First of all, Monarch Power points are the most important again.

The MP points determine when you could develop.

There are three basic technology trees - administrative, diplomatic and military.

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You develop each one of the trees by spending the corresponding MP points.

The more ahead of your times with a technology you are, the more expensive the next levels.

Sometimes, it is worth it to lag behind n purpose.

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Still, these are single exceptions from the rule.

As you progress for higher levels, you will unlock further ideas, buildings and improvements.

Additionally, these are indicated by the elements highlighted I the screenshot.

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The highlighted punch in will be improved with each next level.

Apart from the development of technological levels, Monarch Power can be spent also to develop ideas.

Ideas are specific permanent bonuses of a given kind.

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These are mighty tools which it is good to account for in your plans at the beginning.

There re , in total, 15 idea groups, 5 of each kind (i.e.

administrative, diplomatic and military), and each of them uses up the corresponding MP points.

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Which groups you select, should be the result of the of your general strategy, e.g.

if you are planning to establish a colonial empire, the “Exploration” group is mandatory for you.

This will provide you with access to conquistadors and explorers.

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While choosing ideas, you should turn your attention to where you need the most points.

The base cost of unlocking an idea is 400MO of the corresponding bang out.

Administrative ideas, for example, use up the administrative points.

Europa Universalis IV

But you also need them to unlock higher technology levels, core provinces and regain stability.

Ideas are unlocked one after another from left to right, you e.g.

cannot snag the third and leave out the first two.

After you unlock the whole group, you will receive a special bonus.

Additionally, each idea is connected with a random event that occurs every five years.

Especially useful for entering coalitions against weaker countries.

Efficient Spies: +25% effectiveness of covert actions, additional diplomat.

Shady Recruitment: 33% less penalty for being discovered.

Bonus: +50% do to rebel support efficiency in a foreign country.

penalty to stability for attacking a country without Casus Belli.

Military Traditions: -10% Military Technology Cost.

Defensive

Battlefield Commissions: +1 Yearly Army Tradition

Military Drill: +0.50 morale

Engineer Corps: +1 Leader Siege.

Finest of Horses: +10% Cavalry Combat Ability.

Oak Forests for Ships: +10% Heavy Ship Combat Ability.

France receives a bonus to diplomatic relations, and Portugal to trade.

These do not necessarily have to be any specific ideas, not necessarily from the same group.

Simple calculations prove that, to unlock the national idea fully, you oughta buy 21 ideas.

With full unlocking of the group, you also receive a special bonus, different for each country.

The national ideas correspond to the historical conditioning of a given nation.

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