- Eu4 ming idea groups I'm wondering what idea groups to choose. 4th group quantity or offensive depending on your playstyle. Hey fellow World Conquerors! Due to numerous requests, I have decided to make a comprehensive World Conquest guide for 1. And that is a reasonable choice for Ming since Ming's initial For what to take second. You are better off getting trade/infrastructure ideas and improving your economy early so that you can plop plenty of Some particular questions I have are: Which idea groups in what order? The guide above suggests exploration -> innovative -> quality -> offensive (for policy synergy with innovative) Is About early game war,like i say,only Oirat force tributary war is enough. I have Expansion, Exploration, and Humanist. Content is available under Attribution-ShareAlike 3. I'm playing as the pirate Republic of New Providence, Offensive- Great idea group, nice siege policy, more of a 2nd or 3rd pick for mil ideas Defensive- Great all round idea group,very useful early game. You don't need the extra cav combat ability. So we have 3 ideas, which you should definitely take Diplomatic: So The amount of uncolonised provinces in the area makes adopting Exploration or Expansion idea groups a seemingly easy choice. Start off taking exploration so you can discover the map around you. If you become For the ideas of individual countries, see national ideas. The only exception is Confucian countries (Ming and Korea at game start, and potentially formables like Qing), who instead of Taking early military groups are a trap that many players fall into. My ruler is a I played EU4 few hundred hours and propably few thousand if we count all Paradox grand strategies. Almost every mil idea group has at least one good idea in the first 2 like moral, Oirat is an amazing ride. if you stay horde, you need 3 idea groups: admin, dip, humanist, with the order 104 votes, 50 comments. Trade. ; gets new missions; removes all Ming China Flavour adds to the East Asia and China experience in EU4. Take what you want in a quick war then move on to another part of the world to expand and repeat. So I more less know the basics of EU4, but there are still things I have never done Go to eu4 r/eu4. Offensive – Pairs very nicely with Manchu’s national Good idea groups are everything useful for conquest, like Administrative and Influence, and several military groups, especially Offensive. It also includes an idea cost modifier so it is good to have early on. To do this I took exploration as my first idea group. Ming also has a great mission Here is my short guide to Ming. nerf hurts this idea group) + really good policies (eco, trade, religious I am still picking the same idea groups for my playthroughs in regard of the nation i play. So definitely go Religious. For the practical guide on idea groups, with analysis and EU4 proably has too many possibilities and situational playstyles to just define one true META. EU4's trade system is complicated and not overly well understood by a lot of its playerbase This is a mod about Ming China. I'm a fairly new So controversial opinion but espionage, and other typically "useless" idea groups are actually pretty good in the right circumstances. I wasn't able to do it until about the 6th war, when roughly 2/3rds of I'm relatively new to EU4 and am playing Malacca (Malayan peninsula), and am looking for a little advice. Get app Get the What idea groups are you planning on picking? And why? Archived post. Of course, IDEA GROUP SELECTION People agonize over this too much. The only problem is I'm doing the same run right now and I think that you should go defensive-admin-exploration -defensive because you need the early game morale to survive and in my experience if you Outshined by other military idea groups. For space marines you need 3 miliairy ideas, defensive, quality and offense. There's also a Humanist event that gives you yet another Ideas depend on goal, for wide or wc go diplo admin humanist and influence. and Ming and fed them their entire empires. One of the worst policy groups in the game Single whip law is a Ming national idea. A lot of people group Maritime and Naval together, but Naval is WAY worse than Maritime. Humanist ideas provide better Court is like a custom idea group for EoC and Ming. 1. r/eu4. You get diplo point on ruler and better Another game I had a 6/1/3, so I kept my national focus on admin, but demanded diplo mana as tribute instead. Although some nations benefit really hard from the new idea groups like mercenary switzerland for Which idea groups should Muscovy prioritize in EU4? Military Strength: Choose Defensive, Quality, and Offensive ideas to enhance army capabilities. Archived post. Pick whatever mil idea. Idk about meta but it found it an interesting choice when playing berber nations because the three North So, what's your favourite idea groups to use as the Mughals? I've just finished my conquests to the west and I can form the Mughals any time I want. But because of EU4 design flaws, military ideas The benefit of Ming is that it has so many fronts to expand so it is a waste of time to get dragged into a long war. Horde ideas are not bad so long as you Go to eu4 r/eu4. You get more inno gain, which will make you save even more It's either Celestial Empire or standard Monarchy if Mandate is crushed. Experimental ideas. Advancing within an idea group is done sequentially and each unlocked idea enhances a particular aspect of the nation. After ADM should be going toward Stability and I've written one and was trying to post it on the EU4 wiki when I was, quite outrageously automatically banned by "abuse filter" for "common vandalism", so I figured I'd post it in full You need to keep horde unity high for the big war, the only way I know to do this is to be speedy (usually I dethrone Ming by the 1470's). Diplo groups: Diplo and influence for more diplomats, diplo Ming is the worst of all chinese nations, terrible idea, terrible disasters, terrible to play wide, or tall, qing is better in every aspect, and other chinese minors like Xi or Qing are way better Reply reply If I take a mill group I usually won’t fill past the first 2 prioritizing mil tech but it can be a good little boost. (trust me you don't I would say the bigger Problem is the Potential faster Institution spread to ming. Share Truly, this idea group is almost a must-have for players who like to play wide. 21 and 1. It’s a shame the game presents you with so much Theoretically, you could do a WC as just about any nation with no idea groups, and still be successful, but certain idea groups make it significantly easier. you can not take it if you your religion is not in the eastern group. This page lists the codes which may be input into the Console Window, a special For the area, see East_Indies_super-region#Madyas. Would be great for some idea groups like naval/merc that sometimes feel like they’d be great If you don't want to take innovative ideas, religious is great with Ming as no one is of your religion (except Korea but he will always be your buddy so no need to take him out). DO NOT take beyond the first Go to eu4 r/eu4. In total I managed the max of -90% idea cost reduction though if The first 3 idea groups I'm thinking of are either Diplomatic or Influence, Diplomatic for lowered AE and Warscore reduction. One opened with Aristocratic > Infrastructure > The Ideas you should aim for at this stage are Trade (which is one of the most undervalued idea groups), Diplo (to decrease province % war score), and Influence (for diplo-annexing) First I think the absolute worst is Naval. More challenges are added to play as Ming and many other countries involved in East Asia. The rebels are an issue, you should have The only issue is that it takes time. I’m trying to get a In my latest MP game as Jianzhou/Manchu/Qing, I had an enormous amount of trouble breaking Ming. You'll probably ditch most cav after forming Qing so it's a You really can do anything with Ming. (GB) or wide Won't be checking as I'm currently taking break from eu4 to play some of my backlog (currently pathfinder kingmaker) but I will try to keep in in mind for future. a little unusual but I do think it's an Their ideas include a full set of Naval leader pips, Maneuver in traditions, Shock in the group, and Fire for an ambition, as well as a hefty Naval Morale boost (15%). A must pick for hordes as you will be going ultra blobbing mode and +25% cav combat ability is great as your non-siege armies will be 100% Idea Cost Reduction This is where Ming shines as it has 2 buffs, Open China and Confucianism that gives you -10% each. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. They begin with five vassals: Beloozero, Perm, Pskov, Rostov, and Yaroslavl. Nov 3, 2014 167 171. true. The top tier ideas atm are imho Influence(depending on your In the best case take all 4 idea groups. We need mana of all kinds, but in priority, we need The idea groups I took are pretty standard ones for a WC: Diplomatic, Humanist, Administrative, Offensive, Religious and Innovative (I got expansion at some point but later dropped it). Its a great nation for beginner players and I hope you enjoy playing it as much as I did!Follow me on Twitter- https://twitte Go to eu4 r/eu4. Where I am really at a loss for ideas is the 3rd group. Ming can obtain Either humanist or religious ideas are excellent for Ming and will help with both managing the mandate of heaven and, ultimately, Westernizing. With the revamp in National Ideas Extended, Diplo’s the best idea group in the game Wym? In fact it’s so much better than every other idea, it’s absurd that you would pick anything else. Oct from the Admin side of Idea groups, Religious is pretty much always a solid early (1st/2nd) idea group, they give an amazing CB and help with keeping rebels down via conversion & truth The mandate bonus makes it easier to get celestial reforms quickly, the loyalty equilibrium bonus aids in dealing with eunuchs, and almost all the other benefits have higher than normal The mandate bonus makes it easier to get celestial reforms quickly, the loyalty equilibrium bonus aids in dealing with eunuchs, and almost all the other benefits have higher than normal To form the Yuan you also need a bunch of Altaic Culture groups that rest in Mongolia and the Tarim Basin, so that is another reason to attack through there. Each faction has an influence rating associated with it, and the faction with the highest influence will give a Go to eu4 r/eu4. Reason: This gives you a total Assuming just a casual blob and relax game I like humanism into exploration than a military idea . Forth idea group I prefer Influence which allows faster annexing vassals. These idea groups can help basically any Aristocratic group isn't even good, but -10% mil tech cost is important for early game to compete Ming, and with +33% manpower from group, +20% from Steppe Nomads government and national idea (nomadic tags usually have its own National missions [edit | edit source]. The idea groups I Not as a 1st mil idea group but as a 2nd or 3rd. Not taking the Mandate will also stabilize your country on the long-term, and make any conquests into Ming a walk in Effects. I unlock age abilities really early. I have Caribbean & Brazilian colonies & can see Just by learning some historical informations on Ming will give you tons of ideas to play around. Almost time for first So definitely take Admin ideas. Up until this past weekend, I've primarily played European nations in EU4. "I want a better army" is their thinking--and it's a good goal. Getting birthplace of Colonialism saves you ~2k MP. Also Naval ideas are good with Exploration to get a swarm of ships and converting to sunni Ming The best idea groups are admin, but they’re limited. Ottomans/Ming/Russia. Maritime Ideas: Key for enhancing your naval power. And they decided to stretch to Samarkand. However ming is so inconsitent. The missions Tumu Crisis and Restore the Royal Road are only available if Ming has a culture in the Chinese culture group which is In my opinion, the idea selection slot should be increased, and the necessary condition for selecting the first idea group should be set as admin technology 4. The campaign to conquer Ming Go to eu4 r/eu4. That usually requires Exploration as the first idea group. Take the provinces required EU4 Ming Guide post-Domination. or every 2 Eu4 Idea group choosing is a philosophical matter after you have found out which idea groups generally are the strongest. After reading a thread in the forums, I decided to try out Manchu. I would take offensive in the first three available groups, if not the first Similar idea with taking Quality. Do you recommend making all neighbors tributary? but then I want to expand westward too, so I should R5: Oirat is extremely well positioned for a WC right now and has the best start in the game thanks to being a Horde with amazing ideas (and even better when you form Yuan), an overpowered mission tree and the possibility of beating Ming For complete description of Idea groups, see Idea groups. New comments cannot be posted and votes cannot be cast. I didn't fight a hard war after that until Ming, which was a bit of a slugfest Maritime is essentially quantity ideas for your navy, it’s actually sort of useful if you want to privateer the shit out of people. Why Economic ideas Third idea group is Expansion for sure, to gain more colonies faster and expel more minorities. Even -1 stability is ok, not ideal, but let events to the work. Trade power propagation from ships has This page deals with commands used in the console. And they joined the First, if you decide on doing a wc, i would stay horde and therefore not form qing (go for golden horde instead). My Ayutthaya game I did a culture swap and formed Malaya, and colonized everything except half of Usually your first ideas will be using Diplomatic points, and as you will be having to annex a lot of daimyos in order to form Japan instead of forming it through war, I'd recommend starting off Go to eu4 r/eu4. You horde mechanics so you can raze your way through China as you re-take the Yuan Empire. The only exception is Confucian countries (Ming and Korea at game start, and potentially formables like Qing), who Ming Ulusal Fikirleri Ming ekonomi ve savunma ağırlıklı bir ulusal fikir setine sahiptir, oyuna başladığında edindiği %20 kale maliyet bonusu ve %10 idea maliyetinin yanı sıra, Ming tüm idealarını tamamladığında +%30 ilişki Muscovy is a country in northeastern Europe. nation. Reply (like ming, although ming also benefits from exploration or If I do a Ming run, its mostly to just build up the mainland development and secure tributes in the region. The single biggest reason with Mughal ideas would be the 25% core cost Ming's ideas and government type got rebalanced recently and, in my opinion, aren't quite as good (although you could argue that Westernized Ming never needed +50% In my opinion you can't pick any administrative idea groups first. Discover and conquer the Any idea group that gives you an extra diplo point every month is good You unlock the first idea group around 1466 at admin tech 5. It doesn't matter if the rest of the idea group sucks this alone makes it Dai Viet is a mid-sized country in Southeast Asia. and at the admin Go to eu4 r/eu4. You again aren't thinking about finishing this idea group immediately and instead dipping into the first tier of quality for the infantry combat ability, this And making the point that ideas after the first 3 or 4 come far too late to feel impactful. They don't have the best National Ideas, but they do start off in a great position. Try to kill Ming as soons as possible because if Ming do not exist Qing R5: It's my first Portugal game (830 hours in to eu4 in total). ; About Europa Universalis 4 Wiki; Mobile view Factions represent powerful and influential groups within the country. Economic and innovative are needed as well. I started off with exploration, then went aristocratic. The As Ming, Quantity ideas are a waste. Their other ideas include a Well, Ming gets it on day0. Later on you colonize Spice Each idea group consists of 7 ideas. 1 Formation. Thread starter Cruxador; Start date Jul 8, 2023; There are basically three groups of issues: The eunuchs (and corruption, and autonomy), I colonised in central america next to Portugal to start my westernisation as Ming. Modern, highly efficient military, hanseatic vassals, expand a bit into Germany and Livonia but that's it, Its depend a lot but mostly i dont take admin ideas at first because you got fast 2nd ideas group. ; gets the event ‘New Traditions & Ambitions’, unless it is a custom nation. They follow the I am about to change tag from Timurid to Mughal and cannot decide to change traditions and ideas. This Idea Group is certainly going to I think you guys are underseeing the superior Humanist idea group. It seems crazy to me to go for Blood for What are The Best Idea Groups for Sweden in EU4? Choosing the right idea groups in Europa Universalis IV can significantly impact the success of your campaign with Just got the MoH DLC. The mandate bonus makes it easier to get celestial reforms quickly, the loyalty equilibrium bonus aids in dealing with eunuchs, and almost all the other benefits have higher than normal EU4 patch 1. The downside of horde ideas as a first pick because of I picked these idea groups precisely because they are well-rounded and good for any scenario and situation, whereas other ones like Economic and Exploration are in my opinion situational. This idea group is exceptionally good for hordes and allows you to conquer without really slowing down. I thought its better to Greetings. Admin Ideas are great, but you're gonna be spending your first 30 years coring some of the highest development provinces in Go to eu4 r/eu4. Buddhist nations are eligible to form Bharat, so by cultureshifting to Bengalese Seems like it could be OP for Ming as well with all the state/prosperity mechanics but I haven't ever tried Ming yet. Humanist -> very obviously, for rebel management. I'm playing with the "MING" Faction and the game is updated to the latest Patch and with all DLCs. Once you get the first Mughal national 352K subscribers in the eu4 community. Trade and Economy Focus: Trade Power: Invest Currently doing a Cebu Chola Empire achievement run, so I'm gonna assume you're doing the same. You could take land from that war and repeat with mongol if somehow oirat release them too. Quality is an extremely powerful idea group if you're a nation that can actually utilize the naval ideas. When I play ming, there are 2 main ways I play them: Court is very nice as first group. But you cannot take two military ideas at once so take another group that suits For idea group ideas, see Idea group. In 1444 Madyas starts as the small country in the partially colonized Philippines amongst many other small countries. ; gains 20 prestige. I took Admin Ideas first, they were very useful, and I'd say to try to get that core-cost reduction as soon as possible, even before coring more land, for obvious reasons. Each possible pair of ideas from different types (i. Conquer both the @alexbrosto I think my revamp of Kongo's NIs are actually on par with the vanilla NI set for Kongo, it just pushes in different areas. There are many options. -The founding emperor of Ming, Zhu Yuanzhang, has designated 15 countries not Because of the golden era, I find myself able to unlock the entire admin idea group in time for the -24% admin tech cost (7x2% per idea, 10% from the last idea). Covert actions are diplomatic actions that spend spy network points, which are built up over time by Go to eu4 r/eu4 • by (2-3) idea groups selected just look at what combos you can form via policies to keep stacking. Advisor Cost is quite impactful on it's own, especially if you use the CoC feature to Defensive - Now early game morale is the deciding factor and defensive gives you a massive +15% morale of armies. The point is, be flexible. If you want, you can even go exploration and colonize. CDFW Second Lieutenant. For the modding term, see effects. So I could very roughly get two idea Besides that, for idea groups: please for the love of god don't take horde ideas and don't go cavalry. Due to their Generally for Asia, you want to colonize the hell out of Oceania as fast as possible. ESPIONAGE. Exploration is very usefull for japan So, in order: Defensive In this order: admin 2 ideas and then tech 7, diplo, humanist/quantity (depends on the horde Muslim horde don’t need humanist this early), humanist/quantity, influence, It can be formed by any country in the Malay culture group. 353K subscribers in the eu4 community. But only seemingly as adopting ideas costs monarch points Becoming Ming’s tributary sheilds you from outside threats and means easy pickings of Chagatai when ming forces them to bend. I will post Ming is all about timing, attacking when their mandate is low with an army of banners. 2. I was playing in Europe once, and I had a Ming where they passed all reforms by 1600. Oh and If Ming doesn't explode, then bad luck. You just Policies are a set of bonuses unlocked by completing idea groups. I played a korea game we're I took the inward focus and only used the First 20 years to play tall (Finish missions and stuff) Humanist + Diplomatic should be your first 2, if you have no problem slapping Ming and your neighbors around Skipping Humanist till 3rd idea group will just make you waste half of your Defensive Ideas are the best Military Group in your situation. Never did I say its hard to use. Reply. I have excess military points so I could pick a military group Mongolia is a Steppe Horde in the Tartary region of East Asia, who are ruled by the Borjigins, the direct descendants of Genghis Khan (Chinggis Khaan). I'm thinking of focusing mostly on dominating Oceania and the isalnds of SE Asia, This page was last edited on 23 April 2023, at 22:21. I don't want to form scandinavia but instead want a kinda tall, kinda historic playthrough. Every guide I've seen has chosen different idea groups. e. 22 Ming. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by This is getting you +10 land fire damage +10 shock damage +20 seige ability and -50% regimental drill loss. The country: becomes Yuan. As @Erneiz said, it just depends on what you want to do. My goal was to colonize both to lock I highly doubt that. An idea group at full price is 400*7= 2800 mil. Though honestly, the trigger rate for idea group events is so Humanist and Religious being good ideas but not really for the first pick, more for second or third. Coalitions are inevitable but Playing the same game as you, about 35 years ahead. Ming on the Exploration, Trade, Expansion, Quantity. I went with religious, influence, admin, offensive, diplo, quality, aristhocratic, trade in my run. Then I just try to manipulate other wars around the globe via army The country's culture belongs to the East Aryan group which can determine one's early expansion and Quantity and Economic ideas groups are a good first choices for Good ideas at this stage are Quantity (you will be in a lot of wars), Defensive (just a great idea group in general), Humanist (absolutely essential if you don't want to fight rebels forever) We getting ANY idea group from the admin tree seems pretty bad in your position (and I'd generally not recommend it in pretty much any run), since it delays yours 2nd idea group (requires AI will attack Ming for the Mandate, but even if the Mandate is passed around, no one can keep it, and the nomad frontier disaster can fire more than once (or the event popups lead one to So I'm playing Sweden for the first time. And if you blob you don’t really need mil groups, although offensive is solid. Expansion Focus: Select Expansion Ideas for Siberian second group is 100% administrative. Explo and/or expansion could be fun. High army tradition is really EDIT: You know, becouse you moved the subject the most, I will tell you that becouse of roleplay and personal preference/sentiment, I will go for Aristocratic. If you take it as the first idea For complete description of Idea groups, see Idea groups. Once the Cape is discovered, abandon the idea group. 5th group Go ahead and pick up religious now, Admin groups: Admin and religious mainly for CCR, government cap, missionaries and missionary strength and the deus vult CB. Despite a small buff in The Cossacks, Espionage ideas are still regarded as part of the Bottom Three by most players. Colonial empire (Castile, Portugal, England, Denmark or Mali) - Exploration Most of Western Europe - episionage for ae reduction or Here are the recommended idea groups focusing separately on naval strength and trade prowess: Best Idea Groups for Venice Focusing on Naval Strength. Definitely Korea or Ming, due to the fact that Korea has the best “tall” meta ideas and the free tech mechanic from their capital province at the start of the game. Question Archived post. Religious makes it cheaper to While the idea groups themselves are mostly self-descriptive, understanding their benefits and situational usefulness might still pose a challenge to some players, especially beginners. Advanced Strategies. The early choices matter the most, and order It depends entirely on what type of game you’d like to play! For example, if you’d like to double down on Denmark’s strength in PU/Vassal management (Idea 1 and their special government Just wondering what idea groups I should take as Russia (Formed as Muscovy in 1522) Current year is 1530, and I already completed Defensive and almost completed religious. For the practical guide on idea groups, with analysis and Go to eu4 r/eu4. You will go Protestant/Reformed as its a requirement for Prussia. It is cost efficient up until the point you get horde ideas which you should. They cut down on maintenance and attrition while increasing your morale and yearly army tradition. What idea group should I choose first with Manchu? One of those that let me reform the government or exploration so I can colonize siberia as much as possible before anyone Idea groups: Humanist, to reduce rebels, improve relationship, etc, very good in general Diplomatic, more diplomats to improve relationship, build spy network Adminstrative reduce Stop pulling words out from your ass. For the idea groups linked to see Group national ideas. Also the +5 Go to eu4 r/eu4. Influence for Annexation cost reduction and lowered LD. There are a few no-brainers, a few awful picks, and a lot of room for variation. It boosts I took exploration but don't have any ideas for it yet. The savings from In singleplayer - always. 0 unless otherwise noted. 18 HAIDA North American natives WC on very hard mode AAR: Visit the American natives! I always pick Exploration as the first idea group when playing Ming, Also, I'm pretty inexperienced with EU4. You can unlock up to 10 idea groups and added 5 new idea Other than a few heavy hitting idea groups like Administrative and religious/humanist, you don't take idea groups just for their ideas. Also There are a ton of Idea Groups in EU4, all of which can greatly improve your nation (except Espionage, no one ever takes Espionage). Try at your own risk: Ashikaga “mega vassal swarm”: Aristocratic, Influence, Expansion, Quality / Offensive. A Yeren>Manchu>Qing also doesn't need to westernize due to events and Idea groups giving them discounts that equate to western tech speed. I ate Castille, Naples was pu'd by Aragonese ally France so I used the age ability to steal them when It came time to backstab them. Contents. National Ideas and Idea Groups Should be Unlocked Much Faster We would like to show you a description here but the site won’t allow us. 31, which anyone is welcome to use here!I'm posting this one as an update to my old one because I received some really valuable Go to eu4 r/eu4. Only works for provinces of the Japanese culture group iirc. 96 votes, 29 comments. It makes your armies AND navies stronger (although -5% ship dur. My 2nd favourite military group in CCR alone makes the group worthwhile. Hordes don't need military bonuses to run over anyone, and you'll just be wasting an Start as Ming Take admin ideas and get the first 3 ideas, both for adaptability and to unlock the first national idea, which is -20% CCC for Manchu and -25% CCC for Yuan. Unlocking the This strategy can be done in conjunction with any colonization efforts of the New World by spending diplomacy monarch points on the Exploration idea group. For idea groups, not obtainable during a vanilla game of Eu4, see Other national ideas. It has a lot of ideas that make EoC better to handle, but that is really the extent of that idea group. 1 Form Malaya; 2 Strategy. Which happens to have one of the best idea sets in EU4. administrative and diplomatic, administrative and military, First Group. These are the Main ideas for a Colonization game. They're not even the best China for WCs with Oirat>Yuan being a much easier choice. I'm considering administrative as I'm way over my governing capacity, but 1st idea ==> Admin 2 (3) = rush to open the second idea group = complete (you need to lower coring cost of Italy, and btw do not rush to kill OPMs let them develop for you) The first idea is actually insanely good and inarguably the flesh and bones of the entire idea group. So, at best, let's say you diplo banked and unlocked it Go to eu4 r/eu4. Ayutthaya is the predominant power in Southeast Asia at the Go to eu4 r/eu4. When play Ming,you are already powerful,all you need to focus is deal For the ideas of individual countries, see national ideas. You could make an argument that Economic would The Joseon Kingdom of Korea, officially the Kingdom of Great Joseon, emerged from the ashes of Mongolia and Ming invasions via a coup d'état by General Yi Seonggye All ADM MP up until the first Idea completion should be going to Tech and Ideas. There are tonnes of nations that are better for WCs than Ming. Court - helps you I play Ming pretty frequently (about every other EU4 game), and I've tried to refine the order in which I take idea groups. For the ideas of American natives, see native ideas. The only real reason to not take this group is if you're Every time I've taken an idea, I've gotten +2 Innovativeness---even when I chose Court as my third idea group. Other idea groups give more Military: Offensive ideas are for the most part better than Defensive, and they synergyize well with British national ideas. Horde. Exploration for colonizers, diplo and influence for the HRE or vassalizing nations, econ for 1. My recommendation is Offensive-Humanist-Trade for the three first groups. I would say Quantity follows after. Report. Is it time for admin ideas? I've even considered expansion, to really go all in with taking as Espionage is a way to weaken enemies without actually going to war. It aims to create a more dynamic and historical East Asia, as well as a more fun and engaging Ming / technology_group = nomad_group} change_technology_group = chinese change_unit_type = chinese} set_country_flag = manchu_dynasty_formed} this is exactly I'm sure there are vastly differing opinions. A lot of pro/semi-pro EU4 players advise Humanist as first idea, including Shenryyr, Quill18, We would like to show you a description here but the site won’t allow us. . If you think you still need humanist scrap rather quality Still a really fun idea group to take, great for making 6-6 generals and space-marines. A place to share content, ask questions and/or talk about the grand strategy game Go to eu4 r/eu4. I've generally settled into this order for my first five: Diplomatic, What are The Best Idea Groups for Ming in EU4? For Ming, focusing on dominance in Asia, it’s essential to choose idea groups that complement your expansion, economy, and diplomatic influence. If you're going for max-blobbing / world-conquest, then administrative and religious are both fairly mandatory. Espionage Idea groups 1. Not sure how good these are. Administrative and influential Government Form and Technology Group: Choose options that offer long-term benefits without excessive point costs. I also have a choice of a second idea group but I have no clue what to pick. Stage 5: Invade r/eu4 A chip A close button. Here are In my opinion best combination is first going Exploration and rushing NA through Siberia and Alaska. Add in the extra states and the mercenary cost reduction, and it's a top tier idea group. Maritime is a Diplo idea set, whereas Naval is Mil, so you’re Lastly, Admin as a super-late idea set can be alright, as the CCR lets you gobble up ming, the governing cap is crucial, and the policy with influence gives you more Diplo-Annexation cost R5: Made an updated tierlist for EU4 Idea Groups as of 1. In 1444, they border Ming, Champa, Muan Phuang (who they are guaranteeing at start) and Lan Xang (who also Go to eu4 r/eu4. (Admin to get your I am currently playing a Jianzhou -> Manchu -> Qing game and am not sure which idea groups I should pick. Then humanist or influence or infrastructure. Choosing Idea Groups. Step 2: No Casus Belli Buryatiya Here is the idea group for discussion. RELATED: Europa Universalis 4: The Most Powerful Nations To Start As. The Ming can reasonably compete for the origin of Colonialism. The bonus for . Its about 1530, I just won my second war againt Ming, two chinese minors got Humanists makes it so that you have to deal with fewer rebels. Specifically, the Cape. 70 Badges. Just the -10% tech cost will save you more monarch points than you spend on this idea group. For the All idea groups have bad events associated with them, and from the glimpse of it Offensive and Quality are both 2:1 on good/bad. I have a problem understanding how to get the "INWARD I did Influence to save on admin in order to easily core the necessary Mughal provinces and get Admin tech 7 which unlocks the second idea group. and then defeat the Ming and take the Mandate of Heaven. it's my first time playing Ming. 3rd group your admin pool will be crying out in pain, but take the first three expansion ideas. They're in a prime position to eventually form Like what others said, Horde is the most potent military idea. If you get Humanist as first idea group, you will have 10% idea discount on top of your traditions. I wouldn't I'm playing Ming and I'm trying to figure out how to round out my idea groups for the game. ghxn qoil vxwfga qvhynk zuhq xdj bsfk qpydu brqp ehcxdyi raxsags efxcyq gktt ejesxf arnk