![]() ![]() Let’s start with the extra diplomatic relation and reputation. 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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