[EU4] Maritime Ideas are for real a top tier Idea Group! Here is why: [Guide][1.34]



A few thoughts on why Maritime Ideas are a top tier choice for every nation that has a decent amount of coastal provinces and/or want to conquer the wealthy Trade-Company Regions in Africa, India and East-Indies Regions.

Mods:
– Theatrum Orbis Terrarum for 1.30+
– The Great Exhibition

00:00 Intro
00:26 1st idea of the Maritime Idea-Group: “Merchant Traditions”
01:26 3rd idea: “Sheltered Ports”
02:00 4th idea: “Grand Navy”
03:22 5th idea: “Ship`s Penny”
03:34 6th idea: “Seahawks”
04:21 7th idea: “Naval Fighting Instruction”
05:27 Bonus: Ship Repair in coastal sea zones / +1 Fleet Movement Speed
06:23 Idea-Group events and policies
06:42 Marines! A short demonstration on their power
10:00 “Ignores Crossing Penalties: YES”
12:08 Final thoughts on how to use Marines in a Campaign
13:16 Obviously they are not good for every nation(as every Idea-Group isn`t)
15:06 What do you think about Maritime Ideas now?

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timmie timmins

I don't see it at all. your average adjusted battle roll is a 7.5 (4.5 on the dice, and you get a static 3 added). Reducing that by 1, is taking about 13% more damage, or dealing about 13% less.

But I don't know about you, but I almost never take crossing penalties when it matters, AT ALL, because that's a big penalty. So taking 10% more damage in the more important early phase, is a BIG DEAL. Trying to clutch out a fight with sailors is not gonna work, when land combat is a grindy affair of roughly evenly matched sides.

Blockading is also not hard. this is because shipyards exist. A 10 dev province gives you one naval force limit, and a caravel can blockade 10 dev of costal provinces… but that neglects an admiral, the static "just for existing" force limit countries get, and forgets the shipyard. Shipyards skew things massively in favor of the attacker, because they make a 10 dev coastal province effectively 30 dev for the purpose of blockading the enemy. This is a huge disparity. The game is already rigged in favor of the blockading working, you don't need help to blockade. Especially because blockade efficiency scales with navy tradition.

Next, sheltered ports is just trash. you get absurd numbers of sailors. A 10 dev coastal province gives you 3 force limit and 5 sailors a month. But 3 caravels only cost you 3 sailors per month, and this neglects that this only scales in your favor with higher dev costal provinces, and that centers of trade give you more sailor modifiers. and of course, sailor recovery scales with, you guessed it, navy tradition. If you don't run marines, you will not run out of sailors.

Seahawks is neat, but I just don't find single player, I need admirals that badly, and while I love more leaders, an idea that just says "1 leader without upkeep" would be terrible. A policy that gives you 1 diplomat and 1 leader without upkeep is a disappointment for me (diplomatic-aristocracy).

I have always found being caught with ships is a function of dropped micro, not movement speed. Nonissue to me.

Also, there is an oppportunity cost here. If you are taking the idea for marines, why not take another idea group to fight harder? like say, offensive? +1 shock, +1 fire? that's like a crossing bonus that ALWAYS APPLIES, even on defense. But you also get siege ability and discipline. Or defensive. I would argue 10% infantry combat ability is just flat out better than an idea that lets you build marines, and that's the FIRST IDEA, not the entire group.

Marines may be better than useless, but you aren't giving up nothing to get them. You are giving up an entire idea group, to get something that quality and offensive ideas compete directly with and do a MUCH better job.

In short, I like doubling the resting point of naval tradition from 40 to 80 a lot, especially because it's so hard to get naval tradition from other sources. But that's not an idea group, that's a single good idea. Marines may be useful in multiplayer, but I have never encountered a situation where they were worth even considering in single player.

I love Allah

It is a good idea, but you should take idea's based on when they are the most useful. It doesn't really fill any time

Terra Tremuit

Just found your channel. Great stuff man

John Garrett

I personally love playing countries such as Norway & Portugal, and while I don't like Colonization (ironic for a Portugal/Norway player) I adore Naval Warfare and Marines. Norway especially in the new DLC has overpowered marines, with buffs making them even better than normal infantry.

Something also to note is that if you pair Maritime + Marines and then later Diplo Tech 22, you can perpetually keep armies anywhere around the globe without owning any tiles. Its not really useful, but its pretty funny in casual MP.

Archimedes

Paradox interactive explaining why maritime idea group is actually useful because money:

Étienne Racine

I would argue that Naval is better than Maritime since it also offers marines force limit and have (in my own opinion…) better ideas and for sure better policies.
But the problem with these idea groups is not that they are bad. It's that they are situational. And so much that you would only take them for the meme. I dare to say I don't recall having taken them, ever, in 5 years. Yet I have achieved many WC and done most of the achievements. It's just that if I have the choice between them and Diplo or Religious… Well, I won't take them…
In order to take them, I would need something directly helping me.
For example I'm doing a chill Bengal-Hindustan run where I plan to own India+East Indies. I opened up with trade (mainly to test a second time your Spain 1571 goods produced maxing out stuff..) and I followed with Aristocratic.
The policy is not great, but it gives me a lot of direct bonus that will help me. Dev cost, CCA, a diplomat (very helpful), siege pips, Equilibrium +10% to 2 estates (Emirs and Rajputs)…
I really don't see how (even if I have a huge coastline and will fight a lot around sea) Naval or Maritime would help more in this run.

Great video though. Always informative and interesting to watch!

Cathedral_Psyker

This could be really good with the Knights Hospitaller. They can stack sailors far over natural limit with raiding everywhere every ten years.

jan biel

Currently im playing a hansa game with only a bunch of tall states. All coastal and all center of trade lvl 3. Im also naval hegemon and the amount of sailors you can stack with all the boni you mentioned is completely bonkers. I played hansa quite a bit before, and tried to buff mercenaries in one game which was absolutely total garbage.