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I have heard that idea groups are getting reformed in M&T 2.0. Because of that, please don't expand this article.

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

Prerequisites

No prerequisite idea groups

Idea group

# Name Effect
1 Currency Standards -15% Reduce Inflation Cost
2 Mercenary Hiring -10% Mercenary Maintenance
3 State Organization -20% State Maintenance
4 Army Administration -5% Land Maintenance Modifier
5 Fortification Maintenance -10% Fort Maintenance
6 Naval Administration -5% Naval Maintenance Modifier
7 Stable Prices +0.02 Yearly Inflation Reduction
Bonus - -0.05 Yearly Corrption

Unlocks

Helps in unlocking the following idea groups:

Idea group Requirements
Empire 'Martial Administration' idea
Expansion 'Martial Administration' idea
Global Empire 'Martial Administration' idea
'Faster Colonists' idea from 'Exploration' idea group

Asceticism

# Name Effect
1 Charitable Work -20% Stability Increase Interval
2 Interfaith Dialogue Tolerance of Heretics +1.00
3 Religious Settlements Construction Cost -10%

Prestige per Development from Missionary +0.4

4 Monastic Diversity National Unrest -1.00

Missionaries +1

5 Missionary Work Missionary strength +1.0%

Missionary strength vs heretics +2.0%

6 Devotion Tolerance of the True Faith +1.00
7 Fraternities Production Efficiency
Bonus - Diplomatic reputation +1

Rural Goods Produced Modifier +5.0%

Bureaucracy

# Name Effect
1 Collaboration Construction Time -20%

State Maintenance -10%

2 Adaptability Administrative Efficiency +10%
3 Citizen Service Core-Creation Cost -10%
4 Ethics Yearly Corruption -0.05
5 Civil Service Envoy Travel Time -20%

Number of States +2

6 Integration Max Promoted Cultures +1
7 Centralization Maximum Centralization +10
Bonus - Monthly Autonomy Change -0.10

Economic

# Name Effect
1 Trade Councils Trade Efficiency +10%

Trade Range +25%

2 Tax Agency National Tax Modifier +10%
3 Secure Trade Routes Construction Cost -5%

Provincial Trade Power Modifier +10%

4 Real Economy Reduce Inflation Cost -15%
5 Production Rights Rural Goods Produced Modifier +10%
6 National Bank Interest per Annum -1.00
7 Smithian Economy Production Efficiency +20%
Bonus Yearly Inflation Reduction +0.02

Unlocks

Helps in unlocking the following idea groups:

Engineering

Empire

Unlocked by administrative ideas

# Name Effect
1 Punish the Rebel Harsh Treatment Cost -5%
2 Greatness Yearly Prestige +0.2
3 Imperial Governors Monthly Autonomy -0.05
4 Magistrate Administrative Efficiency +10%
5 Bureau of the Interior Number of states +2
6 Ministry of War Aggressive Expansion Impact -5%

Province War Score Cost -5%

7 I Am the Emperor! Claim Duration +15%

Maximum Centralization +10

Bonus - Income from Vassals +5%

Vassal Force Limit Contribution +25%

Engineering

Unlocked by Economic ideas

# Name Effect
1 Organized construction Construction time -30%
2 Improved gunpowder Artillery damage from back row +15%
3 Naval construction Ship durability +5%
4 Multi-Role artillery Siege ability +10%
5 Pioneer corps Settler chance +2.5%
6 Unified construction plans Construction cost -20%

Developed building cost -5%

7 New fortification techniques Attrition for enemies +1
Bonus Fort maintenance -5% fort defense +20%

Expansion

# Name Effect
1 Local Scouts - Automatically discover adjacent when a colony is built

Yearly Prestige +0.05

2 Colonists Colonist +2
3 Private Colony Charters Settler chance + 2.5%
4 Faster Colonists Colonial range + 20%

Global settler increase +4

5 Intrepid Mariners Sailor recovery speed +5%
6 Tough Colonists Land attirition -5%
7 Bring Civilisation - Can fabricate claims overseas in trade company regions
Bonus Prestige decay -0.5%

Core-creation cost -10%

(Patch 2.01)

Global Empire

Humanist

Innovative

Unlocked by tech 20

# Name Effect
1 Emancipation National Tax modifier +5%
2 Optimism Idea cost -10%
3 Abolished serfdom Yearly navy tradition decay -0.5%
4 Scientific revolution Institution embracement cost - 10%
5 Formalized officer corps Yearly army tradition decay - 0.5%
6 Dynamic court Advisor cost - 10%

available advisors +1

7 Free subjects Rural goods produced modifier +5%
Bonus Technology cost -10%

Popular Religion

Scholasticism

Theology

Diplomatic groups

Aristocracy

# Name Effect
1 Noble Knights Calvary combat ability +5.0%
2 Local Nobility Vassal income +5.0%
3 Serfdom National unrest -1
4 Noble Officers +1 Land leader shock
5 International Nobility +1 Dipolmat
6 Noble Resilience Monthly war exhaustion -0.01
7 Military Traditions Military tech cost -5.0%
Bonus - +1 Extra leader

Culture

# Name Effect
1 Luxury Tax National Tax Modifier +5%
2 Court of Novelties Global Institution Spread +15%
3 Patron of the Arts Yearly Legitimacy +0.20
4 Scientific Encouragement Idea Cost -10%
5 Educated Ruler Tech Cost -5%
6 Educated Court Advisor Cost -10%

Possible Advisors +1

7 Open Mind Institution Embracement Cost -10%
Bonus - Yearly Prestige +0.20

Prestige Decay -0.5%

Democracy

Diplomatic

# Name Effect
1 Flexible negotiations Unjustified demands -20%
2 War cabinet Monthly war exhaustion -0.01
3 Diplomatic corps Improve relations +20%

Cost to fabricate claims -5%

4 Influential diplomats Diplomatic reputation +1

Claim duration +5%

5 Foreign embassies Diplomatic relations +2
6 Department of foreign affairs Diplomats +1
7 Benevolence Lowered impact on stability from diplomatic actions

Diplomatic annexation cost -10%

Bonus Province war score cost

Eminence

# Name Effect
1 Diplomatic cover Covert actions relations impact -25%
2 Experienced diplomats Diplomatic reputation +1
3 Friendly relations Improve relations +30%

Core creation cost -5%

4 Imperial ambitions Yearly prestige +0.15

Prestige decay -0.5

5 Fair cause Aggressive expansion -10%

Diplomatic annexation cost -10%

6 Additional diplomats Diplomats +1
7 Additional relations Diplomatic relations +2
Bonus Province war score cost -10%

Espionage

# Name Effect
1 Subtle recruitment Covert action relation impact -25%
2 Additional loyalists recruitment Liberty desire in subjects -10%
3 Claim fabrication Cost to fabricate claims -15%

Claim duration +5%

4 Agent training Diplomats +1
5 False flag operation Aggressive expansion -10%
6 Informants Harsh treatment cost -10%
7 Counterespionage Foreign spy detection +20%
Bonus Spy network construction +20%

Rebel support efficiency +50%

Exploration

# Name Effect
1 Quest for the New World Allows recruitment of explorers and conquistadors
2 Naval Expeditions Naval attrition -25%
3 Colonial Ventures 2 colonists

Settler chance +1.2%

4 Global Empire Can claim provinces if overseas to their overlord or colonial nations.

Claim duration +5%

5 Exploration Navy Naval force limit modifier +10%

Ship durability +5%

6 Overseas Exploration Colonial range +40%
7 Land of Opportunity +4 Global settler increase
Bonus Can claim any province in colonial regions

Free Trade

Influence

Merchant Marine

Plutocracy

Representative

# Name Effect
1 Bill of rights National unrest -2

Claim duration +5%

2 Honour culture Yearly corruption -0.05
3 Self governance State maintenance -20%

Yearly prestige +0.05

4 Free assembly Years of separatism -15

States +2

5 Right of petition Yearly legitimacy +0.1
6 Diversity Max promoted cultures +1
7 Representation Possible advisors +1

Stability increase interval -20%

Bonus Provincial trade power modifier

Trade

# Name Effect
1 National trade policy Trade efficiency +10%
2 Shrewd commerce practices Global trade power+10%
3 Merchant adventures Trade range +30%

Ship trade power propagation +5%

4 Free trade Merchants +1
5 Trade manipulation Provincial trade power modifier +10%
6 Additional merchants Merchants +1
7 Fast negotiations Global trade power +5%
Bonus Merchants +1

Merchant trade power +0.3

Military groups

Grand Army

# Name Effect
1 Organized recruitment Recruitment time -10%
2 Big army small cost Land maintenance -5%
3 Military enthusiasm Manpower +5%
4 military dignity Manpower recovery speed +5%
5 Quick reinforcements Reinforce speed +5%
6 Swarm tactics Land force limit +5%
7 Grand army Reinforce cost -5%
Bonus Regiment cost -5%

Grand Fleet

Leadership

Logistic

Mercantilism

Mercenary

Naval

Naval Leadership

Naval Quality

Professional Army

# Name Effect
1 Sieging troops Siege ability +5%
2 Military treaties Land attrition -5%
3 Formal military education Yearly army tradition decay -0.5%

Prestige from land battles +25%

4 War veterans Morale of armies +10%
5 Military reserve force Recruitment time -10%

Reinforce speed +5%

6 Conscription lists Manpower recovery speed +5%
7 Cannon support Artillery damage from back row +10%
Bonus Discipline +2.5%

Quality

# Name Effect
1 War College Leaders without Upkeep +1
2 Victorious Army Yearly Army Tradition Decay -0.5%
3 Military Drill Morale of Armies +5.0%
4 Massed Battery Artillery Combat Ability +10%
5 Our Walls will not Fall Fort Defense +10%
6 Finest of Horses Cavalry Combat Ability +10%
7 Quality Education Recover Army Morale Speed +4.0%
Bonus - Infantry Combat Ability +10%

Quantity

# Name Effect
1 Manufactured Uniforms Infantry Cost -5.0%
2 Enforced Service Land Maintanance -5.0%
3 Military Horse Breeding Cavalry Cost -5.0%
4 Levée en Masse Possible Advisors +1

Possible Condottieri -50%

5 Standarised Calibres Artillery Cost -5.0%
6 Military Parades Land Force Limit Modifier +10%
7 Victory Behind Numbers Reinforce Speed +10.0%
Bonus - National Manpower Modifier +15%

Standing Army

# Name Effect
1 Forced conscription National manpower +5%

Prestige from land battles +25%

2 battlefield commision Army tradition from battles +100%
3 Faith in victory Recruitment time -10%

Leaders without upkeep +1

4 National enthusiasm Land force limit modifier +10%
5 National conscripts Yearly army tradition decay -0.5%
6 Levy system Manpower recovery speed +5%
7 Expanded supply trains Land attrition -5%
Bonus Reinforce speed +15%
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