This both help you in various ways: aristocratic grants you free absolutism and helps you recover from autonomy faster. Hah!
Otherwise it's a good list, even if it's not ideal to me.I go Diplomacy first to deal with the vassal situation. While France, historically and in game, was the hegemon of Europe throughout the game period, she was also beset by enemies.
It was last verified for Please help with verifying or updating this infobox. Then offensive, then religious (to conquer the German heretics). As for administrative, those help with expanding, which you don't eant.Diplomatic group ideas: *Influence. First, decide whether you want to play France as a land or a colonial power. If you want to do some colonizing instead of just taking existing colonies you could take exploration in place of diplomacy. Defense?
I honestly think the Japanese military ideas are better than France, putting them just behind Prussia. Please help with verifying or updating this infobox. Administrative ideas are an almost automatic pickup as any nation, lowering coring costs. Innovativeness and why Innovative ideas are the best in the game By Lazyboy007 IDEAS -1% Prestige decay:-1% Prestige decay is a rather average start to Read More ยป December 17, 2019 *Maritime.
Like Italy, its provinces are rich and will help France control the trade node shared with the English. Likewise, should I go with Exploration as my first Idea group or Diplomatic? A high initial cost to set the construction in motion, as well as a temporary but lengthy tax cut, can be a very costly procedure, where several loans might be required. Example: If the player is working on conquering Muslims in North Africa, it might be more useful to take religious or humanist ideas instead of exploration or quantity. Nah, I tried 8 or 9 France WC games that ended in failure or I got bored.
You're actually serious. Be aware, however, that in multiplayer France will often have strong enemies in the mainland, and oftentimes expansion might not be a good choice for the French player. I mean, yikes, that's a scary Big Blue Blob. Enemies in the region are usually very weak early (with the exception of Burgundy who shouldn't be taken on alone early), and there are usually few other great powers looking to expand into it that early. You are too far away to grab exploration meaningully quick so don't.
From there, France has four common ways to expand: first, expanding into Italy. Pick whatever you think might be fun.Influence / Defensive / Humanist / Exploration in no particular orderIf you're not blobbing I'd get exploration, you'll have a pretty boring game after a short time.Apart from that, securing the French borders in the east will be pretty AE heavy since it's HRE land, so influence ideas will help a lot.
What ideas should I follow up with?
You talk of the people's rights. Thanks for the tip! "I'll get paid for killing, and this town is full of people who deserve to die. " While France, historically and in game, was the hegemon of Europe throughout the game period, she was also beset by enemies. It was last verified for As France, own Vienna, Berlin and Moscow as core provinces.As France, hold 100 European core provinces before 1500.As Revolutionary France, spread the Revolution to 10 countries./Europa Universalis IV/common/disasters/french_wars_of_religion.txt/Europa Universalis IV/events/disaster_french_wars_of_religion.txt I know, a lot of questions, but France is really a different nation to play as compared to England or Burgundy, which means that I'm more conflicted in terms of strategy.
Awesome all around to improve your trade money. They've got the best colonial bonus outside of additional colonists.Economic ideas are crazy strong as France, allowing you to afford a large army, and push every province just a little further.Defensive ideas make a fantastic early military idea group, as stacking with Elan, your morale will be unmatched.Administrative ideas are an almost automatic pickup as any nation, lowering coring costs.Diplomatic ideas are great if you plan on going for emperorship of the HRE.Economic ideas are underrated, and they make a great combo with Quantity. You are better off taking land from Castile and POrtugal - seal off the coast to stop colonization. The player will certainly need to colonize a little bit, since building the French army up to the maximum force limit and fully maintaining it provokes a mid-sized deficit to France. You need a strong navy if you're going to compete for the market, so get this +50% naval limit, more sailors, good maneuver for all admirals (improves trade protection missions) and navy tradition. It can be used to have other countries make their subjects the player's subjects pretty quickly. However, her other rival--England--presents a naval threat, meaning that your resources are constantly stretched between defending your land empire, maintaining a navy, and creating a trading/colonial empire to pay for your army and navy.Enough! Struggling to win wars? In single player at least, military ideas seem to be of limited use, since you typically be able to beat all but the largest coalitions (especially as the BBB) without military ideas. England is a nonentity after you kick them off the continent and Spain has no teeth. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services.
If the player wishes to move into Italy, a good way to do so early is by getting the "transfer subject" bonus in the age of discovery.
The reduced aggressive expansion via having extra diplomats improving relations and the improve relations modifier, the province warscore cost and less stab loss from truce breaking or similar diplomatic actions are very valuable and the diplomatic reputation helps with an HRE game if you choose to go that route.
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