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
Instead of military ideas, I take groups that assist in expansion. The Big Three are always Admin (for CCR and GC), Diplomatic (for more and better diplomats to prevent coalitions from ever forming and for lower warscore costs), and Influence (to cheaply integrate the many vassals I will create and then absorb over the course of the game). The order varies--Diplomatic is often my first pick--but the Big Three remain the same.
After that, I pick either Religious or Humanist--one or the other, not both. Religious gives you the best CB in the game prior to imperialism and lots of conversion power, which helps with internal stability and earning papal influence. Humanist also boosts internal stability, and every single one of its ideas is useful, something you can't say about most groups.
To those four, I usually add Expansion and Trade. The order of groups 4-6 varies based on my game situation. Of course, if I'm playing a major colonizer like Castile, Exploration joins my list as the very first pick, and it's generally followed by Expansion as #2. But then I pick the Big Three.
But you do. By expanding efficiently and building a good alliance web, you swamp your enemies with numbers. And by having a tech lead, high professionalism, and rolling lots of good generals, you win your battles.
This topic's not relevant to the current thread, but I'll answer anyway. No, I don't. In theory, it sometimes makes sense. If a subject mission gives it a bunch of new cores or perma-claims, it could be worthwhile to complete it. But in practice, I don't bother. I create new vassals, grab whatever cores they don't currently own, annex them, and repeat the process.
That may be a flaw in my game.
I'll occasionally look if I don't already know the vassal's mission trees but for a lot the simple fact they aren't independent blocks the useful missions. For example if Gascony completes their independent state mission it can eventually get perm claims on most of France but this isn't generally going to be useful to the player because they generally appear by being released as your subject.
Op, I apologize if I've derailed your thread.
While defensive is good early game, morale doesn't matter as much later on compared to discipline, and the benefits of defensive become more useless over time, like why do i need fort defense if i destroy the AI's armies and siege their forts?
imo there is only really a few circumstances, such as fighting multiple wars or many strong nations, which, you shouldn't be in that situation. tbh if you need defensive, aside from the 15% morale, then you are probably doing something wrong.
Id say some nations are an exception, like defensive is a must for nations like Switzerland.
I don't play MP much anymore, but when i did, not only was defensive not the meta, but some players said it was actually pretty much trash, which i disagree with somewhat, early game morale is decent, an Austria player that picks defensive, or France, will be very strong early game.
This is exactly why defensive is actually one of the worse MIL ideagroups, although technically not bad, much of defensive's bonuses will never be used, army morale is the only one, if an enemy wants to siege the forts they can do so super quickly anyways with this bombard ability, that most of defensive ideas are basically useless.
Offensive on the other hand, while the MIL could be better spent, it's ideas are at the very least most of them are always at useful, or used in any case.
Like if you pay 400mil for extra defensiveness, but it doesn't matter, then that means you wasted 400 mil points, with several ideas that are basically useless, that means you are wasting 1000+ mil points.
That's alot of bombardment's worth of MIL points.
you only pick Quantity for QoL if you cant be bothered with attrition micro.
Utility idea groups are meta
how much land you can take per war
how much OE it gives
how fast you can core
how much mana you can save
how long you push until coalitionblocks stop your expansion in 1 direction
thats what bottlenecks a meta run
nobody picks mil ideas in an optimal run
This does make them the single most powerful vassal you are ever likely to have, but it is not exactly an unmanageable one.
Not necessarily, for SP that may be the case, but for MP not so much.