Idea Grupları
Idea grupları başta atmıştım ama burada gördüğünüz ok, çarpı vs. anlamlarını açıklamamışım.
![Idea_groups.png](http://107.170.125.52/images/d/df/Idea_groups.png)
Tüm Idea'lar
Bu arada din ile ilgili ufak bir şey buldum onu atayım.
Oyundaki dini idea'lar arasında kararsız kalırsanız şöyle bir grafik var. Buradan seçebilirsiniz neyi istediğinizi.
* Ascetisizm idea'sı sadece Katolik, Kıptik, Orthodoks, Gnostik, hinduism, Vajrayana, Şinto, Budizm ve Jain dinlerinde geçerli.
Idea grupları başta atmıştım ama burada gördüğünüz ok, çarpı vs. anlamlarını açıklamamışım.
![Idea_groups.png](http://107.170.125.52/images/d/df/Idea_groups.png)
- Resimdeki kırmızı çarpılar oradaki 2 idea'dan sadece birini seçebilirsiniz demek. Misal hem Free Trade hem Mercantilism alamazsınız. Birini aldığınızda diğeri siliniyor.
- Teknoloji işareti ve yanındaki sayı o teknolojik seviyeye gelmeden idea'yı alamazsınız demek. Yani diplomatik teknoloji 20 olmadan demokrasiye geçemezsiniz.
- Tek oklara sahip olan ideaları aldıktan sonra okun ucunun gösterdiği idea'yı alabilirsiniz demek. 2 tane sapı olan ok ise okun ucunu gösterdiği idea'yı almak için okun sapındaki idea'ları almanız gerek demek. Misal, Profesyonel ordu kurabilmek için Standing Army ve Quality almak zorundasınız biri yetmiyor.
Tüm Idea'lar
Administrative Admin Group
Bonus = inflation reduction cost -35%
Adaptability = core creation -25%
Deb and loans = interest -3.00
National bank = inflation reduction - 0.10
Martial administration =
land maintenance modifier = -5%
naval maintenance modifier = -5%
Centralization = global autonomy -0.05
Corvee = build power cost = -20%
Civil servants = admin tech cost modifier = -10%
Aristocracy Diplo group
*Yönetim biçimi: monarchy, noble republic, theocracy, religious order, papal government.
*Plütokrasi ideası alınmamış olmalı.
Bonus = additional leaders +1
Noble knights =
cavalry cost = -15%
cavalry power = +10%
Local nobility =
enemy core creation = +50%
vassal income = +10%
Serfdom = global autonomy -0.05
Noble officers = leader land shock = +1
International nobility = diplomats +1
Noble resilience = war exhaustion reduction cost -20%
Military traditions = military tech cost modifier -10%
Asceticism Admin group
*Din şunlardan biri olmalı; catholic, coptic, orthodox, gnostic, hinduism, vajrayana, shinto, buddhism, jain
Bonus = Diplomatic reputation +2
Devotion = tolerance of own religion +1
Charitable work = global unrest -1
Fraternities = Production efficiency +10%
Missionary work = number of missionaries = +1.5
Religious settlements = prestige +1
Monastic diversity = global missionary strength = +2%
Interfaith dialogue = tolerance of heretics = +2
Ceremony Admin group
*Din şunlardan biri olmalı; sunni, catholic, coptic, orthodox, gnostic, hinduism, vajrayana, shinto, buddhism, jain
Bonus = prestige +1
Holy warriors = infantry cost = -15%
Augury = land morale = +10%
Monuments =
prestige decay = -1%
build cost = -10%
Sacrifices = global unrest = -1
Grand ceremony = legitimacy +0.5
Prophecy = tolerance of own religion = +1
Divine Intercession = stability cost modifier = -10%
Culture Diplo group
Bonus = Technology cost -5%
Patron of art = prestige decay -1%
Mecenas = prestige +1
Luxury tax = global tax modifier +10%
Prestigious court = Adviser cost -20%
Educated ruler =
legitimacy = +0.25
republican tradition = +0.1
Great court = advisor pool +1
Scientific encouragement = idea cost = -10%
Democracy Diplo group
*Innovative idea'sı tamamlanmış ve admin tech 20 olmalı.
Bonus = years of nationalism -7.5
liberty desire -0.02
Freedom fighters = infantry power +10%
Regulated taxes = global tax modifier +10%
Bill of rights = global unrest -2
Democratic production = production efficiency +10%
Popular militias = manpower recovery speed +10%
A leader for liberty = land leader fire +1
Right of vote =
legitimacy +0.25
republican tradition = +0.1
Diplomatic Diplo group
Bonus = reduced stability impacts e.g. no stability hit from breaking a royal marriage.
Foreign embassies = diplomats +1
Cabinet = number of diplomatic relations +2
War cabinet = war exhaustion reduction cost -25%
Benign diplomats = improve relations modifier +25%
Postal service = envoy travel time -25%
Flexible negotiation =
unjustified demands -25%
Agressive expansion impact -5%
Diplomatic corps = diplomatic tech cost -10%
Economic Ideas Admin group
Bonus = amount of global trade goods from provinces +10%
Bureaucracy = global tax modifier +10%
National fairs = global trade power = +10%
Trade councils = trade efficiency +10%
Secure trade routes = global trade income +10%
Burgher rights = global tax income +5
Smithian economics = production efficiency +10%
Real economy = admin tech cost -5% }
Eminence Diplo group
*Diplomatik idea tamamlanmış olmalı.
Bonus = province warscore cost -20%
Additional diplomats = diplomats +1
Additional relations = number of diplomatic relations +2
Friendly relations = relations decay of player (positive relations) -30%
Fair cause = AE impact = -10%
Experienced diplomats = diplomatic reputation +5
Imperial ambitions = imperial authority +10
Diplomatic studies = diplo tech cost -5%
Empire Admin Group
*Administrative ve Aristocracy ideası tamamlanmış olmalı.
Bonus = core creation cost -15%
Magistrates = build power cost = -20%
Ministry of war = war exhaustion cost = -15%
Liege and vassal = vassal income +15%
Imperial governors = global autonomy = -0.5
I am the emperor = imperial authority +10
Military fealty = vassal forcelimit bonus = +25%
Greatness = stability cost modifier -15%
Engineering Admin group
*Economic idea tamamlanmış olmalı.
Bonus = hostile attrition +1
Organised construction = building cost -20%
Unified construction plans = building power cost -30%
Multi-role artillery = siege ability +20%
Engineer advisor = leader siege +1
New fortification techniques = defensiveness +33%
Improved gunpowder =
artillery power +10%
artillery cost = -10%
Architecture studies = admin tech cost -10%
Spy Diplo group
Bonus = rebel support efficiency +50%
Claim fabrication = fabricate claims time -33%
Vetting = global spy defence +25%
Rumourmongering = can sabotage reputation
Efficient spies =
spy offence +25
diplomats +1
Shady recruitment = relations impact from spy discovery -33%
Destabilising efforts = can sow discontent
Espionage = can infiltrate administration
Expansion Admin group
*Administrative idea grubu tamamlanmış olmalı.
Bonus = casus belli on primitives
Additional colonists = colonists +1
Native scouts = provinces in fog of war adjacent to colonies are automatically explored
Land of opportunity = global colonial growth +20
Private colony charters = colonist bonus settlers chance +5%
Free colonies = colonists +1
Tough colonists = land attrition = -15%
Improved communications = envoy travel time -25%
Exploration Diplo group
*Naval idea tamamlanmış ve dip. tech. 12. seviye olmalı.
Bonus = casus belli on nations in Asia
Quest for the new world = can hire conquistadors and explorers
Colonial ventures = colonists +1
Overseas exploration = colonial range +50%
Faster colonists = global colonial growth +10
Exploration navies = global ship recruit speed -10%
Naval expeditions = naval attrition -25%
Global empire = naval forcelimits +25%
Free Trade Diplo group
*Trade idea'sı tamamlanmış ve Mercantalism alınmamış olmalı.
Bonus = global trade income modifier +5%
Aggressive traders = time to justify a trade conflict -10%
Overseas merchants = merchants +1
Web of trade contracts = trade range +15%
Targeted imports = foreign trade power +10%
Supply meets demand = trade efficiency = 5%
Joint stock companies =
trade steering = +12.5%
caravan power = +12.5%
Exchange of customs = diplo tech cost -5% }
Global Empire Admin group
*Administrative ve Exploration tamamlanmış olmalı.
Bonus = stability cost modifier -15%
Exotic goods = global unrest = -2.00
Colonial investments = colonist bonus settlers chance +5%
Penal colonies = global colonial growth +20
Promise of the new world = colonists +1
Viceroys = global tariffs +20%
National arsenal = naval maintenance modifier -10%
Colonial race = colonists +1
Grand Army Mil group
*Standing Army ve Quantity tamamlanmış olmalı.
Bonus = regiment costs -15%
Organised recruiting = regiment recruitment speed -10%
The young can serve = manpower recovery speed +20%
Military enthusiasm = national manpower modifier +50%
The old and infirm = land maintenance modifier -10%
Quick reinforcements = reinforce speed +15%
Grand army = land forcelimits +50%
Swarm tactics = mil tech cost -10% }
Grand Fleet Mil group
*Naval idea grubu tamamlanmış olmalı.
Bonus = Can explore
Naval maintenance -10%
Naval standardization =
galley cost -20%
transport cost -10%
Hull designs =
heavy ship cost -20%
Light ship cost -10%
Auxiliary vessels = blockade efficiency +50%
Grand navy = naval forcelimits = +50%
Ships penny = global ship cost = -25%
Naval glory = prestige from naval battles = +100%
Escort ships = naval morale +10%
Humanist Admin group
Bonus = idea cost -10%
Tolerance idea = religious unity = 25%
Local traditions = global unrest -2
Ecumenism = tolerance of heretic +1
Indirect rule = years of nationalism -7.5
Cultural ties = accepted culture threshold -33%
Benevolence = relations decay of player (positive relations) -33%
Humanist tolerance = tolerance of heathens +1
Influence Diplo group
*Diplomatic idea grubu tamamlanmış olmalı.
Bonus = number of diplomatic relations +2
Influence beyond our borders = diplomats +1
Tribute system = vassal income =25%
Integrated elites = diplomatic annexation cost -25%
State propaganda = unjustified demands -50%
Diplomatic influence = diplomatic reputation +5
Marcher lords = vassal forcelimits +25%
The art of influence = diplo tech cost -5%
Innovation Adin group
Bonus = advisor cost -20%
Emancipation = manpower recovery speed +10%
Abolished serfdom = land morale +10%
Scientific revolution = technology cost -5%
Dynamic court = advisor pool +1
Free subjects = trade goods from provinces +10%
Optimism = war exhaustion = -0.15
Formalized officer corps = number of possible leaders +1
Leadership Mil group
Bonus = discipline +5%
Combat leaders = leader land shock +1
Combat maneuver = leader land manuever +1
Superior firepower = leader land fire +1
Siege master = leader siege = 1
Glorious arms = prestige from land +100%
Leadership = recover army morale speed +5%
Militar culture =
army tradition +5%
army tradition decay -1%
Logistic Mil group
Bonus = hostile attrition +1
City guards = global garrison growth +10%
Improved manuever = leader land manuever +1
Engineer corps = siege ability +20%
Regimental system = land maintenance modifier -10%
Defensive mentality = defensiveness +33%
Supply trains = reinforce speed +15%
Improved foraging = land attrition -25%
Mercantilisim Diplo group
*Free Trade idea'sı alınmamış olmalı.
Bonus = global trade income modifier +5%
Protectionism = embargo efficiency +25%
Economic advisor = merchants +1
Market day = global provincial trade power +10%
Controlled fairs = global trade power +10%
Staple right = trade efficiency +5%
Subsidized economy = number of goods from provinces +5%
Trade practice regulations = diplo tech cost -5%
Mercenary Mil group
*Standing Army ideası alınmamış olmalı.
Bonus = available leaders +1
Organised mercenary payment = mercenary cost -25%
Mercenary tolerance =
tolerance heathen +0.5
tolerance heretic +0.5
Benefits for mercenaries = mercenary maintenance -33%
Specialized training = discipline +2.5
Organised mercenary recruitment = possible mercenaries +50%
Mercenary levies = reinforce speed +15%
Mercenary calm = war exhaustion -0.025
Merchant Marine Diplo Group
*Naval and Trade idea grupları tamamlanmış olmalı.
Bonus = trade range modifier +15%
Private shipbuilding incentives =
light ship cost -15%
transport cost -0.15
Fore-and-aft rigged vessels =
blockade efficiency +25%
embargo efficiency +25%
Privateers =
privateer efficiency +33% trade steering +12.5%
Skeleton-based shipbuilding = global ship recruit speed -10%
Experienced navigators = leader naval maneuver +1
Transportation companies = merchants +1
Convoy =
light ship power +10%
transport power = +10%
Naval Mil group
Must have at least 1 port
Bonus = naval morale +15%
Can repair whilst at sea
Sea hawks =
navy tradition +1% navy tradition decay -0.02%
Naval fighting instruction = blockade efficiency +50%
Sheltered ports = global ship repair +20%
Improved shipyards = global ship recruit speed +10%
Press gangs = naval maintenance modifier -5%
Copper bottoms = naval attrition -25%
Good quality wood = ship durability +10%
Naval leadership Mil group
*Naval idea grubu tamamlanmış olmalı.
Bonus = global ship repair +30%
Improved charting techniques = leader naval maneuver +1
Grapeshot supported boarding = leader naval shock +1
Chained cannonballs = leader naval fire +1
Flagships = prestige from naval battles +100%
A leader to follow = naval morale +20%
Shanties = recover navy morale speed +5%
Naval culture =
navy tradition +1%
navy tradition decay -2%
Naval Quality Mil group
*Naval idea grubu tamamlanmış olmalı.
Bonus = Number of leaders +1 Can explore
Boarding parties = leader naval shock +1
Naval drill = recover navy morale speed = 0.05
Naval cadets = leader naval fire +1
Superior seamanship =
naval morale +15%
naval maintenance modifier -10%
Excellent shipwrights = leader naval maneuver +1
Improved rams =
galley power +20% transport power +10%
Oak forests for ships =
heavy ship power +20%
light ship power = +10%
Popular Religion Admin group
Bonus = tolerance of own religion +1
Religious art = prestige +1
Pilgrimage =
global missionary strength +1%
trade range modifier +10%
Reliquaries = legitimacy +0.5
Faith healing = Global unrest -1
Evangelism = missionaries +1
Flexible theology = tolerance of heathens +1
Messiahs = war exhaustion -0.0125
Professional Army Mil group
*Standing Army ve Quality idea grubu tamamlanmış olmalı.
Bonus = discipline +5%
Military reserve force = global regiment recruit speed -10%
Napoleonic warfare =
army tradition +1%
army tradition decay -2%
War veterans = land morale +10%
Standardised equipment = land maintenance modifier -10%
Conscription lists = reinforce speed -15%
Formal military education = available leaders +1
Military treatises = mil tech cost -10%
Plutocracy Diplo group
*Hükümet şekli bunlardan biri olmamalı: monarchy, noble republic, theocracy, religious order, papal government. Ayrıca Aristokratik idea grubu alınmamış olmalı.
Bonus = republican tradition +0.02
Tradition of payment = possible mercenaries +50%
Pragmatism = mercenary cost -25%
Extra advisors = advisor pool +1
Free merchants = merchants +1
Resilient state = inflation reduction cost -15%
Free cities = caravan power +12.5%
Competitive merchants = global trade power +10%
Quality Mil group
Bonus = discipline +5%
Private to marshal = infantry power +10%
Quality education = recover army morale speed +5%
Finest of horses = cavalry power +10%
Military drill = land morale +10%
Massed battery = artillery power +10%
Victorious army = prestige from land battles +50%
War college = available leaders +1
Quantity Mil group
Bonus = land forcelimits +25%
Mass army = global manpower modifier +25%
Manufactured uniforms = infantry cost -10%
Military horse breeding = cavalry cost -10%
Standardized calibers = artillery cost -10%
Enforced service = global regiment cost -10%
Military parades = prestige from land battles +50%
Victory behind numbers = land morale +10%
Scholasticism Admin group
*Herhangi bir vilayette Üniversite olmalı.
Bonus = admin tech cost -5%
Scriptural tradition =
prestige +0.5
global missionary strength +1%
Religious law = tolerance of heretics +1
Itinerant preachers = missionaries +1
Clerical teaching = adviser cost -10%
Ecclesiastical judiciary = global unrest -1
Religious advisors = diplomats +1
Educated priests = number of possible advisers +1
Standing Army Mil group
*Mercenary idea'sı alınmamış olmalı ve mil. tech. en az 27 olmalı.
Bonus = reinforce speed +10%
Battlefield commisions =
army tradition +5%
army tradition decay -1%
National conscripts = global regiment recruit speed -10%
Forced conscription = global manpower modifier +25%
Levy system = manpower recovery speed +10%
Nationalistic enthusiasm = land maintenance modifier -5%
Expanded supply trains = land attrition -10%
Faith in victory = war exhaustion -0.025
Theology Admin group
Bonus = global missionary strength +2%
Religious traditions = tolerance of own religion +1.5
Crusades = war exhaustion -0.0125
Casus belli on religious enemies
Just war = extra manpower during religious war
Divine right =
legitimacy +0.25 core creation -10%
Chosen people = prestige +1.00
Holy orders = land morale +10%
Mandatory church attendance = stability cost modifier -10%
Trade Diplo group
Bonus = merchants +1
Shrewd commerce practise = global trade power +20%
Free trade = merchants +1
Merchant adventures = trade range modifier +30%
National trade policy = trade efficiency +10%
Additional merchants = merchants +1
Trade manipulation =
trade steering +2.5%
caravan power +25%
Fast negotiations = global trade income modifier +10%
Bonus = inflation reduction cost -35%
Adaptability = core creation -25%
Deb and loans = interest -3.00
National bank = inflation reduction - 0.10
Martial administration =
land maintenance modifier = -5%
naval maintenance modifier = -5%
Centralization = global autonomy -0.05
Corvee = build power cost = -20%
Civil servants = admin tech cost modifier = -10%
Aristocracy Diplo group
*Yönetim biçimi: monarchy, noble republic, theocracy, religious order, papal government.
*Plütokrasi ideası alınmamış olmalı.
Bonus = additional leaders +1
Noble knights =
cavalry cost = -15%
cavalry power = +10%
Local nobility =
enemy core creation = +50%
vassal income = +10%
Serfdom = global autonomy -0.05
Noble officers = leader land shock = +1
International nobility = diplomats +1
Noble resilience = war exhaustion reduction cost -20%
Military traditions = military tech cost modifier -10%
Asceticism Admin group
*Din şunlardan biri olmalı; catholic, coptic, orthodox, gnostic, hinduism, vajrayana, shinto, buddhism, jain
Bonus = Diplomatic reputation +2
Devotion = tolerance of own religion +1
Charitable work = global unrest -1
Fraternities = Production efficiency +10%
Missionary work = number of missionaries = +1.5
Religious settlements = prestige +1
Monastic diversity = global missionary strength = +2%
Interfaith dialogue = tolerance of heretics = +2
Ceremony Admin group
*Din şunlardan biri olmalı; sunni, catholic, coptic, orthodox, gnostic, hinduism, vajrayana, shinto, buddhism, jain
Bonus = prestige +1
Holy warriors = infantry cost = -15%
Augury = land morale = +10%
Monuments =
prestige decay = -1%
build cost = -10%
Sacrifices = global unrest = -1
Grand ceremony = legitimacy +0.5
Prophecy = tolerance of own religion = +1
Divine Intercession = stability cost modifier = -10%
Culture Diplo group
Bonus = Technology cost -5%
Patron of art = prestige decay -1%
Mecenas = prestige +1
Luxury tax = global tax modifier +10%
Prestigious court = Adviser cost -20%
Educated ruler =
legitimacy = +0.25
republican tradition = +0.1
Great court = advisor pool +1
Scientific encouragement = idea cost = -10%
Democracy Diplo group
*Innovative idea'sı tamamlanmış ve admin tech 20 olmalı.
Bonus = years of nationalism -7.5
liberty desire -0.02
Freedom fighters = infantry power +10%
Regulated taxes = global tax modifier +10%
Bill of rights = global unrest -2
Democratic production = production efficiency +10%
Popular militias = manpower recovery speed +10%
A leader for liberty = land leader fire +1
Right of vote =
legitimacy +0.25
republican tradition = +0.1
Diplomatic Diplo group
Bonus = reduced stability impacts e.g. no stability hit from breaking a royal marriage.
Foreign embassies = diplomats +1
Cabinet = number of diplomatic relations +2
War cabinet = war exhaustion reduction cost -25%
Benign diplomats = improve relations modifier +25%
Postal service = envoy travel time -25%
Flexible negotiation =
unjustified demands -25%
Agressive expansion impact -5%
Diplomatic corps = diplomatic tech cost -10%
Economic Ideas Admin group
Bonus = amount of global trade goods from provinces +10%
Bureaucracy = global tax modifier +10%
National fairs = global trade power = +10%
Trade councils = trade efficiency +10%
Secure trade routes = global trade income +10%
Burgher rights = global tax income +5
Smithian economics = production efficiency +10%
Real economy = admin tech cost -5% }
Eminence Diplo group
*Diplomatik idea tamamlanmış olmalı.
Bonus = province warscore cost -20%
Additional diplomats = diplomats +1
Additional relations = number of diplomatic relations +2
Friendly relations = relations decay of player (positive relations) -30%
Fair cause = AE impact = -10%
Experienced diplomats = diplomatic reputation +5
Imperial ambitions = imperial authority +10
Diplomatic studies = diplo tech cost -5%
Empire Admin Group
*Administrative ve Aristocracy ideası tamamlanmış olmalı.
Bonus = core creation cost -15%
Magistrates = build power cost = -20%
Ministry of war = war exhaustion cost = -15%
Liege and vassal = vassal income +15%
Imperial governors = global autonomy = -0.5
I am the emperor = imperial authority +10
Military fealty = vassal forcelimit bonus = +25%
Greatness = stability cost modifier -15%
Engineering Admin group
*Economic idea tamamlanmış olmalı.
Bonus = hostile attrition +1
Organised construction = building cost -20%
Unified construction plans = building power cost -30%
Multi-role artillery = siege ability +20%
Engineer advisor = leader siege +1
New fortification techniques = defensiveness +33%
Improved gunpowder =
artillery power +10%
artillery cost = -10%
Architecture studies = admin tech cost -10%
Spy Diplo group
Bonus = rebel support efficiency +50%
Claim fabrication = fabricate claims time -33%
Vetting = global spy defence +25%
Rumourmongering = can sabotage reputation
Efficient spies =
spy offence +25
diplomats +1
Shady recruitment = relations impact from spy discovery -33%
Destabilising efforts = can sow discontent
Espionage = can infiltrate administration
Expansion Admin group
*Administrative idea grubu tamamlanmış olmalı.
Bonus = casus belli on primitives
Additional colonists = colonists +1
Native scouts = provinces in fog of war adjacent to colonies are automatically explored
Land of opportunity = global colonial growth +20
Private colony charters = colonist bonus settlers chance +5%
Free colonies = colonists +1
Tough colonists = land attrition = -15%
Improved communications = envoy travel time -25%
Exploration Diplo group
*Naval idea tamamlanmış ve dip. tech. 12. seviye olmalı.
Bonus = casus belli on nations in Asia
Quest for the new world = can hire conquistadors and explorers
Colonial ventures = colonists +1
Overseas exploration = colonial range +50%
Faster colonists = global colonial growth +10
Exploration navies = global ship recruit speed -10%
Naval expeditions = naval attrition -25%
Global empire = naval forcelimits +25%
Free Trade Diplo group
*Trade idea'sı tamamlanmış ve Mercantalism alınmamış olmalı.
Bonus = global trade income modifier +5%
Aggressive traders = time to justify a trade conflict -10%
Overseas merchants = merchants +1
Web of trade contracts = trade range +15%
Targeted imports = foreign trade power +10%
Supply meets demand = trade efficiency = 5%
Joint stock companies =
trade steering = +12.5%
caravan power = +12.5%
Exchange of customs = diplo tech cost -5% }
Global Empire Admin group
*Administrative ve Exploration tamamlanmış olmalı.
Bonus = stability cost modifier -15%
Exotic goods = global unrest = -2.00
Colonial investments = colonist bonus settlers chance +5%
Penal colonies = global colonial growth +20
Promise of the new world = colonists +1
Viceroys = global tariffs +20%
National arsenal = naval maintenance modifier -10%
Colonial race = colonists +1
Grand Army Mil group
*Standing Army ve Quantity tamamlanmış olmalı.
Bonus = regiment costs -15%
Organised recruiting = regiment recruitment speed -10%
The young can serve = manpower recovery speed +20%
Military enthusiasm = national manpower modifier +50%
The old and infirm = land maintenance modifier -10%
Quick reinforcements = reinforce speed +15%
Grand army = land forcelimits +50%
Swarm tactics = mil tech cost -10% }
Grand Fleet Mil group
*Naval idea grubu tamamlanmış olmalı.
Bonus = Can explore
Naval maintenance -10%
Naval standardization =
galley cost -20%
transport cost -10%
Hull designs =
heavy ship cost -20%
Light ship cost -10%
Auxiliary vessels = blockade efficiency +50%
Grand navy = naval forcelimits = +50%
Ships penny = global ship cost = -25%
Naval glory = prestige from naval battles = +100%
Escort ships = naval morale +10%
Humanist Admin group
Bonus = idea cost -10%
Tolerance idea = religious unity = 25%
Local traditions = global unrest -2
Ecumenism = tolerance of heretic +1
Indirect rule = years of nationalism -7.5
Cultural ties = accepted culture threshold -33%
Benevolence = relations decay of player (positive relations) -33%
Humanist tolerance = tolerance of heathens +1
Influence Diplo group
*Diplomatic idea grubu tamamlanmış olmalı.
Bonus = number of diplomatic relations +2
Influence beyond our borders = diplomats +1
Tribute system = vassal income =25%
Integrated elites = diplomatic annexation cost -25%
State propaganda = unjustified demands -50%
Diplomatic influence = diplomatic reputation +5
Marcher lords = vassal forcelimits +25%
The art of influence = diplo tech cost -5%
Innovation Adin group
Bonus = advisor cost -20%
Emancipation = manpower recovery speed +10%
Abolished serfdom = land morale +10%
Scientific revolution = technology cost -5%
Dynamic court = advisor pool +1
Free subjects = trade goods from provinces +10%
Optimism = war exhaustion = -0.15
Formalized officer corps = number of possible leaders +1
Leadership Mil group
Bonus = discipline +5%
Combat leaders = leader land shock +1
Combat maneuver = leader land manuever +1
Superior firepower = leader land fire +1
Siege master = leader siege = 1
Glorious arms = prestige from land +100%
Leadership = recover army morale speed +5%
Militar culture =
army tradition +5%
army tradition decay -1%
Logistic Mil group
Bonus = hostile attrition +1
City guards = global garrison growth +10%
Improved manuever = leader land manuever +1
Engineer corps = siege ability +20%
Regimental system = land maintenance modifier -10%
Defensive mentality = defensiveness +33%
Supply trains = reinforce speed +15%
Improved foraging = land attrition -25%
Mercantilisim Diplo group
*Free Trade idea'sı alınmamış olmalı.
Bonus = global trade income modifier +5%
Protectionism = embargo efficiency +25%
Economic advisor = merchants +1
Market day = global provincial trade power +10%
Controlled fairs = global trade power +10%
Staple right = trade efficiency +5%
Subsidized economy = number of goods from provinces +5%
Trade practice regulations = diplo tech cost -5%
Mercenary Mil group
*Standing Army ideası alınmamış olmalı.
Bonus = available leaders +1
Organised mercenary payment = mercenary cost -25%
Mercenary tolerance =
tolerance heathen +0.5
tolerance heretic +0.5
Benefits for mercenaries = mercenary maintenance -33%
Specialized training = discipline +2.5
Organised mercenary recruitment = possible mercenaries +50%
Mercenary levies = reinforce speed +15%
Mercenary calm = war exhaustion -0.025
Merchant Marine Diplo Group
*Naval and Trade idea grupları tamamlanmış olmalı.
Bonus = trade range modifier +15%
Private shipbuilding incentives =
light ship cost -15%
transport cost -0.15
Fore-and-aft rigged vessels =
blockade efficiency +25%
embargo efficiency +25%
Privateers =
privateer efficiency +33% trade steering +12.5%
Skeleton-based shipbuilding = global ship recruit speed -10%
Experienced navigators = leader naval maneuver +1
Transportation companies = merchants +1
Convoy =
light ship power +10%
transport power = +10%
Naval Mil group
Must have at least 1 port
Bonus = naval morale +15%
Can repair whilst at sea
Sea hawks =
navy tradition +1% navy tradition decay -0.02%
Naval fighting instruction = blockade efficiency +50%
Sheltered ports = global ship repair +20%
Improved shipyards = global ship recruit speed +10%
Press gangs = naval maintenance modifier -5%
Copper bottoms = naval attrition -25%
Good quality wood = ship durability +10%
Naval leadership Mil group
*Naval idea grubu tamamlanmış olmalı.
Bonus = global ship repair +30%
Improved charting techniques = leader naval maneuver +1
Grapeshot supported boarding = leader naval shock +1
Chained cannonballs = leader naval fire +1
Flagships = prestige from naval battles +100%
A leader to follow = naval morale +20%
Shanties = recover navy morale speed +5%
Naval culture =
navy tradition +1%
navy tradition decay -2%
Naval Quality Mil group
*Naval idea grubu tamamlanmış olmalı.
Bonus = Number of leaders +1 Can explore
Boarding parties = leader naval shock +1
Naval drill = recover navy morale speed = 0.05
Naval cadets = leader naval fire +1
Superior seamanship =
naval morale +15%
naval maintenance modifier -10%
Excellent shipwrights = leader naval maneuver +1
Improved rams =
galley power +20% transport power +10%
Oak forests for ships =
heavy ship power +20%
light ship power = +10%
Popular Religion Admin group
Bonus = tolerance of own religion +1
Religious art = prestige +1
Pilgrimage =
global missionary strength +1%
trade range modifier +10%
Reliquaries = legitimacy +0.5
Faith healing = Global unrest -1
Evangelism = missionaries +1
Flexible theology = tolerance of heathens +1
Messiahs = war exhaustion -0.0125
Professional Army Mil group
*Standing Army ve Quality idea grubu tamamlanmış olmalı.
Bonus = discipline +5%
Military reserve force = global regiment recruit speed -10%
Napoleonic warfare =
army tradition +1%
army tradition decay -2%
War veterans = land morale +10%
Standardised equipment = land maintenance modifier -10%
Conscription lists = reinforce speed -15%
Formal military education = available leaders +1
Military treatises = mil tech cost -10%
Plutocracy Diplo group
*Hükümet şekli bunlardan biri olmamalı: monarchy, noble republic, theocracy, religious order, papal government. Ayrıca Aristokratik idea grubu alınmamış olmalı.
Bonus = republican tradition +0.02
Tradition of payment = possible mercenaries +50%
Pragmatism = mercenary cost -25%
Extra advisors = advisor pool +1
Free merchants = merchants +1
Resilient state = inflation reduction cost -15%
Free cities = caravan power +12.5%
Competitive merchants = global trade power +10%
Quality Mil group
Bonus = discipline +5%
Private to marshal = infantry power +10%
Quality education = recover army morale speed +5%
Finest of horses = cavalry power +10%
Military drill = land morale +10%
Massed battery = artillery power +10%
Victorious army = prestige from land battles +50%
War college = available leaders +1
Quantity Mil group
Bonus = land forcelimits +25%
Mass army = global manpower modifier +25%
Manufactured uniforms = infantry cost -10%
Military horse breeding = cavalry cost -10%
Standardized calibers = artillery cost -10%
Enforced service = global regiment cost -10%
Military parades = prestige from land battles +50%
Victory behind numbers = land morale +10%
Scholasticism Admin group
*Herhangi bir vilayette Üniversite olmalı.
Bonus = admin tech cost -5%
Scriptural tradition =
prestige +0.5
global missionary strength +1%
Religious law = tolerance of heretics +1
Itinerant preachers = missionaries +1
Clerical teaching = adviser cost -10%
Ecclesiastical judiciary = global unrest -1
Religious advisors = diplomats +1
Educated priests = number of possible advisers +1
Standing Army Mil group
*Mercenary idea'sı alınmamış olmalı ve mil. tech. en az 27 olmalı.
Bonus = reinforce speed +10%
Battlefield commisions =
army tradition +5%
army tradition decay -1%
National conscripts = global regiment recruit speed -10%
Forced conscription = global manpower modifier +25%
Levy system = manpower recovery speed +10%
Nationalistic enthusiasm = land maintenance modifier -5%
Expanded supply trains = land attrition -10%
Faith in victory = war exhaustion -0.025
Theology Admin group
Bonus = global missionary strength +2%
Religious traditions = tolerance of own religion +1.5
Crusades = war exhaustion -0.0125
Casus belli on religious enemies
Just war = extra manpower during religious war
Divine right =
legitimacy +0.25 core creation -10%
Chosen people = prestige +1.00
Holy orders = land morale +10%
Mandatory church attendance = stability cost modifier -10%
Trade Diplo group
Bonus = merchants +1
Shrewd commerce practise = global trade power +20%
Free trade = merchants +1
Merchant adventures = trade range modifier +30%
National trade policy = trade efficiency +10%
Additional merchants = merchants +1
Trade manipulation =
trade steering +2.5%
caravan power +25%
Fast negotiations = global trade income modifier +10%
Bu arada din ile ilgili ufak bir şey buldum onu atayım.
Oyundaki dini idea'lar arasında kararsız kalırsanız şöyle bir grafik var. Buradan seçebilirsiniz neyi istediğinizi.
* Ascetisizm idea'sı sadece Katolik, Kıptik, Orthodoks, Gnostik, hinduism, Vajrayana, Şinto, Budizm ve Jain dinlerinde geçerli.
![LEY7rG.jpg](http://i.hizliresim.com/LEY7rG.jpg)