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Version: M&T 2.60.03

Number of idea groups increase by 1 at the following administrative tech levels:

  • 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56

Administrative groups[]

Administrative[]

Administrative idea group Requirements:
None
National tax modifier Currency Standards +10% National tax modifier

-15% Reduce inflation cost

Merc maintenance modifier Mercenary Hiring -10% Mercenary maintenance

+1 Possible advisors

Land maintenance modifier Army Administration -10% Land maintenance modifier

+5% Administrative efficiency

Fort maintenance Fortification Maintenance

Unlocks: Empire, Expansion
Part of unlocking: Global Empire

-15% Fort maintenance
Naval maintenance Naval Administration -15% Naval maintenance modifier
Inflation reduction Stable Prices +0.05 Yearly inflation reduction

-0.10 Yearly corruption

Advisor cost State Organisation -10% Advisor costs

+10% Communication efficiency

Idea bonus Bonus -20% State maintenance

+2 Number of states

Asceticism[]

Asceticism idea group Requirements:

Catholic, Coptic, Orthodox, Gnostic, Hinduism
Vajrayana, Mahayana, Buddhism or Jain

Stability cost modifier Charitable Work -15% Stability increase interval
Tolerance heretic Interfaith Dialogue +1 Tolerance of heretics
Build cost Religious Settlements -10% Construction cost

+0.05 Prestige per development from missionary

Global unrest Monastic Diversity -2 National unrest

+1 Missionaries

Missionary strength Missionary Work +1% Missionary strength

+2% Missionary strength vs heretics

Tolerance own Devotion +1 Tolerance of the true Faith
28px-Production efficiency Fraternities +10% Production efficiency
Idea bonus Bonus +0.50 Diplomatic reputation

+5% Rural goods produced modifier

Bureaucracy[]

Bureaucracy Requirements:
None
Build time Collaboration -20% Construction time

-10% State maintenance

Administrative efficiency Adaptability +7.5% Administrative efficiency
Core creation Citizen Service -15% Core-creation cost
Yearly corruption Ethics

Unlocks: Empire

-0.10 Yearly corruption
Envoy travel time Civil Service -20% Envoy travel time

+2 Number of states

Num accepted cultures Integration +1 Max promoted cultures
Global autonomy Centralised Control -0.10 Monthly autonomy change

+5 Maximum centralization

Idea bonus Bonus -15% Advisor cost

+1 Possible advisors

Economic[]

Economic idea group Requirements:
None
Trade efficiency Trade Councils +10% Trade efficiency

+25% Trade range

National tax modifier Tax Agency +10% National tax modifier
Build cost Secure Trade Routes
-10% Construction cost

-5% Developed build cost

Reduce inflation cost Real Economy

Unlocks: Engineering

-15% Reduce inflation cost
Global trade goods size modifier Production Rights +7.5% Rural goods produced modifier

+10% Urban production power
+10% Urban production skill

Interest National Bank -1 Interest per annum
28px-Production efficiency Smithian Economy +15% Production efficiency
Idea bonus Bonus +0.05 Yearly inflation reduction

Empire[]

Empire idea group Requirements:
Fortification Maintenance or Ethics or
Noble Resilience or Influential Diplomats
Harsh treatment cost Punish the Rebel -20% Harsh treatment cost
Prestige Greatness +0.25 Yearly prestige

+0.25 Yearly horde unity/legitimacy/republican tradition

Global autonomy Imperial Governors -0.05 Monthly autonomy change

-10% Diplomatic annexation cost

Administrative efficiency Magistrate +7.5% Administrative efficiency
28px-Number of states Bureau of the Interior +2 Number of states
Aggressive expansion impact Ministry of War -5% Aggressive expansion impact

-10% Province war score cost

Diplomatic reputation I Am the Emperor! +1 Diplomatic reputation

+10 Maximum centralization

Idea bonus Bonus +20% Income from vassals

Engineering[]

Engineering idea group Requirements:
Real Economy
Build time Organized Construction -30% Construction time
Backrow artillery damage Improved Gunpowder +15% Artillery damage from back row
Ship durability Naval Construction +5% Ship durability
Siege ability Multi-Role Artillery +10% Siege ability
Global trade goods size modifier Surveyor Corps -25% Construction cost for canals

+5% Rural goods produced modifier

Build cost Unified Construction Plans -20% Construction cost

-10% Developed building cost

Golden star Systemized Manufactoring Methods +15% Urban production power

+15% Urban production skill

Idea bonus Bonus -10% Fort maintenance

+20% Fort defense

Expansion[]

Expansion idea group Requirements:
Fortification Maintenance or Sheltered Ports
Dip tech 24 *
One of the following:
1) Western technology group
2) All of the following:
Capital in North America, South America or Oceania
Not a subject nation
Uncolonized province bordering your country
Year is 1706 or later
Auto explore adjacent to colony Local Scouts Automatically discover adjacent when a colony is built

+0.50 Yearly prestige

Colonists Colonists +2 Colonists

+15% Naval force limit modifier

Settler chance Private Colony Charters +10% Settler chance

-20% Core-creation cost

Colonial range Faster Colonists
+33% Colonial range

+25 Global settler increase

Sailors recovery speed Intrepid Mariners -10% Admiral cost

+20% Sailor recovery speed

Land attrition Tough Colonists -15% Land attrition
Prestige decay Bring Civilization -1% Prestige Decay

+0.25 Trade company province trade value
+15% Trade company province local trade power

Idea bonus Bonus Can fabricate claims overseas in trade company region

+2 Colonists

* If your technology group is Western, you only need Dip tech 20.

Global Empire[]

Global Empire idea group Requirements:
Land of Opportunity
Sheltered Ports
Fortification Maintenance or Free Trade
Own at least one port
Not a colonial nation
Admin tech 24 *
Trade power Exotic Goods +10% Provincial trade power modifier
Colonists Colonial Race +2 Colonists

+15% Sailor recovery speed

Core creation Small World -20% Core-creation cost

+3 Number of states

Colonial range National Arsenal +30% Colonial range

+10% Ship durability

Reduced liberty desire Viceroys -10% Liberty desire in subjects
Cb on overseas Colonial Threats Can fabricate claim overseas in trade company regions.

-10% Aggressive expansion impact

Naval leader maneuver Promise of the New World -10% Colonial nation construction cost

+10% Colonial nation production efficiency
+1 Naval leader maneuver

Idea bonus Bonus +10% Settler chance

+50 Global settler increase

* If your technology group is Western, you only need Admin tech 20. Non-western AI nations need Admin tech 28.

Innovative[]

Innovative idea group Requirements:
Dip tech 16
28px-Production efficiency Emancipation +10% Production efficiency

-0.15 Yearly corruption

Navy tradition decay Formalized Naval Corps -1% Yearly navy tradition decay
Idea cost Optimism -10% Idea cost
Embracement cost Scientific Revolution

Unlocks: Representative

-20% Institution embracement cost

+200% Innovativeness gain

Army tradition decay Formalized Officer Corps -0.4% Yearly army tradition decay
Advisor cost Dynamic Court -15% Advisor cost

+1 Possible advisors

Global trade goods size modifier Free Subjects +5% Rural goods produced modifier

+25% Urban production skill

Idea bonus Bonus -10% Technology cost

Popular Religion[]

Popular Religion idea group
Requirements:
None
Num accepted cultures Religious Art +10% Global art power

+2 Max promoted cultures
-50% Promote culture cost

Missionaries Evangelism +1 Missionaries

+0.10 Prestige per development from missionary

Devotion Reliquaries +0.33 Yearly horde unity/legitimacy/republican tradition/devotion
Stability cost modifier Pilgrimage -10% Stability increase interval

+1 Tolerance of the true faith

Tolerance heathen Flexible Theology +1.5 Tolerance of heathens
Global unrest Faith healing -3 National unrest
War exhaustion Messiahs -0.02 Monthly war exhaustion
Idea bonus Bonus +1.5 Tolerance of heretic

+15% Religious unity

Prophecy[]

Prophecy idea group Requirements:
Not Catholic, Coptic, Orthodox, Gnostic, Jain
Vajrayana, Mahayana, Buddhism or Hinduism
 
Prestige Grand ceremony +0.33 Yearly prestige

+0.05 Prestige per development from missionary

Tolerance own Prophecy +1 Tolerance of the true faith
Devotion Divine Intercessions +0.33 Yearly legitimacy/horde unity/devotion/republican tradition
Manpower recovery speed Holy Warriors +15% Manpower recovery speed
Land morale Augury +1 Leaders without upkeep

+5% Morale of armies

Global unrest Sacrifices -2 National unrest

+1 Missionaries

Prestige decay Monuments -1% Prestige decay

+5% Global art power

Idea bonus Bonus +20% Institution spread in true faith provinces

-1 Interest per annum

Scholasticism[]

Scholasticism idea group
Requirements:
Own at least 1 university
Institution spread from true faith Educated Priests +20% Institution spread in true faith provinces
Missionaries Itinerant Preachers +1 Missionaries
Global autonomy Religious Law -0.05 Monthly autonomy change
Diplomats Religious Advisors +1 Diplomat
Advisor cost Clerical Teaching -15% Advisor costs

+1 Possible advisors

Global unrest Ecceleistical Judiciary -2 National unrest
Missionary strength Scriptural Tradition +3% Missionary strength

+1% Missionary strength vs heretics

Idea bonus Bonus -15% Technology cost

State Religion[]

Theology idea group Requirements:
None
Stability cost modifier Mandatory Church Attendance -10% Stability increase interval

+0.02 Prestige per development from missionary

Tolerance own Religious Traditions +1 Tolerance of the true faith
Land morale Holy Orders +5% Morale of Armies
Cb on religious enemies Crusades Grants access to religious casus belli against
nearby heathens and heretics with high enough piety
Devotion Divine Right +0.25 Yearly devotion/legitimacy/horde unity/republican tradition
Missionary strength Just War +3% Missionary strength

+2% Missionary strength vs heretics

Global autonomy Chosen People -0.05 Monthly autonomy change
Idea bonus Bonus +6% Recover army morale speed

+6% Recover navy morale speed

Diplomatic groups[]

Aristocracy[]

Aristocracy idea group Blocks: Plutocratic ideas
Requirements (one of the following):
1) Noble voting rights reform
Don't have: Free city, City state, Trade
republic, Colonial or Dictatorship reforms
2) Monarchy Government
3) Theocracy Government
Fabricate claims costEasy Claims -15% Cost to fabricate claims
Diplomatic reputationInternational Nobility +1 Diplomatic reputation

+2 Diplomatic relations

DevotionLocal Nobility +0.50 Yearly devotion/legitimacy
Global unrestNoble Resilience

Unlocks: Empire

-2 National unrest
Cavalry power Noble Knights +10% Cavalry combat ability

+10% Cavalry to infantry ratio

Global autonomy Serfdom -0.05 Monthly autonomy change

+5 Maximum centralization

Free leader poolNoble Officers +1 Leaders without upkeep

+5% Administrative efficiency
-10% Stabilty hit severity from revoking noble privileges

Idea bonus Bonus +15% Income from vassals

-10% Liberty desire in subjects

Culture[]

Culture idea group Requirements:
None
Devotion Patron of the Arts +15% Global art power

+0.33 Yearly legitimacy/horde unity/devotion/republican tradition

Unlocks Civil Arts Academy and Opera House buildings

Advisor cost Educated Court -20% Advisor costs

+2 Possible advisors

Global institution spread Court of Novelties +25% Global institution spread
Idea cost Scientific Encouragement -10% Idea cost

-25% Culture conversion cost

Technology cost Educated Ruler -10% Technology cost
Development cost Luxury Tax -5% Developed build cost

+10% National tax modifier

Embracement cost Open Mind -25% Institution embracement cost
Idea bonus Bonus +0.1 Yearly prestige

-0.5% Prestige decay

Diplomatic[]

Diplomatic idea group Requirements:
None
Unjustified demands Flexible Negotiations -20% Unjustified demands
War exhaustion War Cabinet -0.02 Monthly war exhaustion
Improve relation modifier Diplomatic Corps +30% Improve relations

-25% Cost to fabricate claims

Diplomatic reputation Influential Diplomats

Unlocks: Eminence, Influence
Part of unlocking: Empire

+2 Diplomatic reputation

+10% Claim duration

Diplomatic upkeep Foreign Embassies +2 Diplomatic relations
Diplomats Department of Foreign Affairs +1 Diplomats

-20% Envoy travel time

Reduced stab impacts Benevolence Lowered impact on stability from diplomatic actions

-20% Diplomatic annexation cost

Idea bonus Bonus -10% Province war score cost

Eminence[]

Eminence idea group Requirements:
Influential Diplomats
Improve relation modifier Friendly Relations +30% Improve relations

-10% Core-creation cost

Prestige Imperial Ambitions +0.33 Yearly prestige

-0.5% Prestige decay

Aggressive expansion impact Fair Cause -10% Aggressive expansion impact

-15% Diplomatic annexation cost

Diplomats Additional Diplomats +1 Diplomat
Discovered relations impact Diplomatic Cover -25% Covert action relation impact
Diplomatic reputation Experienced Diplomats +1 Diplomatic reputation
Diplomatic upkeep Additional relations +1 Diplomatic relations
Idea bonus Bonus -10% Province war score cost

Espionage[]

Espionage idea group Requirements:
None
Spy network construction Subtle Recruitment +25% Spy network construction

-25% Covert action relation impact

Diplomatic annexation cost Additional Loyalists Recruitment -10% Diplomatic annexation cost

-10% Liberty desire in subjects
-0.25% Liberty desire from subject development

Can fabricate for vassals Claim Fabrication May fabricate claims for vassals

-33% Cost to fabricate claims
+15% Claim duration

Diplomats Agent Training +1 Diplomat

-0.15 Yearly corruption
+15% Siege ability

Aggressive expansion impact False Flag Operation -10% Aggressive expansion impact

-33% Harsh treatment cost

Global unrest Informants -2 National unrest

+0.02 Yearly inflation reduction

Global spy defence Counterespionage +33% Foreign spy detection
Idea bonus Bonus +100% Rebel support efficiency

-10% Advisor cost

Exploration[]

Exploration idea group General Requirements:
Sheltered Ports
Admin tech 20 *
Own at least 1 port
Not a colonial nation
May explore Quest for the New World Allows recruitment of explorers and conquistadors

+1 Leaders without upkeep
-25% Leader cost

Naval leader maneuver Oversees Exploration +1 Naval leader maneuver

+33% Colonial Range

Colonists Colonial Ventures +2 Colonists

+5% Settler chance

Global settler increase Land of Opportunity

Part of unlocking: Global Empire

+20 Global settler increase

-15% Cost to fabricate claims

Naval attrition Naval Expeditions -25% Naval attrition
28px-Naval forcelimit Exploration Navies +10% Naval force limit modifier
Idea claim colonies Global Empire Can fabricate claims in any colonial region
belonging to another nation who are also
overseas from the province, or to their colonial nations

+5% Colonial nation population growth
+15% Claim duration

Idea bonus Bonus Can fabricate claim overseas in colonial regions

+2 Colonists

* If your technology group is Western, you only need Admin tech 16.

Free Trade[]

Free Trade idea group
Blocks: Mercantilism ideas
Requirements:
Free Trade
Light ship cost Aggressive Traders -15% Light ship cost

-20% Sailor maintenance

Trade power Web of Trade Contracts +10% Global trade power

+30% Trade range

Diplomatic upkeep Exchange of Customs +1 Diplomatic relations

+10% Global institution spread

Interest Joint Stock Companies -2 Interest per annum
Inflation reduction Supply Meets Demand +0.075 Yearly inflation reduction
Merchant Overseas Merchants +1 Merchants

+10% Trade steering

Trade power abroad Targeted Imports +20% Trade power abroad
Idea bonus Bonus +2 Merchants

+10% Trade efficiency

Humanist[]

Humanist idea group Requirements:
None
Idea cost Many Paths -10% Idea cost
Global unrest Local Traditions -2 National unrest

-0.05 Monthly autonomy change

Unlocks Civil Arts Academy and Opera House buildings

Stability cost modifier Indirect Rule -15% Stability increase interval

-10 Years of separatism

Num accepted cultures Cultural Ties +2 Max promoted cultures

+1 Number of states

Tolerance heretic Humanist Ecumenism +1 Tolerance of heretics
Advisor cost Benevolent Tolerance -15% Advisor cost

+1 Possible advisors

Tolerance heathen Religious Relativism +1 Tolerance of heathens
Idea bonus Bonus +20% Religious unity

Influence[]

Influence idea group Requirements:
Influential Diplomats
Global autonomy Integrated Elites -0.05 Monthly autonomy change
Unjustified demands State Propaganda +10% Global art power

-20% Unjustified demands

Diplomatic upkeep Diplomatic Influence +2 Diplomatic relations
Diplomats Influence Beyond Our Borders +1 Diplomats

-10% Aggressive expansion impact

Vassal income Tribute System +25% Income from vassals

-10% Liberty desire in subjects

Defensiveness Marcher Lords +20% Fort defense
Global spy defence The Art of Influence +20% Foreign spy detection

+20% Spy network construction
-15% Subject stability increase interval
-0.10 Subject yearly corruption

Idea bonus Bonus +2 Diplomatic reputation

Mercantilism[]

Mercantilism idea group Blocks: Free Trade ideas
Requirements:
Free Trade
Placed merchant power Protectionism +1 Merchant trade power
Trade power Trade Practice Regulations +10% Global trade power
Trade power Market Day +25% Provincial trade power modifier
28px-Production efficiency Subsidized Economy +10% Production efficiency

+5% Rural goods produced modifier

Trade power Controlled Fairs +25% Domestic trade power
Build cost Economic Advisor -10% Construction cost

+1 Merchants

Trade efficiency Staple Right +15% Trade efficiency
Idea bonus Bonus +2 Merchants

-10% Institution embracement cost

Merchant Marine[]

Merchant Marine idea group Requirements:
Sheltered Ports
Free Trade
Own at least 1 port
Trade efficiency Skeleton Based Shipbuilding +7.5% Trade efficiency

+25% Trade range

Global sailors modifier Convoy +20% National sailors modifier

-20% Shipbuilding time

Blockade efficiency Fore-and-aft Rigged Vessels +50% Blockade efficiency

+25% Embargo efficiency

Merchant Transportation Companies +1 Merchants

+10% Trade steering

Justify trade conflict cost Privateers -50% Cost to justify trade conflict

+33% Privateer efficiency

Global institution spread Experienced Navigators +30% Global institution spread
Light ship cost Private Shipbuilding Incentives -10% Light ship cost

+20% Ship trade power
+10% Urban production power in coastal provinces

Idea bonus Bonus +1 Merchants

+1 Leaders without upkeep

Plutocracy[]

Plutocracy idea group Blocks: Aristocratic ideas
Requirements:
Not a Monarchy
Not a Theocracy

If you have Noble Voting Rights you need one of the following reforms:
Free city, City state, Trade republic, Colonial or Dictatorship reforms

Trade power Free Cities +20% Provincial trade power modifier

+10% Naval force limit modifier

Trade power Competitive Merchants +15% Global trade power

+10% Trade steering

Global unrest Resilient State -2 National unrest

+0.33 Yearly republican tradition

Mercenary cost Tradition of Payment -25% Mercenary cost

+15% Available mercenaries

Trade range Pragmatism +30% Trade range

+1 Leaders without upkeep

Trade efficiency Free Merchants +10% Trade efficiency

+2 Merchants

Diplomatic reputation Popular Support +1 Diplomatic reputation

+2 Diplomatic relations

Idea bonus Bonus -0.02 Monthly war exhaustion

-20% Reduce inflation cost -0.10 Yearly corruption

Representative[]

Democracy idea group Requirements:
Scientific Revolution
Lower than 60 centralization
Admin Tech 28 *

Don't have all of the following reforms together:
Divine right, Delegated ruler, Hereditary elite

Global unrest Bill of Rights -2 National unrest

+15% Claim duration

Prestige Honour Culture +0.33 Yearly prestige

-0.15 Yearly corruption

State maintenance modifier Self Governance -15% State maintenance

+1 Number of states

Years of separatism Free Assembly -10 Years of separatism
Devotion Right of Petition +0.33 Yearly devotion/legitimacy/horde unity/republican tradition
Num accepted cultures Diversity +3 Max promoted cultures

-25% Promote culture cost

Stability cost modifier Representation Stops the cultural unrest events from firing

-15% Stability increase interval
+2 Possible advisors

Idea bonus Bonus +10% Provincial trade power modifier

* If your government is a Republic, you only need Admin tech 24.

Trade[]

Trade idea group Requirements:
None

Unlocks Bank building

Trade efficiency National Trade Policy
+10% Trade efficiency
Trade power Shrewd Commerce Practices +10% Global trade power
Trade range Merchant Adventures +30% Trade range
Merchant Free Trade

Unlocks: Free Trade,
Mercantilism, Merchant Marine
Part of unlocking: Global Empire

+1 Merchants
Trade power Trade Manipulation +25% Provincial trade power modifier
Merchant Additional Merchants +1 Merchants
Trade power Fast Negotiations +15% Domestic trade power
Idea bonus Bonus +2 Merchants

-20% Light ship cost

Military groups[]

Fortification[]

Fortification idea group Requirements:

None

National garrison growth Defensive Conscription +15% National garrison growth

+25% Garrison size

Defensiveness Defensive Mentality +30% Fort defense
Fort maintenance Fortification System -30% Fort maintenance
War exhaustion Homeland -0.02 Monthly war exhaustion

+6% Recover army morale speed

Attrition for enemies Hit-and-Run Tactics +1 Attrition for enemies
Manpower recovery speed Army at Peace +25% Manpower recovery speed
Golden star Temporary Fortifications -50% Fort construction cost

-25% Estates local fortifications maintenance

Idea bonus Bonus -10% Construction cost

+15% Siege ability

Grand Army[]

Grand Army idea group Blocks: Professional Army
Requirements:
Levy System
Military Horse Breeding
Recruitment time Organized Recruitment -20% Recruitment time
Land maintenance modifier Big Army, Small Cost -10% Land maintenance modifier
Global manpower modifier Military Enthusiasm +20% National manpower modifier

+0.2% Yearly army professionalism

Manpower recovery speed Military Dignity +20% Manpower recovery speed
Reinforce speed Quick Reinforcements +15% Reinforce speed
Discipline Swarm Tactics +2.5% Discipline

-20% Harsh treatment cost

Land force limit modifier Regimental Honours +20% Land force limit modifier
Idea bonus Bonus -15% Land attrition

+33% National supply limit modifier

Grand Fleet[]

Grand Fleet idea group Requirements:
Sheltered Ports
Own at least 1 port
28px-Naval forcelimit Grand Fleet +25% Naval force limit modifier
Naval maintenance Naval Standardization -15% Naval maintenance modifier
Navy tradition decay Grand Navy -0.5% Yearly navy tradition decay

-15% Shipbuilding time

Global sailors modifier Port Recruitment +20% National sailors modifier
Blockade efficiency Auxiliary Vessels +50% Blockade efficiency
Morale of navies Naval Glory +5% Morale of Navies

-20% Sailor maintenance

Ship costs Ships Penny -15% Ship costs

+10% Global ship repair

Idea bonus Bonus +15% Sailor recovery speed

-10% Morale hit when losing a ship

Leadership[]

Leadership idea group
Requirements:
None
Prestige from land battles Glorious Arms +100% Prestige from land battles
Leader cost Combat Manoeuvre -20% Leader cost
Recover army morale speed Leadership +6% Recover army morale speed
Army tradition Siege Master +0.50 Yearly army tradition
Land morale Combat Leaders +5% Morale of Armies

+1 Land leader shock

Army tradition decay Military Culture -0.5% Yearly army tradition decay
Reinforce speed Proud to Serve +15% Reinforce speed

+2 Leaders without upkeep

Idea bonus Bonus +1 Land leader fire

Logistic[]

Logistic idea group Requirements:
None
Recruitment time Regimental System -25% Recruitment time

+25% Reduced morale damage taken by reserves

Leader siege Improved Siege Techniques +1 Leader siege

+20% Siege ability

Reinforce speed Supply Trains +25% Reinforce speed

-50% Envoy travel time

Artillery bonus vs fort Coastal Harassment +1 Artillery bonus vs fort

+1 Blockade impact on siege

Land leader maneuver Engineer Corps +1 Land leader maneuver

+10% Movement speed

Build cost Fast Shipyards -5% Construction cost

-5% Regiment costs

Land attrition Improved Foraging -20% Land attrition

+10% Land-based communication efficiency
+25% National supply limit modifier
-33% Road construction cost

Idea bonus Bonus -10% Artillery cost

+10% Artillery combat ability

Mercenary[]

Mercenary idea group Blocks: Standing Army until Mil tech 16
Requirements:
None
Merc maintenance modifier Organised Mercenary Payments -20% Mercenary maintenance

-25% Mercenary cost

Leader cost Mercenary Recruitment -15% Leader cost
Reinforce speed Dogs of War +15% Reinforce speed
Prestige from land battles Benefits for Mercenaries +100% Prestige from land battles

+1 Leaders without upkeep

War exhaustion Mercenary Calm -0.02 Monthly war exhaustion
Mercenary discipline Specialized Training +5% Mercenary discipline
Possible condottieri Mercenary Levies No army professionalism hit when recruiting mercenaries

+150% Possible condottieri

Idea bonus Bonus +50% Available mercenaries

Naval[]

Naval idea group
Requirements:
Own at least 1 port
Shipbuilding time Improved Shipyards -15% Shipbuilding time

+20% Global ship repair

Sailors recovery speed Sheltered Ports

Unlocks: Naval Leadership, Naval Quality, Grand Fleet
Part of unlocking: Expansion, Exploration, Global Empire, Merchant Marine

+15% Sailor recovery speed

+33% Colonial Range

Morale of navies Boarding Parties +7.5% Morale of navies

+15% National sailors modifier
+50% Privateer efficiency

28px-Naval forcelimit Naval Cadets +5 Naval force limit

+2ß% Naval force limit modifier

Trade efficiency Naval Fighting Instructions +5% Trade efficiency

-15% Sailor maintenance

Navy tradition decay Seahawks -1% Yearly navy tradition decay

+100% Naval tradition from battles

Naval maintenance Press Gangs -10% Naval maintenance modifier

-75% Naval barrage cost
+5% Naval-based communication efficiency

Idea bonus Bonus Ships can repair when in coastal sea zones

-25% Naval attrition

Naval Leadership[]

Naval Leadership idea group Requirements:
Sheltered Ports
Own at least 1 port
Free leader pool Shanties +1 Leaders without upkeep

+5% Recover navy morale speed

Morale of navies Chained Cannonballs +15% Chance to capture enemy ships

+7.5% Morale of navies

Prestige from naval battles Flagships +25% Prestige from naval battles

+5% Global naval engagement

Naval leader maneuver Improved Charting Techniques +1 Naval leader maneuver
Navy tradition decay Naval Culture -0.5% Yearly navy tradition decay
Naval leader shock Grapeshot Supported Boarding +1 Naval leader shock
Global sailors modifier A Leader to Follow +15% National sailors modifier

-15% Shipbuilding time

Idea bonus Bonus +1 Naval leader fire

Naval Quality[]

Naval Quality idea group Requirements:
Sheltered Ports
Own at least 1 port
Navy tradition decay Naval Wisdom -1% Yearly navy tradition decay
Recover navy morale speed Naval Drill +8% Recover navy morale speed
Shipbuilding time Good Quality Wood -15% Shipbuilding time

+20% Global ship repair

Galley power Improved Rams +15% Galley combat ability

+20% Transport combat ability

Ship costs Oak Forests for Ships -10% Ship costs
Global sailors modifier Excellent Shipwrights +20% National sailors modifier

+15% Ship durability

Morale of navies Superior Seamanship +15% Morale of navies

+100% Prestige from naval battles

Idea bonus Bonus +15% Heavy ship combat ability

+15% Light ship combat ability

Professional Army[]

Professional Army idea group Blocks: Grand Army
Requirements:
Levy System
Massed Battery
Shock damage received Organized Lines -5% Shock damage received
Land attrition Military Treaties -5% Land attrition
Army tradition decay Formal Military Education -0.4% Yearly army tradition decay

+0.4% Yearly army professionalism

Land morale War Veterans +12.5% Morale of armies
Reinforce speed Military Reserve Force +15% Reinforce speed
Fire damage received In Field Fortification -5% Fire damage received
Artillery damage from back row Cannon Support +10% Artillery damage from back row
Idea bonus Bonus +5% Discipline

Quality[]

Quality idea group Requirements:
None
Land morale Finest of Horses +7.5% Morale of armies
Free leader pool War College +1 Leaders without upkeep

-10% Leader cost

Army tradition Victorious Army +0.25 Yearly army tradition

-0.2% Yearly army tradition decay

Siege ability Massed Battery

Part of unlocking: Professional Army

+10% Siege ability
Recover army morale speed Military Drill +4% Recover army morale speed
Defensiveness Our Walls Will Not Fall +15% Fort defense
Discipline A Disciplined Army +0.25% Discipline
Idea bonus Bonus +10% Infantry combat ability

+10% Cavalry combat ability

Quantity[]

Quantity idea group Requirements:
None
Regiment cost Standardised Calibers -20% Regiment cost
Manpower recovery speed Manufactured Uniforms +15% Manpower recovery speed
Land maintenance modifier Enforced Service -10% Land maintenance modifier

-10% Recruitment time

Land morale Military Horse Breeding

Part of unlocking: Grand Army

+5% Morale of armies

-0.01 Monthly war exhaustion

Reinforce speed Mass Leadership +15% Reinforce speed

-15% Reinforce cost

Land force limit modifier Military Parades +20% Land force limit modifier
Golden star Victory Behind Numbers -10% Estate levy maintenance modifier

-20% Manpower cost for roads, forts and canals

Idea bonus Bonus +25% National manpower modifier

Standing Army[]

Standing Army idea group Blocks: Mercenary until Mil tech 16
Requirements:
None
Army drill gain modifier Battlefield Commissions +50% Army drill gain modifier

-50% Army drill decay modifier

Regiment cost Forced Conscription -10% Regiment cost
Land morale Military Culture +10% Morale of armies
Manpower recovery speed Levy System

Part of unlocking: Grand Army, Professional Army

+15% Manpower recovery speed
Reinforce speed National Enthusiasm +15% Reinforce speed
Land attrition Expanded Supply Trains -10% Land attrition

+10% National supply limit modifier

Global manpower modifier National Conscripts +20% National manpower modifier

+10% Land force limit modifier

Idea bonus Bonus +10% Movement speed
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