eu4 ming idea groups


Thanks for your patience for reading it. After that, I'd play it by ear. Europa Universalis IV. Otherwise alliance webs involving Ming make things frustrating. First, conquer everything required to form Shan. At 0, it gives Ming or whoever holds the Mandate, +50% fire and shock damage received, and -50% goods produced. The idea group choices in my run are: Exploration, Humanist, Innovative, Influence, Administrative, Defensive, Diplomatic replacing Exploration, Offensive, Quantity. This is a really long post. Don't switch to Shan yet. Offensive is a far better pick for world conquest than defensive or quality imo.. ... Take exploration to get to those little nations in indonesia or whatever it's called, if Ming takes a lot of time to lose mandate of heaven you can focus on that area first. Europa Universalis IV. The player is incentivized to do nothing . At 100 it gives -2.5 unrest and -10% stability cost modifier. Influence is a useful second idea group because vassal feeding is a great way to expand as Muscovy to minimize your coring costs. ... What idea groups are ideal for Korea? People just love to discuss EU4 idea groups, and to be honest almost everything they say is completely wrong. Reform the Celestial Empire to a new level as Advanced Celestial Empire or completely change it to constitutional Monarchy or Republics. Early idea groups are administrative, religious, influence and offensive. The Mandate mechanic gives Ming bonuses if above 50, and maluses if below. Then vassalise the remaining one immediately afterwards. Playing Ming is the exact inverse of everything EU4 is about. I have no intention of joining this making stuff up contest, so instead here's a ranking that's as close to correct as it's possible to get. Good idea groups are everything useful for conquest, like Administrative and Influence, and several military groups, especially Offensive. However, if you just want to start as Ming and don't care who you end up with, there are some borderline broken strategies. I already have the Exploration idea group for colonization. Got pretty lucky on ming blowing up early, took full advantage of that. Mandate of Heaven, Meritocracy and the empire not falling victim to powerful barons or outside threaths is not gained by working hard, but by staying put at speed 5. So I've started a Korea campaign and I'm having trouble deciding what idea groups I want to get. TL;DR: If you are a casual but want to try WC, Ming in 1.29 is a good choice. Considering Ming is the strongest nation in the game, there isn't anything wrong with a straightforward Ming game and it's hard to go wrong. The order varies depending on the game but almost always the same first four. With some luck, Malaya can be formed in 40 years or so, with all island nations fully annexed by 1490. Administrative is always good for the coring reduction, so I would either take this third or fourth, depending on whether you want a military idea group. Now all of china is unaccepted cultures, and I'm spending a lot of manpower and money killing rebels. What idea groups would be a good choice for Korea? Buddhist nations are eligible to form Bharat, so by cultureshifting to Bengalese (for instance), you can form the … This is a scaling modifier. This is a mod about Ming China. Withhold investment in diplomatic technology and spend the points instead for the first two ideas in Exploration idea group to allow colonizing of Java and forming Malaya. From Europa Universalis 4 Wiki. You definitely need Humanism as your first idea group if you want to expand via conquest, because you have a lot of wrong culture heretic and heathen neighbours. More challenges are added to play as Ming and many other countries involved in East Asia. The last one is just for fun. Also, I'm expecting to eventually go to war with Ming China, Japan, and Russia (although not necessarily by choice).