Version: M&T 2.50
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 | |
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Currency Standards | -15% Reduce inflation cost |
Mercenary Hiring | -10% Mercenary maintenance |
State Organization | -20% State maintenance |
Martial Administration Unlocks: Expansion |
-5% Land maintenance modifier |
Fortification Maintenance | -10% Fort maintenance |
Naval Administration | -5% Naval maintenance modifier |
Stable Prices | +0.02 Yearly inflation reduction |
Bonus | -0.05 Yearly corruption |
Asceticism
Bureaucracy
Requirements: None | |
---|---|
Collaboration | -20% Construction time
-10% State maintenance |
Adaptability | +10% Administrative efficiency |
Citizen Service | -10% Core-creation cost |
Ethics Unlocks: Empire |
-0.05 Yearly corruption |
Civil Service | -20% Envoy travel time
+2 Number of states |
Integration | +1 Max promoted cultures |
Centralization | +10 Maximum centralization |
Bonus | -0.10 Monthly autonomy change |
Economic
Requirements: None | |
---|---|
Trade Councils | +10% Trade efficiency
+25% Trade range |
Tax Agency | +10% National tax modifier |
Secure Trade Routes Unlocks: Engineering |
-5% Construction cost
+10% Provincial trade power modifier |
Real Economy | -15% Reduce inflation cost |
Production Rights | +10% Urban production power
+10% Urban production skill +10% Rural goods produced modifier |
National Bank | -1 Interest per annum |
Smithian Economy | +20% Production efficiency |
Bonus | +0.02 Yearly inflation reduction |
Empire
Requirements (one of the following two options): 1) Ethics 2) Noble Resilience and Influential Diplomats | |
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Punish the Rebel | -5% Harsh treatment cost |
Greatness | +0.2 Yearly prestige
+0.2 Yearly horde unity/legitimacy/republican tradition |
Imperial Governors | -0.05 Monthly autonomy change |
Magistrate | +10% Administrative efficiency |
Bureau of the Interior | +2 Number of states |
Ministry of War | -5% Aggressive expansion impact
-5% Province war score cost |
I Am the Emperor! | +15% Claim duration
+10% Maximum centralization |
Bonus | +5% Income from vassals
+25% Vassal force limit contribution |
Engineering
Requirements: Secure Trade Routes | |
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Organized Construction | -30% Construction time |
Improved Gunpowder | +15% Artillery damage from back row |
Naval Construction | +5% Ship durability |
Multi-Role Artillery | +10% Siege ability |
Pioneer Corps | +2.5% Settler chance |
Unified Construction Plans | -20% Construction cost
-5% Developed building cost |
Systemized Manufactoring Methods | +15% Urban production power
+15% Urban production skill |
Bonus | -5% Fort maintenance
+20% Fort defense |
Expansion
Requirements: Martial Administration | |
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Local Scouts | Automatically discover adjacent when a colony is built
+0.05 Yearly prestige |
Colonists | +2 Colonists |
Private Colony Charters | +2.5% Settler chance |
Faster Colonists Part of unlocking: Global Empire |
+20% Colonial range
+4 Global settler increase |
Intrepid Mariners | +5% Sailor recovery speed |
Tough Colonists | -5% Land attrition |
Bring Civilization | Can fabricate claims overseas in trade company regions |
Bonus | -0.5% Prestige decay
-10% Core-creation cost |
Global Empire
Requirements: Martial Administration and Faster Colonists | |
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Exotic Goods | +5% Provincial trade power modifier |
Colonial Race | +2 Colonists |
Small World | +2 Number of states |
National Arsenal | +30% Colonial range
+5% Ship durability |
Viceroys | +10% Global tariffs |
Colonial Threats | Can fabricate claim overseas in trade company regions. |
Promise of the New World | +5% Sailor recovery speed |
Bonus | +2.5% Settler chance
+5% Global settler increase |
Humanist
Innovative
Requirements: Admin tech 20 | |
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Emancipation | -1 National unrest
+5% National tax modifier |
Optimism | -10% Idea cost |
Abolished Serfdom | -0.5% Yearly navy tradition decay |
Scientific Revolution | -10% Institution embracement cost |
Formalized Officer Corps | -0.5% Yearly army tradition decay |
Dynamic Court Unlocks: Representative |
-10% Advisor cost
+1 Available advisors |
Free Subjects | +5% Rural goods produced modifier
+25% Urban production skill |
Bonus | -10% Technology cost |
Popular Religion
Requirements: None | |
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Religious Art | +0.5 Prestige per development from missionary
+10% Global art power |
Evangelism | +1 Missionaries |
Reliquaries | +0.2 Devotion
+0.1 Yearly horde unity/legitimacy/republican tradition |
Pilgrimage | +1 Tolerance of the true faith |
Flexible Theology | +1 Tolerance of heathens |
Faith healing | -2 National unrest |
Messiahs | -0.01 Monthly war exhaustion |
Bonus | +15% Religious unity |
Prophecy
Scholasticism
Requirements: Own at least 1 university | |
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Educated Priests | +10% Institution spread in true faith provinces |
Itinerant Preachers | +1 Missionaries |
Religious Law | -0.05 Monthly autonomy change |
Religious Advisors | +1 Diplomat |
Clerical Teaching | +1 Possible advisors
-5% Advisor costs |
Ecceleistical Judiciary | -2 National unrest |
Scriptural Tradition | +1% Missionary strength vs heretics
+2% Missionary strength |
Bonus | -10% Technology cost |
State Religion
Diplomatic groups
Aristocracy
Blocks: Plutocratic ideas Requirements: | |
---|---|
Easy Claims | -15% Cost to fabricate claims |
International Nobility | +2 Diplomatic relations |
Local Nobility | +0.1 Yearly devotion/legitimacy |
Noble Resilience Part of unlocking: Empire |
-1 National unrest |
Noble Knights | +25% Cavalry flanking ability |
Serfdom | -0.05 Monthly autonomy change
+5 Maximum centralization |
Noble Officers | +1 Leaders without upkeep
+5% Administrative efficiency |
Bonus | 20% Vassal force limit contribution
10% Income from vassals |
Culture
Diplomatic
Eminence
Requirements: Influential Diplomats | |
---|---|
Diplomatic Cover | -25% Covert actions relations impact |
Experienced Diplomats | +1 Diplomatic reputation |
Friendly Relations | +30% Improve relations
-5% Core-creation cost |
Imperial Ambitions | +0.15 Yearly prestige
-0.5% Prestige decay |
Fair Cause | -10% Aggressive expansion
-10% Diplomatic annexation cost |
Additional Diplomats | +1 Diplomat |
Additional relations | +2 Diplomatic relations |
Bonus | -10% Province war score cost |
Espionage
Exploration
General Requirements: Sheltered Ports Dip tech 20 Own at least 1 port | |
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Quest for the New World | Allows recruitment of explorers and conquistadors |
Oversees Exploration | +40% Colonial Range
Unlocks new world expeditions |
Colonial Ventures | +2 Colonists
+1.25% Settler chance |
Land of Opportunity | +4 Global settler increase |
Naval Expeditions | -25% Naval attrition |
Exploration Navies | +10% Naval force limit modifier
+5% Ship durability |
Global Empire | +5% Claim duration
Can fabricate claims in any colonial region belonging to another nation who are also overseas from the province, or to their colonial nations |
Bonus | Can fabricate claim overseas in colonial regions |
Free Trade
Blocks: Mercantilism ideas Requirements: | |
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Aggressive Traders | +5% Ship trade power
-30% Cost to justify trade conflict |
Web of Trade Contracts | +5% Global trade power
+30% Trade range |
Exchange of Customs | +1 Diplomatic relations
+5% Global institution spread |
Joint Stock Companies | +10% Provincial trade power modifier
+0.1 Merchant trade power |
Supply Meets Demand | -0.02 Yearly inflation reduction
+10% Production efficiency |
Overseas Merchants | +1 Merchants |
Targeted Imports | +20% Trade power abroad |
Bonus | +1 Merchants
+5% Trade efficiency |
Influence
Requirements: Influential Diplomats | |
---|---|
Integrated Elites | -5% Liberty desire in subjects |
Influence Beyond Our Borders | +1 Diplomats |
State Propaganda | -15% Unjustified demands
+10% Global art power |
Marcher Lords | +25% Vassal force limit contribution |
Diplomatic Influence | +1 Diplomatic relations |
Tribute System | +10% Income from vassals |
The Art of Influence | +5% Foreign spy detection
+5% Spy network construction |
Bonus | +2 Diplomatic reputation |
Mercantilism
Blocks: Free Trade ideas Requirements: National Trade Policy | |
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Protectionism | +20% Embargo efficiency
+5% Ship trade power |
Trade Practice Regulations | +10% Global tariffs |
Market Day | +10% Provincial trade power modifier |
Subsidized Economy | +5% Rural goods produced modifier |
Controlled Fairs | +20% Domestic trade power |
Economic Advisor | +1 Merchants
+0.2 Merchant trade power |
Staple Right | +5% Global trade power
+5% Trade efficiency |
Bonus | -5% Institution embracement cost
+1 Merchants |
Merchant Marine
Requirements: Sheltered Ports National Trade Policy Own at least 1 port | |
---|---|
Skeleton Based Shipbuilding | -10% Shipbuilding time
+25% Prestige from naval battles +10% Trade range |
Convoy | +10% National sailors modifier
+5% Global tariffs |
Fore-and-aft Rigged Vessels | +20% Blockade efficiency
+20% Embargo efficiency |
Transportation Companies | +1 Merchants |
Privateers | -20% Cost to justify trade conflict
+30% Privateer efficiency |
Experienced Navigators | +5% Global institution spread
+20% Ship trade power propagation |
Private Shipbuilding Incentives | +20% Ship trade power |
Bonus | +1 Leaders without upkeep
+1 Merchants |
Plutocracy
Blocks: Aristocratic ideas Requirements: Not a Monarchy, Theocracy, Theocratic order, Papal government or Noble republic | |
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Free Cities | +10% Provincial trade power modifier |
Competitive Merchants | +10% Global trade power |
Resilient State | +0.10 Yearly republican tradition
-2 National unrest |
Tradition of Payment | -5% Mercenary cost |
Pragmatism | +1 Leaders without upkeep
+30% Trade range |
Free Merchants | +1 Merchants |
Popular Support | +2 Diplomatic relations |
Bonus | -5% Reduce inflation cost
-0.05 Yearly corruption |
Representative
Requirements: Dynamic Court Not an Absolute monarchy or Despotic monarchy Adm Tech = 20 | |
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Bill of Rights | -2 National unrest
+5% Claim duration |
Honour Culture | -0.1 Yearly corruption |
Self Governance | -10% State maintenance
+0.05 Yearly prestige |
Free Assembly | -15 Years of separatism
+1 Number of states |
Right of Petition | +0.1 Yearly legitimacy/horde unity/devotion
+0.2 Yearly republican tradition |
Diversity | +1 Max promoted cultures |
Representation | +1 Possible advisors
-20% Stability increase interval |
Bonus | +10% Provincial trade power modifier |
Trade
Requirements: None | |
---|---|
National Trade Policy Unlocks: Free Trade, |
+10% Trade efficiency |
Shrewd Commerce Practices | +10% Global trade power |
Merchant Adventures | +30% Trade range
+5% Ship tradepower propagation |
Free Trade | +1 Merchants |
Trade Manipulation | +10% Provincial trade power modifier |
Additional Merchants | +1 Merchants |
Fast Negotiations | +5% Global trade power |
Bonus | +1 Merchants
+0.3 Merchant trade power |
Military groups
Fortification
Grand Army
Requirements: Levy System Standardised Calibres | |
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Organized Recruitment | -10% Recruitment time |
Big Army Small Cost | -5% Land maintenance modifier |
Military Enthusiasm | +5% National manpower modifier |
Military Dignity | +5% Manpower recovery speed |
Quick Reinforcements | +5% Reinforce speed |
Swarm Tactics | +5% Land force limit modifier |
Grand Army | -5% Reinforce cost |
Bonus | -5% Regiment cost |
Grand Fleet
Requirements: Sheltered Ports Own at least 1 port | |
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Grand Fleet | +20% Naval force limit modifier |
Naval Standardization | -5% Naval maintenance modifier |
Grand Navy | -10% Shipbuilding time
-0.5% Yearly navy tradition decay |
Port Recruitment | +20% National sailors modifier |
Auxiliary Vessels | +30% Blockade efficiency
+10% Embargo efficiency |
Naval Glory | -15% Sailor maintenance |
Ships Penny | -5% Ship costs |
Bonus | +10% Sailor recovery speed |
Leadership
Requirements: None | |
---|---|
Glorious Arms | +100% Prestige from land battles |
Combat Maneuver | +1 Land leader maneuver |
Leadership | +4% Recover army morale speed |
Siege Master | +1 Land leader siege |
Military Culture | -0.5% Yearly army tradition decay |
Combat Leaders | +1 Land leader shock |
Proud to Serve | +1 Leaders without upkeep
+5% Reinforce speed |
Bonus | +1 Land leader fire |
Logistic
Mercenary
Blocks: Standing Army till mil tech 27 Requirements: None | |
---|---|
Dogs of War | +10% Looting amount |
Mercenary Levies | +50% Possible condottieri |
Organised Mercenary Recruitment | +100% Available mercenaries |
Organised Mercenary Payment | -5% Mercenary maintenance |
Mercenary Calm | -0.01 Monthly war exhaustion |
Specialized Training | +5% Mercenary discipline |
Benefits for Mercenaries | +0.1 Yearly prestige
+1 Leaders without upkeep |
Bonus | -10% Mercenary cost |
Requirements: Own at least 1 port | |
---|---|
Improved Shipyards | -10% Shipbuilding time |
Sheltered Ports Unlocks: Naval Leadership, Naval Quality, Grand Fleet |
+5% Sailor recovery speed
+10% Colonial Range |
Boarding Parties | +5% Morale of navies |
Naval Cadets | +10% National sailors modifier
+20% Naval force limit modifier |
Naval Fighting Instructions | -5% Sailor maintenance |
Seahawks | -0.5% Yearly navy tradition decay
+100% Naval tradition from battles |
Press Gangs | -5% Naval maintenance modifier |
Bonus | -25% Naval attrition
Ships can repair when in coastal sea zones |
Requirements: Sheltered Ports Own at least 1 port | |
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Shanties | +1 Leaders without upkeep
+4% Recover navy morale speed |
Chained Cannonballs | +15% Chance to capture enemy ships
+10% 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 | +10% National sailors modifier
+20% Global ship repair |
Bonus | +1 Naval leader fire |
Requirements: Sheltered Ports Own at least 1 port | |
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Naval Wisdom | -0.5% Yearly navy tradition decay |
Naval Drill | +8% Recover navy morale speed |
Good Quality Wood | +30% Global ship repair |
Improved Rams | +10% Galley combat ability
+10% Transport combat ability |
Oak Forests for Ships | -5% Ship costs |
Excellent Shipwrights | +10% Ship durability |
Superior Seamanship | 10% Morale of navies
75% Prestige from naval battles |
Bonus | +10% Heavy ship combat ability
+10% Light ship combat ability |
Professional Army
Requirements: Levy System Military Drill | |
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Sieging Troops | +5% Siege ability |
Military Treaties | -5% Land attrition |
Formal Military Education | -0.5% Yearly army tradition decay
+25% Prestige from land battles |
War Veterans | +10% Morale of armies |
Military Reserve Force | -10% Recruitment time
+5% Reinforce speed |
Conscription Lists | +5% Manpower recovery speed |
Cannon Support | +10% Artillery damage from back row |
Bonus | +2.5% Discipline |
Quality
Requirements: None | |
---|---|
War College | +1 Leaders without upkeep |
Victorious Army | -0.5% Yearly army tradition decay |
Military Drill Part of unlocking: Professional Army |
+5% Morale of armies |
Massed Battery | +10% Artillery combat ability |
Our Walls Will Not Fall | +10% Fort defense |
Finest of Horses | +10% Cavalry combat ability |
Quality Education | +4% Recover army morale speed |
Bonus | +10% Infantry combat ability |
Quantity
Requirements: None | |
---|---|
Manufactured Uniforms | -5% Infantry cost |
Enforced Service | -5% Land maintenance modifier |
Military Horse Breeding | -5% Cavalry cost |
Levée en Masse | +1 Possible advisors
+50% Possible condottieri |
Standardised Calibres Part of unlocking: Grand Army |
-5% Artillery cost |
Military Parades | +10% Land force limit modifier |
Victory Behind Numbers | +10% Reinforce speed |
Bonus | +15% National manpower modifier |
Standing Army
Blocks: Mercenary till mil tech 27 Requirements: None | |
---|---|
Forced Conscription | +5% National manpower modifier
+25% Prestige from land battles |
Battlefield Commissions | +100% Army tradition from battles |
Faith in Victory | -10% Recruitment time
+1 Leaders without upkeep |
National Enthusiasm | +10% Land force limit modifier |
National Conscripts | -0.5% Yearly army tradition decay |
Levy System Part of unlocking: Grand Army, Professional Army |
+5% Manpower recovery speed |
Expanded Supply Trains | -5% Land attrition |
Bonus | +15% Reinforce speed |