← All SteamVault guides
Victoria 3
★ SteamVault Guide

Victoria 3 — Achievement Walkthrough

141 achievement guides · Full game page →

At a glance
Difficulty9/10
Missable6
Permadeath runNo
Difficulty-specificNo
GrindYes
Online requiredNo
⚠️ 6 easy-to-miss achievements are flagged with a ⚠️ badge below — grab them as you play instead of replaying later. (Spoiler-safe: names only, no story details.)
1 quick win is flagged with a ⚡ badge below — one-minute jobs like using photo mode or changing an outfit. Ideal for keeping an achievement streak alive on a day you have no time.
ℹ️ These are auto-generated quick tips — a starting point, not gospel. Spotted a mistake? Add a community tip on the game page or write a community guide — player-written guides are our most reliable source.
Poor, Huddled Masses✓ Unlocked
Have a cultural migration target in one of your states · 42.1% of players
~1-2 hours
Get a cultural migration target in one of your states.

A state becomes a migration target for a culture when it is attractive to that culture: high standard of living, available jobs, and no discrimination against them. Build out industry in a state so there are unfilled jobs, keep your citizenship law tolerant enough that the culture is at least partially accepted, and the migration target appears on the state panel. Migration-friendly citizenship laws make this much easier than an Ethnostate.

Mightier than the Sword✓ Unlocked
Have the other side back down in a diplomatic play · 40.4% of players
~2-4 hours
Win a diplomatic play without fighting.

Start a diplomatic play with a demand against a weaker country and win the manoeuvring phase so they back down instead of escalating to war. What decides it is the balance of support: swing third parties to your side with favours and obligations, keep your own war support high, and target a country with no strong allies. Small demands against isolated minors are the reliable way to force a backdown.

Vox Populi✓ Unlocked
Pass a Law with the support of an Agitator · 39.5% of players
~2-4 hours
Pass a law with an Agitator supporting it.

Agitators are characters attached to political movements who boost the movement behind a law. Find an agitator supporting a movement for a law you want (the Politics screen lists movements and their agitators), start enacting that law, and the agitator's support feeds into your enactment odds. Inviting an exiled agitator who champions the law you want is the most direct route.

Institutional✓ Unlocked
Have an institution at maximum investment level · 32.6% of players
~2-4 hours
Max out any institution's investment level.

Institutions are funded on the Government screen and each level costs bureaucracy. The maximum level an institution can reach is capped by your laws, so pick one where your current law already allows a high cap, then build Government Administrations until you have the bureaucracy surplus to pay for every level.

Deeds, not words!✓ Unlocked
Pass the Women's Suffrage law · 24.0% of players
~4-8 hours
Pass Women's Suffrage.

Women's Suffrage sits at the top of its law track, so you usually have to pass the intermediate steps first. It needs a politically progressive government - Intelligentsia, Trade Unions and similar groups in power - and a suffragist movement helps a great deal. Build up literacy and urban pops to grow those interest groups, get them into government, then enact the law with movement support behind it.

Stonks✓ Unlocked
Have three companies at max prosperity at the same time · 23.9% of players
~6-10 hours
Three companies at max prosperity at once.

Company prosperity rises when the company's buildings are profitable and its productivity conditions are met. Charter three companies whose industries you can genuinely dominate, then pour construction into exactly those building types and keep them supplied with cheap inputs so they stay in the black. A large industrialised economy with a secure resource supply is what makes all three peak together.

Victorian Century✓ Unlocked
Play a full campaign from 1836 to 1936 · 18.3% of players
~A full campaign
Play from 1836 all the way to 1936.

Simply survive as your chosen country from the 1836 start to the 1936 end date. No other condition - it is a time investment rather than a challenge. Running a stable, uninvolved minor at high speed is the fastest way if you just want the tick.

First flight✓ Unlocked
Be the first nation in the world to fly aeroplanes · 16.2% of players
~6-10 hours
Be the first country in the world to fly aeroplanes.

Research the aviation technology before anyone else. Since technology spread makes late techs cheaper for followers, you need a genuine innovation lead: high literacy, a large Intelligentsia, universities everywhere, and a research order that beelines the flight line rather than spreading wide.

Billionaire✓ Unlocked
Have a national GDP of at least £1 billion · 15.5% of players
~A full campaign
Reach a national GDP of one billion pounds.

GDP is the total value of goods produced in your market, so this is a pure industrialisation race. Build continuously, keep construction sectors expanding, secure input goods so factories never idle, and grow your population through migration and standard of living. Any large starting power passes a billion comfortably by the 1900s if you never stop building.

Poppydock✓ Unlocked
Have at least a level 8 port and export at least 2500 units of Opium to foreign markets · 15.0% of players
~6-10 hours
Level 8+ port, exporting 2500 units of Opium.

You need both halves: a port upgraded to at least level 8 in a coastal state, and 2500 units of Opium actually leaving your market as exports. Build Opium Plantations in states with the right arable land, switch them to the most output-heavy production method you can support, and keep domestic consumption low so the surplus goes abroad. Trade routes have to exist for the goods to count as exported.

Three Hurrahs✓ Unlocked
Form the nation of Germany · 14.9% of players
~6-12 hours
Form Germany.

The German formation decision requires you to be a German-culture country holding or claiming the German homeland states and to be strong enough to press the claim. Prussia is the intended route: win against Austria and Denmark, absorb the smaller German states, then take the formation decision. Austria has its own path, and either way expect a Great Power to intervene.

Be Prepared!✓ Unlocked
Be prepared and avert a famine during a high-intensity harvest condition · 13.9% of players
~4-8 hours
Avert a famine during a high-intensity harvest condition.

Harvest conditions periodically cut agricultural output in a region; if food goes short badly enough a famine fires. To avert one you need slack in the system before it hits - grain surpluses, imports available, and enough standard of living that pops are not already on the edge. Keep food production comfortably above what your market consumes and the event resolves in your favour.

Cosmopolitan✓ Unlocked
Have 10 non-primary cultures present in your country, and have all their constituent pops be at Full Acceptance · 13.5% of players
~A full campaign
10 non-primary cultures, all at Full Acceptance.

Acceptance comes from your citizenship law plus discrimination modifiers, so Multicultural citizenship is effectively required. Then you need ten different non-primary cultures actually present - conquest or heavy migration - and every one of their pops at full acceptance, which also means no religious discrimination blocking them. A sprawling empire with Multicultural and Freedom of Conscience is the shape that gets there.

Go West, Young Man✓ Unlocked
As the USA, own California, Oregon and Washington with 250k or more population in each state · 12.8% of players
~6-10 hours
As the USA, own California, Oregon and Washington with 250k pops each.

Take the west coast early - the Mexican war and the Oregon settlement both hand you these states in the standard American opening. The population target is the slow part: develop each state with plenty of jobs so migration flows west, and build real industry and resource extraction rather than leaving subsistence farms, which grow a state very slowly.

The New Order✓ Unlocked
Have a fully decked out power bloc · 12.7% of players
~A full campaign
Have a fully decked out power bloc.

Power blocs gain principles as their cohesion and member count grow, so a fully decked out bloc means maxing the principles available to it. Found a bloc, lead it, then keep cohesion high by picking mandates your members like and avoiding actions that annoy them, while recruiting more members to unlock further principle levels.

Inventive✓ Unlocked
Research all technologies across all three categories · 12.3% of players
~A full campaign
Research every technology in all three categories.

Every production, military and society technology, with nothing left. That means research output far above what any one country needs, sustained for the whole game: maximum literacy, the largest possible Intelligentsia, universities in every state, and innovation-boosting laws. Playing a big power and never falling behind on literacy is the only realistic route.

Standard Oil✓ Unlocked
Own at least 30 levels of oil rigs in foreign countries · 12.0% of players
~A full campaign
Own 30 levels of oil rigs in foreign countries.

Foreign-owned buildings come from investing abroad, so you need investment rights over countries that have oil - puppets, a power bloc with investment agreements, or treaty articles granting investment access. Then direct your investment pool into Oil Rigs in those countries until you personally own thirty levels. Persia, the Gulf, Romania and the Americas are where the oil arable land actually is.

Breadbasket✓ Unlocked
Pass the Homesteading Law and be the leading producer of Grain and Groceries · 11.6% of players
~6-10 hours
Pass Homesteading and lead the world in Grain and Groceries.

Homesteading is a land reform law favoured by the Rural Folk, so get them into government before enacting it. Leading production of both Grain and Groceries means huge agricultural output plus the food-processing industry to convert it, which fits the USA, Russia or a large agrarian power. Keep building farms and Food Industries side by side rather than specialising in one.

Serf’s up✓ Unlocked
Starting as a nation with Serfdom, enact Worker’s Protections Labor Rights Law · 11.1% of players
~6-10 hours
Start with Serfdom, reach Worker's Protections.

You have to climb the labour rights track from Serfdom upward, which the Landowners will fight the whole way. The practical path is to industrialise first so the Trade Unions and Industrialists grow at the Landowners' expense, get them into government, then walk the law track step by step. Russia, Austria and the eastern European starts are the obvious candidates.

Agitate Elsewhere✓ Unlocked
Exile an Agitator with at least 100 Popularity · 10.6% of players
~4-8 hours
Exile an agitator with 100+ popularity.

Agitators gain popularity as the movement they lead grows. Let a movement you dislike swell until its agitator crosses 100 popularity, then use the exile interaction on that character. Suppressing the movement or refusing its demands is what drives popularity up, so this is easy to trigger by simply not giving in.

Revolutionary✓ Unlocked
Switch sides to the revolutionaries in a civil war and win the ensuing conflict · 10.5% of players
~6-10 hours
Switch to the revolutionaries in a civil war and win.

When a revolution fires you are offered the option to join the revolutionary side rather than the government. Take it, then win the civil war that follows. Deliberately provoking a revolution by enacting a law a large radical movement hates - or refusing one they demand - is how you get the choice, and it helps if the revolting interest groups hold most of your army.

Euphoric✓ Unlocked
Pass the State Atheism Law and have the Intelligentsia be Powerful · 10.0% of players
~8-12 hours
Pass State Atheism with a Powerful Intelligentsia.

State Atheism is the far end of the church-and-state track and normally requires a radical government. Grow the Intelligentsia to Powerful clout by driving up literacy and urbanisation, put them in government with the Trade Unions, and enact the law with a secularist movement behind it. A council republic makes the whole thing far smoother.

Reading Campaign✓ Unlocked
As a nation starting with less than 20% literacy, get to 95% literacy · 9.8% of players
~A full campaign
Start under 20% literacy, reach 95%.

Literacy comes from your education institution level, your education law, and the standard of living of your pops. Pick a start well under 20% literacy, pass the strongest schooling law you can get through, fund Education to maximum, and build the bureaucracy to sustain it. The last stretch to 95% also needs high standard of living, so industrialise alongside the schools.

Declaration of Independence✓ Unlocked
Starting as a subject nation, break free from your overlord · 9.7% of players
~4-8 hours
Start as a subject and break free.

Subjects can start an independence diplomatic play against their overlord once liberty desire is high enough. Drive liberty desire up by industrialising, growing your own power rank, and avoiding integration, then declare - and line up a Great Power backer before you do, because you will usually lose a straight fight.

Franchising✓ Unlocked
Establish a Regional HQ and have it own at least 20 levels · 9.5% of players
~6-10 hours
Establish a Regional HQ owning 20+ levels.

Regional headquarters are the company expansion mechanic: a company can plant an HQ in a region and then own buildings through it. Charter a company, establish its regional HQ, and keep building the company's building types in that region until the HQ owns twenty levels. Privatisation helps, since privately owned buildings are what the company can absorb.

Risorgimento✓ Unlocked
Form the nation of Italy · 8.8% of players
~6-10 hours
Form Italy.

Sardinia-Piedmont is the intended start: take the Italian homeland states off Austria and the other Italian minors, then take the formation decision once you hold or claim enough of them. Austria will contest every play, so secure a Great Power ally before you open the first one. The Two Sicilies and the Papal States can also unify Italy by the same decision.

An Offer You Can't Refuse✓ Unlocked
Starting with at least two non-marginal Interest Groups opposing a law, remove all opposition to the law's enactment · 8.7% of players
~6-10 hours
Remove all opposition to a law from two or more non-marginal interest groups.

Start enacting a law that at least two significant interest groups oppose, then flip them before it passes. The levers are reshuffling government to include or exclude groups, the suppress and bolster interactions, and letting a movement grow that pulls an interest group's stance around. Making the opposition marginal by shrinking their clout also counts.

Meiji Restoration✓ Unlocked
Complete the Restoration Journal Entries as Japan before 1912 · 8.1% of players
~8-12 hours
As Japan, finish the Restoration journal entries before 1912.

Japan starts under the Shogunate and has a scripted chain of journal entries taking it to a modernised imperial state. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Broadly it means winning the internal struggle, replacing the old laws, and westernising the economy and army - all of which wants heavy early bureaucracy and education investment.

Wall of Text✓ Unlocked
Have 10 or more articles in a single treaty · 7.7% of players
~4-8 hours
Have 10+ articles in a single treaty.

Treaties are built article by article, with each article costing or granting leverage. Stack ten or more into one agreement with a country you have enormous leverage over - a defeated enemy or a dependent minor - so they will actually sign it. Mixing cheap mutual articles in with your demands keeps the total acceptance workable.

I am a Scandinavian✓ Unlocked
Form the nation of Scandinavia · 7.3% of players
~6-10 hours
Form Scandinavia.

Sweden, Denmark or Norway can take the Scandinavia formation decision once they hold or claim the Scandinavian homeland states. Sweden is the strongest base: absorb Norway, then take Denmark's homeland in a diplomatic play, and form. Watch for Great Power guarantees on Denmark before you start the play.

All Quiet on the Western Front✓ Unlocked
Have over a million casualties on a single front · 7.1% of players
~8-12 hours
Over a million casualties on a single front.

This needs a huge, static, late-game war: two industrialised powers with enormous conscript armies grinding on one front for years. Mass as many battalions as your manpower allows on a single front, keep reinforcing rather than withdrawing, and let the front stalemate. Late-game weapons technology multiplies casualties, so the later in the campaign the faster it accumulates.

Belle Époque✓ Unlocked
Starting as France, have the highest GDP and Innovation generation in the world · 6.5% of players
~A full campaign
As France, have the world's highest GDP and innovation.

France starts with the industry and literacy to do both; the obstacle is Britain, the USA and later Germany outgrowing you. Industrialise hard and early, keep Britain from running away with its lead, and invest continuously in education and universities so innovation stays ahead of the population-heavy rivals. Keeping Germany unformed helps on both counts.

Enlightened Despot✓ Unlocked
Have electrical street lights in all states while being an Autocracy · 5.7% of players
~8-12 hours
Electrical street lights in every state while an Autocracy.

Street lights are an urban centre production method that needs electricity, so every state must have an urban centre running the electric lighting method and the power to supply it. That means researching electricity, building power plants everywhere, and doing it all without ever leaving Autocracy - so no democratisation, which makes the required technology pace the hard part.

Hyperpeace✓ Unlocked
As any country, have both Finland and Korea in your power bloc · 5.7% of players
~8-12 hours
Have both Finland and Korea in your power bloc.

Two countries on opposite sides of the world in the same bloc. Found a bloc with principles attractive to both, then either invite them once your influence reaches them or make them your subjects first, since subjects follow their overlord into the bloc. Russia and Japan are the natural launch points, being neighbours to one each.

Solomon's Quest✓ Unlocked
Form the nation of Ethiopia · 5.1% of players
~6-10 hours
Form Ethiopia.

Ethiopia starts as an unrecognised power surrounded by colonial interest. Survive the scramble - westernise your laws to get recognised, build an army that makes European plays expensive - then take the formation decision once you hold the required homeland states in the Horn.

EXACTLY 100!!!✓ Unlocked
As any independent country, have the fervor of any primary culture reach 100 · 4.7% of players
~6-10 hours
Get a primary culture's fervor to 100.

Fervor measures how strongly a culture holds its religion and rises when that religion is under pressure or being promoted. Push it with religious laws and the events that inflame the faithful; a state religion under threat from conversion or discrimination is what drives the number up. Watch the culture panel and stop pushing once it hits the cap.

Habsburg Resurgence✓ Unlocked
As Austria, own Silesia and Prussia must be Minor Power or lower rank · 4.4% of players
~6-10 hours
As Austria, own Silesia with Prussia at Minor Power or lower.

Two things at once: take Silesia back off Prussia, and grind Prussia's power rank down to Minor Power. Beat them in a war for Silesia, then keep dismembering them - take more homeland states, force them out of Great Power status, or let another power carve them up. Blocking German unification is effectively part of the job.

Military Junta✓ Unlocked
Have the Armed Forces coup the government · 4.4% of players
~4-8 hours
Have the Armed Forces coup the government.

A coup happens when a powerful interest group is furious and excluded from power. Build up the Armed Forces' clout, then lock them out of government and push laws they hate until their loyalists turn into a coup movement - and then let it succeed rather than suppressing it. Low legitimacy accelerates the whole thing.

The Berlin Conference✓ Unlocked
Starting as Prussia, form Germany and fully own at least 10 states in Africa · 4.2% of players
~A full campaign
Start as Prussia, form Germany, own 10 African states.

Unify Germany first, which takes most of the mid-game, then turn the resulting industrial base to colonisation. You need colonial laws, a navy to project, and a foothold on the African coast to expand inland from. Ten fully owned states is a long colonisation grind, so start planting colonies the moment unification is secure.

Nothing Personnel, Kid✓ Unlocked
In a war, take an enemy capital state with Marines · 4.2% of players
~4-8 hours
Take an enemy capital state with Marines.

Marines are the naval invasion unit type. Build marine battalions, assign them to a naval invasion order, and land that invasion directly on the enemy's capital state rather than a softer coastal target. Naval supremacy in the relevant sea is the prerequisite - without it the invasion never launches.

I didn't vote for Pedro✓ Unlocked
As Brazil, change government to Republic and implement Universal Suffrage · 3.9% of players
~6-10 hours
As Brazil, become a Republic with Universal Suffrage.

Brazil starts as a monarchy. Grow the groups that want a republic - Intelligentsia, Trade Unions, Petite Bourgeoisie - get them into power, and walk the governance track from monarchy to a republic, then the voting track up to Universal Suffrage. Abolishing slavery early is what lets the progressive groups grow.

Diplomatic Victory✓ Unlocked
As a Great Power, have a pro-country lobby for your country in every other Great Power · 3.8% of players
~A full campaign
As a Great Power, have a pro-you lobby in every other Great Power.

Political lobbies form inside other countries in favour of or against you. Cultivate them everywhere by improving relations, signing agreements, backing their side in plays, and using the diplomatic interactions that create pro-country lobbies. Doing it in every other Great Power at once means staying on good terms with rivals you would normally be fighting.

The Great Game✓ Unlocked
As Russia, own the entire Central Asia region · 3.7% of players
~6-10 hours
As Russia, own all of Central Asia.

The Central Asian khanates are individually weak and Russia starts adjacent to them. Conquer them one at a time through diplomatic plays for their states, keeping Britain from guaranteeing them - which mostly means moving early, before British interest in the region grows. Infamy is the limiter, so space the plays out.

Educated✓ Unlocked
Complete the 'Learn the Game' objective · 3.5% of players
⚡ Quick win~Under an hour
Finish the in-game tutorial objective.

Complete the 'Learn the Game' objective, which is the guided tutorial track Victoria 3 offers on a new campaign. Start a fresh game with objectives enabled, pick 'Learn the Game' from the objective list, and work through its steps. This is the cheapest achievement in the game and a genuinely good primer on construction, laws and the market if you are new.

Peccavi✓ Unlocked
Starting as the British India Company, fully own the states of Sind and Punjab · 3.4% of players
~4-8 hours
As the British East India Company, own Sind and Punjab.

Both are neighbouring states held by regional powers. Take Sind first, since it is the weaker target, then build up enough army to beat the Sikh Empire for Punjab - they are a real military, not a pushover. Britain usually backs you as its own subject, so the plays are winnable.

Bootlicker✓ Unlocked
As a subject, have the pro-overlord lobby at max appeasement · 3.4% of players
~4-8 hours
As a subject, max the pro-overlord lobby's appeasement.

Lobbies have an appeasement level that rises when you do what they want. As a subject with a pro-overlord lobby, consistently side with the overlord - join their plays, accept their demands, keep liberty desire low - until appeasement is maxed. The opposite of the independence achievement, and much faster.

Tycoon✓ Unlocked
Complete the 'Economic Dominance' objective · 3.0% of players
~6-10 hours
Complete the 'Economic Dominance' objective.

Pick Economic Dominance from the objective list at game start. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It is a checklist of economic milestones - GDP, production leadership, standard of living - so a large industrialising power will tick most of it simply by playing well.

Hexagon No More✓ Unlocked
Complete the Natural Borders of France Journal Entry · 2.9% of players
~6-10 hours
Complete the Natural Borders of France journal entry.

France gets a journal entry for reaching its historic natural frontiers - the Rhine, the Alps and the Pyrenees. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. In practice it means taking border states off the German minors, Savoy and the Low Countries, which will pull Austria and Britain in.

Hegemon✓ Unlocked
Complete the 'Hegemon' objective · 2.8% of players
~A full campaign
Complete the 'Hegemon' objective.

Choose the Hegemon objective at the start of a campaign. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It is the most demanding of the standard objectives, wanting you to top the power rankings outright, so play a Great Power and commit to both industry and military.

Viva la Confederación!✓ Unlocked
As Bolivia, successfully form the Peru-Bolivian Confederation · 2.8% of players
~4-8 hours
As Bolivia, form the Peru-Bolivian Confederation.

Bolivia has a formation path that brings Peru under one state. You need to hold or claim the required Peruvian and Bolivian states and then take the decision - which usually means beating Peru in a diplomatic play first, and keeping Chile and Argentina from intervening.

It's a Blockade!✓ Unlocked
Fully blockade a World Market Hub that is connected to at least 100 Trade Centers · 2.8% of players
~8-12 hours
Fully blockade a world market hub connected to 100+ trade centres.

You need naval dominance over a major power's home waters. Build a fleet that beats theirs, order a blockade on the sea node containing their market hub, and hold it until the blockade shows as total. Britain's home islands are the obvious target because their hub is connected to the most trade centres - and the hardest navy to beat.

Authoritarian✓ Unlocked
Pass the Single-Party State, Militarized Police, and Outlawed Dissent Laws · 2.7% of players
~6-10 hours
Pass Single-Party State, Militarized Police and Outlawed Dissent.

Three repressive laws across three different tracks. All three are favoured by the Armed Forces and the Landowners and opposed by everyone progressive, so build a government of exactly those groups, keep legitimacy high, and enact them in sequence. Expect radicals and a revolution risk while you do it.

I'm the Captain Now✓ Unlocked
Look at me. As a member of a power bloc, win the struggle for power bloc leadership · 2.7% of players
~8-12 hours
Win a struggle for power bloc leadership.

Join a power bloc you do not lead, then challenge for leadership. Winning turns on your power score relative to the current leader and on the other members backing you, so grow past the leader economically and militarily first and cultivate the members before you make the move.

Great Game no re✓ Unlocked
Complete the Great Game Objective · 2.6% of players
~A full campaign
Complete the Great Game objective.

Select the Great Game objective at campaign start. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It centres on the Anglo-Russian contest over Central Asia and the approaches to India, so play Britain or Russia and expect the whole run to be shaped around that rivalry.

Bourbon for everyone!✓ Unlocked
As Spain, have an average standard of living of at least 20 while remaining a monarchy · 2.5% of players
~8-12 hours
As Spain, average standard of living 20+ while still a monarchy.

Average standard of living 20 means a wealthy, industrialised, well-fed population - full industrialisation, cheap consumer goods, and strong social laws. The catch is keeping the monarchy while passing the welfare laws that lift living standards, since the same groups that want those laws tend to want the king gone. Keep the Landowners and Devout content enough to hold the governance law in place.

Federation Day✓ Unlocked
Form the Federation of the Andes · 2.5% of players
~4-8 hours
Form the Federation of the Andes.

One of the South American unification decisions, available to the Andean republics. Hold or claim the required states across the Andes region and take the decision - which means absorbing your neighbours through diplomatic plays first, ideally before Brazil or a European power takes an interest.

Star-Swarmed Banner✓ Unlocked
As the United States, have 100 incorporated states represented on your flag · 2.4% of players
~A full campaign
As the USA, have 100 incorporated states on your flag.

The flag counts incorporated states, so this is conquest plus incorporation on a huge scale - far beyond the historical USA. Take Mexico, Canada, the Caribbean and Central America, then keep going, and incorporate every one of them, which costs bureaucracy and needs a tolerant enough citizenship law that the new pops do not wreck your politics.

L'Allemagne, c'est Rien✓ Unlocked
As France, prevent Germany from unifiying until 1930 · 2.4% of players
~A full campaign
As France, stop German unification until 1930.

Prussia and Austria will both try to unify Germany, so you have to keep beating whoever leads the attempt. Guarantee the small German states, intervene in every unification play, and if possible hold German homeland states yourself so the formation requirements can never be met. Ninety-odd years of vigilance is what makes this hard.

Magnanimous✓ Unlocked
As Brazil, complete the Magnanimous Monarch Journal Entry and preserve the monarchy · 2.2% of players
~6-10 hours
As Brazil, complete the Magnanimous Monarch journal entry with the monarchy intact.

Brazil's journal entry around its reforming emperor. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. The constraint that matters is keeping the monarchy - pass the reforms it asks for without letting the republican movement topple the crown, which means keeping legitimacy up while you liberalise.

The Paris Commune✓ Unlocked
As France, become a Council Republic and have a Command Economy · 2.1% of players
~8-12 hours
As France, become a Council Republic with a Command Economy.

Both are far-left endpoints. Grow the Trade Unions into the dominant interest group through industrialisation, let a communist movement build, and either pass the laws through or let a revolution install the council republic. Command Economy then follows once the council republic is in place and the radicals hold government.

ProleCorp✓ Unlocked
As a council republic with command economy, have a company at max prosperity · 2.1% of players
~8-12 hours
As a council republic with command economy, have a company at max prosperity.

Get to the council republic and command economy first, then keep a chartered company's buildings profitable and productive enough to peak its prosperity. State ownership does not prevent companies from prospering - what matters is that their building types are productive - so concentrate construction into one company's industries.

Muhammed Ali's Ambition✓ Unlocked
Starting as Egypt, form Arabia and own East Thrace · 2.0% of players
~8-12 hours
Start as Egypt, form Arabia, own East Thrace.

Egypt begins as an Ottoman subject, so break free first, then take the Arabian homeland states to qualify for the Arabia formation. East Thrace is Constantinople's state - taking it means beating the Ottomans outright in a later war, after you have already carved the peninsula off them.

The Healthy Man of Europe✓ Unlocked
As the Ottomans, be the Greatest Power while having max level Public Health Insurance · 2.0% of players
~A full campaign
As the Ottomans, be the greatest power with max Public Health Insurance.

The Ottomans start decaying, so reversing that is most of the run: reform the laws, industrialise, hold the Balkans and Egypt, and climb to rank one. Max Public Health Insurance is the top of the health institution, needing both the strongest health law and the bureaucracy to fund every level.

Caretaker✓ Unlocked
Complete the 'Egalitarian Society' objective · 2.0% of players
~6-10 hours
Complete the 'Egalitarian Society' objective.

Select Egalitarian Society at campaign start. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It pushes you toward progressive social and voting laws plus a high standard of living, so a literate, industrial, democratic country is the natural vehicle.

The Western Protectorate✓ Unlocked
Starting as Great Qing, have a treaty port in France, Germany, the British Isles, Iberia and Italy · 1.9% of players
~A full campaign
As Great Qing, hold treaty ports in France, Germany, the British Isles, Iberia and Italy.

The century of humiliation in reverse. Qing must reform and industrialise into a genuine Great Power, then beat each of those European powers badly enough to impose a treaty port on their soil. Five separate wars against top-tier navies and armies, so build the fleet before you start.

SPQR✓ Unlocked
As the Papal States, become the Roman Republic and then form Italy · 1.9% of players
~8-12 hours
As the Papal States, become the Roman Republic and then form Italy.

The Papal States are tiny and theocratic. You need a republican revolution or law change to become the Roman Republic, which the Devout will fight bitterly, and then the strength to unify Italy against Austria from a much weaker base than Sardinia-Piedmont. A Great Power ally is close to mandatory.

We are not amused✓ Unlocked
As Great Britain, Expel French Diplomats while having Cordial or better relations · 1.8% of players
~2-4 hours
As Great Britain, expel French diplomats at Cordial or better relations.

The expel diplomats interaction is normally used on rivals, so the trick is doing it while relations are actually good. Improve relations with France until they reach Cordial, then immediately use expel diplomats before the relation decays. Gratuitous, quick, and exactly the joke the achievement name is making.

Emperor Norton✓ Unlocked
As the USA, become a Monarchy with Joshua Norton as monarch · 1.7% of players
~8-12 hours
As the USA, become a Monarchy with Joshua Norton as monarch.

Joshua Norton is a real historical eccentric who declared himself Emperor of the United States. You need the USA to switch to a monarchy - which requires the governance law change and the interest groups to back it - and then for Norton to be the one on the throne. Watch for the events and character that put him in play.

Cult of Reason✓ Unlocked
Pass the State Atheism Law and be the leader of an ideological power bloc with at least 10 members · 1.7% of players
~A full campaign
Pass State Atheism and lead an ideological bloc of 10+ members.

Two hard things stacked: the most radical religious law, and a power bloc of ten members built on an ideological principle. Get to State Atheism through a radical government, found an ideological bloc, then recruit ten countries into it - which realistically means creating most of them as subjects or liberating them into your sphere.

It Never Ends✓ Unlocked
Cement the Bonaparte dynasty, become a Republic, and Stamp Out Monarchism · 1.6% of players
~8-12 hours
Cement the Bonapartes, become a Republic, stamp out monarchism.

A deliberately contradictory chain: install the Bonaparte dynasty, then turn republican and crush the monarchist movement anyway. Follow France's Bonapartist events to secure the dynasty, then push the governance law to a republic and suppress the monarchist movement until it is gone.

Minors, not Miners✓ Unlocked
Starting as Lanfang, incorporate all states in Borneo and have the 'Compulsory Primary School' law · 1.5% of players
~8-12 hours
Start as Lanfang, take all Borneo with Compulsory Primary School.

Lanfang is a tiny republic on Borneo. Survive the Dutch, absorb or conquer the rest of the island's states and incorporate them, and get your education law all the way up to Compulsory Primary School - which needs bureaucracy and a government that will pass it, both scarce for a start this small.

Manifest Mexico✓ Unlocked
As Mexico, own the Pacific Coast, Great Plains & Texas, and have a higher Power Rank than the USA · 1.5% of players
~8-12 hours
As Mexico, hold the Pacific Coast, Great Plains and Texas above the USA's rank.

Mexico has to beat the USA early, before American industry runs away with it. Hold Texas rather than losing it, then win the war that would historically have taken California, and keep pushing into the plains. Outranking the USA afterwards means industrialising while keeping them suppressed.

Biedermeier✓ Unlocked
As Austria, be the number 1 producer of art and furniture · 1.5% of players
~6-10 hours
As Austria, be the top producer of art and furniture.

Art comes from Arts Academies and furniture from Furniture Manufacturies. Build both far beyond your own needs, supply them with the wood they consume, and export the surplus. Austria has the arable land and the urban pops to support it - the competition is mostly France and Britain.

Anarchy in the UK✓ Unlocked
As Great Britain, have an Anarchist form of government · 1.4% of players
~8-12 hours
As Great Britain, have an Anarchist form of government.

Anarchist governments come out of the far end of the political spectrum, usually through revolution. Radicalise Britain by industrialising hard while refusing social reform, let the anarchist movement swell, then let it win the resulting civil war. Doing it deliberately means taking a lot of self-inflicted damage.

Grander Colombia✓ Unlocked
Form Grand Colombia and own all land in the Gran Colombia, Andes, and La Plata strategic regions · 1.3% of players
~A full campaign
Form Gran Colombia and own Gran Colombia, the Andes and La Plata.

Form the union first, then conquer everything from Venezuela down to Argentina. That is a continent-wide conquest against Brazil and the southern republics, so industrialise before you start and expect infamy management to pace the whole campaign.

Perkeletankki✓ Unlocked
Starting as Finland, produce at least 100 units of tanks every week · 1.2% of players
~A full campaign
Start as Finland, produce 100 tanks a week.

Finland is small and short on the inputs tanks need. You need late-game tank technology, a lot of Motor Industries running the tank method, and a secure supply of steel, oil and engines - which for Finland means either conquest or deep trade. Independence from Russia is step zero.

Luxurious Luxembourg✓ Unlocked
Starting as Luxembourg, be the leading producer of Luxury Clothes, Luxury Furniture, and Porcelain · 1.2% of players
~A full campaign
Start as Luxembourg, lead in Luxury Clothes, Luxury Furniture and Porcelain.

Luxembourg is one state. Leading world production of three luxury goods from that base means either expanding considerably or building an extraordinarily dense industrial core and importing every input. All three goods need specific upgraded production methods, so the technology pace matters as much as the building count.

Barbary's Back✓ Unlocked
Starting as Algeria, retake Algiers and become a Major Power · 1.2% of players
~8-12 hours
Start as Algeria, retake Algiers and become a Major Power.

France takes Algiers early in most games, so you either prevent it or take the state back later. Then climb to Major Power rank from a North African base, which means industrialising and expanding along the coast while keeping France from finishing the job.

Deșteaptă-te, Române!✓ Unlocked
As a Romanian nation, form Romania and directly own all Romanian homeland states · 1.2% of players
~6-10 hours
As a Romanian nation, form Romania and own every Romanian homeland state.

Wallachia or Moldavia unite first, then take the remaining Romanian homeland states - which means Transylvania from Austria and Bessarabia from Russia. Both are Great Powers, so line up a backer or wait until they are distracted by a bigger war.

Banana Republic✓ Unlocked
As a Yankee or Dixie nation, achieve maximum prosperity with the United Fruit Company and have at least 75 Banana Plantations · 1.2% of players
~A full campaign
As a Yankee or Dixie nation, max United Fruit with 75+ banana plantations.

Charter the United Fruit Company and then build the plantations it needs, which means owning a lot of tropical arable land - Central America and the Caribbean. Seventy-five plantation levels is a large colonial holding, and maxing prosperity on top means keeping them all profitable.

An Empire under the Pun✓ Unlocked
Starting as the Sikh Empire, subjugate Great Britain · 1.1% of players
~A full campaign
Start as the Sikh Empire, subjugate Great Britain.

Subjugating Britain means winning a diplomatic play with the subjugation demand against the strongest power in the game, from an unrecognised Indian start. You have to westernise, industrialise, throw the East India Company out of India, build a navy, and then beat the Royal Navy. One of the hardest achievements in the game.

Crush the Commune✓ Unlocked
As France, defeat the rebellion of the Paris Commune · 1.1% of players
~6-10 hours
As France, defeat the Paris Commune rebellion.

Let the communist movement grow enough that the Commune fires, then win the civil war against it. Keeping the Armed Forces loyal and in government is what decides it - if the army sides with the revolutionaries you lose. A conservative government with a strong military is the safe setup.

Not Yet Lost✓ Unlocked
As Krakow, form Poland-Lithuania and complete the Expanding the Commonwealth Journal Entry · 1.1% of players
~A full campaign
As Krakow, form Poland-Lithuania and finish Expanding the Commonwealth.

Krakow is a single-state free city surrounded by three empires. You need a Great Power sponsor, then to take Polish and Lithuanian homeland states off Russia, Prussia and Austria one at a time. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist.

The Real Movement✓ Unlocked
Have a Communist Movement with support over 50% · 1.1% of players
~6-10 hours
Have a communist movement above 50% support.

Movement support grows from radicalised pops. Industrialise heavily while keeping standard of living low and refusing labour reforms, and the communist movement climbs fast. An agitator championing it accelerates things considerably.

Knock Knock✓ Unlocked
Threaten someone with gunboats to enact a treaty, and have them accept · 1.1% of players
~4-8 hours
Force a treaty through gunboat diplomacy and have it accepted.

Gunboat diplomacy is a treaty-negotiation lever that uses your navy as leverage against a coastal country. Park a fleet where it counts, open a treaty with a weak maritime neighbour, apply the gunboat threat, and they accept. It has to be accepted under the threat, not agreed to freely.

American Territory✓ Unlocked
Starting as the Indian Territory, have the USA as a subject with no more than three states · 1.0% of players
~A full campaign
Start as the Indian Territory, reduce the USA to a three-state subject.

One of the hardest starts in the game: a tiny unrecognised nation inside the USA's borders. You need an outside sponsor, then to dismantle the United States piece by piece through repeated wars until it is a rump of three states, and finally subjugate it. Expect many restarts.

Devil's Railroad✓ Unlocked
Complete the Exploiting the Amazon Journal Entry, own all Amazon states, and construct railways in them · 1.0% of players
~A full campaign
Finish Exploiting the Amazon, own all Amazon states, and railway them.

Own every Amazon state first - which for anyone but Brazil means conquest - then build railways in all of them, which is expensive in a region with almost no population. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist.

Iranzamin✓ Unlocked
As Persia, complete the Eastern Frontier Journal Entry, and have a literacy rating of 80% · 1.0% of players
~A full campaign
As Persia, finish the Eastern Frontier journal entry with 80% literacy.

Persia has to hold its eastern territory against Britain and Russia while modernising. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Eighty percent literacy from Persia's start is the bigger lift: max the education law and institution early and keep bureaucracy ahead of demand.

Yes, We Have Bananas!✓ Unlocked
Produce prestige good Gros Michel Banana from United Fruit Company and get 25% share of total goods on World Market · 1.0% of players
~A full campaign
Produce the Gros Michel prestige good and hold 25% of world goods share.

The prestige good comes from the United Fruit Company running the right production method, so charter it and get its plantations to the level that unlocks the good. A 25% share of all goods on the world market is an enormous economy on top - effectively you need to be the dominant industrial power as well.

Brotherhood and Unity✓ Unlocked
Form the nation of Yugoslavia · 1.0% of players
~6-10 hours
Form Yugoslavia.

Serbia is the usual base. Take the South Slav homeland states off the Ottomans and then Austria, which means at least one war with a Great Power, then take the formation decision. Russia is the natural sponsor for the Ottoman half.

Thing, Japan✓ Unlocked
As Japan, produce three different prestige goods · 1.0% of players
~8-12 hours
As Japan, produce three different prestige goods.

Prestige goods come from companies running specific production methods at sufficient scale. Charter three Japanese companies whose prestige goods you can actually supply, research the methods they need, and build enough of their buildings to trigger each one. Industrialising early via the Meiji path is the prerequisite.

Piratini, not Pira-tiny✓ Unlocked
Starting as Piratini or Grão-Para, have a higher GDP than Brazil · 0.9% of players
~A full campaign
Start as Piratini or Grao-Para, out-GDP Brazil.

Both are Brazilian breakaway states that normally get reabsorbed. Survive first - find a sponsor and win independence - then industrialise a small base past a large one, which realistically means taking Brazilian states as well so the gap closes from both directions.

For Twelve Years You Have Been Asking✓ Unlocked
Privatize all buildings and prevent them from being state or worker-owned for 12 whole years · 0.9% of players
~8-12 hours
Keep every building privately owned for 12 straight years.

Privatise everything you own, then hold the line for twelve years without a single building slipping into state or worker ownership. That means laws that forbid state ownership, no nationalisation events accepted, and no revolution installing a worker-ownership law. Laissez-Faire with a friendly government is the stable configuration.

Caste Away✓ Unlocked
Enact Affirmative Action as a country with the British Indian caste system · 0.9% of players
~8-12 hours
Enact Affirmative Action in a country with the British Indian caste system.

Affirmative Action is the top of the discrimination track, so you have to walk all the way up it while the traditionalist interest groups resist. In an Indian country the caste modifiers make acceptance harder still - so industrialise to grow the progressive groups first, then push the law with a movement behind it.

The Spanish Lake✓ Unlocked
As Spain, complete the Reconquista Journal Entry · 0.9% of players
~8-12 hours
As Spain, complete the Reconquista journal entry.

Spain's journal entry for restoring its position around the Mediterranean. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It will put you against Morocco and likely France or Britain, so rebuild the navy before you start ticking objectives.

Folkhemmet✓ Unlocked
As Sweden, enact Corporate State and have level 5 Social Security, Health, and Workplace Safety institutions · 0.8% of players
~A full campaign
As Sweden, Corporate State with level 5 Social Security, Health and Workplace Safety.

Three institutions at level five each need a lot of bureaucracy plus the laws that raise their caps, and Corporate State is a specific economic law with its own political requirements. Build Government Administrations far past what feels necessary, pass the strongest welfare laws, then switch the economic system last.

Viribus Unitis✓ Unlocked
As Austria, complete the Federal Solution Journal Entry, and form the United States of Greater Austria · 0.8% of players
~A full campaign
As Austria, finish the Federal Solution and form the United States of Greater Austria.

Austria's alternative to collapse: federalise the empire rather than suppressing its nationalities. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It wants acceptance and autonomy for the empire's cultures, so tolerant citizenship laws and a high standard of living across the whole empire are what the objectives actually measure.

I’m Feeling Hungary✓ Unlocked
As Hungary, complete the Hungarian Revolution Journal Entry, and achieve independence · 0.8% of players
~6-10 hours
As Hungary, complete the Hungarian Revolution and gain independence.

Hungary starts inside Austria. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Independence means winning the revolutionary war against Austria, so you want Austria distracted - by Prussia, by Italy, or by its own nationalist crises - before the revolution comes to a head.

Thanks, Obama✓ Unlocked
As Japan, prior to abolishing Serfdom, have Hokushin'etsu side with you during a civil war · 0.8% of players
⚠️ Easy to miss~8-12 hours
As Japan, have Hokushin'etsu side with you in a civil war before abolishing serfdom.

A specific outcome inside Japan's early civil war chain, and it has to happen while serfdom is still in place - so do not rush the labour law reforms. Which regions side with you depends on their interest group loyalties, so shape those before the war fires rather than after.

Broken Promises✓ Unlocked
As Italy join a diplomatic play against 2 or more of your allies · 0.7% of players
~4-8 hours
As Italy, join a diplomatic play against two or more of your allies.

Sign defensive pacts or alliances with several countries, then join the aggressor's side in a play that targets two of them at once. A play against a bloc or a country with allies of its own is the easy way to catch two in the same conflict. Expect a large reputation hit.

Amish Paradise✓ Unlocked
As a Yankee nation, pass the Industry Banned Law before 1846 and have at least 20 average Standard of Living · 0.7% of players
⚠️ Easy to miss~4-8 hours
As a Yankee nation, pass Industry Banned before 1846 with SoL 20+.

A hard deadline ten years into the campaign. Industry Banned needs the Rural Folk and Devout dominant, so play or form a small Yankee nation where they already are and enact it immediately. Average standard of living 20 without industry means a tiny, wealthy, agrarian population - so keep the country small.

Shut the Door Behind You✓ Unlocked
Have an invited Exile become the ruler of your nation and pass the Closed Borders Law · 0.7% of players
~6-10 hours
Have an invited exile rule you, then pass Closed Borders.

Invite a political exile, get them into the ruling position - usually by them leading the interest group that heads your government, or through a revolution they lead - and then enact the Closed Borders migration law. The joke is pulling the ladder up behind them.

Huge Ego, Sorry✓ Unlocked
Unite Germany and have Max Stirner rule your nation · 0.7% of players
~8-12 hours
Unite Germany with Max Stirner as ruler.

Max Stirner is an anarchist philosopher character. You need him ruling the country that unifies Germany, which means an anarchist or radical government in Prussia or another German state with Stirner at its head, and then completing unification anyway. Two unlikely things that have to line up at once.

Republic or Death!✓ Unlocked
As Paraguay, complete the Expanding Paraguay and Populating the Americas Journal Entries · 0.7% of players
~A full campaign
As Paraguay, finish Expanding Paraguay and Populating the Americas.

Two journal entries for a landlocked minor. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Expanding Paraguay pushes you into war with far larger neighbours, so build the army before you start, and the population entry rewards migration - so keep standard of living high and borders open.

Durran Durran✓ Unlocked
As Herat, form Afghanistan, own all the historical states of the old Durrani Empire, and do not be a member of any power bloc led by any other country · 0.7% of players
~A full campaign
As Herat, form Afghanistan, own the Durrani states, avoid other blocs.

Herat is a small Afghan state between two empires. Unify Afghanistan, take the full historic Durrani extent - which reaches into Persian and Indian territory - and stay out of any bloc you do not lead. That last condition means refusing British and Russian protection while holding land both of them want.

Honor and Life✓ Unlocked
As Circassia, complete the Honor Before Life journal entry · 0.7% of players
~8-12 hours
As Circassia, complete the Honor Before Life journal entry.

Circassia's struggle against Russian conquest. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Surviving Russia at all is the challenge, so unify the Circassian tribes fast and look for an outside sponsor - the Ottomans or Britain - before the Russian plays begin.

Can't Touch This✓ Unlocked
As a country with at least 10% of your GDP owned by a foreign power, nationalize all buildings and prevent them from being privatized for 12 whole years · 0.7% of players
~8-12 hours
Nationalise everything and keep it that way for 12 years, with 10%+ foreign-owned GDP.

The mirror of the privatisation achievement. Let foreign investors own at least a tenth of your economy first, then nationalise every building and hold full state ownership for twelve years - which means a command or state-directed economy and no law changes that permit private ownership. Expect the affected countries to be furious.

Systembolaget✓ Unlocked
As Sweden, have a Country Monopoly on Liquor · 0.7% of players
~6-10 hours
As Sweden, hold a country monopoly on Liquor.

Country monopolies are a trade mechanic where one country controls a good's supply within a market. Build enough Distilleries that you are the overwhelming producer and lock down the trade so no competing supply reaches your market. The name is the real Swedish state alcohol monopoly.

Kobu Gattai✓ Unlocked
As Japan, achieve Union of Court and Shogunate · 0.7% of players
⚠️ Easy to miss~6-10 hours
As Japan, achieve Union of Court and Shogunate.

One of the outcomes of Japan's early political crisis: reconciling the imperial court and the shogunate rather than one destroying the other. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It is an alternative branch, so read the choices carefully - pushing too hard for either side closes it off.

Fordlandia✓ Unlocked
Have an automotive company establish a country via a colony and have a top 10 GDP · 0.6% of players
~A full campaign
Have an automotive company found a colony and reach top 10 GDP.

Charter an automotive company, use the company charter that lets it establish a colony, and have that colony become a country - then be a top ten economy on top. The colonial half needs colonisation laws and an unclaimed region to plant in.

Quill and Bayonet✓ Unlocked
As Austria, complete the Autocracy in the Age of Liberty Journal Entry · 0.6% of players
~8-12 hours
As Austria, complete Autocracy in the Age of Liberty.

Austria's reactionary path: holding the old order together against the liberal tide. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. It rewards suppressing movements and keeping conservative laws, which is the opposite of the Federal Solution path - pick one per campaign.

Sugar Rush✓ Unlocked
As Cuba, have a 25% share of global sugar exports, and a total export volume of over 2000 units · 0.6% of players
~A full campaign
As Cuba, 25% of global sugar exports and 2000+ total exports.

Cuba starts as a Spanish colony, so independence comes first. Then fill the island with Sugar Plantations on the best production methods, keep domestic consumption low, and run trade routes to every market that will buy - the 2000 unit export figure needs volume across many partners, not just one.

Regeneration✓ Unlocked
As Spain, complete the Economic Regeneration Journal Entry without reducing objectives or employing creative accounting · 0.6% of players
⚠️ Easy to miss~A full campaign
As Spain, complete Economic Regeneration without reducing objectives or creative accounting.

Spain's economic recovery journal entry offers escape hatches - lowering the targets or fudging the books - and the achievement bars both, so you must hit the real numbers. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. That means genuinely industrialising Spain to the entry's full GDP and production goals, which is a long build-out rather than a decision you take.

Estado Novo✓ Unlocked
As Brazil, make Getulio Vargas the ruler of your nation, and complete the New Republic Journal Entry · 0.5% of players
~A full campaign
As Brazil, make Getulio Vargas ruler and complete the New Republic entry.

Vargas is a late-game Brazilian character, so this is an end-of-campaign objective. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Getting him into the ruling seat means the interest group he belongs to has to lead your government at the right moment.

The Man Who Would be King✓ Unlocked
Unify Afghanistan as Kafiristan under Josiah Harlan · 0.5% of players
~A full campaign
Unify Afghanistan as Kafiristan under Josiah Harlan.

Kafiristan is one of the smallest starts in the game and Josiah Harlan is the American adventurer the Kipling story was based on. You need Harlan ruling and then the conquest of every Afghan state from a single mountain province. Expect to restart until the character situation cooperates.

Venice, Vidi, Vici✓ Unlocked
As Venice, have the most Trade Centers in the world · 0.5% of players
~A full campaign
As Venice, have the most trade centres in the world.

Venice starts as an Austrian subject, so break free first. Trade centres grow with the number and size of your trade routes, so build a port-heavy import-export economy running as many routes as your convoys allow, and expand along the Adriatic and Mediterranean coasts to add more ports.

Wealth, Fame, Power✓ Unlocked
Have an admiral with a lifetime privateering amount of 1,000,000 · 0.5% of players
~A full campaign
Have an admiral with 1,000,000 lifetime privateering.

Privateering is a naval order that raids enemy trade. Assign one admiral to privateer and leave them on it for decades against the wealthiest trade routes you can reach - Britain's above all - and never rotate them out, since the total is per character. Keep that admiral alive.

Hermit Kingdom✓ Unlocked
As Korea, act on the Donghak movement's petitions · 0.4% of players
~6-10 hours
As Korea, act on the Donghak movement's petitions.

The Donghak movement is a scripted Korean peasant movement that raises petitions. Respond to them rather than suppressing them when the events fire. Surviving as Korea between Qing, Japan and Russia long enough for the chain to play out is the real work.

Azadi✓ Unlocked
As the Mughal Empire, complete the Prisoner of the Red Fort journal entry, expel the British, and bring all of India under your control · 0.4% of players
~A full campaign
As the Mughals, finish Prisoner of the Red Fort, expel the British, unite India.

The Mughal Empire starts as a shell with almost nothing. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Then you must throw the East India Company out of India and take every Indian state - an unrecognised power beating the Royal Navy's client and then unifying a subcontinent.

On the Edge✓ Unlocked
As Punjab, have four rulers die during the Sikh Sovereignty Journal Entry, before successfully completing it · 0.4% of players
⚠️ Easy to miss~8-12 hours
As Punjab, have four rulers die during Sikh Sovereignty, then complete it.

The journal entry has a succession crisis built into it, and you need four rulers to die before you finish. That means deliberately dragging the entry out rather than completing it quickly, while keeping the country intact against the East India Company. Finishing too early locks it out, so save before the final objective ticks.

Champagne Socialist✓ Unlocked
As a Council Republic, produce more than 100 units of Champagne · 0.4% of players
~8-12 hours
As a Council Republic, produce 100+ units of Champagne.

Champagne needs wine-producing arable land and the right production method, so you need the French or a similar wine region, and then a council republic on top. Easiest as France after a communist revolution, since the vineyards are already yours.

David Slays Goliath✓ Unlocked
Starting as Montenegro, exist whilst the Ottoman Empire does not · 0.4% of players
~A full campaign
Start as Montenegro, outlive the Ottoman Empire.

Montenegro is a mountain minor next to an empire. You do not have to destroy the Ottomans yourself - you only have to still exist when they do not - so the practical play is to survive, expand carefully into Ottoman Balkan states alongside Russia and the other Balkan states, and let the partition finish the job.

Prussia of the Balkans✓ Unlocked
As Bulgaria, complete the Prussia of the Balkans Journal Entry, and have higher prestige than Prussia · 0.4% of players
~A full campaign
As Bulgaria, finish the entry and out-prestige Prussia.

Bulgaria starts inside the Ottoman Empire, so independence comes first. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Out-prestiging Prussia means beating a Great Power on prestige score, which comes from GDP, military and prestige goods - so industrialise and build a fleet.

Portugal is Not a Small Country!✓ Unlocked
As Portugal, own at least 12 states in Africa, and establish a direct land connection between Angola and Mozambique · 0.4% of players
~A full campaign
As Portugal, own 12 African states with a land bridge between Angola and Mozambique.

The historic Pink Map. Colonise inland from both Angola and Mozambique until the two meet, which means going through territory Britain wants for its own north-south line - so expect a confrontation. Colonial laws, a navy and steady colonisation funding are the whole game here.

Everyone Disliked That✓ Unlocked
Have every Interest Group lose approval by promoting a Commander · 0.4% of players
~2-4 hours
Lose approval with every interest group by promoting a commander.

Promoting a commander pleases the interest group they belong to and can annoy others. You want a promotion that annoys everyone at once, which means a commander whose own interest group is already hostile or marginal while the promotion offends the rest. Check the tooltip before confirming - it shows each group's reaction.

Our Words are Backed...✓ Unlocked
Have Gandhi as your head of state, whilst having Infamy over 100 · 0.3% of players
~A full campaign
Have Gandhi as head of state with 100+ infamy.

Gandhi is a pacifist character; infamy over 100 means a career of unprovoked conquest. So you need an Indian country that conquers relentlessly and then installs Gandhi at its head. The two halves fight each other, which is the joke.

Swiss Bank Account✓ Unlocked
As Switzerland, make more than 10% of your GDP from money transfer through treaties · 0.3% of players
~A full campaign
As Switzerland, earn 10%+ of GDP from treaty money transfers.

Money transfer is a treaty article that moves funds between countries. Sign transfer treaties with as many wealthy countries as will accept, keeping Switzerland's own GDP small enough that the incoming transfers are a large share of it. Leverage is what buys the articles, so build diplomatic standing rather than industry.

Teamkiller✓ Unlocked
As a member of the Balkan League, complete the Spoils of War Journal Entry · 0.3% of players
~8-12 hours
As a Balkan League member, complete Spoils of War.

The Balkan League is the alliance that carves up Ottoman Europe, and Spoils of War is the falling-out that follows. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Join the league, win the war against the Ottomans, then turn on your partners over the division of the spoils.

Sorbia is Serbia✓ Unlocked
As Serbia, own Saxony · 0.3% of players
~8-12 hours
As Serbia, own Saxony.

Saxony is deep in Germany, hundreds of miles from Serbia, and the pun is on the Sorbs who live there. You need to become strong enough to take a German state - either by intervening in a German war on the winning side and claiming Saxony as your prize, or by growing into a power that can beat whoever holds it.

Deconquista✓ Unlocked
As any Muslim country, convert Spain to Islam · 0.3% of players
~A full campaign
As any Muslim country, convert Spain to Islam.

Conquer Spain, then convert its pops. Conversion follows from your state religion and discrimination laws applied over decades, so you need to hold the Spanish states long enough for the religious composition to actually flip. Morocco and the Ottomans are the plausible starting points.

The Most United Kingdom✓ Unlocked
As Portugal, have a Personal Union with both Brazil and Spain · 0.3% of players
~A full campaign
As Portugal, hold personal unions with Brazil and Spain.

Personal unions come from succession events and diplomatic plays with the union demand. Portugal has a historical claim thread to Brazil; Spain has to be forced or inherited. Holding both at once means keeping each union from breaking while you secure the other.

One More Time✓ Unlocked
As the Phillipines, rebuild the Manila Cathedral after an earthquake · 0.2% of players
~6-10 hours
As the Philippines, rebuild the Manila Cathedral after an earthquake.

Independence from Spain comes first, then you need the earthquake event to fire and to choose to rebuild. It is an event chain, so the timing is not in your control - just make sure you have the money to take the rebuild option when it appears.

Full Circle✓ Unlocked
Starting as Spain, win the Carlist Wars, and then elect the Carlist candidate after the Glorious Revolution · 0.2% of players
⚠️ Easy to miss~8-12 hours
As Spain, win the Carlist Wars then elect the Carlist after the Glorious Revolution.

Two opposite outcomes in sequence from Spain's scripted political chain. Win the Carlist Wars on the government side, then when the Glorious Revolution comes around, put the Carlist candidate in. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist.

Mikasa es su Casa✓ Unlocked
As Japan, sell a pre-dreadnought to a country with a Hispanophone culture · 0.2% of players
~6-10 hours
As Japan, sell a pre-dreadnought to a Hispanophone country.

Ships can be transferred through treaty articles. Research and build a pre-dreadnought, then sign a treaty with Spain or a Latin American country that includes handing the ship over. Both halves need the naval technology first, so this is a mid-to-late game tick.

Railroad Taikun✓ Unlocked
As Japan, reform the Tokugawa Shogunate into the Taikunate, and build 50 levels of railway in Japan · 0.2% of players
~8-12 hours
As Japan, form the Taikunate and build 50 levels of railway.

The Taikunate is the shogunate-reform branch rather than the imperial restoration, so choose that side of Japan's crisis. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Fifty levels of railway then needs coal, iron and engines at scale, which means industrialising Japan properly.

Golden Spirit✓ Unlocked
As a country with an Ainu primary culture, build 4 gold mines in Hokkaido · 0.2% of players
~8-12 hours
As an Ainu country, build 4 gold mines in Hokkaido.

You need an Ainu-primary country, then Hokkaido under your control and four levels of gold mining in it. Holding Hokkaido against Japan is the difficult part; the mines themselves are just construction once the state has discovered gold arable land.

Son of Värmland✓ Unlocked
As Sweden, construct the first Monitor · 0.2% of players
~4-8 hours
As Sweden, build the world's first Monitor.

Monitors are an early ironclad ship type - the original was designed by a Swedish-born engineer, which is what the name is nodding at. Beeline the naval technology that unlocks them and lay one down before any other country does, which means prioritising that branch over economic tech for a while.

A Las Barricadas!✓ Unlocked
As Spain, switch to an Anarchist revolution or secession, and win the ensuing conflict · 0.1% of players
~8-12 hours
As Spain, win an Anarchist revolution or secession.

Radicalise Spain until an anarchist movement is strong enough to revolt, then join their side and win the civil war. Industrialising without reform is what grows them; when the revolution comes, take the revolutionary option rather than defending the government.

Martin Anward's Pirates!✓ Unlocked
As an unrecognized nation, do piracy in the Baltic Sea for 1 year or more · 0.1% of players
~4-8 hours
As an unrecognised nation, privateer the Baltic for a year.

You need to still be unrecognised - so do not westernise your laws - and have a navy able to reach the Baltic. Send it there on the privateer order and leave it for a full year. Any unrecognised country with a coast can do it if it can get ships that far.

Nobody Did Their Duty✓ Unlocked
As France or Spain, sink the British flagship in a naval battle · 0.1% of players
~6-10 hours
As France or Spain, sink the British flagship.

Fight a naval battle against Britain and destroy the specific ship flying their flagship status. That means winning a fleet engagement outright, so build a navy that can beat the Royal Navy at the technology level you are at - or catch a detached British squadron containing the flagship.

Three Mountains✓ Unlocked
As Ryukyu, win the Hidden Domain Journal Entry and own the entire Ryukyu Islands state · 0.1% of players
~A full campaign
As Ryukyu, win the Hidden Domain entry and own the Ryukyu Islands.

Ryukyu is a tiny island start caught between Japan and Qing. The journal entry lists its own objectives in-game with live progress bars - follow those, they are the authoritative checklist. Surviving is most of it - keep both neighbours from annexing you while completing the entry, then make sure the whole island state is yours.

More SteamVault walkthroughs

StellarisStellarisSOMASOMASid Meier's Civilization VISid Meier's Civilization VIThe Witcher 3: Wild HuntThe Witcher 3: Wild HuntINSIDEINSIDEThe Long DarkThe Long DarkSleeping Dogs: Definitive EditionSleeping Dogs: Definitive EditionEnter the GungeonEnter the GungeonFrostpunkFrostpunkHollow KnightHollow KnightDark Souls IIIDark Souls IIIKingdom Come: DeliveranceKingdom Come: Deliverance
Browse all SteamVault guides →