As a nation develops technologically, it unlocks the ability to gain additional idea groups . Investing into a full idea group can take a long time and cost several decades worth of power. The act of choosing at any point of time a certain idea group over the other and advancing in it represent the time and focus nations choose to spend historically along certain administrative, diplomatic, and military specializations.
Early Idea groups
These ideas are added to avoid a colonial empire in classical era. Early administrative and religious cost administrative points, diplomatic and trade cost diplomatic and military and defensive cost military.
Early administrative
Slavery
Production efficiency: +10%
Decentralization
Stability cost modifier: -10%
Advisors
Advisor pool: +1
Resistance to foreigners
Hostile core creation on us: +20%
Efficient administration
Core creation cost: -10%
Administrative innovation
Administative tech cost: -6%
Noble soldiers
Diplomatic upkeep: +1
Ambitions:
Prestige: +20%
Early religious
Early tolerance
Tolerance of heathens: +1
Converting
Missionaries: +1
Acceptance of differencies
Tolerance of heretics: +1
Religious customs
Stability cost modifier: -10%
Religious education
Tolerance of the true faith: +1
Divine heritage
Prestige decay: -1%
Organized religion
Global missionary strength: +1%
Ambitions:
Tolerance of heathens: +1
Early diplomatic
Diplomats
Diplomats: +1
Additional relations
Diplomatic upkeep: +1
Vassal tribute
Vassal income: +10%
Diplomatic reputation
Diplomatic reputation: +1
Foreign customs
Unjustified demands: -10%
Claims
Cost of fabricating claims: -15%
Diplomatic conquest
Diplomatic annexation cost: -10%
Ambitions:
Diplomatic upkeep: +1
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Early trade
Trading
Merchants: +1
Galley slaves
Naval forcelimit: +10%
Merchant admirals
Navy tradition decay: -10%
Naval innovation
Diplomatic tech cost: -6%
Merchant travels
Trade range: +10%
Protected trade
Global trade goods size: +5%
Shipwrights
Global ship costs: -10%
Ambitions:
Trade efficiency: +10%
Early military
Formation
Discipline: +2.5%
Professional soldiers
Infantry power: +5%
Military education
Army tradition decay: -1%
Horse breeding
Cavalry power: +5%
Early mercenaries
Mercenary cost: -10%
Military innovation
Military tech cost: -6%
Cheaper mercenaries
Mercenary maintenance cost: -10%
Ambitions:
Core creation cost: -10%
Early defensive
Border guard
Defensiveness: +5%
No aid for enemy
Attrition for enemies: +1%
Fight for our land
Land morale: +5%
History of independence
Hostile core creation on us: +30%
Recruitment
Manpower recovery speed: +10%
Slave army
Global manpower: +10%
Fortification
Defensiveness: +5%
Ambitions:
Army morale recover speed: +5%
Vanilla idea groups
Those idea groups are visible as soon as you get administrative technology 50.
Administrative groups
Administrative power is required to unlock ideas within these groups.
Administrative
Organized Mercenary Payments
-25% Mercenary cost
Adaptability
-25% Core-creation cost
Benefits for Mercenaries
-25% Mercenary maintenance
Bookkeeping
-1 Interest per annum
Mercenary Recruitment
+25% Available mercenaries
Administrative Efficiency
+1 Possible advisors
Civil Service
-10% Administrative technology cost
Bonus:
+5 Number of states
Economic
Bureaucracy
+10% National tax modifier
Organized Construction
-10% Build cost
National Bank
+0.10 Yearly inflation reduction
Debt and Loans
-1 Interest per annum
Centralization
-0.05 Monthly autonomy change
Nationalistic Enthusiasm
-10% Land maintenance modifier
Smithian Economics
+10% Production efficiency
Bonus:
Development cost: −20%
Expansion
Additional Colonists
+1 Colonists
Additional Merchants
+1 Merchants
Faster Colonists
+10 Global settler increase
Organized Recruitment
-10% Recruitment time
Additional Diplomats
+1 Diplomatic relations
Improved Shipyards
-10% Shipbuilding time
Competitive Merchants
+20% Global trade power
Bonus:
-25% State maintenance
Permanent Casus Belli against nations from less advanced technology groups (for Western/High American, Eastern and Anatolian)
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Humanist
Tolerance
+25% Religious unity
Local Traditions
-2 National unrest
Ecumenism
+3 Tolerance of heretics
Indirect Rule
-10 Years of separatism
Cultural Ties
-50% Accepted culture threshold
Benevolence
+30% Better relations over time
Humanist Tolerance
+3 Tolerance of heathens
Bonus:
-10% Idea cost
Innovative
Patron of the Arts
-1% Prestige decay
Pragmatism
-25% Mercenary maintenance
Scientific Revolution
-5% Technology cost
Dynamic Court
+1 Possible advisors
Resilient State
-10% Reduce inflation cost
Optimism
-0.05 Monthly war exhaustion
Formalized Officer Corps
+1 Leader(s) without upkeep
Bonus:
-25% Advisor costs
Religious
Deus Vult
Permanent casus belli against neighboring heathens and heretics
Missionary Schools
+1 Missionaries
Church Attendance Duty
-25% Stability cost modifier
Divine Supremacy
+3% Missionary strength
Devoutness
+1 Tolerance of the true faith
+2 Yearly papal influence
Religious Tradition
+1 Yearly prestige
Inquisition
+2% Missionary strength vs heretics
Bonus:
-25% Culture conversion cost
Diplomatic groups
Diplomatic power is required to unlock ideas within these groups.
Diplomatic
Foreign Embassies
+1 Diplomats
Cabinet
+1 Diplomatic relations
War Cabinet
-33% Cost of reducing war exhaustion
Benign Diplomats
+25% Improve relations
Experienced Diplomats
+2 Diplomatic reputation
Flexible Negotiations
-20% Province warscore cost
Diplomatic Corps
-10% Diplomatic technology cost
Bonus:
Lowered impact on stability from diplomatic actions
Espionage
Efficient Spies
+50% Spy network construction
-10% Advisor costs
Agent Training
+1 Diplomats
Vetting
+10% Provincial trade power modifier
+33% Foreign spy detection
Additional Loyalist Recruitment
-10 Liberty desire in subjects
Claim Fabrication
-25% Cost to fabricate claims
Privateers
+25% Embargo efficiency
Audit Checks
-0.10 Yearly corruption
Bonus:
+50% Rebel support efficiency
Exploration
Colonial Ventures
+1 Colonists
Quest for the New World
Allows recruitment of explorers and conquistadors.
Overseas Exploration
+50% Colonial range
Land of Opportunity
+20 Global settler increase
Viceroys
+20% Global tariffs
Free Colonies
+1 Colonists
Global Empire
+25% Naval force limit modifier
Bonus:
Permanent Casus Belli against Primitives
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Influence
Tribute System
+25% Income from vassals
Establish Cadet Branches
+0.50 Yearly prestige
+0.25 Chance of new heir
Integrated Elites
-25% Diplomatic annexation cost
State Propaganda
-20% Aggressive expansion impact
Diplomatic Influence
+2 Diplomatic reputation
Postal Service
+1 Diplomatic relations
-25% Envoy travel time
Marcher Lords
+100% Vassal force limit contribution
Bonus:
-50% Unjustified demands
Maritime
Seahawks
+1 Yearly navy tradition
Merchant Marine
+50% National sailors modifier
Sheltered Ports
+20% Global ship repair
Grand Navy
+50% Naval force limit modifier
Ship's Penny
-10% Ship costs
Excellent Shipwrights
+2 Naval leader maneuver
Naval Fighting Instruction
+50% Blockade efficiency
Bonus:
Ships can repair when in coastal sea zones
Trade
Shrewd Commerce Practice
+20% Global trade power
Free Trade
+1 Merchants
Merchant Adventures
+25% Trade range
National Trade Policy
+10% Trade efficiency
Overseas Merchants
+1 Merchants
Trade Manipulation
+25% Trade steering
Fast Negotiations
+25% Caravan power
Bonus:
+1 Merchants
Military groups
Military power is required to unlock ideas within these groups.
Aristocratic
Notes:
Only available to Monarchies, Theocracies, Noble Republics, and the Papacy.
Noble Knights
-10% Cavalry cost
+10% Cavalry combat ability
Local Nobility
+50% Hostile core-creation cost on us
+10% Income from vassals
Serfdom
+25% National manpower modifier
Noble Officers
-1% Yearly Army Tradition decay
-1% Yearly Navy Tradition decay
International Nobility
+1 Diplomats
Noble Resilience
-20% Cost of reducing war exhaustion
Military Traditions
-10% Military technology cost
Bonus:
+1 Leader(s) without upkeep
Defensive
Battlefield Commissions
+1 Yearly army tradition
Military Drill
+15% Morale of armies
Improved Maneuver
+1 Land leader maneuver
Regimental System
-10% Land maintenance modifier
Defensive Mentality
+20% Fort defense
-10% Fort maintenance
Supply Trains
+33% Reinforce speed
Improved Foraging
-25% Land attrition
Bonus:
+1 Attrition for enemies
Naval
Boarding Parties
+1 Naval leader shock
Improved Rams
+25% Galley combat ability
Naval Cadets
+1 Naval leader fire
Naval Glory
+100% Prestige from naval battles
Press Gangs
+20% Sailor recovery speed
Oak Forests for Ships
+20% Heavy ship combat ability
Superior Seamanship
+15% Morale of navies
Bonus:
+10% Ship durability
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Offensive
Bayonet Leaders
+1 Land leader shock
National Conscripts
-10% Recruitment time
Superior Firepower
+1 Land leader fire
Glorious Arms
+100% Prestige from land battles
Engineer Corps
+20% Siege ability
Grand Army
+20% Land force limit modifier
Esprit de Corps
+5% Discipline
Bonus:
+5% Recover army morale speed
Plutocratic
Notes:
Countries without access to aristocratic ideas get plutocratic ideas instead.
Tradition of Payment
+25% Available mercenaries
Abolished Serfdom
+10% Morale of armies
Bill of Rights
-2 National unrest
Free Merchants
+1 Merchants
Free Subjects
+10% Goods produced modifier
Free Cities
+25% Caravan Power
Emancipation
+20% Manpower recovery speed
Bonus:
-5% Technology cost
Quality
Private to Marshal
+10% Infantry combat ability
Quality Education
+1 Yearly army tradition
Finest of Horses
+10% Cavalry combat ability
Corvettes
+5% Ship durability
Naval Drill
+10% Naval morale
Copper Bottoms
-25% Naval attrition
Massed Battery
+10% Artillery combat ability
Bonus:
+5% Discipline
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Quantity
Levée en Masse
+50% National manpower modifier
The Young can Serve
+20% Manpower recovery speed
Enforced Service
-10% Regiment cost
The Old and Infirm
-10% Land maintenance modifier
Mercenary Contracts
+25% Available mercenaries
Conscripted Garrisons
+25% Garrison size
Expanded Supply Trains
-10% Land attrition
Bonus:
+50% Land force limit modifier
Industrial era idea groups
You can only choose one of those and only with a tech level of 81 or higher. They have no bonus or policy. Order one costs administrative points, Freedom costs diplomatic and Autocracy cost military.
Order
State controlled economy
*Inflation reduction: -0.10
Global tax modifier: +15%
Patriotism
*Land morale: +0.10
State police
Global unrest: -1
Workers' utopia
*Production efficiency: +10%
Global trade goods size: +10%
Free education
Administrative tech cost: -20%
Military service
*Global manpower: +20%
Universal healthcare
Manpower recovery speed: +20%
Ambitions:
+1 Leader(s) without Upkeep
Freedom
Capitalist economy
*Merchants: +1
Freedom of Religion
*Tolerance of heathens: +2
Tolerance of heretics: +2
Universal suffrage
*Female advisor chance: +40%
Freedom of speech
*Yearly republican tradition: +1
Equality of races
Accepted culture treshold: -50%
Volunteer army
*Can recruit female generals
Sharing of ideas
*Idea cost: -10%
Diplomatic tech cost: -20%
Ambitions:
+1 Possible Advisors
Autocracy
Glorious leader
Land morale: +0.10
Police state
Global unrest: -1
Élite generals
*Yearly army tradition: +0.5
Military industry
*Global regiment recruiting speed: +10%
Global regiment cost: -10%
Military thinkers
Military tech cost: -20%
Resettlement
*Culture conversion cost: -20%
Total war
*Reducing war exhaustion cost: -20%
Manpower recovery speed: +20%
Ambitions:
+5% Discipline