Ideas

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This article is considered accurate for the current version of VeF.

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 18

Everybody else:

  • Administrative Technology 22


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