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Introducing CK3 #08 - Technology. Havoc will introduce you to Technology and how you can unlock more of them!
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).
- 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.
The advancement chance is 5% + Fascination % + 40% there is exposure.
Exposure is gained when another culture within the same religion already has the Innovation.
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.
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.
Eras
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.
Era
|
Minimum year
|
Description
|
Tribal
|
476
|
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.
|
Early Medieval
|
900
|
The Early Medieval Era sees the emergence of professional administrators and a number of important innovations, allowing a Culture to exit the Dark Ages.
|
High Medieval
|
1050
|
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.
|
Late Medieval
|
1200
|
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.
|
List of Tribal innovations
Unlocking all Tribal innovations is required for the Adopt Feudal Ways and Adopt Clan Ways decision (for independent Tribal rulers).
Civic innovations
Civic innovation
|
Effect
|
Description
|
Debug ID
|
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.
|
innovation_casus_belli
|
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.
|
innovation_city_planning
|
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.
|
innovation_crop_rotation
|
Currency
|
+10% Monthly 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.
|
innovation_currency_01
|
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.
|
innovation_gavelkind
|
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.
|
innovation_ledger
|
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.
|
innovation_plenary_assemblies
|
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.
|
innovation_development_01
|
Military innovations
Military innovation
|
Effect
|
Description
|
Debug ID
|
Bannus
|
+15% Levy Reinforcement Rate
|
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.
|
innovation_bannus
|
Barracks
|
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.
|
innovation_barracks
|
Mottes
|
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.
|
innovation_motte
|
Mustering Grounds
|
+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.
|
innovation_mustering_grounds
|
Onager
|
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.
|
innovation_catapult
|
Quilted Armor
|
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.
|
innovation_quilted_armor
|
Cultural innovations
Cultural innovation
|
Cultures
|
Effect
|
Description
|
Debug ID
|
Bush Hunting
|
|
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.
|
innovation_bush_hunting
|
Chu-ko-nu
|
|
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.
|
innovation_repeating_crossbow
|
Compound Bows
|
- All Mongolic
- All Turkic
- Alan
- Mogyër
|
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.
|
innovation_compound_bows
|
Defensive Tactics
|
|
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.
|
innovation_mobile_guards
|
Forest Wardens
|
- All Baltic
- All Balto-Finnic
- All Urgo-Permian
- All Volga-Finnic
|
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.
|
innovation_forest_wardens
|
Futuwaa
|
|
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."
|
innovation_futuwaa
|
Konni Raids
|
- All South Slavic
- Hungarian
- Polabian
- Polish
- Pommeranian
|
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.
|
innovation_hussar_raids
|
Mountain Skirmishing
|
|
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.
|
innovation_mountain_skirmishing
|
Mubarizun
|
- Bedouin
- Butr
- Egyptian
- Mashriqi
- Nubian
|
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.
|
innovation_mubarizuns
|
Sahel Horsemen
|
- All Sahelian
- All Senegambian
- All Central African
- Daju
- Zaghawa
|
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.
|
innovation_sahel_horsemen
|
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.
|
innovation_table_of_princes
|
Upland Skirmishing
|
|
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.
|
innovation_upland_skirmishing
|
Visigothic Codes
|
- Aragonese
- Basque
- Catalan
- Occitan
|
- Can enact the High Partition Law
- Can enact the Equal Law and at any Crown Authority
|
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.
|
innovation_visigothic_codes
|
Zbrojnosh
|
|
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.
|
innovation_zbrojnosh
|
Regional innovations
Regional innovation
|
Region
|
Effect
|
Description
|
Debug ID
|
Elephantry
|
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.
|
innovation_elephantry
|
Longships
|
Northern Europe
|
- -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.
|
innovation_longboats
|
War Camels
|
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.
|
innovation_war_camels
|
West African Canoes
|
West Africa
|
- -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.
|
innovation_african_canoes
|
Wootz Steel
|
Deccan India
|
- +1 Prowess
- +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.
|
innovation_wootz_steel
|
List of Early Medieval innovations
Civic innovations
Civic innovation
|
Effect
|
Description
|
Debug ID
|
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.
|
innovation_armilary_sphere
|
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.
|
innovation_baliffs
|
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.
|
innovation_chronicle_writing
|
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.
|
innovation_currency_02
|
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.
|
innovation_development_02
|
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.
|
innovation_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.
|
innovation_manorialism
|
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.
|
innovation_royal_prerogative
|
Military innovations
Military innovation
|
Effect
|
Description
|
Debug ID
|
Arched Saddle
|
Can recruit Armored Horsemen Men-at-Arms
|
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.
|
innovation_arched_saddle
|
Battlements
|
-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.
|
innovation_battlements
|
Burhs
|
+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.
|
innovation_burhs
|
Household Soldiers
|
+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.
|
innovation_house_soldiers
|
Horseshoes
|
+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.
|
innovation_horseshoes
|
Mangonels
|
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.
|
innovation_mangonel
|
Cultural innovations
Cultural innovation
|
Cultures
|
Effect
|
Description
|
Debug ID
|
Alpine Supremacy
|
|
Can recruit Mountaineers Men-At-Arms
|
The high altitude of our homeland demands different logistics and fighting techniques from our soldiers than the lowlands do. Mastering these abilities will make us undisputed lords of the mountains.
|
innovation_alpine_supremacy
|
Caballeros
|
|
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.
|
innovation_caballeros
|
Cataphracts
|
- All Byzantine except Alan
|
Can recruit Cataphracts Men-At-Arms
|
Fully encased in protective iron suits, our intimidating cataphract cavalry can break almost any defensive line by charging straight into it with their lances.
|
innovation_cataphracts
|
Desert Mountain Practices
|
- Baranis
- Beja
- Maghrebi
- Yemeni
|
Can recruit Abudrar Men-At-Arms
|
Since ancient times the people of our mountains have been searching for methods to pasture their herds in inhospitable terrain. Doing so has turned them into very resilient and robust warriors, called Abudrar.
|
innovation_desert_mountain_herding
|
Druzhina
|
|
Can recruit Druzhina Men-At-Arms
|
Varangian soldiers have long served as imposing bodyguards for our monarchs, but they can just as easily serve as dedicated heavy infantry in our armies.
|
innovation_druzhina
|
Hirds
|
- All North Germanic
- Anglo-Saxon
- Frisian
- Old Saxon
|
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.
|
innovation_hird
|
Khandayats
|
- All Dravidian
- All Indo-Aryan
|
Can recruit Khandayats Men-At-Arms
|
Skilled in the use of the khanda broadsword, our prized infantrymen are adept at both fighting in jungles as well as cutting down enemy light cavalry.
|
innovation_khandayats
|
Royal Army Tradition
|
|
- +10% Heavy Cavalry Damage
- Can recruit Palace Guards Men-At-Arms
|
We have a long tradition of a standing army made to protect the capital. This has given us access to tough soldiers that work exceedingly well with supporting troops, such as War Elephants.
|
innovation_royal_army_tradition
|
Regional innovations
Regional innovation
|
Region
|
Effect
|
Descriptions
|
Debug ID
|
Ghilman
|
Arabia
|
-15% Men-at-Arms Maintenance
|
Slave-soldiers taken as prisoners of war, ghilman are dedicated fighters who are both more loyal to us and cheaper to pay than common mercenaries.
|
innovation_ghilman
|
Reconquista
|
Iberia
|
- -10% Casus Belli Cost
- +10% Monthly Piety
|
Distracted by infighting, we have tolerated the presence of infidels in Hispania for too long. The time has come for us to rally our forces to drive them from this land once and for all!
|
innovation_reconquista
|
Stammesherzogtum
|
Western Germany
|
- +5 Direct Vassal Opinion
- -25 Vassal Faction Acceptance
|
Despite coming from different tribes, we recognize the importance of unity and cooperation. Independence is overvalued when stability is what leads to safety and prosperity.
|
innovation_stem_duchies
|
List of High Medieval innovations
Civic innovations
Civic innovation
|
Effect
|
Description
|
Debug ID
|
Banking
|
+10% Monthly Development Growth
|
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.
|
innovation_currency_03
|
Divine Right
|
- 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.
|
innovation_divine_right
|
Guilds
|
+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.
|
innovation_guilds
|
Heraldry
|
+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.
|
innovation_heraldry
|
Land Grants
|
-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!
|
innovation_land_grants
|
Scutage
|
+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.
|
innovation_scutage
|
Urbanization
|
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.
|
innovation_development_03
|
Windmills
|
+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.
|
innovation_windmills
|
Military innovations
Military innovation
|
Effect
|
Description
|
Debug ID
|
Advanced Bowmaking
|
+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.
|
innovation_advanced_bowmaking
|
Castle Baileys
|
+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.
|
innovation_castle_baileys
|
Hoardings
|
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.
|
innovation_hoardings
|
Knighthood
|
+5 Direct Vassal Opinion +20% Knight Effectiveness
|
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.
|
innovation_knighthood
|
Men-at-Arms
|
+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.
|
innovation_men_at_arms
|
Trebuchet
|
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.
|
innovation_trebuchet
|
Cultural innovations
Cultural innovation
|
Cultures
|
Effect
|
Description
|
Debug ID
|
Desert Tactics
|
|
Can recruit Chasseurs Men-At-Arms
|
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.
|
innovation_desert_tactics
|
Hobbies
|
- Pictish
- Cumbrian
- Cornish
- Irish
|
Can recruit Hobelars Men-At-Arms
|
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.
|
innovation_hobbies
|
Pike Columns
|
- All Latin
- Lombard
- Roman
|
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.
|
innovation_pike_columns
|
Sarawit
|
|
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.
|
innovation_sarawit
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Regional innovations
Regional innovation
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Region
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Effect
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Description
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Debug ID
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Muladi
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Northern Africa
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- +10 Different Culture Opinion
+10% Monthly Development Growth
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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.
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innovation_muladi
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Ostsiedlung
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Eastern Germany
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- +15% "Promote Culture" Councilor Task Speed
+15% Monthly Development Growth
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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.
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innovation_east_settling
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Peerage
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Francia
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- +10% Vassal Tax Contribution
- +5 Direct Vassal Opinion
- -10 Fellow Vassal Opinion
- Must be unlocked through the Inspire Opus Francigenum decision
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By rightfully recognizing the most illustrious amongst the noble vassals of our realm we will foster a sentiment of greater loyalty towards the crown.
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innovation_french_peerage
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Seigneurialism
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Francia
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+5% Domain Taxes
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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.
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innovation_seigneurialism
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List of Late Medieval innovations
Civic innovations
Civic innovation
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Effect
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Description
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Debug ID
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Court Officials
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+1 Domain Limit
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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.
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innovation_court_officials
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Cranes
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-15% Building Construction Time Unlocks all Late Medieval Era Economic Buildings
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A forgotten marvel of engineering, the Romans used tread-wheel cranes to great effect when building their empire, and so too shall we.
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innovation_cranes
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Ermine Cloaks
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+10% Monthly Prestige
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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.
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innovation_ermine_cloaks
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Noblesse Oblige
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+5 Direct Vassal Opinion +5 Fellow Vassal Opinion
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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.
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innovation_noblesse_oblige
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Primogeniture
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Can enact the Primogeniture Law Can enact the Ultimogeniture Law
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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.
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innovation_primogeniture
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Promissory Notes
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+10% Monthly Development Growth
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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.
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innovation_currency_04
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Renaissance Thought
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Counties reach the maximum Existing Development penalty at 90 Development
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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.
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innovation_development_04
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Rightful Ownership
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-10% Casus Belli Prestige Cost Can use De Jure Casus Belli Can press multiple Claims of another Character in a single war
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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.
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innovation_rightful_ownership
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Military innovations
Military innovation
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Effect
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Description
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Debug ID
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Bombards
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Can recruit Bombards Men-at-Arms
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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.
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innovation_bombard
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Machicolations
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Unlocks all Late Medieval Era Fortification Buildings
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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.
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innovation_machicolations
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Plate Armor
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+3 Heavy Cavalry Toughness +3 Heavy Infantry Toughness
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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.
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innovation_plate_armor
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Royal Armory
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+15% Levy Reinforcement Rate Unlocks all Late Medieval Era Military Buildings
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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.
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innovation_royal_armory
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Sappers
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-10% Siege Phase Time
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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.
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innovation_sappers
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Standing Armies
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+5 Size of Men-at-Arms Regiments +1 Max number of Men-at-Arms Regiments
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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.
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innovation_standing_armies
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Cultural innovations
Cultural innovation
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Cultures
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Effect
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Description
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Debug ID
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Adaptive Militia
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Can recruit Goedendag Militia Men-At-Arms
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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.
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innovation_adaptive_militia
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Legionnaires
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Can recruit Palatini Men-At-Arms
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Just as we have restored the Roman empire, so too shall restore the structure of the old Roman legion and its feared elite troops!
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innovation_legionnaires
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Longbow
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Can recruit Longbowmen Men-At-Arms
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Taking advantage of the strong yew wood that grows here, our bowyers have learned to make longbows so powerful they require specialized training from an early age to use effectively. This investment is worth it, as our longbowmen can shoot arrows which travel further and penetrate deeper than those fired by other archers.
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innovation_longbows
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Rectilinear Schiltron
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Can recruit Schiltron Men-At-Arms
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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.
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innovation_rectilinear_schiltron
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Valets
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- Breton
- French
- Norman
- Occitan
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Can recruit Gendarmes Men-At-Arms
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Establishing a valet system of dedicated servants for our noble horsemen will enable us to field knights who are both better armed and armored.
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innovation_valets
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Zweihanders
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- Frankish
- Lombard
- All Central Germanic except Dutch and Frisian
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Can recruit Landsknechts Men-At-Arms
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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.
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innovation_zweihanders
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Regional innovations
Regional innovation
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Region
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Effect
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Description
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Debug ID
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Condottieri
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Italia
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- -25% Same Culture Mercenary Hire Cost
- +100% Number of Mercenary Companies
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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.
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innovation_condottieri
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Deccan Unity
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Deccan India
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+5 Same Faith Opinion
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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.
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innovation_deccan_unity
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Wierdijks
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Netherlands
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- +1% Levy Size
- +10% Monthly Development Growth
- -10% City Holdings and Buildings Construction Time
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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.
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innovation_wierdijks
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References