Innovations represent technological, legal and ideological advances that a Culture can make. Once an innovation is unlocked, it can be used by any County and Character of the culture which unlocked it. Innovations are grouped into 3 categories: Military and Civic, Cultural, and Regional.
- Military and Civic innovations have a small chance to progress towards being unlocked each month based on multiple factors, the most important being average Development in Counties of the Culture. The second most important factor is the number of neighbor Counties that belong to another Culture which already unlocked an innovation (Exposure). The advancement chance is 5% + Fascination % + 40% there is exposure.
- Fascination is 20% as a base, plus 2% per the Culture Head's Learning skill.
With the Scientific perk, these numbers go up to 27% base and 2.7% per the Culture Head's Learning skill.
- Regional innovations are unlocked when the Culture has a sufficient presence in a certain Region, and remain unlocked even if said territory is lost.
- Cultural innovations are always active, but require a certain Culture.
Feudal and Clan Governments rely on Innovations to unlock higher Crown Authority and De Jure claim Casus belli.
Amount of advancement gained = 0.3 + (average cultural province Development * 0.02) + 0.2 if ahead in era.
Random Innovations by decisions like "Unite the Slavs" are decided by the in-game date.
- 1 Eras
- 2 List of Tribal innovations
- 3 List of Early Medieval innovations
- 4 List of High Medieval innovations
- 5 List of Late Medieval innovations
- 6 References
Each Culture will be within one of 4 Eras which determine which innovations the Culture can unlock.
Once at least 50% of the innovations of an Era are unlocked and the required minimum year is reached, the Culture will slowly progress to the next Era based on the average Development in the Culture's Counties.
A culture cannot progress to another Era if its Cultural Head is Tribal.
List of Tribal innovations
Unlocking 9 Civic or Military Tribal Innovations is required for the Adopt Feudal Ways and Adopt Clan Ways decision.
|Casus Belli||Can use De Jure County Casus belli||Might makes right has been the law of the land for generations, but if we have a justification for our wars then we can avoid provoking the ire of our neighbors and the retaliation that often comes with it.|
|City Planning|| Unlocks Village Center
Unlocks Shrine and Prayer Halls
Unlocks Trading Outposts
|By designing our cities before we start constructing them, we can create new holdings in strategic locations which are both more functional and aesthetically pleasing than the older ones which haphazardly arose over time.|
|Crop Rotation||Unlocks all Tribal Era Economic Buildings||By transitioning from the traditional two-field farming model to three-field crop rotation, we can grow more crops each year without depleting the soil on our farms.|
|Currency||+10% Development Growth||Bartering is slow and inefficient; adopting an officially-recognized currency like cowrie shells or metal nuggets will bolster trade and increase the spread of ideas within our realm.|
|Gavelkind||Can enact the Confederate Partition Law||Stability and prosperity go hand-in-hand. Instead of having vassals jockey for power when the old monarch passes away, we can define a predetermined, equitable system of inheritance which will eliminate much of the instability which traditionally occurs on succession.|
|Ledger||+1 Domain Limit||As our lands grow, we need a better way to keep track of what we own. Maintaining a ledger of our possessions will ensure that we always know what resources we have at our disposal.|
|Planned Assemblies||Unlocks Fortified Tribal Hold
Can enact Limited Crown Authority Law
|In order to effectively govern, we must bring all free men of the realm together to discuss and resolve legislative matters. Attendance is mandatory, and those who do not come will be fined and forfeit their ability to influence any decision made.|
|Public Works||Counties reach the maximum Existing Development penalty at 20 Development||Funding the construction of public works like roads, schools, and aqueducts will allow our settlements to grow to larger sizes, ensuring the prosperity of our people for generations to come.|
||Can recruit Bush Hunters Men-At-Arms||The bush is a rough and rugged place, but it offers a bounty of opportunity for those who know where to look and how to exploit it. Training our archers in these techniques will give them an advantage when engaging enemies in these areas.|
||Can recruit Chu-ko-nu Archers Men-At-Arms||The repeating crossbow, known as Chu-ko-nu, is an ingenious invention with an easy-to-use mechanism that can be operated by anyone. What it lacks in range and firepower, it more than makes up for in rate of fire, making it an ideal weapon for defensive positions.|
||Can recruit Horse Archers Men-At-Arms||Crafted from laminated strips of horn, wood, and sinew, our compound bows are much smaller than a traditional bow while being just as powerful. This reduced profile makes it possible to comfortably fire from horseback, allowing us to field truly devastating horse archers in battle.|
||Can recruit Shomer Men-At-Arms||Our people have been exiled and driven out time and time again. While tragic, these experiences have led us to become exceptionally skilled in rear-guard tactics which minimize casualties.|
||Can recruit Metsänvartija Men-At-Arms||Our ancestors have lived in these forests for generations, but now they are under threat by outsiders. Centuries of accumulated experience fighting in forests will aid us in protecting our ancestral homeland.|
||Can recruit Ayyar Men-At-Arms||Our youth have begun forming clubs that promote prowess, vigor, and moral behavior. By endorsing and supporting these clubs, we will ensure a supply of able-bodied soldiers we can rally to our cause.|
||Can recruit Huscarls Men-At-Arms||The tradition of keeping armed retinues in service to a household has served us well. By formalizing and expanding this system we can field entire regiments of huscarls in our armies.|
||Can recruit Konni Men-At-Arms||Light cavalry which can strike quickly at exposed enemies before darting back away, our Konni can be formed into regiments which specialize in harassment and raiding.|
||Can recruit Horn Warriors Men-At-Arms||The great mountains in the Horn of Africa pose logistical challenges to many types of armies, but our skirmishers can easily adapt to these conditions to rout enemy invaders.|
||Can recruit Mubarizun Men-At-Arms||Modeled after the legendary champions of the Rashidun army, our Mubarizun soldiers are trained to excel in both formation fighting as well as single combat.|
||Can recruit Sahel Horsemen Men-At-Arms||The Sahel is a dry and arid plain, where vast distances are often covered with horses. The Sahel Riders are mounted warriors who use light quilted armor and javelins to devastate their enemies. They are quick and can easily brave deserts and drylands.|
|Table of Princes||
||Can enact the House Seniority Law and at any Crown Authority||The Table of Princes is the royal seat of Bohemian rulers, with the one sitting at the table being recognized as the rightful ruler. Under the code of house seniority, titles were given to the eldest living member of the ruling dynasty.|
||Can recruit Guinean Uplanders Men-At-Arms||The hills of the wooded savanna have been our homeland for generations. Our ancestors showed us how to utilize this terrain, and with raiders threatening our borders, we can use this knowledge in our defense.|
||Although many of the older traditions of the Visigoths have long been wiped from the world, the children of the Pyrenees remember the ancient ways, and how land was divided between sons and daughters practically but fairly.|
||Can recruit Zbrojnosh Men-At-Arms||The forested hills and mountains of our homeland demand a different approach to warfare. Our armed men, the Zbrojnosh, are trained to turn the terrain to their advantage and have proven to be good fighters capable of defeating much larger armies.|
Can use Varangian Adventure Casus belli during the Tribal Era
|What do we owe these lands we live in? Nothing! The realm's heart is its people, and do we not deserve the best soil, the greatest treasures, the finest palaces? Having them is as simple as taking them!||Northern Lords|
||The people of the north have a long tradition of trade, but also piracy. Few are prepared to fight a threat that appears without warning from the banks of a river, and the viking warriors are masters of such warfare.||Northern Lords|
List of Early Medieval innovations
|Armillary Sphere||+25% Naval Speed||Comprised of a spherical framework of moving rings, these devices allow us to chart and predict the movement of the heavens. While a fascinating astrological device in its own right, this knowledge will also help aid our captains when navigating waters far from land.|
|Bailiffs||+1 Domain Limit||A king cannot be everywhere at once. By appointing bailiffs to enforce the king's law throughout the realm, we can govern a larger area more effectively than we could otherwise.|
|Chronicle Writing|| Can use De Jure Duchy Casus belli
-10% Casus Belli Prestige Cost
|No more will the stories of our family's exploits be passed down just through oral tradition. We will keep a record of all that we accomplish, both to inspire future generations as well as to prove our claims over lands we should rightfully hold.|
|Coinage|| +10% Monthly Development Growth
Unlocks the Coinage Rights Feudal Contract
|Unregulated currencies are difficult to control and lack stability. Minted coins, measured to specific weights and stamped with a royal seal, give new confidence to commercial transactions.|
|Communal Government||Counties reach the maximum Existing Development penalty at 35 Development||Larger towns regularly face a series of increasingly complex problems. Delegating some authority to local councils will let them resolve these issues without needing to get the king involved.|
|Hereditary Rule||Can enact the Partition Law||Evenly dividing the realm amongst all eligible heirs fractures the unity of our people. Instead of tearing our realm asunder on every succession we can ensure we have a stable and prosperous heartland by establishing a system of hereditary rule.|
|Manorialism|| -10% Building Construction Time
Unlocks all Early Medieval Era Economic Buildings
|With land ownership consolidated under our elite, many men and women find themselves unable to work. We will establish a manor system where free men can work our fields in exchange for rent, while those who cannot pay may enter our service as bound serfs instead.|
|Royal Prerogative|| Can enact High Crown Authority Law
Can enact Absolute Crown Authority Law
|As our royalty has a greater burden placed upon them by their responsibility to govern the realm, so too shall they be bestowed with privileges reserved exclusively for them.|
List of High Medieval innovations
||Wars, raids, and persecution all over the world have driven many people from their homes. By welcoming these displaced souls to our lands regardless of their background we can develop a rich and prosperous society.|
||The lands to our east are sparsely inhabited, but rich in natural resources. Establishing an initiative to expand and establish homesteads there will lead to the growth and prosperity of our people.|
||By rightfully recognizing the most illustrious amongst the noble vassals of our realm we will foster a sentiment of greater loyalty towards the crown.|
|Seigneurialism||Francia||+5% Domain Taxes||By delegating more responsibilities to local nobles, we can both make them happy as well as freeing up more of our attention to focus on our own domain.|
List of Late Medieval innovations