
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.











