Ideas

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This article may contain outdated information that is inaccurate for the current version of VeF. It was last updated for 3.4.

Idea Groups

Administrative Ideas



Innovative Ideas

Cannot have Religious Ideas
Cannot have Economic Ideas



Patron of the Arts
-1.0% Prestige Decay


Resilient State
+0.05 Yearly Inflation Reduction


Dynamic Court
+1 Possible Advisors


Scientific Revolution
-5.0% Technology Cost
-10.0% Embracement Cost


Ecumenism
+2.00 Tolerance of Heretics


Indirect Rule
-5 Years of Nationalism


Humanist Tolerance
+3.00 Tolerance of Heathens



Bonus:
-10.0% Idea Cost

Religious Ideas

Cannot have Innovative Ideas
Cannot have Economic Ideas



Devoutness
+1.00 Tolerance of the True Faith
+0.25 Monthly Fervor
+10.0% Church Power


Missionary Schools
+1 Missionaries


Inspiration
+15.0% Reinforce Speed


Divine Supremacy
+2.0% Missionary Strength


Religious Tradition
+1.00 Yearly Legitimacy
+0.5 Yearly Devotion
+0.5 Yearly Prestige


Inquisition
+1.0% Missionary Strength vs Heretics


Holy War
+1 Catholic Cardinal Seat
Casus Belli vs neighboring heretics and heathens



Bonus:
Triple manpower increase during religious wars

Economic Ideas

Cannot have Innovative Ideas
Cannot have Religious Ideas



Bureaucracy
+10.0% National Tax Modifier


Organized Construction
-10.0% Build Costs


National Bank
+0.10 Yearly Inflation Reduction


Debt and Loans
-1.00 Interest per Annuum


Centralization
-10.0% Advisor Costs


Nationalistic Enthusiasm
-10.0% Land Maintenance Modifier


Smithian Economics
+10.0% Production Efficiency



Bonus:
-20.0% Development Time

Centralization Ideas

Cannot have Delegative Ideas



Superior Advisor Recruiting
-15.0% Advisor Costs


Administrative Efficiency
+1 Possible Advisors


Bookkeeping
-1.00 Interest per Annuum


Civil Service
-5.0% Administrative Technology Cost


Local Traditions
-1.00 National Unrest


Religion of State
+1.00 Tolerance of the True Faith


Educational Conversion
-25.0% Culture Conversion Cost



Bonus:
+3 Number of States

Delegative Ideas

Cannot have Centralization Ideas



States of the Federation
+25.0% Income from Vassals


Loyalty of the Masses
+1 Long term Vassal or March Relations
+1.00 Attrition for Enemies


Marcher Lords
+100.0% Subject Forcelimits Contribution


Local Bureaucracies
-10.0% Advisor Costs


Resettlement Plan
-1.00 National Unrest


Cultural Acceptance
-5 Years of Nationalism


Institutional Tolerance
Negative religious tolerance no longer gives any penalties
-10.0% Liberty Desire in Subjects



Bonus:
+2 Max Promoted Cultures
-25.0% State Maintenance

Cultural Unity

Cannot have Expansion Ideas
Cannot have Exploration Ideas
Must have any of the following:

  • Innovative Ideas
  • Religious Ideas
  • Economic Ideas
  • Centralization Ideas
  • Delegative Ideas


National Archives
+1.00 Yearly Prestige


Sphere of Influence
-10.0% Points to gain Stability
-1.00 National Unrest


Tolerance
+25.0% Religious Unity


Local Nobility
+25.0% Hostile Core-Creation Cost on us
+10.0% Income from Vassals


Optimism
-0.05 Monthly War Exhaustion


Iconography
+1.00 Yearly Legitimacy
+0.50 Yearly Republican Tradition
+0.50 Yearly Devotion
+1.00 Yearly Horde Unity


Adherence
+10.0% Fort Defense



Bonus:
+1.00 Attrition for Enemies

Expansion Ideas

Cannot have Cultural Unity
Cannot have Exploration Ideas
Must have any of the following:

  • Innovative Ideas
  • Religious Ideas
  • Economic Ideas
  • Centralization Ideas
  • Delegative Ideas


Faster Claims
-25.0% Cost to fabricate claims


Federal Apostates
+1.00 Tolerance of Heathens
+1.00 Tolerance of Heretics


Dominance
-20.0% Province Warscore Cost


Office of Foreign Affairs
-5.0% Aggressive Expansion Impact


Imperial Bureaucracy
-10.0% Build Cost


Organised Recruiting
-10.0% Recruitment Time


Competitive Merchants
+20.0% Global Trade Power



Bonus:
-10.0% Core-Creation Cost

Exploration Ideas

Cannot have Cultural Unity
Cannot have Expansion Ideas
Must have any of the following:

  • Innovative Ideas
  • Religious Ideas
  • Economic Ideas
  • Centralization Ideas
  • Delegative Ideas
  • Is primitive

Primitive nations:

  • Available from the start

Iberian culture nations:

  • Administrative Technology 26

Everybody else:

  • Administrative Technology 30


Quest for the New World
Allows recruitment of Explorers & Conquistadors


Colonial Ventures
+1 Colonists


Overseas Exploration
+50% Colonial Range


Land of Opportunity
+15.00 Global Settler Increase


Viceroys
+20.0% Global Tariffs


Free Colonies
+1 Colonists


Global Empire
+25.0% Naval Forcelimit Modifier



Bonus:
Permanent Casus Belli against Primitives

Bureaucracy Ideas

Cannot have Plutocratic Ideas
Cannot have Stratocracy Ideas
Administrative Technology 38



Clash of Ideas
-5.0% Technology Cost


State Conversion
+1 Missionaries


Private Ventures
-10.0% Build Cost


Sentimentalism
+1.0% Missionary Strength


Official Census
+10.0% National Tax Modifier


Tempered Society
+1.00 Tolerance of Heretics


Citizen Gradient
+1.00 Tolerance of Heathens



Bonus:
+0.05 Yearly Inflation Reduction

Imperium

Cannot have Foreign Affairs
Cannot have Martial Domain
Administrative Technology 38



Assimilation
+20.0% Global Tariffs


Militaristic Offset
-1.00 National Unrest


Empirism
+10.00 Global Settler Increase


Partitions
-5.0% Aggressive Expansion Impact


Land Claim
Allows recruitment of Explorers & Conquistadors
+1 Colonists


Intelligentsia
-10.0% Core-Creation Cost


Faux Religion
+20.0% Religious Unity



Bonus:
+1.00 Yearly Prestige

Democracy Ideas

Cannot have Thalassocracy
Cannot have Autocracy Ideas
Administrative Technology 38



Parliamentary System
-5.0% Administrative Technology Cost


Code of Law
-10.0% Points to gain Stability


Formalised Cabinet
-10.0% Advisor Costs


Universal Suffrage
-1.00 National Unrest


Popular Mandate
+0.50 Yearly Legitimacy
+0.50 Yearly Republican Tradition
+0.25 Yearly Devotion
+0.50 Yearly Horde Unity


Separation of Powers
+1 Max Promoted Cultures


Federalism
+25.0% Income from Vassals



Bonus:
+50.0% Subject Forcelimits Contribution


Diplomatic Ideas



Conciliatory Ideas

Cannot have Espionage Ideas
Cannot have Intimidatory Ideas



Foreign Embassies
+1 Diplomats


Benign Diplomats
+25.0% Improve Relations


Learned Men
+0.02 Monthly Vassal Integration
+1 Long term Vassal or March Relations
+1 Diplomatic Relations


Quick Appeasers
-25.0% Discovered Relations Impact


Diplomatic Influence
+2.00 Diplomatic Reputation


War Cabinet
-10.0% Province Warscore Cost


Foreign Elite
-25.0% Diplomatic Annexation Cost



Bonus:
-5.0% Diplomatic Technology Cost

Espionage Ideas

Cannot have Conciliatory Ideas
Cannot have Intimidatory Ideas



Efficient Spies
+25.0% Spy Network Construction
-10.0% Advisor Costs


Agent Training
+1 Diplomats


Vetting
+33.0% Foreign spy detection
+10.0% Provincial Trade Power Modifier


Provocation
-25.0% Unjustified Demands


Additional Loyalist Recruitment
-5.0% Liberty Desire in Subjects


State Propaganda
-10.0% Aggressive Expansion Impact


Audit Checks
-0.10 Yearly Corruption



Bonus:
+50.0% Rebel Support Efficiency

Intimidatory Ideas

Cannot have Conciliatory Ideas
Cannot have Espionage Ideas



Autarky
+15.0% Embargo Efficiency
-20.0% Cost to justify trade conflict


Cabinet
+1 Diplomatic Relations


Flexible Negotiations
-50.0% Unjustified Demands


Political Aides
+1 Diplomats


Diplomatic Corps
+15.0% Better Relations Over Time


Noble Resilience
Lowered impact on stability from diplomatic actions


International Nobility
-5.0% Aggressive Expansion Impact



Bonus:
Empires: Permanent Casus Belli versus neighbors
Monarchies: Permanent Casus Belli versus most neighboring Republics
Republics: Permanent Casus Belli versus most neighboring non-republic governments
There are various governments that are excluded from the Casus Belli

Domestic Market

Cannot have Merchant Adventures
Cannot have Land Routes



Effective Embargoes
+15.0% Embargo Efficiency


Improved Trade
+20.0% Domestic Trade Power


Protectionism
+10.0% Production Efficiency


Merchant Schools
+1 Merchants


Profitability
+25.0% Caravan Power


Local Traders
+10.0% Provincial Trade Power Modifier


Trading at Home
+10.0% Goods Produced Modifier
+0.2% Biennial Mercantilism



Bonus:
+10.0% Trade Efficiency

Merchant Adventures

Cannot have Domestic Market
Cannot have Land Routes



Merchant Adventures
+25.0% Trade Range


Foreign Investment
+15.0% Trade Power Abroad


Overseas Merchants
+1 Merchants


Trade Manipulation
+15.0% Trade Steering


Competition
+10.0% Trade Efficiency


Market Forces
+10.0% Global Trade Power


Trade Dockyards
-10.0% Trade Ship Cost
+10.0% Ship Trade Power
-0.2% Biennial Mercantilism



Bonus:
+1 Merchants
+20.0% Caravan Power

Land Routes

Must have Wealth of Nations DLC
Cannot have Domestic Market
Cannot have Merchant Adventures



Entrepreneurial Trade
+25.0% Trade Range


Central Exchange
+1 Merchants


National Trade Policy
+10.0% Trade Efficiency


Debits and Credits
+20.0% Trade Steering


Food Security
+10.0% Global Trade Power


Cartographers
+10.0% Trade Power Abroad


Free Cities
+25.0% Caravan Power



Bonus:
+1 Merchants

Grand Fleet Ideas

Cannot have Galley Expertise Ideas
Cannot have Logistical Ideas Must have a port
Is not a Primitive



Ships of the Line
+15.0% Heavy Ship Combat Ability


Lifelong Sailors
-20.0% Morale hit when losing a ship


Merchant Marine
+50.0% National Sailors Modifier
+10.0% Light Warship Combat Ability


Grand Navy
+20.0% Naval Forcelimits Modifier


Blockades
+50.0% Blockade Efficiency


Improved Shipyards
+15.0% Global Ship Repair


Citrus
-25.0% Naval Attrition



Bonus:
Permanent Casus Belli against less advanced nations in Asia and Africa

Galley Expertise Ideas

Cannot have Grand Fleet Ideas
Cannot have Logistical Ideas
Must have a port
Is not a Primitive



War Galley
+25.0% Galley Combat Ability


Naval College
+50.0% Naval Tradition from Battle


Boarding Parties
+1.00 Naval Leader Shock


Galley Tactics
+20.0% Naval Forcelimits Modifier


Close Blockade
+25.0% Blocakde Efficiency
+10.0% Chance to capture enemy ships


Sheltered Ports
+15.0% Global Ship Repair


Standardization
-10.0% Galley Cost
-10.0% Light Warship Cost



Bonus:
Ships can repair when in coastal sea zones

Logistical Ideas

Cannot have Grand Fleet Ideas
Cannot have Galley Expertise Ideas
Must have any of the following:

  • Domestic Market
  • Merchant Adventures
  • Land Routes


Trade Outposts
+25.0% Trade Range


Postal Service
-20.0% Envoy Travel Time


Tourism
+10.0% Trade Power Abroad
+5.0% Institution Spread


Loose Vanguard
+1.00 Land Leader Maneuver
+10.0% Movement Speed


Private Roads
+5.0% Trade Efficiency


Supply Trains
-5.0% Land Attrition


Federal Storage
+15.0% Caravan Power



Bonus:
+10.0% Recover Army Morale Speed

Plutocratic Ideas

Cannot have Bureaucracy Ideas
Cannot have Stratocracy Ideas
Administrative Technology 38



Organizations
+25.0% Trade Range


Corporatism
+1 Merchants


Golden Rules
+15.0% Trade Efficiency


Apprenticeship
+10.0% Trade Power Abroad


Free Merchants
+1 Merchants


Contrivances
+10.0% Caravan Power


Fast Negotiations
+15.0% Trade Steering



Bonus:
+10.0% Institution Spread

Foreign Affairs

Cannot have Imperium
Cannot have Martial Domain
Administrative Technology 38



Expatriates
+1 Diplomats


Integrated Financing
+1 Diplomatic Relations


Office of Concession
+20.0% Improve Relations


Hunter-Killers
+20.0% Foreign Spy Detection


Hegemonies
+0.02 Monthly Vassal Integration
+1.00 Diplomatic Reputation


Clandestine Agents
+15.0% Spy Network Construction


Diplomatic Amenities
-25.0% Unjustified Demands



Bonus:
-5.0% Diplomatic Technology Cost

Thalassocracy

Cannot have Democracy Ideas
Cannot have Autocracy Ideas
Administrative Technology 38
Must have a port
Is not a Primitive



Carronades
+10.0% Light Warship Combat Ability


Targeting Arc
+10.0% Heavy Ship Combat Ability


Sea Peoples
+100.0% Prestige from Naval Battles


Depredation
+15.0% Blockade Efficiency
+20.0% Privateer Efficiency


Civilian Flotilla
+20.0% Naval Forcelimits Modifier


Coastal Batteries
+1.00 Yearly Navy Tradition


Adaptive Tactics
+10.0% Galley Combat Ability



Bonus:
+1.00 Naval Leader Maneuver


Military Ideas



Quality Ideas

Cannot have Quantity Ideas



Sappers
+10.0% Siege Ability


Quality Education
+10.0% Recover Army Morale Speed


Naval Drill
+10.0% Morale of Navies


Espirit de Corps
+5.0% Discipline


Expanded Supply Trains
-10.0% Land Attrition


Sea Dogs
+100.0% Prestige from Naval Battles


Oak Forests for Ships
+10.0% Ship Durability



Bonus:
+1.00 Yearly Army Tradition

Quantity Ideas

Cannot have Quality Ideas



Enforced Service
-10.0% Regiment Costs


Ship's Penny
-10.0% Ship Costs


Conscripted Garrisons
+25.0% Garrison Size


Levée en Masse
+33.0% National Manpower Modifier


Grand Army
+33.0% Land Forcelimits Modifier


The Old and Infirm
-10.0% Land Maintenance Modifier
-10.0% Naval Maintenance Modifier


The Young can Serve
+20.0% Manpower Recovery Speed



Bonus:
+25.0% Available Mercenaries

Cavalry Ideas

Cannot have Infantry Ideas
Cannot have Artillery Ideas



Bayonet Leaders
+1.00 Land Leader Shock


Erosion Tactics
+10.0% Cavalry Combat Ability


Glorious Arms
+100.0% Prestige from Land Battles


Finest of Horses
-10.0% Shock Damage Received
+50.0% Cavalry Flanking


Military Traditions
-5.0% Military Technology Cost


Plebeian Cavalry
-15.0% Cavalry Cost
+10.0% Shock Damage


Noble Officers
+1 Leader(s) without Upkeep



Bonus:
+1.0 Yearly Army Tradition

Infantry Ideas

Cannot have Cavalry Ideas
Cannot have Artillery Ideas



Elastic Defense
+20.0% Fort Defense


Private to Marshal
+10.0% Infantry Combat Ability


Drummers Corps
+10.0% Recover army morale speed


Homesteaders
+33.0% National Garrison Growth


Regimental System
-10.0% Infantry Cost


Battlefield Rhythm
+1.00 Land Leader Maneuver
-5.0% Fire Damage Received


Superior Firepower
+1.00 Land Leader Fire



Bonus:
+15.0% Movement Speed

Artillery Ideas

Cannot have Cavalry Ideas
Cannot have Infantry Ideas



Massed Battery
+10.0% Artillery Combat Ability


Reconstruction
+20.0% Fort Defense
-10.0% Fort Maintenance


Siege Engineering
+1.00 Leader Siege


Barracks Ships
+10.0% Light Warship Combat Ability


Field Observers
-10.0% Artillery Cost


Indirect Fire
+10.0% Fire Damage


Oil Propellant
+10.0% Heavy Ship Combat Ability



Bonus:
-10.0% Land Attrition

Mercenary Army

Cannot have Standing Army
Cannot have Drafted Army



Organized Mercenary Payments
-10.0% Mercenary Cost


Mercenary Generals
+1 Leader(s) Without Upkeep


Noble Financing
+10.0% Reinforce Speed


Mercenary Retainers
-1.0% Yearly Army Tradition Decay


Mercenary Recruitment
+25.0% Available Mercenaries


Privateers
+10.0% Embargo Efficiency
+20.0% Privateer Efficiency
+10.0% Chance to capture enemy ships


Benefits for Mercenaries
-66.0% Mercenary Maintenance



Bonus:
+10.0% Garrison Size
+25.0% Possible Condottieri

Standing Army

Cannot have Mercenary Army
Cannot have Drafted Army
Must have any of the following:

  • Quality Ideas
  • Quantity Ideas
  • Cavalry Ideas
  • Infantry Ideas
  • Artillery Ideas


Camp Followers
-20.0% Land Maintenance Modifier


Leadership Schools
+1 Leader(s) Without Upkeep


Superior Seamanship
+10.0% Morale of Navies


Battlefield Commissions
-1.0% Yearly Army Tradition Decay


Foraging Parties
-20.0% Naval Maintenance Modifier


Military Drill
+10.0% Morale of Armies
+10.0% Movement Speed


Modern Legions
+10.0% Manpower Recovery Speed



Bonus:
-10.0% Fort Maintenance

Drafted Army

Cannot have Mercenary Army
Cannot have Standing Army
Must have any of the following:

  • Quality Ideas
  • Quantity Ideas
  • Cavalry Ideas
  • Infantry Ideas
  • Artillery Ideas


Improved Army Engineering
-10.0% Regiment Costs


Formalized Officer Corps
+1 Leader(s) Without Upkeep


Military Propaganda
+15.0% National Manpower Modifier


Battlefield Commissions
-1.0% Yearly Army Tradition Decay


White Enlistment
-10.0% Recruitment Time
+20.0% Reinforce Speed


National Guard
+10.0% Fort Defense


Press Gangs
+20.0% Sailor Recovery Speed



Bonus:
+10.0% National Garrison Growth
-25.0% Reinforcement Cost

Stratocracy Ideas

Cannot have Bureaucracy Ideas
Cannot have Plutocratic Ideas
Administrative Technology 38



Military Academies
+1 Leader(s) Without Upkeep


Economy of Force
+1.00 Naval Leader Fire


Saturation Fire
+1.00 Land Leader Fire


National Armada
-10.0% Naval Maintenance Modifier


Prepositioning
-10.0% Land Maintenance Modifier


Wartime Spirit
-10.0% Regiment Costs


Sealift Docks
-10.0% Shipbuilding Time



Bonus:
-10.0% Recruitment Time

Martial Domain

Cannot have Imperium
Cannot have Foreign Affairs
Administrative Technology 38



Civil Defense
+10.0% Fort Defense


Terra Firma
-5.0% Military Technology Cost


Engineer Corps
+5.0% Siege Ability


Structured Barrage
+5.0% Artillery Combat Ability


Battle Standards
+100.0% Prestige from Land Battles


Mounted Charge
+5.0% Cavalry Combat Ability


Platoon Warfare
+5.0% Infantry Combat Ability



Bonus:
-10.0% Land Attrition

Autocracy Ideas

Cannot have Democracy Ideas
Cannot have Thalassocracy
Administrative Technology 38



Patriotism
+10.0% Land Forcelimits Modifier


Call to Arms
+10.0% Naval Forcelimits Modifier


Reservists
+15.0% National Manpower Modifier


Ironclads
+5.0% Ship Durability


High Command
+5.0% Discipline


Veterancy
+10.0% Recover Army Morale Speed


Naval Realities
+10.0% Recover Navy Morale Speed



Bonus:
+10.0% Manpower Recovery Speed