same downsides as English Monarchy (Parliament and no Nobility Estate, can't use Summon the Diet, your rulers reign for life, you can't switch to different government types) with none of the best benefits of either a monarchy (Royal Marriages and Personal Unions) or a republic (repeatedly re-electing the same candidate so nearly every ruler you get eventually becomes a 6/6/6). But, hey, you get +20 max Absolutism, that'll surely make up for it!
You can also choose to revert back to an English Monarchy after both the disaster ends and Oliver Cromwell dies (regardless of which of those two happens first) if you sided with the Parliamentarians - leaving you right back where you started. Siding with the Royalists, on the other hand, leads you to abolishing the English Monarchy entirely, replacing it with a regular government reform and letting you stay as a regular monarchy. You lose out on the benefits that Parliament does give to you, but that's more than made up for by actually having a Nobility estate. I hope that, since they're giving Poland a form of Parliament that doesn't disable the Nobility, they'll consider removing the "disables Nobility Estate" downside globally from Parliament government reforms - otherwise, there will never be a situation outside of Poland where having a Parliament is worth it.
Mostly it's just there for the historical accuracy, as the foremost reason for the Anglican church existing in the first place was the king of England wanting to divorce and remarry at will without needing to ask the Pope's permission for it. In terms of game mechanics, though, yes, the sole purpose for those abilities is the "Chop Chop" achievement.
Currently, Anglican works well as a "playing tall" religion, giving dev cost reduction, faster Innovativeness gain for that nice All Powers Cost reduction, and some of the benefits of Catholicism (free money, Stability, and Mercantilism) without the need to constantly conquer and convert new lands for the religious currency needed to get those buffs. However, in terms of objective strength in single-player, Catholicism is just flatly better right now, offering many more bonuses that can make you much more powerful in the long run. Tall gameplay is an alternate playstyle that some may prefer, but in single-player it is simply not as efficient as extra-wide blobbing gameplay - especially with Economic's dev cost reduction and the Eco-Quantity policy getting utterly mangled with the nerfhammer next update.
Bear in mind though that Anglican is getting a major rework next update, giving it many new church interactions and reworking existing ones - the divorce and remarry options will give you actual benefits besides just swapping consorts you'll almost never take advantage of, for instance. So all comparisons to Catholicism currently are going to become outdated within the next couple months. Anglican might still not be as good as Catholic after the changes, but it might at least stop being the worst Christian denomination in the game.
Yeah, another thing that's pretty much only there for pseudo-historical purposes. As England/GB, the only point to expanding in the Med, apart from getting the Anglophile achievement, is if you're restoring the Roman Empire or at least taking over the entire Genoa trade node (the English Channel may be the best trade node in the world, but controlling and collecting in two end nodes is still usually even more profitable than just one).
That's another thing that really depends on how you want to play. Typically you don't want to take Exploration until at least your second idea group, as you won't have enough colonial range to get to anything anyways if it's your first pick. If you play every game like the beginnings of a world conquest like Marquoz here does, you'd probably want to open with Admin-Diplo (or Diplo-Admin) then Exploration-Expansion - or just forego Exploration entirely, and do the truly Bri'ish tactic of letting other countries do all the hard work for you, and then stealing their colonies for yourself.
Personally, though it's far from optimal, I always liked opening with Innovative Ideas just to stack with Anglican for doubled Innovativeness gains - though that strategy is pretty pointless now since 1.31 doubled the base Innovativeness gain anyways. Getting +8 Innovativeness from taking a single tech ahead of time may be funny, but with how quickly you'd reach the max of 100 it would very suddenly become useless.
If you do go Anglican, as above, definitely take Religious at some point, since it'll be a free CB on everybody you border until you get the superior Imperialism CB on literally everyone in the late 1600's.
Economic first is only useful if you want to forego efficiency in favor of playing tall and constantly devving everything. You'll have plenty of time to pick it up later on if you are going for Industrial Evolution - the best time to dev the crap out of everything is after Universities are unlocked anyway.
Don't forget to throw Trade Ideas in there at some point, too - it's something that shouldn't be picked up until at least your third or fourth idea group, but it will help your economy skyrocket once you get the ball rolling, especially with the many very strong policies associated with it (Trade-Admin, Trade-Economic, Trade-Expansion, Trade-Religious, Trade-Quality, and Trade-Quantity are all excellent economic buffs).
There's two different options in the event to flip to Anglican. The basic option to simply become Anglican, "Found a new state Church", does not give you an Anglican Center of Reformation, and in return gives you a chunk of money. The ahistorical option which does give you a Center of Reformation, "Evangelize the new Church to the world!", comes with the downside of losing an equally-sized chunk of money and temporarily tanking your Diplomatic Reputation as well as your relations with all Catholic countries whose capital is in the France, Britain, or Low Countries regions (though it's still pretty worth it for that CoR).
2. I'd highly recommend marrying Burgundy ASAP. They'll probably rival you so you won't be able to, but just in case they don't you want to marry (make sure you send the offer, not them) and ally them straight away. They'll be a very useful ally against France, plus you could get the inheritance too.
3. More provinces in parliament means you have to pay more to actually win any votes. You should give them to your highest dev provinces since it's a % increase. A 10% increase means a lot more to a 20 dev province than a 5 dev one.
4. Monarchy. Monarchies are definitely better late game due to absolutism!
5. I disinherit a lot and often have young heirs, so regencies aren't that rare for me at least. Haven't been Anglican for a long time, but if it also breaks the royal marriage agreement that could be a massive benefit too. If you're over your dip relations limit and you need to break one to get it down, better to do it like that than to take a stab hit.
Royal marriages take diplo relations slots, locals don't.
Anglican is rubbish. Catholicism is the strongest christian religion at the moment, so just stick with that. The next patch will buff the others a bit, I expect protestant will still be a better alternative choice than anglican would be though. I suppose going religious ideas and being able to use the CB on literally everybody is one benefit of anglican however.
6. Missions that give claims are always good! The Gibraltar one can be especially good if you get it early. Beat Castile to declaring on Granada and get early access to the Alhambra monument! Much better than waiting for ages to integrate a PU to be able to use it. Plus the Mamluk one can be useful too if you want to stifle Ottoman expansion. If you conquer the Mamluks then the Ottos can't!
7. Economic > Administrative > Expansion > Influence > Diplomatic would be my suggestion for the first 5.
Exploration ideas are rubbish, just use expansion + steal maps instead.
Administrative give you a further boost to governing capacity and since you'll be aiming to turn the majority of the world into trade companies you'll need. CCR is great too.
Influence lets you stack cheaper annexation costs. Can get -60% with the policies, -70% if you stay catholic, there's also a parliament bonus for it, although that's RNG, still a potential -85% annexation cost with that too.
Diplomatic is mainly just to lower province war score cost and boost dip rep, especially since you don't have the Nobility estate for the privilege that removes the diplo annexation penalty.
Wouldn't that be nice? But I haven't seen any mention of it as yet. Perhaps in a future patch.
A couple of issues here...
#1: taking the groups in that order would absolutely cripple your nation (assuming you turn off the balanced idea group rule that allows it). Especially if you actually make use of the claims from your missions (even assuming youi get core France via PU).
#2: While a couple individual ideas in the exploration group are, indeed, rubbish the rest are definitely not. There are also some decent policies available to boost your colonial/trade efforts.
Personally I usually go expansion>exploration>adm/inf>inf/adm for the first 4 and use the initial colonist to grow coastal provinces to the requisite 12 dev to increase the odds of spawning colonialism until I have an actual colony target available. Depending on how good the adm roll is on my wotr ruler getting the extra merchant early isn't a terrible thing either...
2. I'd say basically every one of them is rubbish.
Explorers/conquistadors aren't needed when you can steal maps (useful when playing in Asia of course though, but even then I'd only take the first 2 ideas and refund them later).
The colonist is useful, but expansion gives you 2.
Colonial range is meh. You can colonise further away by completing closer colonies anyway.
Settler increase is useful, but it's not a huge amount and is still worse than many other ideas.
Tariffs is pretty rubbish. They're never likely to be high enough that an extra 10% is really worth anything. The envoy travel time too is mostly worthless. Could be useful if you're an HRE duchy with potential for lots of AE and only 2 available diplomats. But otherwise, meh.
Expel minorities cost is useless. You're much better off having that development in your own provinces than your colonies, so there's no point reducing maintenance on something you never use.
Naval force limit is basically useless. Any big colonial nation is going to end up with a massive naval force limit anyway. If you rarely if ever even get to your cap as is, you don't need an extra 25%.
Fabricating claims could have some use, except the religious CB allows you to start colonial wars just by plopping down a single (possibly temporary) colony, some of the colonial powers get claims in colonial regions from missions anyway, natives often declare on you so you don't need claims to start wars and of course the eventual imperialism CB renders it completely useless from that point on.
Even with the 1.34 buffs I still think it will be worse than every single ADM group (including innovative!) as well as most DIP and MIL groups.
Might as well fire the disaster early cuz it is so hard to avoid anyways?
Yes, having an heir stops all progress on it and ensures keeping your god-awful 0/0/0 for at least 15 more years from that point unless you get really lucky and he randomly dies. Doing anything that increases the heir chance is therefor not smart (IMO). I also don't increase stability since that slows progress.
release Gascony and Normandy,
give Maine to Normandy
raise autonomy in (kent ?? the grain province on the cost) this lowers your force limit. so you can instantly get subjegation over Scotland mission.
put vassals on scutage, this is because of the french joining in.
same war as you get Scotland vassal you can siege Paris to white piece France and also get the PU CB via mission
Why would you lower your force limit? Take a loan or so and hire mercs. Especially if you expect to fight France in the same war.