This article has been verified for the current version (1.5) of the game.
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% if the innovation is the current exposure.
The Culture Head of each culture can choose one innovation at a time to be that culture's Fascination. The Fascination bonus is 20% as a base, plus 1% per the Culture Head's Learning skill. With the Scientific perk, these numbers go up to 27% base and 1.35% per the Culture Head's Learning skill.
Each culture will also have Exposure to one innovation at a time, picked from among innovations discovered by cultures adjacent and/or sharing religion with the culture. The innovation with Exposure is determined automatically, and cannot be controlled by any character. The Exposure bonus is 40%.
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 or tradition.
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.
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 Culture Head is Tribal.
Court position salary
Court amenity cost
The Tribal Era of a Culture predates the emergence of codified laws and an institutionalized government. Rulers with Tribal Government can only make use of Tribal Era innovations.
The Early Medieval Era sees the emergence of professional administrators and a number of important innovations, allowing a Culture to exit the Dark Ages.
The High Medieval Era is a time of great technological and administrative progress, seeing towns grow into cities and the rise of the burgher class even as the aristocracy reigns supreme.
The Late Medieval Era marks the zenith of the feudal world. Bureaucrats, artisans, merchants and money lenders are starting to encroach on the power of the old privileged classes, except for the monarchs themselves.
Based on the authority to command men in battle, the bann gives our rulers the power to compel free men to fight for them, forming a legal basis for the mustering of large armies.
Unlocks all Tribal Era Military Buildings
By constructing dedicated buildings for us to quarter our soldiers in we can make sure that we have sufficient space to accommodate our growing armies.
Unlocks all Tribal Era Fortification Buildings
Simple yet effective, building our castles on raised earthen mounds is the best way to ensure we quite literally have the high ground over our enemies.
+2 Size of Men-at-Arms Regiments +1 Max number of Men-at-Arms Regiments
Simply having people willing to fight for us is not enough to win wars. Setting aside space for people to both train and muster for battle will allow us to support groups of more experienced fighters who can lead us to victory.
Can recruit Onager Men-at-Arms
While slow to load and fire, torsion-powered catapults like these allow us to assail enemy fortifications while staying out of their archers' range.
Can recruit Armored Footmen Men-at-Arms
Formed of a dozen or more layers of linen stitched together, these jackets can stop even heavy arrows and are an affordable way for us to armor an entire regiment for battle.
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.
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.
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.
+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.
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.
+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.
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.
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.
One of the oldest traditional weapons for Indian footmen is the bamboo bow, which is both cheap to make and easy to carry and maintain. Since the bow is also a favorite weapon of many hunters there is no shortage of experienced archers in Indian armies.
Can recruit Caballeros Men-At-Arms
Andalusian stallions are better at traveling and fighting in rough terrain than other breeds of horses. We can train specialized cavalry regiments which take advantage of this.
India or South East Asia
Can recruit War Elephants Men-at-Arms
Elephants are difficult to raise in captivity, so each mahout must capture their own wild elephants and train them. This means there is a delicate art to properly using these great creatures in battle, but it is an art we are dedicated to mastering.
-75% Embarkation Cost
+25% Naval Speed
Unlocks the ability to sail in Major Rivers
Unlocks the ability to Raid over seas if Raiding is allowed
Our longships are formidable seafaring vessels which can travel almost anywhere and even brave rough weather, giving us exceptional mobility on the seas.
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.
Middle East, North Africa or Persia
Can recruit Camel Riders Men-at-Arms
Camels are naturally suited for living in desert terrain, but they aren't inherently creatures of battle. Our breeders and trainers can change this, giving us access to adaptive cavalry which will let us master the sands.
West African Canoes
-25% Embarkation Cost
+10% Raid Speed
Unlocks the ability to sail in Major Rivers
Unlocks the ability to Raid over seas if Raiding is allowed
The great canoes of West Africa are excellent for navigating rivers and allows us to quickly ferry troops to where we need them.
+2 Heavy Cavalry Damage
+2 Heavy Infantry Damage
Also known as Hinduwani or Seric steel, this carbon-rich metal is excellent for making weapons. Wootz steel is widely traded and is deemed the finest steel in the world. Throughout most of history, it has drawn the attention of Arab, Egyptian, Chinese, and even Roman traders.
+5 Tribal Vassal Opinion
Can pay Prestige to ignore authority law cooldown
Among out people, there is a strong tradition of public gatherings of all free, empowered adults, where anyone may raise their grievances with the ruler. Of course, for those who stand tall in the eyes of the smallfolk, there can be power in swaying the mob...
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.
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.
All tribal North Germanic
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!
Light cavalry are a force to be reckoned with, but they do not truly exploit the potential of the warhorse. Arched saddles allow us to field heavily armored warriors with couched lances, which lets them take full advantage of their momentum as they charge into enemy lines.
-5% Men-at-Arms Maintenance Unlocks all Early Medieval Era Fortification Buildings Unlocks the Fortification Rights Feudal Contract
Beyond fortifying just the keep itself, building a durable outer wall which can be safely manned by our archers will give our castles an extra layer of protection against attackers.
+5% Levy Size Unlocks all Early Medieval Era Military Buildings Unlocks the March Feudal Contract
Scattered across the countryside, burhs are important fortified settlements we can use both to muster troops and to serve as administrative centers.
+3 Size of Men-at-Arms Regiments +1 Max number of Men-at-Arms Regiments
As our noble families grow in power, they need soldiers to enforce their will. Establishing an order of dedicated household soldiers will ensure that we have troops which are better trained and equipped than a standard levy.
+10% Movement Speed
A horse with a split hoof will quickly go lame and be unable to work or be ridden into battle. By shoeing our horses with bronze or iron plates, we can keep their hooves healthy and protected from damage.
Can recruit Mangonels Men-at-Arms
A significant improvement to our existing catapult designs, traction-powered mangonels are much faster to load and fire than torsion-powered machines.
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.
+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.
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.
+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.
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.
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.
-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.
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.
+3 Damage for Archers Can recruit Crossbowmen Men-at-Arms
While archers have traditionally made and maintained their own bows, craftsmen have begun making new types of bows which are stronger and more complex than before. By embracing these new designs we can turn these master bowyers into an invaluable military asset.
+15% Levy Reinforcement Rate Unlocks all High Medieval Era Military Buildings
While the keep serves as the heart of a castle, it is far from the only important building. Constructing buildings like the stables and armory in a protected bailey will ensure we can properly garrison and equip our levies no matter the circumstances.
Unlocks all High Medieval Era Fortification Buildings
Placed on the top of our battlements, these wooden constructions extend out above the base of our castle walls. They allow our defenders to fire arrows, drop stones, or pour boiling oil on attackers while remaining completely protected from enemy archers.
+5 Direct Vassal Opinion +20% Knight Effectiveness
Martial educations provide Prowess education traits
By bestowing knighthoods upon our best fighters and paying them with land holdings instead of mere coin, we can give them the honor they deserve as well as secure their loyalty to us.
+4 Size of Men-at-Arms Regiments +1 Max number of Men-at-Arms Regiments
Those skilled in the horse and the lance will always be in demand, but are not always available. Keeping groups of men-at-arms on retainer will ensure that we do not lack experienced fighters when war inevitably breaks out.
Can recruit Trebuchets as Men-at-Arms
An engineering marvel, the counterweight trebuchet can hurl heavy projectiles at distances further than any siege engine that came before it.
Particularly large or expensive trades often require an unwieldy amount of heavy coinage. Depositing that wealth in secure treasuries and transferring ownership without moving the physical coins will allow large quantities of goods to be traded more easily.
Can press several Claims in a single war
Unlocks the Palatinate Feudal Contract
-10% Short Reign Duration
-20% Title Creation Cost
+10% Monthly Piety
It is time that we recognize that it is divine will that has placed our rulers on their thrones, and to oppose them is to oppose divinity itself.
+1 Domain Limit
As our lands expand it becomes increasingly inefficient to directly manage all trade going on within our domain. By granting guild charters to organizations of merchants and craftsmen we can give them more autonomy over their businesses while still ensuring we profit from their ventures.
+5% Monthly Prestige Can enact the High Partition Law Can enact the House Seniority Law
Establishing hereditary designs to identify our noble families will cause their members to see themselves as part of a greater whole, encouraging them to improve their dynasty's reputation instead of merely being obsessed with personal status.
-10% Casus Belli Prestige Cost +50%"Fabricate Claim on County" Councilor Task Speed
Land is the most valuable reward we can bestow upon our subjects, but there is only so much that we directly own. However, if we were to grant them permission to start farming that unworked land over there... who would object? Even if conflict does result, we will clearly be in the right when we defend our subjects!
+5% Republican Vassal Tax Contribution Unlocks the Scutage Feudal Contract
Military service has always been expected of our subjects, but there are some who are unable or unwilling to provide it. By offering a way for them to meet their obligations with coin instead of steel, we can ensure that we get our dues from everyone.
Counties reach the maximum Existing Development penalty at 55 Development
The great cities of Rome, Byzantium, and Delhi have long stood out as relics of a great, unmatchable legacy. As our infrastructure and population grow, we finally have the means to develop new settlements which rival these ancient urban centers.
+5% Domain Taxes Unlocks all High Medieval Era Economic Buildings
The invention of the vertical windmill allows us to harness the power of the wind much more efficiently than before, vastly reducing the labor necessary to grind grains and process raw materials.
Riders on our Celtic hobby horses are both fast and agile — perfect for scouting and raiding in rough terrain where enemy knights are loathe to go.
+10 Different Culture Opinion +10% Monthly Development Growth
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.
+15% "Promote Culture" Councilor Task Speed +15% Monthly Development Growth
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.
The Levant is an unfamiliar place with poor terrain for cavalry charges. We should adapt to these lands and field cavalry which is better suited to fight in our new home.
Can recruit Picchieri Men-At-Arms
Pikemen have always been strong defenders, but they have historically lacked in mobility and offense. Devising new formations to address this deficiency will improve our chances of victory in battle.
Can recruit Sarawit Men-At-Arms
The highlands where our ancestors settled requires a particular approach to agriculture. The building of terraced fields taught us to develop new military tactics, which are employed by our Serawit soldiers.
The development of gunpowder-based weaponry has allowed us to surpass the limitations of levers and pulleys. Our new siege weapons can tear down enemy walls with a force and efficiency that our ancestors could scarcely dream of.
Unlocks all Late Medieval Era Fortification Buildings
A notable improvement on our earlier hoardings, stone machicolations serve the same purpose while being significantly more durable and offering more protection for our defenders.
+3 Heavy Cavalry Toughness +3 Heavy Infantry Toughness
The ultimate form of personal protection, a well-crafted suit of plate armor has articulated joints which give it a superior range of motion to earlier armors, while being all but impenetrable to enemy weapons.
+15% Levy Reinforcement Rate Unlocks all Late Medieval Era Military Buildings
As the size of our armies increases, we must guarantee that each and every soldier will be properly armed and armored. The establishment of a royal armory to produce and house all of our armies' equipment will go a long way towards meeting this need.
-10% Siege Phase Time
It does not matter how strong a our enemy's walls are if the earth beneath them can be dug through. Employing sappers to undermine enemy fortifications is an effective way to breach even the toughest defenses.
+5 Size of Men-at-Arms Regiments +1 Max number of Men-at-Arms Regiments
Military levies provide us with large numbers of soldiers, yet no matter how well we try to train and equip them they will always be inferior to professional soldiers. Establishing a large standing army will ensure the interests of our realm are enforced by the best fighters around.
Our realm has expanded to the point where even minor nobles cannot administer everything effectively. Appointing court officials and bureaucrats to handle the more mundane court tasks will ensure that the wheels of government continue turning smoothly.
-15% Building Construction Time Unlocks all Late Medieval Era Economic Buildings
A forgotten marvel of engineering, the Romans used tread-wheel cranes to great effect when building their empire, and so too shall we.
+10% Monthly Prestige
Anyone may claim a title, but in order to be a true monarch they must inspire awe and majesty in their subjects. Our new ermine cloaks are a form of regal dress which is sure to accomplish just that.
+5 Direct Vassal Opinion +5 Fellow Vassal Opinion
Nobility is more than just privileges and rights; it also comes with a duty to the realm, an obligation to act in ways that are proper and just. Clearly establishing what is expected from our elite will give us an ideal to aspire to and bring us together as we work to achieve it.
Can enact the Primogeniture Law Can enact the Ultimogeniture Law
One kingdom, one heir. While the younger children of our monarch may feel forsaken by being denied an inheritance, this is the best way to ensure we keep a stable realm which does not get torn apart by succession crises.
+10% Monthly Development Growth
An evolution of earlier banking systems, paper promissory notes allow our citizens to quickly and safely trade goods and services across large distances without being weighed down by heavy specie.
Counties reach the maximum Existing Development penalty at 90 Development
Developments in science, philosophy, and logic have turned our cities into wondrous centers of education and innovation. The massive technological and cultural leaps we are now making has put hitherto undreamed potential within our grasp.
-10% Casus Belli Prestige Cost Can use De Jure Casus Belli Can press multiple Claims of another Character in a single war
It is our divine right to possess our de jure lands, and it is time the world recognizes this fact. No longer will we be held back by obsolete protocols and decorum.
Being both wealthy and centrally located, Italy has become a major center for mercenary companies to travel to when not on active campaign. Since they are already here, we should be able to negotiate a better rates for them than they would normally charge.
+5 Same Faith Opinion
The influx of new beliefs and religions into our society has made it clear that our past focus on regionalism has been a mistake. We should band together with others of our faith and ensure a strong and enduring state that can stand up to external pressures.
+1% Levy Size
+10% Monthly Development Growth
-10% City Holdings and Buildings Construction Time
Building strong and reliable dikes is an essential task if we wish to live and prosper within the low countries. New techniques of reinforcing earthen dikes with seaweed mats will increase their strength and durability.
Weapons like the goedendag are cheap and easy to produce, yet surprisingly effective against cavalry charges. Their existence allows us to adapt our militias to have much better odds when fighting armored knights.
Can recruit Palatini Men-At-Arms
Just as we have restored the Roman empire, so too shall restore the structure of the old Roman legion and its feared elite troops!
Can recruit Schiltron Men-At-Arms
The traditional pike circle is a powerful defensive formation, but it is limited in offense and mobility. While requiring great discipline to employ, our rectilinear schiltron is a superior formation which is capable of both powerful offensive and defensive tactics.
Can recruit Gendarmes Men-At-Arms
Establishing a valet system of dedicated servants for our noble horsemen will enable us to field knights who are both better armed and armored.
All Central Germanic
Can recruit Landsknechts Men-At-Arms
These massive two-handed swords are as adept at cutting down charging knights as they are at breaking enemy pike formations, making them a formidable addition to our own pike regiments.