Though it should be said, while the bonuses are very nice, they don’t really do much more than what they say. Overall, the Idea is very focused on what it does, and it’s certainly a must-have pick for anyone trying out the colonial game. As well as giving you the ability to claim any overseas native land, if you’re not a fan of naturally colonizing the land yourself. And even making it free to expel any undesirables to grow your colonies quicker, the fact of the matter is that no true conquest of the New World can be done without this group.Īdd to that the fact that it also allows you to increase your naval dominance by fielding a much larger fleet. Giving you explorers and conquistadors which you can use to beat back the previously impenetrable Terra Incognita of the world’s oceans, as well as previously uncharted lands.įrom giving you the opportunity to colonize said uncharted lands via dedicated colonists and even increasing the total distance you can send your people to unknown lands. Be it as a nation in Western Europe, East Asia, or even Africa, Exploration gives you all the tools necessary for you to establish yourself throughout the world. Good policy combo: Offensive+Innovative +10% Siege ability, +1 Land leader siegeĮxploration is the Idea you take if you want to play as a colonizer. In summary, the most important things this idea gives you are: And while there certainly are good bonuses to be had with Offensive, I believe that your policy slots are better used on other, more useful combinations. Of course, the extra discipline the Idea provides helps keep losses low as well, which is very useful in any prolonged engagement.įinally, each Idea Group has a certain policy that you can select that gives you extra bonuses, depending on the combo. Something that you simply wouldn’t be able to do without the extra force limit granted by this Idea. Having larger armies, not to mention more of them, allows you to properly project your power across the world and wage long, devastating wars. Of course, the strategic influences of this Idea Group also impact your strategic reserves. The extra 20% Siege ability will shorten sieges considerably, and in fact, if you could manage to stack enough Siege ability modifiers, each siege tick would take only a few days! And those numbers simply aren’t possible without Offensive. Of course, generals aren’t the only thing that benefits from this Idea. That being said, having the ability to guarantee 2 pips is very good, both in the early-game, when Army tradition is low, and late-game, when you have a higher chance of getting the more valuable Siege pips instead of Fire and Shock ones. Which is, coincidentally, one of the few modifiers this Idea Group doesn’t actually have. Specifically talking about the generals, usually, the only thing that affects how many pips, or points, a general can have is Army Tradition. From better generals to better quality and faster sieges, there are few Ideas with the same amount of wide-reaching bonuses that can drastically affect the war you’re fighting. Offensive, like the name suggests, is a great Idea Group if you’re planning on waging plenty of wars. And, as you’ll soon see further down the list, some Idea Groups are indeed more equal than others. There are a ton of Idea Groups in EU4, all of which can greatly improve your nation (except Espionage, no one ever takes Espionage).īut, what with being limited to only 8 slots, picking the right Idea for your campaign becomes a top priority.
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