Sorry but this ranking is kind bs. You can't simply assert that your algorithm represents fairly representative gameplay when you can't even define fairly representative gameplay.Missionary strength is rarely as valuable as another missionary. Rulers skill. You devalue millitary conquest in favor of colonization, but a more effective strategy is stealing the colonies from weaker colonizers. Really cool idea but i guess the problem is raking idea groups without context - exploration may be good, but in some situations its useless. I don't expect anybody to possibly be surprised by top 5. I want to see a new idea group where it is +1% to literally everything. A diplomat is always useful, especially when you start as a duchy. Leader siege are also incredibly rare, only being available in aristocratic ideas. 1620 Admin Points reduced in general barring oddities, just for buying tech "on time" as it were for the base line. Berber Ideas. It's hard to discuss tests, as there's no agreement on what "X test" means for any value of X. Expansion is halted entirely by a lack of admin. The rest of your "the algorithm is outdated points are fine or I'm simply unable to comment on from lack of experience.I recognize that your algorithm judges ideas separately.What is "fairly representative gameplay"? Conquering Iberia and France as Spain? In other words -10% stability cost is estimated as +0.055 monthly admin or +0.061 average monarch point (as adm mp is worth 1.1 mp). than from minor bonuses provided military ideas.The ranking here is for very old version of the game, but it didn't change that much. Algorithm estimates that for a typical country, 25% of infidel provinces are heretics, and 75% are heathens, so +1% missionary strength against heretics is worth as much as +0.25% against everyone. Another huge issue with this is something you acknowledge yourself. Algorithm for the same reason ignores any synergies or anti-synergies between different bonuses. Even if the Turks switched spots with portugual, the stacking of core cost reduction makes administrative and military ideas optimal for them. I like going dip/mil idea group as first pick and a admin pick second so I don't get too far ahead of time on dip/mil while lagging heavily on admin. This is true only if your positive missionary strength is equal to the number of missionairies, which is likely never. Algorithm estimates that you'll be hitting +1 stability button once every 15 years, and its base cost is 100 (actual cost is irrelevant due to how bonuses stack). And then you still can't take as much land as you want or half of Europe would coalition you and wipe you out either way. Defensive Ideas. Really cool concept but the other anon has a point. Conquering a good chunk of Europe as France? Algorithm just focuses on bonuses, it ignores all events, decisions etc. OIRAT – YUAN GUIDE FOR 1.29 Opening Moves-Improve relations with mongoliaSet Chagatai and Uzbek as rivals and embargo themAlly Korchin (temporary, optional)Don’t choose syncretic religion yet… Why? Ayutthayan Ideas. It doesn't need to know how much you're paying for actual techs, bonuses are applied to base cost. If you picked it up as the first idea and rushed down to complete it, you're looking at 27 Tech Levels remaining in the game. Really? Administrative points are ALWAYS the biggest factor in preventing expansion, with the second being manpower, another thing you severely underestimate. It is impossible to answer unless you tell a country or region. The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise.
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