Institutions
- See also: Technology, Institution events
Institutions are fundamental advances in civilization and are the primary determinant of
technology cost. Institutions, if not embraced by a country, will cause an increasing tech cost penalty on the country by +1% per year up to a maximum of +50% per institution. Embracing an institution requires that institution to be fully present in provinces containing at least 10% of a country's
development (modified by
local autonomy), after which it requires an amount of
ducats dependent on the remaining development in provinces where the institution is not fully present. New World natives cannot embrace institutions until they reform their governments (for natives in the
North American and
South American technology groups) or religions (for natives in the
Mesoamerican and
Andean technology groups), but receive all the institutions of their advanced neighbor when they do so.
There are a total of 7 different institutions that appear throughout the game (except for the first which is present at the beginning of the game in 1444), at roughly 50-year intervals starting in 1450 and ending in 1700.
Each year all provinces an institution can spawn in are randomly given a chance to spawn the institution. Each eligible province for an institution has a 10% chance to get it to spawn in that province. If only 3 provinces can get it to spawn there is a 90% * 90% * 90% = 72.9% chance that it won't spawn in the beginning of that year. If none or only a few provinces are eligble for spawning, it can take years or even decades for an institution to show up.
Contents
Spread modifiers
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
The spread of institutions is modified on both a global and a provincial level. Global modifiers affect the spread of institutions in all provinces in a nation, local modifiers affect the spread of institutions in a specific province.
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Global modifiers | Local modifiers |
---|---|---|
+50% | Age of Reformation ability in true-faith province | |
+33% | Advancement Effort edict | |
+30% | Level III Center of Trade (World Port, World Trade Center) | |
+15% |
|
|
+10% |
|
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+5% | Trading in ![]() |
|
–2.5% | ![]() |
|
–5% | ![]() |
|
–10% |
| |
–15% |
|
|
–20% |
|
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–33% | ![]() | |
–50% | ![]() |
Several ideas and policies also affect spread rate:
Effects of development
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
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Available only with the Common Sense DLC enabled. |
Developing a province gives that province an immediate increase in the oldest non-present institution equal to 16.66% (slightly under one sixth) of the new development of the province. The increase is capped at 10% (60 development). The development required to bring an institution with 0% presence to 100% presence is of 601 cumulative development points, because for 600 points (reaching 36 dev starting from 11) you get 99.96%. The required development within a province of a given starting development is summarized in the table below.
Initial development (0% institution presence) |
Final development (100% institution presence) |
---|---|
3–7 | 35 |
8–10 | 36 |
11–13 | 37 |
14–16 | 38 |
17–18 | 39 |
19–20 | 40 |
21–22 | 41 |
... | ... |
49–50 | 60 |
Up to an initial development of about 30, the total cost of going from 0 to 100% institution presence in a province is always about 2100 monarch points before other modifiers (such as terrain or the merchant guild estate bonus) to development cost. The amount of monarch points required to reach 100%, without any modifiers or initial presence, is summarized by the table below:
Initial Development | Required Monarch Points |
---|---|
3 | 2290 |
4 | 2240 |
5 | 2190 |
6 | 2140 |
7 | 2090 |
8 | 2162 |
9 | 2112 |
10 | 2062 |
11 | 2137 |
12 | 2084 |
13 | 2029.5 |
14 | 2104.5 |
15 | 2047 |
16 | 1988 |
17 | 2063 |
18 | 2001 |
19 | 2077.5 |
20 | 2012.5 |
21 | 2090.5 |
22 | 2019.5 |
23 | 2097.5 |
24 | 2020.5 |
25 | 2098.5 |
26 | 2179.5 |
27 | 2093.5 |
Embracing institutions
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Embracing an institution can be done from the technology tab by clicking on the institution symbol, then clicking on the institution desired and clicking on the button labeled “Embrace”. At least 10% of the country's autonomy-modified development must have the institution present to be able to embrace it. Once this threshold is met, it requires 2.5
ducats per remaining development to embrace the institution, after which it will rapidly spread through any remaining provinces that do not have it.
Embracing an institution will reset the monarch power cap, usually to a lower value. This may cause the loss of monarch power if the amount accumulated of any type ( Administrative,
Diplomatic or
Military) exceeds the cap. However, if the power is spent immediately after embracing the institution, none will be lost.
Embracement cost is affected by the following factors:
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Trigger |
---|---|
−20% | Lucky nation |
−10% |
|
+10% | ![]() |
Embracement cost is also affected by the following ideas:
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Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
−10% |
|
|
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— |
Feudalism
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |

Unlike the other Institutions, 'Feudalism' covers a wide range of different systems and exists from the start in all parts of the world where a strong tradition of Urbanism, Institutionalized Government and Social Stratification has reached a critical point. The institution can spread from contact with any of these cultures, or in some cases begin to grow on its own in a society that fulfills certain criteria.
This is present from the start in almost all the Old World. Exceptions include the hordes (other than those of Manchu culture), tribal countries (the New World, sub-Saharan Africa, the upper Nile, and others scattered throughout Asia), and a few others. The start date is 1000, so all countries that don't embrace it get the full +50% technology cost penalty.
Broadly speaking, a custom nation starts with Feudalism in all its provinces if it would start with it as a non-custom nation, or if it has an Old World technology group other than East African or Central African.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Feudalism | 5.0 |
Has embraced Feudalism | 2.0 |
Present in friendly nearby province | 0.6 |
Present in non-friendly neighbor province | 0.1 |
Capital in Old World (not North or South America) while not horde, native, or tribal | 0.1 |
Owned by non-disloyal Noble Estate while present in neighbor province | 0.15 |
Bonus for embracing: +1 Leaders without upkeep.
Renaissance

The Renaissance can appear from 1450 in a province that:
- is in Italy (region) except Malta (126)
- is in a state
- is not an island
- is a capital or has at least 20 development - if the game is being played with normal or historical nations
It can only be embraced by nations that have already embraced Feudalism.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Renaissance | 5.0 |
Has embraced Renaissance | 2.0 |
Province in the Flanders, Tuscany, or Venice area | 0.5 |
Present in friendly nearby province | 0.6 |
Present in non-friendly neighbor province | 0.3 |
European province with at least 5 development after 1500 | 0.1 |
European province with at least 10 development | 0.05 |
European province with at least 20 development | 0.05 |
Spread reason | Base percentage |
---|---|
Latin-cultured capital in the Italian region | 1.0 |
Bonus for embracing: −5% Development cost and
−5% Construction cost
Birthplace of Institution gains: −5% Development cost
Colonialism
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |

Colonialism can appear from 1500 in a province that:
- Is in Europe, Asia or Africa
- Is a port in a state, but not an island (i.e. must have a neighbouring land province, possibly by strait)
- Is in the owner's capital area, and if not the owner's capital has at least 12 development or is a
Costal Center of Trade
- Owner has
Exploration idea 2 "Quest for the New World" and has discovered a land province in the New World
Colonialism can be embraced by any country, even those that have no other institutions.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Colonialism | 5.0 |
Has embraced Colonialism | 2.0 |
Present in friendly nearby province | 1.2 |
Port while present in non-friendly neighbor port | 0.5 |
Spread reason | Base percentage |
---|---|
Port or capital of an Old World country that has colonial subjects in the New World (not Australia) | 10 |
Bonus for embracing: +10% Provincial trade power
Birthplace of Institution gains: +5 Local trade power
Printing Press
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |

Now that Printing has matured as a technique and spread throughout Europe editions have grown and hundreds of thousands of copies of everything from Religious and Political pamphlets to instructions in how to behave or scientific treatises are circulating the continent. With Print Shops growing evermore commonplace rulers have found it hard to contain the new technique as the comparatively easy means of production means censorship can be sidestepped by moving business across a border or even just changing the name on a title page.
Printing Press can appear from 1550 in a province that:
- Is in its owner's capital state, but not an island (i.e. has a neighbouring land province, possibly via strait)
- If not its owner's capital: has at least
15 development or produces
Paper
- One of the following:
Regardless of where Printing Press first appears, an event will immediately spread it to Venice, Rome, Paris and Augsburg.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Printing Press | 5.0 |
Has embraced Printing Press | 2.0 |
Present in friendly nearby province | 0.6 |
Present in non-friendly neighbor province | 0.2 |
Owned by non-disloyal Clergy Estate while present in neighbor province | 0.1 |
European capital with at least 20 development | 0.05 |
Spread reason | Base percentage |
---|---|
Capital whose owner has diplomatic technology 15 | 1 |
Owner is Protestant or Reformed | 2.0 |
Province is Protestant or Reformed | 1.0 |
Bonus for embracing: −5% Stability cost modifier
Birthplace of Institution gains: +10% Institution Spread
Global Trade
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |

Silver mined in the Andes is now being boxed and taken via Europe all the way to China and India. Iron mined and wrought in Scandinavia is being sold in West Africa by English Merchants and others are making a fortune just distributing cloth and spices within the South East Asian trade sphere. Local Indian merchants are investing in future European trade ventures. It may still be early to speak of a truly Global Economy but surely the first seeds have been sown.
Global Trade can appear from 1600 in a province that:
- Is not an island (i.e. it has a neighbouring land province, possibly via strait)
- Is in the highest-valued trade node in the world (this accounts for both retained and outgoing value)
- Is the country's capital, or is a level 2 or 3
Coastal or Inland Center of Trade
- Its owner is collecting or has a merchant in the highest-valued trade node in the world and has the most trade power there
The Age of Absolutism will begin after this institution has existed for 10 years.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Global Trade | 5.0 |
Has embraced Global Trade | 2.0 |
Is a level 2 ![]() |
0.1 |
Is a level 3 ![]() |
0.5 |
Owned by non-disloyal ![]() |
0.1 |
Has a port and Global Trade is present in an adjacent province | 0.5 |
Has no port and Global Trade is present in a neighboring province | 0.25 |
Bonus for embracing: +1 Merchant
Birthplace of Institution gains: +10% Local Trade Power modifier
Manufactories
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

This arrives after 1650 in a province that:
- Is in the capital area of its owner
- Is not an island (i.e. has a neighbouring land province, possibly via strait)
- Is part of a state
- Both the
Printing Press and
Global Trade institutions are present
- Has at least
20 development
- Has a manufactory other than a Farm Estate or a Furnace
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Manufactories | 5.0 |
Not Trade Company and owner has embraced Manufactories | 2.0 |
In Europe and has a manufactory | 1.0 |
Not in Europe and has a manufactory | 0.24 |
Present in friendly nearby province | 0.35 |
Present in non-friendly neighbor province | 0.05 |
Bonus for embracing: +10% Goods produced modifier
Birthplace of Institution gains: +0.5 Local goods produced
Enlightenment
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

Great projects such as the colossal undertaking of creating a complete encyclopedia of all knowledge or a complete index of all plants, animals and fungi in the world are being pursued for the greater good of humanity. The Light of Reason has been lit and many will not rest until it has been brought to all corners of the earth.
The Enlightenment can appear from 1700 in a province that:
- Is in its owner's capital area
- Is not an island (i.e. it has a neighbouring land province, possibly via strait)
- Is part of a state
- Both the
Printing Press and
Global Trade institutions are present
- Has at least
30 development
- One of the following:
The Age of Revolutions will begin 10 years after this institution has been discovered.
Spread reason | Spread reason | Base percentage |
---|---|---|
Port or capital of a colonial nation whose overlord has embraced Enlightenment | 5.0 | |
Not Trade Company and owner has embraced Enlightenment | 2.0 | |
Present in friendly nearby province | 0.1 |
Spread reason | Base percentage |
---|---|
Has a ![]() |
5.0 |
Has a ![]() |
5.0 |
Has a ![]() |
1.0 |
Has a ![]() |
0.5 |
3.0 | |
1.5 | |
5.0 |
Bonus for embracing: −25% Culture conversion cost
Birthplace of Institution gains: −0.05 Monthly autonomy change
Strategy
Adopting institutions
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
Most institutions are weighted to appear and spread more easily in Europe. Non-European nations will need to decide how best to obtain them, particularly if they are far from Europe - North Africa may only lag by a few decades due to the adjacency bonus, but it can take more than a century for institutions to reach China.
The least restrictive way to adopt an institution is by "forcing" the presence of that institution by developing in a single province. (DLC required.) A single rich province will often be enough for a small country to adopt the institution, while a large one needs to wait for the institution to spread. Note that adjacency spread only starts when the initial province has been developed to 100% presence. Many institutions spread faster on provinces with higher development. It is thus advantageous to force presence in a province surrounded by other developed or easily developed provinces. Furthermore, as institution adoption only checks stated provinces, it can be advantageous to delay stating early game until Colonialism is embraced.
Forcing presence is particularly relevant for Renaissance, which always originates in Italy, Colonialism, which originates only in a country that has discovered the New World, and Enlightenment, which only spawns in Europa. Renaissance and Colonialism, as well as Feudalism, can only spread by adjacency to provinces where the institution is already present; whereas the later institutions can spread based on buildings and other provincial traits. However, Enlightenment spreads for European nations significantly quicker than others. When forcing institution presence through development, it is wise to stack modifiers that reduce development cost. Encourage Development state edict, state prosperity, and the Expand Palace Bureaucracy EoC Decree each gives -10%. (DLC required.) It is generally cheaper to develop on plains. Level 3 Center of Trade gives -10%. (DLC
required.) And most significantly, capital province has up to -50% development cost reduction. All of these modifiers are typically easy to obtain as long as the required DLCs are enabled. However, beware that developing the capital will make it more costly to move later; at the same time, developing the capital will help with late game age objective Large Capital.
For obtaining the origin of Colonialism, note that you must discover land provinces in the New World to be eligible; Old World exploration does not count.
Knowledge sharing is also a viable method. It requires two things: an ally or friendly nation with the institution, and the disposable income to support the effort. It may be worthwhile to cultivate good relations with a nation that has or is likely to get the institution early.
A more direct way to get an institution is to conquer provinces that already have it. This is particularly useful for hordes in the early game that don't start with Feudalism.
The friendly nearby province from which an institution spreads can be either a province in the same country or a province in a foreign nation with positive relations. The province may either be adjacent or one sea province away. Keeping good relations with at least one advanced neighbor will encourage spread. Note that the "non-friendly neighbor province" spread will never stack with the "friendly nearby" spread – you get one or the other, and "non-friendly neighbor" only considers adjacent provinces, not those separated by a sea province.
Once one province has a new institution, judicious use of the state edict Advancement Effort can greatly augment its spread through the nation though at an increased state maintenance cost. A bit of micromanagement is required to enact the edict when any province in a state is beginning to grow the institution at a meaningful rate (greater than 0.50 per month as a guideline), as well as revoking the edict when all provinces in a state have successfully accepted the new institution.
Restricting institution spread
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |
Once a nation has embraced an institution, the institution will spread in all of its provinces rapidly. Neighbouring nations can thus obtain the institution with little extra cost or effort by passive spread. It can thus be advantageous for a nation that has recently embraced a certain institution (mainly Renaissance, Colonialism, and Enlightenment) to restrict institution spread and thus preserve a technological advantage. Overseas provinces and colonies can "leak" institutions inadvertently. A few strategies can mitigate this:
- Restricting early colonization and conquest to provinces that do not neighbor any foreign nation (by land or by sea). Isolated islands such as Maldives (1248) can be used for island hopping without leaking institutions later.
- Temporarily sabotaging relations with select countries can slow down institution spread by removing the Present in friendly nearby province spread modifier.
- Adding Asian or African provinces to Trade Company.
Lastly, obtaining Colonialism as an Asian country can delay technological advancement in European countries for decades (until some countries adopt the institution from development). It can hence be worthwhile to race Exploration ideas and colonization as Asian countries that start off with strong economy, and thus possibly a strong military, which don't have as urgent need for other ideas. Controlling two institution origins is a late game age objective. Seizing origin of Colonialism also helps fulfilling said objective and helps obtaining the powerful late game age abilities sooner.
Westernisation
Westernisation was removed with Patch 1.18 and replaced by institutions. A description of the westernisation mechanic can be found in an old version of this page.
Monarch power | Ruler • Advisor • Idea groups • National ideas • Technology • Stability • Policies |
Other | Decisions • Missions • Events • Modifiers • Disasters • Government • Factions • Prestige • Institutions • Overextension • War exhaustion • Power projection |