eu4 andalusia idea groups


These ideas do not cost any Many nations have unique national ideas while a large number of others have national ideas based upon a common geographic region or a shared culture.
Normally I would recommend interleaving groups, but for such a strong colonization start, expansion is definitely a good choice. Beware though your fleet can’t win). It is still possible to revert to the old system by changing "AI_USES_HISTORICAL_IDEA_GROUPS" to 1 in /Europa Universalis IV/common/ideas/00_basic_ideas.txt Morocco is definitely unique to play and quite fun as well. Advancing within an idea group is done sequentially and each unlocked idea enhances a particular aspect of the nation. If not, vassalize Granada anyways and ally France and Ottomans. The rest are loose ideas on how to complete the idea set. Every country has seven national ideas. It is time to attack Granada.If Castile declared on Granada, great! I've come to that the best ones to start with would be Innovative, Quality and Diplomatic, followed by Trade, Defensive and Naval. EU4 Idea Group Keys.

Andalusia get CCR in its ideas, and this stacks wonderfully.

Find below a list of EU4 idea groups, with their ID (keys), for use in … Unlocking the last idea in the group also unlocks the group's bonus. Andalusia gets a permanent claim on every not-owned province in Algiers, High Plains, Barbary Coast, Kabylia, Tunisia, Djerba, Central Morocco, Gharb, North Morocco and Tripolitania areas To form Andalusia, all provinces in orange must be owned and cored, as well as either the two green or the two red provinces. Administrative power is required to unlock ideas within these groups. As soon as this is done, finish sieging and retreat your troops. And about other ideas don't know - ussualy it becomes too boring for me to continue my game. Abandoning an idea group can be used to free up an idea slot if it no longer serves the nation and there may be others more suitable groups that do so. Economic- Quite useful for Morocco, even in WC runs. Your priority is to take Ceuta, Lisboa, Evora, Beja and Algarve. If you want to start pushing into northern africa, then maybe religion is a good next idea, but northern africa is a bit of a pit, and I recommend avoiding it. Are the idea groups I'm picking good in that order? This war is easy to win and hard to 100% so chunking them a little should work out enough. New idea group slots are unlocked with the advancement in Abandoning an idea group can be used to free up an idea slot if it no longer serves the nation and there may be others more suitable groups that do so. Having a very unique position as the strongest north African nation aside from the Mamluk, with no impending threats at game start and many expansion routes, this nation has ridiculous potential for a strong colonizer and conqueror.This guide will focus on an expansionist route, including a solid starting strategy and a loose guide on what to do once the beginning phase is done. Picking a Several missions, decisions and events grant modifiers that affect idea cost. You get a free defensive war with Tunis on your side (despite no land being given, oh well).

Trade- Can replace Economic in many cases, You are surrounded by rich nodes. Kuma.

I like the idea groups that you suggested but I took em in a different order and I also took economy: 1. Good conquests to you!Morocco – Andalusia Guide 1.28 [Golden Century DLC]

Take some of the Atlantic islands if you can.I would suggest always picking those two first.

Yeah I am already a little bit further in the game, got almost all of northern africa and a few provinces in iberia from castile after portugal and aragon gangraped him.

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eu4 andalusia idea groups