Not everyone consider plutocratic ideas great. So go ahead and please explain why I should ever consider taking plutocratic ideas as pretty much anyone except perhaps Novgorod. I would go so far as to argue that aristocratic ideas are superior simply because of the extra diplomat which is just so powerful and, if you are not particularly skilled at the game, the extra core cost will deter people from attacking you. The average republic is in my opinion much worse off than the average monarchy and so I tend to rush down republican tradition asap. Surely if you want to compete on even a relatively equal ground, you would want to boost your military prowess? Also, the fact that you are forced to remain a republic until you pick up plutocracy is a major downside. Fighting off someone with a military boost such as France/the Ottomans (which is likely eventually if you start in Italy) will go very poorly, especially if they have taken an idea group such as offensive/defensive. To truly make some considerable ground in military, you are going to want to take an idea group that is supplementing your military ability, not providing broad bonuses across various aspects and barely touching your military ability. Since most of the republics are collected around Italy, let's consider you are starting there. You have generic national ideas, nothing really boosting your military abilities. Now let's assume you are generic republic x with every 4 years getting 1,1,4 iteration leader. Whether it is worth picking up this entire idea group just for this final idea is debatable. 10% tech cost - this is probably the only part of the idea tree that is undeniably good.
I could be wrong but honestly, I'd still just prefer a straight manpower boost.Ĩ. 20% manpower recovery speed - This is nice, but if I'm not mistaken a simple boost of 20% manpower accomplishes the same thing AND boosts your total manpower. Otherwise, most starting republics pretty much stay within their own religious/heretic groups.ħ. The only people that I can think this being useful for is if you play Venice and start conquering into the Ottomans and are sitting on a bunch of Sunni provinces you can't convert until you pick up religious ideas/the counter-reformation occurs. This is a pretty solid one.Ħ +2 tolerance of heathens - This is nice I suppose but I tend to be able to convert people with relative ease. 20% production efficient - while this is pretty generic, assuming your trade, tax and production are all equal, it is a solid boost of 7% income which is nice. 1 Merchant probably is not going to make too significant an impact. I suppose it is useful but if you really were looking for trade, you should have picked up trade. +1 merchant - I've never been one for trade empires. I've found that just putting a couple of groups of troops on put down revolts works plenty well enough once you get large enough.Ĥ. 1 national revolt risk - this is actually somewhat useful if you are expanding quickly and sitting on ~100% OE at all times. That being said, it is an actual boost to your military.ģ. 10% bonus morale - Pitiful compared to the amazing 25% bonus morale from defensive. 50% available mercs - useful right at the beginning of the game as someone like Novgorod or maybe Burgundy, useless for most everyone else by the time you actually pick up this idea (assuming you don't pick up a military idea first since it puts you behind in military tech which can be a major hinderance)Ģ. Here's a list of the idea group benefits if anyone is unfamiliar:ġ. Ideas after that are usually just whatever and basically irrelevant at that point. Typically a game for me consists of diplomacy, defensive, religious/administrative, offensive and expansion. I like to go the traditional route of diplo idea, military, admin, military, diplo. Just to make this clear, I have played a game where Plutocratic was the first military idea I've taken and found it completely lack-luster.
#Peasants for plutocracy free#
I'm going to try to make my point as to why Plutocratic ideas are inferior to both Offensive and Defensive ideas, but feel free to disagree. One idea group I always see people raving, which I don't understaND about is Plutocratic ideas.
I've tried every group at least once and definitely have my opinion about each one. So I'd say I'm a veteran of EU4 at this point, having logged nearly 800 hours.