Core

From Europa Universalis 4 Wiki
(Redirected from Core-creation cost)
Jump to navigation Jump to search

A core is a province that is considered a rightful part of a country. Cores give several strategically important benefits:

  • Provinces without a core add to overextension (except colonies), proportional to their development value.
  • Core provinces get a +75% positive tax modifier.
  • A country will always have a casus belli if one of their core provinces is owned by another country.

Core Icon.png Coring[edit]

Number of states.png States and Territories[edit]

Main article: Territories and states

States and Territories are a new mechanic introduced in patch 1.16 intended to replace the old Overseas mechanic. The system introduces a 2-part coring process. A newly conquered province is considered as part of a territory (unless it already belongs to one of the nation's existing states). Turning a territory into a state requires that all owned provinces in the area be made "territorial cores" (which have a higher minimum autonomy, and are lost if the province is conquered); this costs half the base coring cost and takes the same amount of time. Once a state has been established, it is possible to instantaneously complete the coring process by paying the remaining coring costs. A country can have a maximum number of states based on administrative technology.

Colonial range.png Range[edit]

Coring range is the same as colonial range, so it is often necessary to research diplomatic tech if expanding overseas without a land bridge. To check the range to a given province, change the map mode to "colonial range", and hover over the province of interest. The range will show, green for in range and red for out of range.

The following ideas and policies increase colonial range:

Colonial range.png Traditions Ideas Bonuses Policies
+50%
  • Exploration idea 3: Overseas Exploration
+33%
  • Norwegian idea 2: The Call of our Forefathers
+25%
  • Portuguese idea 1: Legacy of the Navigator
+20%
  • Exploration-Plutocratic: The Colonial Companies Act
  • Naval-Exploration: Skilled Cartographers
+15%
  • Couronian idea 5: Couronian Colonization

Diplomatic Technology increases colonial range as seen here:

Diplomatic tech.png Diplomatic
technology
Colonial range.png Colonial
range
0 +60
3 +100
7 +115
9 +50
11 +100
15 +50
17 +50
19 +50
23 +150
26 +200

Colonial range can also be increased by hiring a Navigator advisor. Note that navigator advisors can only appear if a country has at least one Colonists.png colonist envoy.

  • If a country has a core in province A, then it can core any province that has a "land bridge" to A. A doesn't have to be owned by that country. The bridge must be made through controlled provinces - temporarily taking a province during war can allow an isolated province to be cored.
  • If a country's vassal has a core in province B, then the country can core any province adjacent to B in its home continent. B doesn't have to be owned by that vassal.
  • If a country's colonial nation has a core in province C, then the country can core any province adjacent to C in all continents. C doesn't have to be owned by that colonial nation

The Age of Revolutions 'Unrestricted Conquest' splendor ability allows any province to be cored, regardless of range or connection. (requires Mandate of Heaven.png Mandate of Heaven).

The Imperial authority.png Holy Roman Emperor can core any province that belongs to the empire, regardless of where it is.

Duration[edit]

The base duration for coring is 36 months. All the coring-cost modifiers apply to the coring duration, except for administrative efficiency.

For example, it can be reduced by the following modifiers:

  • Province is claimed: −10%
  • Province has permanent claim: −25%
  • Adaptability idea −25% coring cost modifier
  • Country traditions or ideas that reduce coring cost (Ottomans −20% for example)
  • Choosing Shiva as personal deity of a ruler of a Hindu nation −10% (only with Wealth of Nations.png Wealth of Nations DLC)
  • Tribal Government −5% per government rank

These modifiers above will stack additively (except permanent claims which cannot occur with a normal claim). Moreover a culture bonus is applied multiplicatively.

  • Province in same culture group than primary culture: −50%
  • Province has promoted culture: −25%

For example, if Ottomans with Kannunames (−20%) and Adaptability idea −25% is going to core a Greek (promoted culture) province with no claim, it will take 36 × (1 − 0.20 − 0.25) × (1 − 0.25) = 14 months to core.

Note: Coring takes a minimum of 6 months.

Coring progress will be halted if the province is occupied by hostile forces or when the current owner is at war with any country that already has a core on the province. Progress will resume as soon as these conditions are lifted.

Restrictions[edit]

It is not possible to core a province:

  • While being at war with someone who also has a core in that province. The ongoing core creation will temporarily halt if this happens.
  • While there is a missionary converting the province.
  • While a building is being constructed in the province.
  • While the culture of the province is being changed.
  • Province is occupied (Progress halts, will resume if unoccupied).
  • Province is under siege (Progress halts, will resume if siege is lifted).
  • Province is inland and there is no adjacent cores or a land bridge of owned provinces leading to a cored province
  • If the province isn't in range (unless it's part of the HRE and the owner is the Emperor).

However, once the coring process has been started, failing the range or land connection requirement does not revert the coring process. Coring will proceed as originally scheduled. As well, gaining or losing cost modifiers while coring does not change the Administrative power.png cost originally deducted nor the coring duration originally scheduled.

Gaining cores through other means[edit]

In addition to coring newly acquired provinces manually, a nation can also gain cores by diplo-annexation of vassals or integrating a junior partner of a personal union. Both processes automatically give cores on all provinces of the acquired territory, making the strategy of "feeding" vassals with uncored provinces a viable strategy to save monarch points, especially Administrative power.png administrative power. However, provinces cored this way begin with high local autonomy and will be relatively unproductive for some time, depending on government type.

When a colony becomes a city, its owner gains a free territorial core on it. If the owner has a colonial nation in the same colonial region (or becomes eligible for one with the colony finished), the core is instantly granted to the colonial nation instead (and ceded to it).

Core-creation cost.png Coring costs[edit]

Base costs[edit]

Coring is an action which costs Administrative power.pngadministrative monarch points. The base cost depend on the Development.png development of the province. For each point of development, the coring cost is 10[1] Administrative power.png administrative monarch points.

Modifiers[edit]

Core-creation costs are influenced by the following:

Ideas and policies:

Core-creation cost.png Traditions Ideas Bonuses Policies
−25%
  • Mughal traditions
  • Administrative idea 2: Adaptability
  • Great Yuan idea 1: Dai Zai Qian Yuan
  • Golden Horde idea 2: Perso-Mongol Administration
  • Horde idea 5: The Tradition of Conquest
  • Italian (cU) idea 7: The Path to Citizenship
  • Kazani idea 2: Tribal Legacy
  • Crimean ambition
−20%
  • Anatolian traditions
  • Candarid traditions
  • Karamanid traditions
  • Aq Qoyunlu idea 3: Turko-Iranian Bureaucracy
  • Manchu idea 1: United Three Jurchens
  • Ottoman idea 1: Kanunnames
  • Roman idea 7: Imperium Sine Fine
  • Rûmi idea 2: Sultan al-Sharq wa al-Gharb
−15%
  • Gutnish traditions
  • Andalusian idea 5: Jund Settlements
  • Ayyubid idea 5: Rise of the Eagle
  • Brazilian idea 5: Entradas and Bandeiras
  • Granada idea 2: Recover Al Andalus
  • Maratha idea 4: Office of the Peshwa
  • Ryazan idea 6: Russian Ambition
  • Tarascan idea 7: Tarascan Assimilation
  • Bosnian ambition
  • Burmese ambition
−10%
  • Bulgarian traditions
  • Client State traditions
  • Russian traditions
  • Thomondian traditions
  • Dai Viet idea 5: Don Dien
  • Date idea 1: Oshu Shugo
  • Delhian idea 3: Restore the Delhi Empire
  • Desmondian idea 4: The Munster Ambition
  • Divine idea 2: Church Administration
  • Ethiopian idea 6: Expansionist Policy
  • Imagawa idea 7: March to Kyoto
  • Ito idea 4: Anti-Shugo Movement
  • Lunda idea 1: The Great Family
  • Manx idea 2: Kings of Mann
  • Mysorean idea 1: Unification of Mysore
  • Naxian idea 7: Naxian Ambition
  • Oda idea 2: Tenka Fubu
  • Qara Qoyunlu 2: Governor of Azerbaijan
  • Rajputana idea 1: Imperial Legacy
  • Yamana idea 2: Grand Shugo
  • Greek ambition

Further modifiers:

Type Core-creation cost.png
Having a claim −10%
Having a permanent claim −25%
Territorial core −50%
For the Holy Roman Emperor after the reform “Reform the Hofgericht −10%
Enacting celestial reform “Establish Lifan Yuan” (requires Mandate of Heaven.png DLC) −10%
Enacting celestial decree “Expand Palace Bureaucracy” (requires Mandate of Heaven.png DLC) −10%
Tribal Government Reform “Centralize Power” (requires Dharma.png DLC) −5%
Adopt Land Acquisition Taxation Policy as an Indian Sultanate or Iqta (requires Cradle of Civilization.png DLC) −5%
Tribal despotism government form −5%/−10%/−15% for duchy/kingdom/empire rank
Assimilating Hindustani culture as Mughal (requires Dharma.png DLC) −10%
Choosing Hindu Deity Shiva Shiva as personal deity of a ruler of a Hinduism Hindu nation (requires Wealth of Nations.png Wealth of Nations DLC) −10%
Choosing Norse Deity Odin Odin as personal deity of a ruler of a Norse.png Norse nation (requires El Dorado.png El Dorado DLC) −10%
Icon war exhaustion.png War exhaustion +3% per point
Corruption.png Corruption +1% per point
Administrative efficiency.png Administrative efficiency −1% per 1%
Enacting Promote Territorial Rights as a Coptic.png Coptic nation (requires Rights of Man.png Rights of Man DLC) −10%
Enacting Reform the Bureaucracy as a Mayan.png Mayan nation (requires El Dorado.png El Dorado DLC) −20%
Enacting Reform the Bureaucracy as an Inti.png Inti nation (requires El Dorado.png El Dorado DLC) −10%

Modifiers are summed before being applied, except the modifiers from administrative efficiency and being a territory, which are applied multiplicatively after the additive modifiers are applied.

Note: The minimum coring cost for a province before applying multiplicative modifiers is 20% of its coring cost, or 2 Administrative power per development, up to 30 development. Even with a −100% modifier on a province, the cost is still 20% of the coring cost. Also the maximum coring cost is capped at 30 development for a province. This means that if the province has 31 development, its coring cost will be treated as if it only had 30 development.

Hostile core-creation cost on us.png Hostile core-creation[edit]

The national ideas listed below increase coring costs for a province with a core from a nation which possesses this modifier. The increase applies even if the nation with the core does not exist. These modifiers are taken into account by the AI when making decisions on which nation to attack.

Hostile core-creation cost on us.png Traditions Ideas Bonuses Policies
+50%
  • Circassian traditions
  • Dai Viet traditions
  • Garjati traditions
  • Gond traditions
  • Rajput traditions
  • Wallachian traditions
  • Bohemian idea 7: Czech Nationalism
  • Chickasaw idea 4: Unconquered and Unconquerable
  • Afghan ambition
+25%
  • Cherokee traditions
  • Dahomey traditions
  • Semien traditions
  • Breton idea 1: Legacy of Breton Independence
  • Chachapoyan idea 5: Chachapoyan Endurance
  • Holstein idea 2: Between a Kingdom and the Empire
  • Italian idea 3: Italian Aristocracy
  • Moldavian idea 6: Vlachs
  • Pueblo idea 1: Ancient Pueblo Legacy
  • Sligonian idea 2: Rebuild the Castle of Sligo
  • Diplomatic-Defensive: The Diplomatic Defense Act

Revoke Core Icon.png Losing cores[edit]

When negotiating a peace deal, some of the loser's cores may no longer exist afterwards:

  • As mentioned above, territorial cores in a province disappear if the province changes hands.
  • The loser can be forced to 'revoke their core' on any province they do not own and that is not of their primary culture (unless the victor owns that province and hasn't cored it themselves - probably a restriction to make working around hostile coring cost increases more difficult).
  • If the loser is forced to 'release a nation', or 'return a core' to a third nation, their cores on all provinces not of their primary culture disappear.
  • If a country is entirely destroyed, it loses all cores in provinces not of its primary culture group.

Cores in uncontrolled provinces will disappear some time after the most recent of these events:

  • The owner of the core lost ownership of the province.
  • A war between the current owner and the nation owning the core was fought.

The time to lose a core depends on the province's culture relative to the core[2]:

  • If the core is the primary nation for that province culture, or belongs to a nation that is a subject of the current owner, it will never expire.
  • If the core shares a culture group with the province culture, the base expiration duration is 150 years, else 50 years.
  • This amount of time is affected by the current owner's Yearly absolutism.pngabsolutism, scaling up to 50% reduced duration at 100 absolutism
  • Changing the culture in a province changes the length of the core decay timer. If a change to the length of the core decay timer means that the core would already have disappeared, then the core disappears.

Other ways to lose cores

  • Cores can also be removed on provinces that a nation doesn't own by going to the province view and removing the core manually. However, this action also costs some Prestige.pngprestige.
  • If you sell a province, you lose both the province and core. However, this action also costs some Prestige.pngprestige.
  • If you release a subject from your provinces, or cancel an existing subject's vassalage, you lose all cores in that subject's provinces.

Uncontested cores[edit]

A country has uncontested cores when it has cores on provinces that are owned by (part of) other countries without being at war or in a truce with those countries. They are a drain on a country's prestige: a yearly decrease of −0.1 prestige for each core province being held by another nation. Due to this prestige loss, it may be a good idea to recover such core provinces, especially if the provincial culture is already accepted in your nation.

References[edit]

  1. See in /Europa Universalis IV/common/defines.lua: PS_MAKE_PROVINCE_CORE = 10,
  2. See in /Europa Universalis IV/common/defines.lua: CORE_LOSE = 50 and CORE_LOSE_CULTURE_GROUP = 150
Province mechanics