Their bonuses come into play both early and late game. The group is still strong enough though, and I encourage all aspiring world conquerors to pick it!ĭiplomatic ideas have cemented themselves as the top choice in world conquest campaigns. Variety and options are always something positive. With the change making core creation less valuable, administrative ideas are no longer a necessity for world conquests, which is good. While not as strong as back in the day, mercenaries are still useful, and the administrative ideas buffs make fielding more of them a consideration. The same is true for the mercenary buffs. Nowadays, with the territories and states mechanic, the modifier is less important. A necessity for any nation wanting to conquer the world that didn’t have access to it through their own national ideas. The main reasons for picking it are the reduction to core creation (which you are going to do a lot of, trust me) and the extra governing capacity.īack in the day, the reduction to core creation would’ve been a must. They’re the idea group aimed at empires that want to expand a lot. Administrative ideas get the second place on the list, and for good reason.
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