Idea Groups

Runeterra Universalis features many unique idea groups, several more than Vanilla EU4. Additionally it has a unique system how to unlock new idea groups.

## General Information

In Runeterra Universalis the technology levels go up to 42 instead of 32. But still only eight idea group slots can be unlocked.

* Idea Group 1: Administrative Technology 4
* Idea Group 2: Administrative Technology 6
* Idea Group 3: Administrative Technology 10
* Idea Group 4: Administrative Technology 14
* Idea Group 5: Administrative Technology 20
* Idea Group 6: Administrative Technology 27
* Idea Group 7: Administrative Technology 34
* Idea Group 8: Administrative Technology 42

Most nations in this mod start with technology 2, some with 1 or 3, and there are even three nations that start with technology 4, having access to the first idea group from game start.

There are 3 overall types of idea groups in RU. *Conducts*, *Technology* and *Magic*. Each of them have to be unlocked by meeting certain criteria.

## Conducts

Conduct idea groups are available from the start, as soon as nation has the first slot unlocked. There are currently 6 different Conducts some can choose from (2 in every category), but be aware that you can only have 1 Conduct at a time. As soon as you pick one, the others will not be available to pick anymore. Choosing a Conduct unlocks the first Technology Levels of idea groups for the second slot.

## Technology Level 1 Groups

Technology Level 1 idea groups are available when using any Conduct idea group. There are currently 4 different Technology Level 1 groups some can choose from, but be aware that you can only have 1 Technology Level 1 at a time. As soon as you pick one, the others will not be available to pick anymore. Choosing a Technology Level 1 Group unlocks the second Technology Level and also the first Magic Level of idea group.

Technology Level 1 Groups
* +50% Innovativeness Gain
* -25% Institution Embracement Cost
* -10% Idea Cost
* +10% Average Monarch Lifespan
* -10% Technology Cost
* +100% Chance of New Heir
* -10% Advisor Costs
 Tech Lv1 Transport
* +10% Transport Combat Ability
* +10% Movement Speed
* +50% Trade Range
* +10% Trade Efficiency
* -10% Envoy Travel Time
* +25% Marines Force Limit
* -25% Naval Attrition
 Tech Lv1 Infantry
* +1 Infantry Shock
* +10% Infantry Combat Ability
* +1 Infantry Fire
* -10% Land Attrition
* +10% Army Tradition from Battles
* -10% Recruitment Time
* +10% National Supply Limit Modifier
 Tech Lv1 Mercenary
* -25% Mercenary Maintenance
* +20% Mercenary Manpower
* +5% Mercenary Discipline
* +100% Possible Condottieri
* +10% Prestige from Land battles
* -0.10 Monthyl War Exhaustion
* -15% General Cost

## Technology Level 2 Groups

Technology Level 2 idea groups are available when using any Tech Lv1 idea group. There are currently 4 different Technology Level 2 groups some can choose from, but be aware that you can only have 1 Technology Level 2 at a time. As soon as you pick one, the others will not be available to pick anymore. Choosing a Technology Level 2 Group unlocks the third and final Technology Level and also the second Magic Level of idea group.

Technology Level 2 Groups
* -25% Construction Time
* +10% Stability Cost Modifier
* +1 Possible Policies
* -10% Core Creation Cost
* -10% Development Cost
* -10% State Maintenance
* -25% Great Project Upgrade Cost
 Tech Lv2 Light Ship
* +10% Light Ship Combat Ability
* +15% Ship Trade Power Propagation
* +25% Embargo Efficiency
* +20% Blockade Efficiency
* +33% Ship Disengagement Chance
* +20% Privateer Efficiency
* May Raid Coasts
 Tech Lv2 Galley
* +10% Galley Combat Ability
* -10% Shipbuilding Time
* -20% Morale Hit when losing a Ship
* -25% Naval Attrition
* +1 Naval Combat Bonus off owned coast
* +25% Global Ship Repair
* -25% Ship Costs
 Tech Lv2 Cavalry
* +1 Cavalry Shock
* +10% Cavalry Combat Ability
* +1 Cavalry Fire
* +20% Cavalry Flanking Ability
* +25% Cavalry to Infantry Ratio
* +15% Recover Army Morale Speed
* +25% Reinforce Speed

## Technology Level 3 Groups

Technology Level 3 idea groups are available when using any Tech Lv2 idea group. There are currently 4 different Technology Level 3 groups some can choose from, but be aware that you can only have 1 Technology Level 3 at a time. As soon as you pick one, the others will not be available to pick anymore. Choosing a Technology Level 3 Group unlocks the third and final Magic Level of idea group.

Technology Level 3 Groups
* +25% Colonial Range
* +15 Global Settler Increase
* +25% Global Tariffs
* +25% Treasure Fleet Income
* +1 Merchants
* +1 Colonists
* +10% Settler Chance
 Tech Lv3 Religious
* +1 Missionary
* -25% Missionary Maintenance Cost
* +2 Tolerance of True Faith
* +0.50 Prestige per Development from Missionary
* +5% Missionary Strength
* -25% War Score Cost vs Other Religions
* +1 Missionary
 Tech Lv3 Heavy Ship
* +10% Heavy Ship Combat Ability
* +15% Ship Durability
* +10% Global Naval Engagement
* +20% Recover Navy Morale Speed
* +25% Foreign Spy Detection
* +15% Trade Steering
* -50% Naval Barrage Cost
 Tech Lv3 Artillery
* +1 Artillery Shock
* +10% Artillery Combat Ability
* +1 Artillery Fire
* +10% Artillery Damage from Back Row
* +10% Siege Ability
* +1 Artillery Bonus vs Fort
* -25% War Taxes Cost

## Magic Level 1 Groups

Magic Level 1 idea groups are available when using any Tech Lv1 idea group. There are currently 4 different Magic Level 1 groups some can choose from, but in contrast to the Technology idea group sets all Magic idea groups can be unlocked at the same time. Having one fully upgraded Tech Lv1 and Magic Lv1 unlocks a *Hextech Invention* (Policy).

Magic Level 1 Groups
* +5% National Tax Modifier
* +5% National Tax Modifier
* +5% National Tax Modifier
* +1 Atrrition for Enemies
* -10% Reduce Inflation Cost
* -0.05 Yearly Corruption
* -0.05 Monthly Autonomy Change
 Magic Lv1 Nature
* +2.5% Production Efficiency
* +2.5% Production Efficiency
* +2.5% Production Efficiency
* -25% Naval Attrition
* Allows recruitment of Explorers and Conquistadors / +1 Colonists
* +50% Colonial Range
* -5% Development Cost
 Magic Lv1 Water
* -5% Fire Damage Received
* -5% Fire Damage Received
* -5% Fire Damage Received
* +2 Tolerance of Heretics
* +2 Tolerance of the True Faith
* +2 Tolerance of Heathens
* -2 Years of Seperatism
 Magic Lv1 Metal
* -5% Shock Damage Received
* -5% Shock Damage Received
* -5% Shock Damage Received
* -5% Infantry Cost
* -5% CavalryCost
* -5% Artillery Cost
* -5% Regiment Costs

## Magic Level 2 Groups

Magic Level 2 idea groups are available when using any Tech Lv2 idea group. There are currently 4 different Magic Level 2 groups some can choose from, but in contrast to the Technology idea group sets all Magic idea groups can be unlocked at the same time. Having one fully upgraded Tech Lv2 and Magic Lv2 unlocks a *Hextech Invention* (Policy).

Magic Level 2 Groups
* -5% Development Cost
* -5% Development Cost
* -5% Development Cost
* +1 Free Policies
* +10% Average Monarch Lifespan
* -10% Core Creation Cost
* -25% Great Project Upgrade Cost
 Magic Lv2 Light
* +5% Fort Defense
* +5% Fort Defense
* +5% Fort Defense
* +10% Spy Network Construction
* +10% Foreign Spy Detection
* +50% Rebel Support Efficiency
* +1 Diplomatic Reputation
 Magic Lv2 Shadow
* -5% Aggressive Expansion Impact
* -5% Aggressive Expansion Impact
* -5% Aggressive Expansion Impact
* +10% Income from Vassals
* -10% Mercenary Cost
* -10% Mercenary Maintenance
* +5 Vassalization Acceptance
 Magic Lv2 Runic
* -5% Construction Cost
* -5% Construction Cost
* -5% Construction Cost
* -15% Construction Time
* +1 Colonists
* -50% Native Uprising Chance
* -25% Colonial Range

## Magic Level 3 Groups

Magic Level 3 idea groups are available when using any Tech Lv3 idea group. There are currently 4 different Magic Level 3 groups some can choose from, but in contrast to the Technology idea group sets all Magic idea groups can be unlocked at the same time. Having one fully upgraded Tech Lv3 and Magic Lv3 unlocks a *Hextech Invention* (Policy).

Magic Level 3 Groups
* -0.05 Yearly Corruption
* -0.05 Yearly Corruption
* -0.05 Yearly Corruption
* -6 Years of Seperatism
* +0.10 Yearly Inflation Reduction
* -2.5% Prestige Decay
* +25% Reform Progress Growth
 Magic Lv3 Blood
* +2.5% Administrative Efficiency
* +2.5% Administrative Efficiency
* +2.5% Administrative Efficiency
* -25% Institution Spread
* +10% Average Monarch Lifespan
* +2 Max Promoted Cultures
* -100% Promote Culture Cost
 Magic Lv3 Spirit
* +5% Trade Efficiency
* +5% Trade Efficiency
* +5% Trade Efficiency
* +1 Merchants
* +25% Caravan Power
* +25% Global Trade Power
* +1 Merchants
 Magic Lv3 Celestial
* +5 Global Settler Increase
* +5 Global Settler Increase
* +5 Global Settler Increase
* -2 National Unrest
* +1 Colonists
* +5% Discipline
* -20% State Maintenance