Ideagroup 1
Trade Ideas
-
Shrewd Commerce Practice
- 20% Global trade power
-
Free Trade
- +1 Merchants
-
Merchant Adventures
- 25% Trade range
-
National Trade Policy
- 10% Trade efficiency
-
Overseas Merchants
- +1 Merchants
-
Trade Manipulation
- 25% Trade steering
-
Fast Negotiations
- 25% Caravan power
-
bonus
- +1 Merchants
Policies 34
Act of Mercantilism
- 10% National tax modifier
- 10% Production efficiency
- 10% Trade efficiency
Exchange of Ideas
- -7,5% Idea cost
Religiously Sponsored Guilds
- 10% Goods produced modifier
- 2% Missionary strength
- full_idea_group - religious_ideas
- full_idea_group - katholisch0
- full_idea_group - protestant0
- full_idea_group - reformiert0
- full_idea_group - orthodox0
- full_idea_group - islam0
- full_idea_group - cathar0
- full_idea_group - shinto0
- full_idea_group - norse0
- full_idea_group - budda0
- full_idea_group - confuci0
- full_idea_group - hindu0
- full_idea_group - tengri0
- full_idea_group - coptic0
- full_idea_group - helle0
- full_idea_group - slav0
- full_idea_group - jew0
- full_idea_group - suomi0
- full_idea_group - romuva0
- full_idea_group - animist0
- full_idea_group - feti0
- full_idea_group - zoro0
- full_idea_group - mane0
- full_idea_group - ancli0
- full_idea_group - mesoam0
- full_idea_group - inti0
- full_idea_group - tote0
- full_idea_group - nahu0
- full_idea_group - shia0
- full_idea_group - ibadi0
- full_idea_group - hussite0
- full_idea_group - alche0
The Statute of Monopolies
- -10% Build cost
Act of Trade Routes
- +1 Merchants
- 10% Global trade power
Administrative Support for Merchants Act
- 15% Caravan power
- 15% Trade steering
- 25% Embargo efficiency
Cloth Quality Edict
- 25% Trade efficiency
Diverse Trade Interests
- -10% Development cost
Encouragement of Merchant Navy
- 15% Trade efficiency
- 15% Trade steering
Forced Trade Steering
- 50% Trade steering
Importation Act
- 25% Trade efficiency
Mercenary Contracts Act
- 3,5% Mercenary discipline
Military Merchant
- +1 Merchants
Pirate Trade
- 15% Trade efficiency
- 50% Privateer efficiency
Quality Manufactories Act
- 7,5% Land fire damage
Quick Embargo
- 25% Embargo efficiency
- +0.2 global_foreign_trade_power
Resilient Merchants
- +1 Merchants
Tade Kontor
- 30% Trade efficiency
The Armed Neutrality Act
- 15% Trade steering
- +1 Merchants
The Banking System
- 30% Trade efficiency
The Production Quota Act
- 15% Goods produced modifier
Trade Bases
- 15% Trade efficiency
- 15% light_ship_power
Trade Centers
- -15% Development cost
Trade Connections Policy
- +0.3 global_foreign_trade_power
- full_idea_group - aristo0
- full_idea_group - monarchie0
- full_idea_group - horde0
Trade Kontor Network
- +0.3 global_foreign_trade_power
Useful Contacts
- 30% Provincial trade power modifier
Ammunition Supplies
- 10% Land fire damage
Constant Supply Act
- 7% Morale of armies
Counterattack
- -10% shock_damage_received
Quality Army Act
- 7% Morale of armies
Sally on Trade Routes
- 10% Shock damage
The Anti-Smuggling Act
- 15% Infantry combat ability