Fikir grupları

This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for
1.24.

 Dosya:UI tab ideas.png

*For the ideas of individual countries, see national ideas.*

*For the ideas of American natives, see native ideas.*

As a nation develops technologically, it unlocks the ability to gain additional *idea groups*. Investing into a full idea group can take a long time and cost several decades worth of power. The act of choosing at any point of time a certain idea group over the other and advancing in it represent the time and focus nations choose to spend historically along certain administrative, diplomatic, and military specializations.

## Mechanic summary

Each nation can have up to 8 idea groups from a pool of 19 groups (only 18 are shown as 2 idea groups are government type exclusive). The sole restriction on the groups is in regards to their composition; meaning, a group can only be picked as long as its affiliated Şablon:İcon/a monarch power doesn't consist more than 50% of the idea group composition the nation holds at the time. This limit can be turned off before starting a game and works on Ironman. There is no restriction on the groups themselves and any nation may pick any group at any point in the game. That being said, AI nations have had weights assigned to the idea groups to simulate random but somewhat historical idea picks.

Each idea group itself consists of 7 ideas. Advancing within an idea group is done sequentially and each unlocked idea enhances a certain aspect of the nation. Unlocking the last idea in the group also unlocks the group bonus.

### Unlocking new slots

New idea group slots are unlocked with the advancement in Şablon:İcon/a Administrative technology as described below:

### Abandoning idea groups

Abandoning an idea group can be used to free up an idea slot if it no longer serves the nation and there may be others more suitable groups that do so. It is important to note, however, that doing so will result in losing all the given bonuses from said idea group and will only refund 10% of the Şablon:İcon/a monarch power points invested in the group. Discarding idea groups will also impact the number of Ideas a nation has towards unlocking National Ideas and Ambitions.

Due to the low refund rate and the importance of monarch power points, picking an idea group should be done with its future usefulness to the nation in mind. However, this option should not be disregarded either as it is extremely useful in the right circumstances. For example:

* Primitives can take only the first 3-4 Exploration ideas, get a colonial border with a western power, then drop Exploration for something else, some would benefit more from Expansion idea group; but Expansion doesn't allow Explorers or long-range island-hopping). They could even opt out of colonization altogether after getting the border they needed.

### Technology cost reduction

Each unlocked idea grants a Şablon:İcon/t **-2%** Technology cost reduction. The reduction can result in up to **-14%** for a fully unlocked idea group (without accounting for further reductions that may be applied from the ideas themselves). The type of the reduction depends on the affiliation of the idea group; for example, the Şablon:İcon/e Espionage idea group grants Şablon:İcon/d Diplomatic tech cost reduction.

### Policies

*Main article: Policies*

Policies become enabled when a pair of 2 idea groups are fully unlocked. Picking a Şablon:İcon/p policy provides a bonus to the nation at the monthly cost of 1 monarch power per policy (type of monarch power used depends on policy affiliation). Once picked, a policy cannot be canceled for a duration of Şablon:İcon/t 10 years. There is no restriction on policy composition and a nation can activate up to 5 policies at a time.

## Dosya:Idea cost.pngIdea cost

Unlocking an idea has a base idea cost of Şablon:İcon/a **400** monarch power (the type of power depending on the idea group).

The base Dosya:Idea cost.png Idea cost is modified by the following:

Ideas and policies:

* Farsi traditions
* Incan traditions
* Ming traditions
* Rostov traditions
* Aymaran idea 1: Legacy of Tiwanaku
* Bahmani idea 7: Great Madrasa of the Deccan
* Cherokee idea 4: Cherokee Adaptability
* Colonial idea 4: Free Thinkers
* Daimyo idea 2: The Bun and the Bu
* Date idea 3: Renga Group
* Greek idea 7: Greek Enlightenment
* Hamburger idea 5: School of the Johanneum
* Hessian idea 2: Marburg University
* Hojo idea 3: Reform the Administration
* Imagawa idea 3: History of the Imagawa
* Korean idea 6: The Kyujanggak
* Leonese idea 4: School of Salamanca
* Madyas idea 1: Hinilawod
* Maravi ideas 1: Fresh Perspectives
* Mesoamerican idea 1: Olmec Legacy
* Mexican idea 4: Casa de las Campanas
* Milanese idea 1: Renaissance Prince
* Mughal idea 4: Ibadat Khana - House of Worship
* Native idea 2: Storytelling Tradition
* Navarran idea 6: Royal Basque Society
* Northumbrian idea 6: The Literary and Philosophical Society
* Orleanaise idea 6: Calvin and Molière
* Polotskian idea 3: Cultural Center
* Savoyard idea 5: Savoyard Flexibility
* Shawnee idea 4: Shaawanwaki Identity
* Takeda idea 5: Koshu Hatto
* Thüringian idea 6: Weimar Classicism
* Tibetan idea 7: The Pale Earth School
* Toki idea 6: Innovation Over Tradition
* Trebizondian idea 3: Legacy of the Alexiad
* Tsutsui idea 7: Tradition and Innovation
* Uesugi idea 7: Denoku no Ji
* Welsh idea 6: Prifysgolion Cymru
* Granadan ambition
* Transoxianian ambition
 −5%
* Malayan sultanate idea 4: Classical Malay
* Swahili idea 4: Indian Ocean Melting Pot
* Tuscan idea 1: Birthplace of the Renaissance

Decisions and events:

## National ideas

*Main article: National ideas*

Every country has seven national ideas (NI). These ideas do not cost any monarch points but instead are unlocked; one national idea is unlocked for every third idea bought normally from an idea group.

Many nations have unique national ideas while a large number of others have national ideas based upon a common geographic region or a shared culture. The rest of the nations, who lack unique NIs or don't share a common NI group, draw their national ideas from a common generic set of ideas.

New national ideas are added to the game with every patch and it was declared as a goal to replace every generic set ideas with a unique one or the very least with a group based one.

National tradition
Every nation also starts with a national tradition: two abilities which define the history and heritage of the country.
National ambition
Countries also have a “national ambition”, which is a bonus that is unlocked when a nation has gained all seven of its national ideas. This bonus is also unique for each country.
## Dosya:Icon powers administrative.png Administrative groups

Administrative power is required to unlock ideas within these groups.

Şablon:İdea group
Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

## Dosya:Icon powers diplomatic.png Diplomatic groups

Diplomatic power is required to unlock ideas within these groups.

Şablon:İdea group
Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

## Dosya:Icon powers military.png Military groups

Military power is required to unlock ideas within these groups.

Şablon:İdea group
Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

Şablon:İdea group

## Events

*Main article: List of idea group events*

Idea group events are pulse based events. They occur at regular intervals (5 years) based on the nation's idea groups (not all groups are on the same interval).

In addition, the choice of ideas also has some influence in how often an event may happen, known as MTTH; meaning they can increase or decrease the likelihood of a certain to happened in over other events in their pulse group.

## AI preference

The AI is dynamically determined according to the current conditions of the country.
To decide which idea group it should take, the AI employs a "weight system": each idea group is given a certain weight and the higher this weight is for an idea group, the higher the chances that the AI will choose it. The AI will never choose an idea group with a weight of 0.

## Footnotes

1. ↑ See in /Europa Universalis IV/common/defines.lua: MAX\_IDEA\_GROUPS\_FROM\_SAME\_CATEGORY = 0.5,
2. ↑ See in /Europa Universalis IV/common/defines.lua: ABANDON\_IDEAGROUP\_REFUND = 0.10, *-- The part of the idea group spent that will be refunded upon abandonment.*
3. ↑ See in /Europa Universalis IV/common/defines.lua: PS\_BUY\_IDEA = 400
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Only available with Star and Crescent DLC.
5. ↑ 5,0 5,1 Only available with American Dream DLC.
6. ↑ It is still possible to revert to the old system by changing "AI\_USES\_HISTORICAL\_IDEA\_GROUPS" to 1 in /Europa Universalis IV/common/defines.lua. Note, however, that the AI will never use historical idea groups in a custom/random setup.
7. ↑ The weights and their modifiers are defined in /Europa Universalis IV/common/ideas/00\_basic\_ideas.txt at the bottom of each idea group (ai\_will\_do)
8. ↑ Multiple valid modifiers will stack

**Realm**