Age of Absolutism Focus Guide
Admin vs Military vs Diplomatic — Which Path to Choose
Why Age Focus Matters in Absolutism
The Age of Absolutism represents a pivotal transition point in your campaign. You're likely already a major power, the "Integrated Area" mechanic has arrived, and you're shifting from careful expansion to aggressive consolidation. The age focus you choose here will either accelerate your dominance or provide diminishing returns compared to alternatives.
Unlike earlier ages where one focus was clearly dominant, Absolutism presents a genuine decision point: Administrative's proximity reduction vs Military's combat power. Diplomatic focus, unfortunately, arrives too late—its best modifiers would have been game-changing two ages earlier.
Diplomatic
"Too Little, Too Late"
Administrative
Best if approaching -100% proximity
Military
First strong Military focus in any age
Diplomatic Focus — "Too Little, Too Late"
Key Techs Analysis
Subject Opinion +25%
The strongest modifier here—but "Integrated Area" arrives this age, reducing reliance on subject expansion. Also, the next age gives -30% subject loyalty, forcing you to consolidate subjects anyway.
Maximum Diplomats
Quality of life at best. You should be spending diplomats as they come in, not banking them (unless exploiting the deficit spending trick).
Antagonism Received & Diplo Rep
You're strong enough to juggle coalitions now rather than prevent them entirely. These become "RP modifiers" for players wanting zero-coalition runs.
Monthly Diplomats +0.1
You likely have 1.65+ diplomats already. This represents a small percentage increase, heavily diluted by existing sources.
Colonial Subject Income +10%
Colonial subjects only give 2.5% of their income. You already get +50% from the age itself. Completely diluted. The real value from colonies is trade, not direct income.
Bottom Line: The diplo focus has modifiers that would be outstanding in Ages 1-2. By Age 4, the game's changing circumstances—Integrated Area, your overwhelming strength, transitioning away from subjects—make these modifiers largely irrelevant. In multiplayer, many of these modifiers aren't even good to begin with.
Administrative Focus — The Proximity Dream
CriticalCentralized Government: Proximity Cost -10%
This is by far the strongest tech in the Administrative tree, and understanding why requires understanding discount modifier math:
Discount Modifier Math
- • Going from 0% → 25% off is a 25% effective reduction
- • Going from 25% → 50% off is a 33% effective reduction (25 is 1/3 of 75)
- • Going from 50% → 75% off is a 50% effective reduction
- • Going from 75% → 100% off is a 100% effective reduction (infinite value)
The more proximity reduction you have, the more valuable each additional % becomes.
Supporting Techs
All State Satisfaction Equilibrium +2.5%
The second-best tech. Allows you to tax people more without satisfaction issues. Nice synergy with your expanding empire.
Max Literacy +10%
Gives ~4% more research speed at this point (you already have 140%+ research modifiers). Nice but not game-changing. Literacy's best value is early game pop promotion speed.
Extra Initiative
Initiative is currently not very valuable due to army formation mechanics. Stacking 2x frontage makes initiative rolls less impactful. Also heavily diluted by general DIP stats.
Monthly Development Growth
Would be much stronger in Age 1-2. By the time you research this, you only have ~1/3 of the game remaining to benefit from it.
Monthly Colonial Migration +20%
You already have +150% from other sources. Everything colonizable should already be taken if you've been active. Effectively a dead modifier.
Military Focus — Finally Worth Taking
ExcellentCore Combat Package
Discipline (Strong Modifier)
Increases damage dealt AND decreases damage taken. Unlike generals who give you enormous initiative, you don't get enormous discipline elsewhere. Force multiplier that stacks multiplicatively with other combat modifiers.
Infantry Power +10%
Extremely relevant timing. In Age 4, cavalry starts falling off (power stays at 4, unit size drops to 600), while infantry power scales up. You're getting bonuses on the units that are actually good now.
Artillery Power +10%
Artillery continues to improve in Age 4 with the bombard phase ("pew pew with your bang bangs"). Getting power modifiers on both infantry AND artillery is excellent.
ExcellentForce Size Package
Grand Army Manpower +10%
More dudes = bigger army. Simple but effective.
Army Maintenance -5%
Includes manpower cost reduction. Multiplicatively good with manpower modifiers: 1.10 / 0.95 = 15.8% larger army from these two techs alone. Stack more of each for runaway army size.
No Other Age Has Both
To my recollection, no other Military focus age has both manpower AND maintenance reduction together. Same with discipline + power modifiers. This tree is uniquely stacked.
Additional Techs
Naval Damage Taken -10%
Strong modifier that gets better with more damage reduction (increasing returns). Particularly relevant in multiplayer naval combat.
Army Attrition Reduction
Nice in winter and on longer campaigns. You're more likely fighting far from home now.
Army Morale Recovery Speed +2%
Keeps you topped up between battles. Not game-changing but helpful.
Ship Repair Speed at Sea
Underwhelming. Anticlimactic start to the tree.
Monthly Control Decline
Unclear what this does—possibly trends toward an unlocked value. Probably not worth researching.
Decision Framework
The One Question That Matters
"Am I approaching -100% proximity cost reduction?"
Yes → Administrative
- • You have 50%+ proximity reduction entering Age 4
- • You have access to additional sources (ideas, missions)
- • The "Measuring the World" tech gives another -10%
- • Combined with this focus, you can approach the -100% cap
No → Military
- • You have less than 50% proximity reduction
- • You lack additional proximity sources
- • You want direct combat power, not indirect economic power
- • Money has stopped mattering—you need to fight effectively
Quick Reference
| Focus | Best When | Avoid When |
|---|---|---|
| Diplomatic | Roleplay/zero-coalition runs only | Always in competitive play |
| Administrative | 50%+ proximity reduction, can reach -100% | Low proximity reduction, need combat power |
| Military | Most campaigns, multiplayer, direct combat needs | Only if proximity breakpoint is achievable |
Common Mistakes
Overvaluing Proximity
Control gives you income and manpower—but those are means to an end. At a certain point, direct combat modifiers matter more than indirect economic advantages. Don't fall into the "proximity is always best" trap unless you can actually approach -100%.
Picking Diplomatic for Subject Opinion
Subject Opinion +25% looks great—but Integrated Area changes the game this age. You're transitioning to direct annexation, and the next age gives -30% subject loyalty anyway. You'll be consolidating subjects regardless.
Ignoring Roads in Administrative Calculations
Roads provide flat proximity cost reduction, which makes percentage reductions slightly less valuable. Factor in your road network when calculating if -100% is achievable.
Undervaluing Multiplicative Stacking
Military focus gives discipline, power modifiers, manpower, AND maintenance reduction. These stack multiplicatively with each other—the combined effect is much larger than adding percentages suggests.
Final Verdict
Emotionally, Administrative focus feels better. Proximity optimization is satisfying, the numbers are clean, and seeing high control across your empire is rewarding.
Logically, Military focus is probably stronger. This is the first age where Military focus has all the best modifiers stacked together—discipline, infantry power, artillery power, manpower, and maintenance reduction. The multiplicative stacking of these varied modifiers provides more actual combat power than indirect economic benefits.
The exception: If you CAN approach -100% proximity cost reduction, Administrative is unambiguously best. But most campaigns won't hit that threshold, making Military the safer default choice.