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Part 77
Europa Universalis IV

Part 77

Dive into Europa Universalis IV's Part 77 guide, exploring the 'Grand Navy', 'Grand Army', 'Exploration', 'State Business', and 'Culture' idea groups to boost your empire's strengths.

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Dive into Europa Universalis IV's Part 77 guide, exploring the 'Grand Navy', 'Grand Army', 'Exploration', 'State Business', and 'Culture' idea groups to boost your empire's strengths.

Alright, let's break down what's going on in Part 77 of this guide. It looks like we're diving into the different 'idea groups' you can pick up in Europa Universalis IV. These are super important because they give your nation some sweet bonuses, whether you want to focus on your navy, army, exploration, economy, or culture. You can only have 10 active at a time, and they can be changed, so picking the right ones for your playstyle is key. There are 30 in total, so let's see what we've got!

Part 77: Idea Groups

This section is all about the various idea groups that can significantly improve your empire. You'll be choosing from a pool of 30, but can only have 10 active at any given time. It's worth thinking carefully about which ones best suit your current goals and long-term strategy.

4.01 Naval Ideas

If you're planning on dominating the seas or just want a stronger fleet, these ideas are for you:

  • Grand Navy: Increases Max Attrition by 33%.
  • Sea Hawks: Boosts Navy Tradition by 1% per year.
  • Superior Seamenship: Increases Navy Morale by 50%.
  • Naval Fighting Instruction: Improves Blockade Efficiency by 25%.
  • Excellent Shipwrights: Adds 2 to Leader's Naval Maneuvers.
  • Naval Glory: Grants an extra 33% prestige from naval battles.

4.02 Land Ideas

For those who prefer to conquer on land, these ideas will bolster your armies:

  • National Conscripts: Increases Global Manpower by 50%.
  • Grand Army: Increases Max Attrition by 33%.
  • Military Drills: Boosts Land Morale by 50%.
  • Engineer Corps: Grants a Leader Siege Bonus of 1.
  • Battlefield Commissions: Increases Army Tradition by 1% per year.
  • Glorious Arms: Provides an extra 33% Prestige from Land Battles.

4.03 Exploration Ideas

Want to expand your horizons and discover new lands? These are your go-to:

  • Merchant Adventures: Generates an extra Merchant each year.
  • Quest for the New World: Allows hiring Explorers and Conquistadors to chart Terra Incognita.
  • Colonial Ventures: Generates an extra Colonist each year.
  • Shrewd Commerce Practice: Increases Merchant Compete Chance by 10%.
  • Viceroys: Boosts Overseas Income by 30%.
  • Smithian Economics: Increases Production Efficiency by 10%.

4.04 State Business Ideas

These ideas focus on improving your nation's domestic situation, including economy and diplomacy:

  • Bureaucracy: Provides an extra 5% Tax Income.
  • National Bank: Reduces Inflation by 0.1 per year.
  • National Trade Policy: Increases Trade Efficiency by 10%.
  • Espionage: Generates an extra Spy each year.
  • Cabinet: Generates an extra Diplomat each year.
  • Bill of Rights: Decreases Global Revolt Risk by 1.

4.05 Culture Ideas

The Culture ideas offer a mix of benefits, though the details aren't fully listed here. Generally, they'll help with cultural aspects of your empire.

Pro Tip: Think about what kind of nation you want to play as. If you're aiming for a naval powerhouse, grab those naval ideas early. If you're a landlocked nation focused on trade, the State Business and Exploration ideas might be more your speed. Don't be afraid to experiment!

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