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[]
Requirements: None | |
---|---|
Currency Standards | +10% National tax modifier
-15% Reduce inflation cost |
Mercenary Hiring | -10% Mercenary maintenance
+1 Possible advisors |
Army Administration | -10% Land maintenance modifier
+5% Administrative efficiency |
Fortification Maintenance Unlocks: Empire, Expansion |
-15% Fort maintenance |
Naval Administration | -15% Naval maintenance modifier |
Stable Prices | +0.05 Yearly inflation reduction
-0.10 Yearly corruption |
State Organisation | -10% Advisor costs
+10% Communication efficiency |
Bonus | -20% State maintenance
+2 Number of states |
Asceticism[]
Bureaucracy[]
Requirements: None | |
---|---|
Collaboration | -20% Construction time
-10% State maintenance |
Adaptability | +7.5% Administrative efficiency |
Citizen Service | -15% Core-creation cost |
Ethics Unlocks: Empire |
-0.10 Yearly corruption |
Civil Service | -20% Envoy travel time
+2 Number of states |
Integration | +1 Max promoted cultures |
Centralised Control | -0.10 Monthly autonomy change
+5 Maximum centralization |
Bonus | -15% Advisor cost
+1 Possible advisors |
Economic[]
Requirements: None | |
---|---|
Trade Councils | +10% Trade efficiency
+25% Trade range |
Tax Agency | +10% National tax modifier |
Secure Trade Routes |
-10% Construction cost
-5% Developed build cost |
Real Economy
Unlocks: Engineering |
-15% Reduce inflation cost |
Production Rights | +7.5% Rural goods produced modifier
+10% Urban production power |
National Bank | -1 Interest per annum |
Smithian Economy | +15% Production efficiency |
Bonus | +0.05 Yearly inflation reduction |
Empire[]
Requirements: Fortification Maintenance or Ethics or Noble Resilience or Influential Diplomats | |
---|---|
Punish the Rebel | -20% Harsh treatment cost |
Greatness | +0.25 Yearly prestige
+0.25 Yearly horde unity/legitimacy/republican tradition |
Imperial Governors | -0.05 Monthly autonomy change
-10% Diplomatic annexation cost |
Magistrate | +7.5% Administrative efficiency |
Bureau of the Interior | +2 Number of states |
Ministry of War | -5% Aggressive expansion impact
-10% Province war score cost |
I Am the Emperor! | +1 Diplomatic reputation
+10 Maximum centralization |
Bonus | +20% Income from vassals |
Engineering[]
Requirements: Real Economy | |
---|---|
Organized Construction | -30% Construction time |
Improved Gunpowder | +15% Artillery damage from back row |
Naval Construction | +5% Ship durability |
Multi-Role Artillery | +10% Siege ability |
Surveyor Corps | -25% Construction cost for canals
+5% Rural goods produced modifier |
Unified Construction Plans | -20% Construction cost
-10% Developed building cost |
Systemized Manufactoring Methods | +15% Urban production power
+15% Urban production skill |
Bonus | -10% Fort maintenance
+20% Fort defense |
Expansion[]
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 | |
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Local Scouts | Automatically discover adjacent when a colony is built
+0.50 Yearly prestige |
Colonists | +2 Colonists
+15% Naval force limit modifier |
Private Colony Charters | +10% Settler chance
-20% Core-creation cost |
Faster Colonists |
+33% Colonial range
+25 Global settler increase |
Intrepid Mariners | -10% Admiral cost
+20% Sailor recovery speed |
Tough Colonists | -15% Land attrition |
Bring Civilization | -1% Prestige Decay
+0.25 Trade company province trade value |
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[]
Requirements: Land of Opportunity Sheltered Ports Fortification Maintenance or Free Trade Own at least one port Not a colonial nation Admin tech 24 * | |
---|---|
Exotic Goods | +10% Provincial trade power modifier |
Colonial Race | +2 Colonists
+15% Sailor recovery speed |
Small World | -20% Core-creation cost
+3 Number of states |
National Arsenal | +30% Colonial range
+10% Ship durability |
Viceroys | -10% Liberty desire in subjects |
Colonial Threats | Can fabricate claim overseas in trade company regions.
-10% Aggressive expansion impact |
Promise of the New World | -10% Colonial nation construction cost
+10% Colonial nation production efficiency |
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[]
Requirements: Dip tech 16 | |
---|---|
Emancipation | +10% Production efficiency
-0.15 Yearly corruption |
Formalized Naval Corps | -1% Yearly navy tradition decay |
Optimism | -10% Idea cost |
Scientific Revolution Unlocks: Representative |
-20% Institution embracement cost
+200% Innovativeness gain |
Formalized Officer Corps | -0.4% Yearly army tradition decay |
Dynamic Court | -15% Advisor cost
+1 Possible advisors |
Free Subjects | +5% Rural goods produced modifier
+25% Urban production skill |
Bonus | -10% Technology cost |
Popular Religion[]
Prophecy[]
Scholasticism[]
State Religion[]
Diplomatic groups[]
Aristocracy[]
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 | |
---|---|
Easy Claims | -15% Cost to fabricate claims |
International Nobility | +1 Diplomatic reputation
+2 Diplomatic relations |
Local Nobility | +0.50 Yearly devotion/legitimacy |
Noble Resilience Unlocks: Empire |
-2 National unrest |
Noble Knights | +10% Cavalry combat ability
+10% Cavalry to infantry ratio |
Serfdom | -0.05 Monthly autonomy change
+5 Maximum centralization |
Noble Officers | +1 Leaders without upkeep
+5% Administrative efficiency |
Bonus | +15% Income from vassals
-10% Liberty desire in subjects |
Culture[]
Diplomatic[]
Eminence[]
Requirements: Influential Diplomats | |
---|---|
Friendly Relations | +30% Improve relations
-10% Core-creation cost |
Imperial Ambitions | +0.33 Yearly prestige
-0.5% Prestige decay |
Fair Cause | -10% Aggressive expansion impact
-15% Diplomatic annexation cost |
Additional Diplomats | +1 Diplomat |
Diplomatic Cover | -25% Covert action relation impact |
Experienced Diplomats | +1 Diplomatic reputation |
Additional relations | +1 Diplomatic relations |
Bonus | -10% Province war score cost |
Espionage[]
Exploration[]
General Requirements: Sheltered Ports Admin tech 20 * Own at least 1 port Not a colonial nation | |
---|---|
Quest for the New World | Allows recruitment of explorers and conquistadors
+1 Leaders without upkeep |
Oversees Exploration | +1 Naval leader maneuver
+33% Colonial Range |
Colonial Ventures | +2 Colonists
+5% Settler chance |
Land of Opportunity
Part of unlocking: Global Empire |
+20 Global settler increase
-15% Cost to fabricate claims |
Naval Expeditions | -25% Naval attrition |
Exploration Navies | +10% Naval force limit modifier |
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 |
Bonus | Can fabricate claim overseas in colonial regions
+2 Colonists |
* If your technology group is Western, you only need Admin tech 16.
Free Trade[]
Blocks: Mercantilism ideas Requirements: Free Trade | |
---|---|
Aggressive Traders | -15% Light ship cost
-20% Sailor maintenance |
Web of Trade Contracts | +10% Global trade power
+30% Trade range |
Exchange of Customs | +1 Diplomatic relations
+10% Global institution spread |
Joint Stock Companies | -2 Interest per annum |
Supply Meets Demand | +0.075 Yearly inflation reduction |
Overseas Merchants | +1 Merchants
+10% Trade steering |
Targeted Imports | +20% Trade power abroad |
Bonus | +2 Merchants
+10% Trade efficiency |
Humanist[]
Influence[]
Requirements: Influential Diplomats | |
---|---|
Integrated Elites | -0.05 Monthly autonomy change |
State Propaganda | +10% Global art power
-20% Unjustified demands |
Diplomatic Influence | +2 Diplomatic relations |
Influence Beyond Our Borders | +1 Diplomats
-10% Aggressive expansion impact |
Tribute System | +25% Income from vassals
-10% Liberty desire in subjects |
Marcher Lords | +20% Fort defense |
The Art of Influence | +20% Foreign spy detection
+20% Spy network construction |
Bonus | +2 Diplomatic reputation |
Mercantilism[]
Blocks: Free Trade ideas Requirements: Free Trade | |
---|---|
Protectionism | +1 Merchant trade power |
Trade Practice Regulations | +10% Global trade power |
Market Day | +25% Provincial trade power modifier |
Subsidized Economy | +10% Production efficiency
+5% Rural goods produced modifier |
Controlled Fairs | +25% Domestic trade power |
Economic Advisor | -10% Construction cost
+1 Merchants |
Staple Right | +15% Trade efficiency |
Bonus | +2 Merchants
-10% Institution embracement cost |
Merchant Marine[]
Requirements: Sheltered Ports Free Trade Own at least 1 port | |
---|---|
Skeleton Based Shipbuilding | +7.5% Trade efficiency
+25% Trade range |
Convoy | +20% National sailors modifier
-20% Shipbuilding time |
Fore-and-aft Rigged Vessels | +50% Blockade efficiency
+25% Embargo efficiency |
Transportation Companies | +1 Merchants
+10% Trade steering |
Privateers | -50% Cost to justify trade conflict
+33% Privateer efficiency |
Experienced Navigators | +30% Global institution spread |
Private Shipbuilding Incentives | -10% Light ship cost
+20% Ship trade power |
Bonus | +1 Merchants
+1 Leaders without upkeep |
Plutocracy[]
Blocks: Aristocratic ideas Requirements: Not a Monarchy Not a Theocracy If you have Noble Voting Rights you need one of the following reforms: | |
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Free Cities | +20% Provincial trade power modifier
+10% Naval force limit modifier |
Competitive Merchants | +15% Global trade power
+10% Trade steering |
Resilient State | -2 National unrest
+0.33 Yearly republican tradition |
Tradition of Payment | -25% Mercenary cost
+15% Available mercenaries |
Pragmatism | +30% Trade range
+1 Leaders without upkeep |
Free Merchants | +10% Trade efficiency
+2 Merchants |
Popular Support | +1 Diplomatic reputation
+2 Diplomatic relations |
Bonus | -0.02 Monthly war exhaustion
-20% Reduce inflation cost -0.10 Yearly corruption |
Representative[]
Requirements: Scientific Revolution Lower than 60 centralization Admin Tech 28 * Don't have all of the following reforms together: | |
---|---|
Bill of Rights | -2 National unrest
+15% Claim duration |
Honour Culture | +0.33 Yearly prestige
-0.15 Yearly corruption |
Self Governance | -15% State maintenance
+1 Number of states |
Free Assembly | -10 Years of separatism |
Right of Petition | +0.33 Yearly devotion/legitimacy/horde unity/republican tradition |
Diversity | +3 Max promoted cultures
-25% Promote culture cost |
Representation | Stops the cultural unrest events from firing
-15% Stability increase interval |
Bonus | +10% Provincial trade power modifier |
* If your government is a Republic, you only need Admin tech 24.
Trade[]
Requirements: None Unlocks Bank building | |
---|---|
National Trade Policy |
+10% Trade efficiency |
Shrewd Commerce Practices | +10% Global trade power |
Merchant Adventures | +30% Trade range |
Free Trade
Unlocks: Free Trade, |
+1 Merchants |
Trade Manipulation | +25% Provincial trade power modifier |
Additional Merchants | +1 Merchants |
Fast Negotiations | +15% Domestic trade power |
Bonus | +2 Merchants
-20% Light ship cost |
Military groups[]
Fortification[]
Grand Army[]
Blocks: Professional Army Requirements: Levy System Military Horse Breeding | |
---|---|
Organized Recruitment | -20% Recruitment time |
Big Army, Small Cost | -10% Land maintenance modifier |
Military Enthusiasm | +20% National manpower modifier
+0.2% Yearly army professionalism |
Military Dignity | +20% Manpower recovery speed |
Quick Reinforcements | +15% Reinforce speed |
Swarm Tactics | +2.5% Discipline
-20% Harsh treatment cost |
Regimental Honours | +20% Land force limit modifier |
Bonus | -15% Land attrition
+33% National supply limit modifier |
Grand Fleet[]
Requirements: Sheltered Ports Own at least 1 port | |
---|---|
Grand Fleet | +25% Naval force limit modifier |
Naval Standardization | -15% Naval maintenance modifier |
Grand Navy | -0.5% Yearly navy tradition decay
-15% Shipbuilding time |
Port Recruitment | +20% National sailors modifier |
Auxiliary Vessels | +50% Blockade efficiency |
Naval Glory | +5% Morale of Navies
-20% Sailor maintenance |
Ships Penny | -15% Ship costs
+10% Global ship repair |
Bonus | +15% Sailor recovery speed
-10% Morale hit when losing a ship |
Leadership[]
Logistic[]
Mercenary[]
Blocks: Standing Army until Mil tech 16 Requirements: None | |
---|---|
Organised Mercenary Payments | -20% Mercenary maintenance
-25% Mercenary cost |
Mercenary Recruitment | -15% Leader cost |
Dogs of War | +15% Reinforce speed |
Benefits for Mercenaries | +100% Prestige from land battles
+1 Leaders without upkeep |
Mercenary Calm | -0.02 Monthly war exhaustion |
Specialized Training | +5% Mercenary discipline |
Mercenary Levies | No army professionalism hit when recruiting mercenaries
+150% Possible condottieri |
Bonus | +50% Available mercenaries |
[]
Requirements: Own at least 1 port | |
---|---|
Improved Shipyards | -15% Shipbuilding time
+20% Global ship repair |
Sheltered Ports Unlocks: Naval Leadership, Naval Quality, Grand Fleet |
+15% Sailor recovery speed
+33% Colonial Range |
Boarding Parties | +7.5% Morale of navies
+15% National sailors modifier |
Naval Cadets | +5 Naval force limit
+2ß% Naval force limit modifier |
Naval Fighting Instructions | +5% Trade efficiency
-15% Sailor maintenance |
Seahawks | -1% Yearly navy tradition decay
+100% Naval tradition from battles |
Press Gangs | -10% Naval maintenance modifier
-75% Naval barrage cost |
Bonus | Ships can repair when in coastal sea zones
-25% Naval attrition |
[]
Requirements: Sheltered Ports Own at least 1 port | |
---|---|
Shanties | +1 Leaders without upkeep
+5% Recover navy morale speed |
Chained Cannonballs | +15% Chance to capture enemy ships
+7.5% Morale of navies |
Flagships | +25% Prestige from naval battles
+5% Global naval engagement |
Improved Charting Techniques | +1 Naval leader maneuver |
Naval Culture | -0.5% Yearly navy tradition decay |
Grapeshot Supported Boarding | +1 Naval leader shock |
A Leader to Follow | +15% National sailors modifier
-15% Shipbuilding time |
Bonus | +1 Naval leader fire |
[]
Requirements: Sheltered Ports Own at least 1 port | |
---|---|
Naval Wisdom | -1% Yearly navy tradition decay |
Naval Drill | +8% Recover navy morale speed |
Good Quality Wood | -15% Shipbuilding time
+20% Global ship repair |
Improved Rams | +15% Galley combat ability
+20% Transport combat ability |
Oak Forests for Ships | -10% Ship costs |
Excellent Shipwrights | +20% National sailors modifier
+15% Ship durability |
Superior Seamanship | +15% Morale of navies
+100% Prestige from naval battles |
Bonus | +15% Heavy ship combat ability
+15% Light ship combat ability |
Professional Army[]
Blocks: Grand Army Requirements: Levy System Massed Battery | |
---|---|
Organized Lines | -5% Shock damage received |
Military Treaties | -5% Land attrition |
Formal Military Education | -0.4% Yearly army tradition decay
+0.4% Yearly army professionalism |
War Veterans | +12.5% Morale of armies |
Military Reserve Force | +15% Reinforce speed |
In Field Fortification | -5% Fire damage received |
Cannon Support | +10% Artillery damage from back row |
Bonus | +5% Discipline |
Quality[]
Requirements: None | |
---|---|
Finest of Horses | +7.5% Morale of armies |
War College | +1 Leaders without upkeep
-10% Leader cost |
Victorious Army | +0.25 Yearly army tradition
-0.2% Yearly army tradition decay |
Massed Battery Part of unlocking: Professional Army |
+10% Siege ability |
Military Drill | +4% Recover army morale speed |
Our Walls Will Not Fall | +15% Fort defense |
A Disciplined Army | +0.25% Discipline |
Bonus | +10% Infantry combat ability
+10% Cavalry combat ability |
Quantity[]
Requirements: None | |
---|---|
Standardised Calibers | -20% Regiment cost |
Manufactured Uniforms | +15% Manpower recovery speed |
Enforced Service | -10% Land maintenance modifier
-10% Recruitment time |
Military Horse Breeding
Part of unlocking: Grand Army |
+5% Morale of armies
-0.01 Monthly war exhaustion |
Mass Leadership | +15% Reinforce speed
-15% Reinforce cost |
Military Parades | +20% Land force limit modifier |
Victory Behind Numbers | -10% Estate levy maintenance modifier
-20% Manpower cost for roads, forts and canals |
Bonus | +25% National manpower modifier |
Standing Army[]
Blocks: Mercenary until Mil tech 16 Requirements: None | |
---|---|
Battlefield Commissions | +50% Army drill gain modifier
-50% Army drill decay modifier |
Forced Conscription | -10% Regiment cost |
Military Culture | +10% Morale of armies |
Levy System Part of unlocking: Grand Army, Professional Army |
+15% Manpower recovery speed |
National Enthusiasm | +15% Reinforce speed |
Expanded Supply Trains | -10% Land attrition
+10% National supply limit modifier |
National Conscripts | +20% National manpower modifier
+10% Land force limit modifier |
Bonus | +10% Movement speed |