Institutions
- See also: Technology, Institution events
Institutions are fundamental advances in civilization and are the primary determinant of
technology cost. Technologies require specific Institutions to be embraced and will have increased tech cost penalties otherwise (as shown through the icons above the technology, where those shown in red or grayed out are increasing the cost). The first tech of an institution receives an institution penalty of +15% the next one +30% and all following techs +50%, this modifier can stack if multiple requirements are unfullfilled. 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.
There are a total of 8 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 1750.
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 fixed chance (5% to 100% depending on the institution) to get it to spawn in that province. If only 3 provinces can get it to spawn for an institution with a 10% spawn chance 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 eligible for spawning, it can take years or even decades for an institution to show up. Especially Colonialism is notorious for late spawning due to having only a 5% chance to spawn in a province, which effect is increased if there are not many colonizers or the colonizers have few coastal centers of trade or developed provinces connected to their capital.
Spread modifiers
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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 |
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+50% |
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+33% | ![]() ![]() ![]() |
Advancement Effort edict (![]() |
+30% |
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+25% |
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+20% |
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+15% |
![]()
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+10% |
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+5% |
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−10% |
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−15% |
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−20% |
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−33% | ![]() | |
−50% |
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−100% | ![]() |
Several ideas and policies also affect spread rate:
Effects of development
Developing a province gives that province an immediate increase in the oldest non-present institution equal to 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 at least 601 cumulative development points, because for 600 points (reaching 36 dev starting from 11) you get 99.96% due to rounding. 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 |
... | ... |
48–49 | 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 | 2286 |
4 | 2236 |
5 | 2186 |
6 | 2136 |
7 | 2086 |
8 | 2158 |
9 | 2108 |
10 | 2058 |
11 | 2133 |
12 | 2080 |
13 | 2026 |
14 | 2101 |
15 | 2044 |
16 | 1985 |
17 | 2060 |
18 | 1998 |
19 | 2075 |
20 | 2010 |
21 | 2088 |
22 | 2017 |
23 | 2095 |
24 | 2018 |
25 | 2096 |
26 | 2177 |
27 | 2091 |
Embracing institutions
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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 10.0% 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 autonomy-modified development to embrace the institution, after which it will rapidly spread through any remaining provinces that do not have it.
Note: Embracing the Renaissance requires you to also have embraced Feudalism. Any other Institution can be Embraced even if no other Institution has been embraced.
Embracement cost is affected by the following factors:
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Trigger |
---|---|
−20% |
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−15% |
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−10% |
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−5% |
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+10% |
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+0.5% | per year after the year 1444(this modifier is applied multiplicatively) |
Embracement cost is also affected by the following ideas:
Feudalism
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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 1066, so all nations that have not embraced 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 one of the following tech groups: Western,
Eastern,
Anatolian,
Muslim,
Indian,
Chinese.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Feudalism | 5.0 |
Not Trade Company and owner has embraced Feudalism | 2.0 |
Present in friendly nearby province | 0.6 |
Present in non-friendly neighbor province | 0.1 |
Capital is in Old World (not North or South America Continent or Australia Region or in the Random new world) while not having Tribal or Native government | 0.1 |
Present in neighbor province and the country has a ![]() ![]() |
0.15 |
Bonus for embracing: +1 Leaders without upkeep.
Renaissance
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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 year is before 1475 and the game is being played with normal or historical nations
Each eligible province has a 5% chance to spawn Renaissance at the beginning of each year.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Renaissance | 5.0 |
Not Trade Company and owner has embraced Renaissance | 2.0 |
Province in the Flanders, Tuscany, or Venetia 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
Note: Embracing the Renaissance requires you to also have embraced Feudalism.
Colonialism
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Colonialism can appear from 1500, after the Renaissance has appeared, in a province that:
- Is in Europe, Asia or Africa
- Is in a state
- Is connected to the capital of its owner
- Is not an island
- Is a coastal province
- Is the capital or has at least 12 development or has a
Center of Trade
- Owner has
Exploration idea 1 "Quest for the New World" or a national idea which allows the recruitment of explorers(custom ideas with this effect don't count)
- Owner has discovered a land province in the New World
- Owner owns a province in the New World or has a colonial subject in the New World
Each eligible province has a 5% chance to spawn Colonialism at the beginning of each year.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Colonialism | 5.0 |
Not Trade Company and owner has embraced Colonialism | 2.0 |
Present in friendly nearby province | 1.2 |
Port and present in non-friendly neighbor province | 0.5 |
Spread reason | Base percentage |
---|---|
Port or capital of an Old World (not North/South America or the Random new world) country that has colonial subjects in North or South America or the Random new world | 10 |
Bonus for embracing: +10% Provincial trade power
Birthplace of Institution gains: +5 Local trade power
Printing Press
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Now that Printing has matured as a technique and spread throughout Europe, hundreds of thousands of copies of everything from Religious and Political pamphlets to scientific treatises and instructions on how to behave 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, after Colonialism has appeared, in a province that:
- Is in a state
- Is connected to the capital of its owner
- Is not an island
- Is the owner's capital or has at least
15 development or produces
Paper
- One of the following:
Each eligible province has a 5% chance to spawn Printing Press at the beginning of each year.
Regardless of where Printing Press first appears, an event will partially 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 | 3.0 |
Not Trade Company and on the same continent as the owners capital and the owner has embraced Printing Press | 2.0 |
Not Trade Company and not on the same continent as the owners capital and the owner has embraced Printing Press | 1.0 |
Present in friendly nearby province | 0.6 |
Present in non-friendly neighbor province | 0.2 |
Present in neighbor province and the country has a clergy estate which has at least 40 loyalty and 30% land share | 0.1 |
European capital with at least 20 development | 0.05 |
Spread reason | Base percentage |
---|---|
Capital whose owner has diplomatic technology 15 | 1.0 |
Owner is Protestant, Reformed, Anglican or Hussite and the province is not part of a trade company | 2.0 |
Province is Protestant, Reformed, Anglican or Hussite | 1.0 |
Bonus for embracing: −5% Stability cost modifier
Birthplace of Institution gains: +10% Institution Spread
Global Trade
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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, after Printing Press has appeared, in a province that:
- Is not an island
- Is in the highest-valued trade node in the world. This only counts the trade value that stays in the node.
- Its owner has a merchant or the main trading port in the highest-valued trade node and has the most trade power there
- One of the following:
Each eligible province has a 25% chance to spawn Global Trade at the beginning of each year.
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 |
Not trade company and on the same continent as the capital of its owner and the owner has embraced Global Trade | 2.0 |
Not trade company and not on the same continent as the capital of its owner and the owner has embraced Global Trade | 1.0 |
Is a level 2 ![]() |
0.1 |
Is a level 3 ![]() |
0.4 |
Present in neighbor province and the owner has the Burghers estate which has at least ![]() ![]() |
0.1 |
Has a port and Global Trade is present in a neighboring 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 arrives after 1650, after Global Trade has appeared, in a province that:
- Is in a state
- Is connected to the capital of its owner
- Is not an island
- Both the
Printing Press and
Global Trade institutions are present
- Has at least
20 development
- Has at least two neighboring provinces which have at least
15 development
- Has a
Naval Equipment Manufactory,
Weapons Manufactory,
Textile Manufactory,
Plantation,
Trade Station, or
Mill
Each eligible province has a 10% chance to spawn Manufactories at the beginning of each year.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Manufactories | 3.0 |
Not Trade Company and on the same continent as the capital and owner has embraced Manufactories | 2.0 |
Not Trade Company and not on the same continent as the capital and owner has embraced Manufactories | 1.0 |
Has a ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
0.8 |
Has a ![]() |
0.4 |
Has a ![]() ![]() ![]() ![]() ![]() ![]() |
0.2 |
Present in friendly nearby province | 0.5 |
Present in non-friendly nearby province while not being present in a friendly nearby province | 0.15 |
Farm estates do not help spawning the institution, but do count as a manufactory for spreading.
Bonus for embracing: +10% Goods produced modifier
Birthplace of Institution gains: +0.5 Local goods produced
Enlightenment
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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, after Manufactories has appeared, in a province that:
- Is in a state
- Is connected to the capital of its owner
- Is not an island
- Both the
Printing Press and
Global Trade institutions are present
- Has at least
30 development
- One of the following:
Each eligible province has a 10% chance to spawn Enlightenment at the beginning of each year.
The Age of Revolutions will begin 10 years after this institution has been discovered.
Spread reason | Base percentage |
---|---|
Port or capital of a colonial nation whose overlord has embraced Enlightenment | 3.0 |
Not Trade Company on the same continent as the capital of its owner and owner has embraced Enlightenment | 1.5 |
Not Trade Company on a different continent than the capital of its owner and owner has embraced Enlightenment | 0.75 |
Capital of a country which is ahead in tech compared to a neighboring country which has embraced the Enlightenment | 0.5 |
Has a ![]() |
0.4 |
Present in friendly nearby province | 0.4 |
Has a ![]() |
0.4 |
Has a ![]() |
0.1 |
Present in non-friendly neighbor province | 0.2 |
Spread reason | Base percentage |
---|---|
Has a ![]() |
0.5 |
|
3.0 |
|
1.0 |
|
1.5 |
|
0.5 |
|
5.0 |
|
2.0 |
Bonus for embracing: −25% Culture conversion cost
Birthplace of Institution gains: −0.05 Monthly autonomy change
Industrialization
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Meanwhile, the field of agriculture, new practices such as crop rotation and the use of enclosures have similarly increased productivity, meaning that fewer workers are needed to work the same area of land, leading many to abandon their homes and settle in the growing industrial cities. A new world is being born, one in which the ambitious and the rich shall dominate society as never before.
Industrialization can appear after 1750, after the Enlightenment has appeared, in a province that:
- Is in a state
- Is connected to the capital of its owner
- Is not an island
- Has at least
30 development
- Both the
Manufactories and
Enlightenment institutions are present
- Is in the highest valued trade node in the world or the year is at least 1760
- If the year is before 1780 and the
Rule Britannia DLC is enabled:
- Has a
Furnace
- One of the following is true:
- The year is at least 1770
- The province owner is the leading producer of
iron
- The province owner is the leading producer of
cloth
- The province owner is the leading producer of
coal
- The province owner has at least 3 trading in bonuses
- Has a
- else:
- Has a
weapons manufactory or a
textile manufactory
- One of the following is true:
- The year is at least 1770
- The province owner is the leading producer of
iron
- The province owner is the leading producer of
cloth
- The province owner has at least 3 trading in bonuses
- Has a
Industrialization has a 100% chance to spawn if there is at least one eligible province.
Spread reason | Base percentage | ||
---|---|---|---|
Port or capital of a colonial nation whose overlord has embraced Industrialisation | 0.75 | ||
Not Trade Company on the same continent as the capital of its owner and owner has embraced Industrialisation | 1 | ||
Not Trade Company on a different continent than the capital of its owner and owner has embraced Industrialisation | 0.5 | ||
Present in friendly nearby province and ![]() |
0.3 | ||
Present in friendly nearby province and ![]() |
0.6 | ||
Has a ![]() ![]() ![]() ![]() |
0.08 | ||
Has a ![]() |
0.1 | ||
Has a ![]() ![]() |
0.15 | ||
Has a |
0.25 | ||
Has a ![]() ![]() ![]() ![]() |
0.15 | ||
Has a ![]() |
0.2 | ||
Has a ![]() ![]() |
0.3 | ||
Has a |
0.5 | ||
Present in non-friendly neighbor province and ![]() |
0.3 | ||
Present in non-friendly neighbor province and ![]() |
0.15 | ||
Is part of a Trade Node in which the owner has the most Trade power and in which at least 1 province has Industrialisation | 0.18 |
Spread reason | Base percentage | ||
---|---|---|---|
Has at least 20 dev as well as a Manufactory and its owner has at least 10 |
1.0 | ||
Has at least 20 dev as well as a Manufactory and its owner has at least 15 |
1.0 | ||
Has at least 20 dev as well as a Manufactory and its owner has at least 25 |
1.0 | ||
Has at least 15 Trade power while its owner makes at least 50% of their income via trade | 3.0 | ||
Is a coastal Province with at least 20 dev on the same continent as its owners capital who has at least 2 colonial subject
s | 3.0 |
Bonus for embracing: +15% National Tax modifier and
+25% National Manpower modifier
Birthplace of Institution gains: +1 possible number of buildings
Strategy

Adopting institutions
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. 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 is based on the autonomy modified development, it can be advantageous to delay making states early game until Colonialism is embraced.
Forcing presence is particularly relevant for Renaissance, which always originates in Italy and does not grow naturally outside Europe; Colonialism, which originates only in a country that has discovered the New World and only grows naturally for countries that have colonial subjects in the New World; Printing Press, which only spawns in Germany and Protestant/Reformed provinces and only starts growing slowly and decades later outside Europe; and Enlightenment, which has a high chance to spawn in Europe and will have very slow growth on other continents than the birthplace of the Institution. 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 significantly quicker on the continent where the institution spawned (most often Europe). 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 Emperor of China decree (all requiring Mandate of Heaven) each give −10%. It is generally cheaper to develop on plains and especially farmland. A Level 3 Center of Trade gives −10% (requires
Dharma). Most significantly, the 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 the late game age objective Large Capital.
Another strategy outside Europe is to try to spawn the institution in your continent/nation. To increase the spawning chance you must fulfill the requirements to spawn the institution in as many provinces as possible (except for Global Trade). Each province which can spawn the institution has a certain chance to spawn it at the beginning of the year. So if you have one province that qualifies and there are 3 in Europe, you'll have a 25% chance it spawns in your country and a 75% chance it appears in Europe. If you would increase your amount of qualifying provinces to 3, the chances would become even. In general, one important restriction for how many of your provinces qualify depend on their development and if they're connected to your capital and in a state (Global Trade is the only exception), so both conquest of developed provinces and developing your own provinces will increase your chances. In normal circumstances spawning an institution on a different continent than Europe will delay spread in Europe only for a short period of time, because there are many modifiers which help institutions grow in Europe. Major exceptions are Colonialism (if you can prevent Europeans from establishing colonial subjects) and Enlightenment (which will cause very slow natural growth in other continents than the continent where it spawned). Getting Manufactories to spawn in another continent will also slow down spread in Europe significantly, but to a far lesser degree than the Enlightenment.
For obtaining the origin of Colonialism, note that you must own a land province in the New World to be eligible; Old World (Including Australia) exploration and colonization does not count. To increase spawning chances get as many coastal provinces with 12 development or more, or a center of trade. For getting Manufactories, get provinces with 20 development and a manufactory other than Farm Estates (they will help though with spread if you don't spawn the institution). For the Enlightenment, get provinces with 30 development and either a seat in parliament or a university. When playing in Asia or Africa it might become profitable to help other high development regions in getting institutions. If the Enlightenment/Manufactories spawn in India, you will speed up spread also in the China region and slow spread in Europe for instance. However these regions often lack Printing Press or Global Trade which are needed to spawn Enlightenment/Manufactories, so helping these regions to get their institutions might reduce the chances that either of these institutions spawn in Europe and hurt your own spread.
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 or if there is natural growth (from buildings, etc.) in provinces you own, 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
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 eligible Asian or African provinces to Trade Companies.
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 economies, and thus possibly a strong military, which don't have urgent needs for other ideas. Controlling two institution origins is a late game age objective. Seizing the origin of Colonialism also helps fulfilling said objective and helps obtaining the powerful late game age abilities sooner.
Obtaining Manufactories and in particular Enlightenment outside Europe will also significantly slow down advancement in Europe, but these are far more reliant on random chance and require a strategy to get as many provinces with high development in a state and with a connection to your capital. For Manufactories, get provinces with at least 20 development with a manufactory other than a farm estate. The slow-down will be limited though for highly developed provinces and those with Textile Manufactories (a 12.5-year delay for a 20 development province with a Textile Manufactory versus a 50-year delay for a 10 development province with another type of Manufactory). For the Enlightenment, get provinces with at least 30 development with a university or seat in parliament. The delay for the Enlightenment not spawning on the same continent is especially high because spread for having a parliament seat on a different continent is not dependent on development. A 20 dev province with a university and a seat in parliament will get the institution in 6.25 or 40 years depending on which continent it spawns. This strategy is far more risky than spawning Colonialism, due to the high amount of provinces in Europe with high development combined with easy requirements for spawning these institutions. The damage caused by the Enlightenment spawning on another continent is typically slightly less for Europe than for other continents, due to having more smaller nations in the late-game, because capitals can also get the institution in 50 to 10 years if the AI nation had the luck to have the right ideas, buildings and advisors.
Achievements
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Factions • Estates (Base estates (Burghers • Clergy • Nobility) • Cossaks estates (Cossacks • Dhimmi • Tribes) • Dharma estates (Brahmins • Jains • Marathas • Rajputs • Vaishyas) • Domination estates (Janissaries • Eunuchs)) |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |