Province

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Province view
For a list of all provinces, see List of provinces.

In Europa Universalis IV, the world is divided into continents, regions, countries, and provinces. Provinces are the smallest of these divisions. They contribute to a nation's tax, manpower, unrest, overextension, and trade.

Each province comprises a small geographic region, with a town or city at its center. Cities currently have no functionality outside of aesthetics, but like provinces, can be renamed as of patch 1.4. Both province and city names can be changed by left clicking on them in the province tab. With the Wealth of Nations expansion, province names can also be dynamic and scripted to be unique for either the province owner, the province culture or the province culture group (in that priority). Since the Common Sense expansion, a province can be improved with development. As of patch 1.28, you can develop provinces without needing Common Sense.

There are 3633 provinces in total.

Terms and mechanics[edit]

Provinces are the heart of any nation in Europa Universalis IV. They provide income, manpower, and trade goods.

Development[edit]

Main article: Development

Introduced in patch 1.12, development is the measure of a province wealth and productivity. The level of development of a province contributes to local trade power, land and naval force limits, supply limit modifier and the total number of buildings that can be built in a province. Development is further divided into base tax, production and manpower. Each can be improved further with the appropriate monarch points.

Tax[edit]

Main article: Tax

Each province has a base tax, roughly corresponding to the population and wealth of the area. The amount shown is the tax earned each month from that province, after all the modifiers have been accounted for. Prior to patch 1.12, the figure given ingame is the tax obtained annually.

Production[edit]

Main articles: Production, Trade goods

Each province produces a specific type of resource or trade good. See Trade for a complete list of trade goods. The figure given ingame is the monthly production income. Production efficiency further increases the income received.

Manpower[edit]

Main article: Manpower

Every province contributes a certain amount of manpower to the manpower pool of a nation. This is affected by the province manpower development level, and are modified by ideas, government type and buildings.

Defence[edit]

Main article: Land warfare

Provinces can be defended by forts. Provinces that lack a fort will fall easily to the enemy. Forts exert a Zone of Control around itself and surrounding provinces, and must be taken before an enemy army may pass through. In times of peace, a fort may be mothballed in order to save maintenance, at the cost of it falling into disrepair and possibly not being able to defend the province. Nations may start off with forts in strategic locations. Capital provinces without a fort starts with a special level 1 fort that does not exert Zone of Control around itself, and has a smaller garrison.

Trade[edit]

Main article: Trade

Related closely to production is trade. Each province produces a certain amount of trade power and contributes trade value to the trade node it is attached to.

Autonomy[edit]

Main article: Local autonomy

Autonomy represents the degree of control the government of the nation exerts over a province. The lower it is, the more control the government has. Autonomy determines how productive a province is to a nation.A province with 100 local autonomy won't pay tax and won't give manpower and trade power.

Unrest[edit]

Main article: Rebellion

In troubled times, various parties may decide to rebel against the national government. This is represented in-game by unrest. The type of rebels that may appear are shown in the province screen, and also in the stability and expansion government tab. Unrest can also be lowered by increasing the local autonomy, but will decrease the income and manpower that province produces.

Devastation[edit]

Provinces that have been besieged or occupied or where their owner has scorched the earth gain Devastation icon.png devastation, a value ranging from zero to 100%. At 100% devastation, a province gets the following penalties:

Local goods produced modifier −100% Local goods produced modifier
Supply limit modifier −50% Supply limit modifier
Local institution spread.png −100% Institution spread
Local development cost +10% Local development cost
Local manpower modifier.png −100% Manpower modifier
Local sailors modifier.png −100% Sailors modifier
Hostile movement speed −25% Local hostile movement speed
Local movement speed −25% Local friendly movement speed

Devastation changes according to the following factors:

Monthly
change
Factor
+0.1 Under siege (even friendly)
+0.1 Under blockade (even friendly)
+0.2 Occupied
−0.08 Under its owner's control
−0.83 In the zone of control of a friendly active fort (not if occupied)
−0.25 Edict of Absolutism (requires Mandate of Heaven.png Mandate of Heaven)
−0.05 In states with Metropolitan (requires Third Rome.png Third Rome)

Looting a province increases devastation by significant (but unspecified) amounts, observed anywhere from +0.07 to +2.1. (Once the province's loot is depleted, the increase reverts to the usual +0.2 for being occupied.)

Developing in a province removes devastation at 5% per point (with adjustment according to local autonomy).

Cores and claims[edit]

Main articles: Core, Claim

Cores represent the parts of the nation that it considers rightfully theirs. Cores belonging to nations that do not exist are greyed out. A province can have an unlimited amount of cores. A nation may claim another province through espionage or boundary disputes.

Culture and religion[edit]

Main articles: Culture, Religion

Each province has a primary culture and religion. Provinces that have foreign cultures or do not share the state religion tend to be more rebellious and less productive.

Buildings[edit]

Main article: Buildings

Nations may further develop their provinces by building improvements and infrastructure. The number of buildings that can be built in a province are limited by its development level.

Capital[edit]

Main article: Capital

Every nation in Europa Universalis IV has a capital province. The capital is considered the political center of the nation and should be defended at all costs. Capitals can be moved at the cost of 200 administrative points.

Main trading port[edit]

Every nation has a main trading port province which is by default located in the same province as the capital. Trade is automatically collected in a nation's main trading port without the need to station a merchant there, and without suffering from the -50% total trade power cut suffered when collecting trade income in another node than the one of the main trading port.

Relocate main trading port[edit]

Trading ports can be moved at the cost of 200 Diplomatic power.png diplomatic power in order to optimize trade income.

Straits[edit]

Straits are connections between two provinces which do not share a land border but instead can be accessed over a water body. A list of straits in the base map is below.

  • Majorca - Minorca
  • Ibiza - Majorca
  • Gran Canaria - Tenerife
  • Lund − Sjælland
  • Sjælland − Fyn
  • Fyn − Østjylland
  • Fyn − Kolding
  • Fyn − Lolland
  • Sjælland − Lolland
  • Calabria − Messina
  • Constantinople − Kocaeli
  • Menominee − Michigan
  • Stockholm − Åland
  • Åland − Åbo
  • Corfu − Epirus
  • Epirus − Achaea
  • Athens − Naxos
  • Edirne − Biga
  • Sutherland − Outer Hebrides
  • Inner Hebrides - Outer Hebrides
  • Inner Hebrides - Sutherland
  • Inner Hebrides - Argyll
  • Sutherland − Orkney
  • Amsterdam − Friesland
  • Zeeland - Ghent
  • Suo − Chikuzen
  • Bungo − Iyo
  • Iyo − Aki
  • Leichow − Kingchow
  • Reval − Ösel
  • Ösel − Goldingen
  • Johor − Siak
  • Lingga − Jambi
  • Nootka − Salish
  • Nootka − Squamish
  • Nootka − Kwakiutl
  • Eskikewakik − Unamakik
  • Sipeknekatik − Epekwitk
  • Chisedec − Taqamkuk
  • Deren − Sakhalin
  • Tajura − Mokha
  • Venezia − Treviso
  • Stade − Dithmarschen
  • Awa − Settsu
  • Mutsu − Oshima
  • The Kurils–Tokachi
  • Bagamoyo − Zanzibar
  • Corsica − Sassari
  • Al-Qatif − Bahrain
  • Qatar − Bahrain
  • Zamboanga - Buglas
  • Samar - Bikol
  • Halmahera − Ternate
  • Halmahera − Tidore
  • Taranaki − Waitaha
  • Chios − Sugla
  • Chios − Biga
  • Caffa − Matrega
  • Haida − Tlingit
  • Odawa − Okouara
  • Odawa − Soto
  • Mingan − Anticosti
  • Ayrshire − Ulster
  • Madurai − Vanni
  • Orinoco Delta − Trinidad
  • St. Vincent − St. Lucia
  • St. Lucia − Martinique
  • Martinique − Dominica
  • Guadalupe − Antigua
  • Antigua − St. Kitts
  • Surabaya − Madura
  • Bali − Lombok
  • Lombok − Sumbawa
  • Sumbawa − Flores
  • Flores − East Timor
  • Buton − Kendari
  • Panay - Buglas
  • Leyte - Caraga
  • Panay - Mindoro
  • Taytay - Mindoro
  • Ambom − Ceram
  • Bangka − Palembang
  • Bintan − Johor
  • Para − Marajó
  • Belem − Marajó
  • Menominee − Odawa
  • Djerba − Tataouine
  • Banten − Tulungbewang
  • Mogostan − Hormuz
  • Qawasim − Hormuz
  • Athens − Euboea
  • Euboea − Naxos
  • Savolax − Kainuu
  • Ceuta − Gibraltar
  • Leyte - Cebu
  • Buglas - Cebu

Climate and weather[edit]


Each province has a climate and may experience winters and/or monsoon of varying severity. There are map modes for climate and weather.

Arctic

Arctic icon
The arctic climate is harsh, where there is not much large vegetation.

Arctic provinces give:[1]

Local colonial growth.png %−10 Local settler increase
Supply limit modifier −40% Supply limit modifier
Attrition for enemies.png 0%+1 Attrition for enemies
Possible number of buildings.png 0%−1 Possible number of buildings
Local development cost +50% Local development cost

Arid

Arid icon
The arid climate has a severe lack of rainfall, making it very hard to keep a large army supplied.

Arid provinces give:[2]

Local colonial growth.png %−10 Local settler increase
Supply limit modifier −20% Supply limit modifier
Attrition for enemies.png 0%+1 Attrition for enemies
Local development cost +15% Local development cost

Tropical

Tropical icon
The tropical climate makes it very hard for new cities to grow, as diseases and heat are large obstacles.

Tropical provinces give:[3]

Local colonial growth.png %−10 Local settler increase
Supply limit modifier −30% Supply limit modifier
Attrition for enemies.png 0%+2 Attrition for enemies
Local development cost +15% Local development cost
Climate map.
Legend: temperate tropical arid arctic

Mild winter

Mild winter icon
There is a small amount of snow on the ground, and the temperature is just below freezing.

Provinces with a mild winter have:[4]

Attrition for enemies.png +1 Attrition for enemies
Supply limit modifier −10% Supply limit modifier

Normal winter

Normal winter icon
The ground is covered by snow, and the temperature is solidly below freezing.

Provinces with a normal winter have:[5]

Attrition for enemies.png +2 Attrition for enemies
Supply limit modifier −20% Supply limit modifier

Severe winter

Severe winter icon
The snow has piled up quite severely, and the temperatures are far below freezing.

Provinces with a severe winter have:[6]

Attrition for enemies.png +3 Attrition for enemies
Supply limit modifier −30% Supply limit modifier
Weather map.
Legend: no winter mild winter normal winter severe winter mild monsoon normal monsoon severe monsoon

Mild monsoon

Mild monsoon icon
Mild seasonla rain is falling, fertilizing the ground but increasing the difficulty of travel.

Provinces with a mild monsoon have:[7]

Attrition for enemies.png +1 Attrition for enemies
Friendly movement speed −20% Friendly movement speed
Hostile movement speed −20% Hostile movement speed

Normal monsoon

Normal monsoon icon
The Monsoon season is in full swing as torrential rain falls from the sky.

Provinces with a normal monsoon have:[8]

Attrition for enemies.png +2 Attrition for enemies
Friendly movement speed −25% Friendly movement speed
Hostile movement speed −25% Hostile movement speed

Severe monsoon

Severe monsoon icon
Extreme wind and rainfall make this province very difficult to traverse.

Provinces with a severe monsoon have:[9]

Attrition for enemies.png +3 Attrition for enemies
Friendly movement speed −50% Friendly movement speed
Hostile movement speed −20% Hostile movement speed

Modifiers[edit]

Center of Trade[edit]

Center of trade is a controllable mechanics now.

Center of trade can be upgraded or downgraded manually, but cannot be created or removed. However, some events (like colonial 19) allow a natural harbor growing to center of trade. Manual management can be done in building interface, where center of trade icon occupies 2 Possible number of buildings.pngbuilding slots. As a result, province with center of trade can only build 10 buildings at most rather than normal 12 buildings.

The base cost to upgrade a center of trade from level 1 to level 2 is 200Gold Icon.pngducats, and the base cost from level 2 to level 3 is 1000Gold Icon.pngducats. You can only upgrade a trade center to level 3 if your current merchant count is higher than your level 3 count. Downgrading a center of trade will cost 10 Prestige.pngprestige, but this option is available only if country has positive prestige. If a province suffers from change of ownership, no matter by war or by diplomatic actions, the center of trade level will automatically drop by 1 to a minimum of level 1.

For a list of all centers of trade, see Economic list of provinces.

Effects of centers of trade by level [10] :

Name Tier Effects Description
Natural Harbor Coastal Lvl.1 Province modifier:
  • Local trade power.png +5 Local trade power
Natural Harbor icon
This province is a natural harbor and a trading hub. Local traders have come here for centuries, the infrastructure of the trade emerging despite a lack of state investment.
Entrepot Coastal Lvl.2 Province modifier:
  • Local development cost −5% Local development cost
  • Local trade power.png +10 Local trade power
  • Local institution spread.png +10% Institution spread
Entrepot icon
This province is a major entrepot for trade. Merchants from the entire region gather here to buy and sell goods.
World Port Coastal Lvl.3 Province modifier:
  • Local trade power.png +25 Local trade power
  • Local institution spread.png +30% Institution spread

State modifier:

  • Local development cost −10% Local development cost
  • Sailors.png +100% Local sailors modifier
  • Possible number of buildings.png +1 Possible number of buildings

Global modifier:

  • Navy tradition decay.png -0.2% Yearly navy tradition decay
World Port icon
This province is one of the major ports of the world. Goods from entire globe regularly pass through here and the city itself is as famous as many kingdoms.
Emporium Inland Lvl.1 Province modifier:
  • Local trade power.png +5 Local trade power
Emporium icon
This province is a natural spot for trade and local merchants have been coming here for centuries.
Market Town Inland Lvl.2 Province modifier:
  • Local development cost −5% Local development cost
  • Local trade power.png +10 Local trade power
Market Town icon
This city is a major regional market and traders from the entire region regularly seek it out to sell and buy goods.
World Trade Center Inland Lvl.3 Province modifier:
  • Local trade power.png +25 Local trade power
  • Local institution spread.png +30% Institution spread

State modifier:

  • Local development cost −10% Local development cost
  • Local manpower modifier.png +33% Local manpower modifier
  • Possible number of buildings.png +1 Possible number of buildings
World Trade Center icon
This province is one of the most important trade centers in the world. There are few goods that cannot be bought here and the city itself is as famous as many kingdoms.

Estuary[edit]

Estuary icon
Controlling the important river estuary strengthens our hold of the trade in the region.

River estuaries give Local trade power.png+10 local trade power, unless the estuary is shared between two provinces in which case both receive Local trade power.png+5 local trade power[10]

  • Neva
  • Riga
  • Memel
  • Danzig
  • Hamburg
  • Ferrara
  • Caux
  • Vendee
  • Gascogne
  • Provence
  • Andalucia
  • Lisboa
  • Porto
  • London
  • Yedisan
  • Azow
  • Rosetta
  • Damietta
  • Basra
  • Shirvan
  • Astrakhan
  • Thatta
  • Velanadu
  • Bengal Delta
  • Dakha
  • Pegu
  • Canton
  • Rio de la Plata
  • Guayaquil
  • Chinook
  • Chitimacha
  • Santee
  • Powhatan
  • Lenape
  • Manhattan
  • Stadacona
  • Cayor
  • Benin
  • Quelimane
  • Budjak
  • Pathein
  • Suzhou
  • Stettin
  • Bremen
  • East Frisia
  • Konaseema
  • Hai Phong
  • Prek Russey
  • Mangazea
  • Coahuilteco
  • Tarragona
  • Ngoyo
  • Haizhou
  • Den Haag

Religious center[edit]

Religious center icon
The importance of this province as a Religious Center will make it very difficult to convert.

Religious centers have Local missionary strength.png −5% local missionary strength.[10]

  • Roma
  • Mecca
  • Hillah
  • Lhasa
  • Doaba – after 1499
  • Varanasi
  • Kandy
  • Mashhad
  • Samawah

After the the Protestant Reformation, new religious centers will appear for the Protestant, Reformed, and Anglican faiths, depending on where they start. Up to three religious centers will appear for each of the Protestant and Reformed religions, and no more than one for Anglican.

Other special places [edit]

The following provinces also have permanent province modifiers:

Name Province Bonus[10] Limitation
Sound Toll Sjælland (8) Local trade power.png +20.0 local trade power
Bosphorus Sound Toll Constantinople (151) Local trade power.png +10.0 local trade power
Stora Kopparberget Dalaskogen (8) Local goods produced +5.0 local goods produced
Cerro Rico Potosi (795) Local goods produced +3.0 local goods produced
The Spice Islands
  • Ternate (649)
  • Tidore (650)
Local goods produced +3.0 local goods produced
Skåne Market Lund (6) Local goods produced +1.5 local goods produced until the Msg event.pngevent ‘Herring Runs Out
Granary of the Mediterranean
  • Rosetta (362)
  • Damietta (363)
  • Al Gharbia (2316)
  • Sharqiya (4316)
Local goods produced +2.0 local goods produced
Murano Glass Industry Venezia (112)
  • Local goods produced +2.0 local goods produced
  • Guilds influence +0.02 the Guilds influence
after the Msg event.pngevent ‘Growth of the Murano Glass Industry
Diamonds of Golconda Golconda (542) Local goods produced +4.0 local goods produced
Kilns of Jingdezhen Poyan (2151) Local goods produced +2.5 local goods produced
Coffea Arabica Mokha (387) Local goods produced +3.0 local goods produced until the Msg event.pngevent ‘Decline of [mocha.GetCapitalName]
Great Bookmarket
  • Local goods produced +1.0 local goods produced
  • Local institution spread.png +25% institution spread
after the Msg event.pngevent ‘Lending Libraries and Book Clubs
Grand Bank Fisheries
  • Beothuk (980)
  • Taqamkuk (981)
  • Placentia (2573)
Local goods produced +2.0 local goods produced after the Msg event.pngevent ‘Grand Banks Fisheries
Diamond District
  • Local goods produced +0.5 local goods produced
  • Trade value modifier.png +15% trade value modifier
after the Msg event.pngevent ‘Faceting
Perfume Capital
  • Local goods produced +0.5 local goods produced
  • Trade value modifier.png +15% trade value modifier
after the Msg event.pngevent ‘Growth of the Perfume Industry
Schwaz Silver Mine Tirol (73) Local goods produced +1.0 local goods produced after the Msg event.pngevent ‘Schwaz Silver Mine
Oracle of Pachacamac Lima (809) Tolerance own.png +0.5 tolerance of the true faith until the Msg event.pngevent ‘The Oracle of Pachacamac
Cholula Temples Cholula (2644)
  • Legitimacy.png +0.5 yearly legitimacy
  • Devotion.png +0.5 yearly devotion
  • Prestige.png +0.5 yearly prestige
until the Msg event.pngevent ‘The Temple City of Cholula
Heian-kyo Kyoto (1020)
  • Prestige.png +1.0 yearly prestige
  • Possible advisors.png +1.0 possible advisors
Jingu Ise (4359)
  • Tolerance own.png +1.0 tolerance of the true faith
  • Legitimacy.png +0.5 yearly legitimacy
until the Msg event.pngevent ‘The Ise Grand Temple
The Tower of Belém Lisboa (227) Local defensiveness.png +1.0 local defensiveness after the Msg event.pngevent ‘The Tower of Belém

Number of states.png States and Territories[edit]

An example of states and territories as held by Castile on the Iberian peninsula.
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 firstly coring all the uncored owned provinces in that territory and secondly payment of state maintenance. Afterwards, it is possible to instantaneously complete the coring process by paying the remaining coring costs.

Provinces which are not part of a nation's state and cored have Local autonomy.png 75% Local autonomy floor and therefore regarded the same way as overseas provinces used to beforehand.

Terrain[edit]

Each province has a terrain type associated with it. These terrain types can have both positive and negative effects. Combat is affected majorily by terrain type and can even make the difference between glorious victory or shameful defeat. Terrain types and their corresponding positive/negative effects can be seen here:


Terrain Supply limit.png
Supply limit
Local defensiveness.png
Local defensiveness
Movement speed.png
Movement cost

Attacker penalty
Local development cost
Local development cost
Glacial terrain Glacial +2 +25% −1 +50%
Farmlands terrain Farmlands +10 +10% −5%
Forest terrain Forest +4 +25% −1 +20%
Hills terrain Hills +5 +10% +40% −1 +25%
Woods terrain Woods +6 +10% −1 +15%
Mountain terrain Mountain +4 +25% +50% −2 +35%
Grasslands terrain Grasslands +8
Jungle terrain Jungle +5 +50% −1 +35%
Marsh terrain Marsh +5 +30% −1 +25%
Desert terrain Desert +4 +5% +50%
Coastal Desert terrain Coastal Desert +4 +35%
Coastline terrain Coastline +6 +25%
Drylands terrain Drylands +7 +5%
Highlands terrain Highlands +6 +10% +40% −1 +20%
Savannah terrain Savannah +6 +15%
Steppe terrain Steppes +6 +20%

Farmlands, grasslands, and drylands terrain also get +1 possible number of buildings

Footnotes[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Arctic).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Arid).
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Tropical).
  4. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mild Winter).
  5. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Normal Winter).
  6. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Severe Winter).
  7. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mild Monsoon).
  8. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Normal Monsoon).
  9. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Severe Monsoon).
  10. 10.0 10.1 10.2 10.3 See in /Europa Universalis IV/common/centers_of_trade/00_centers_of_trade.txt
Province mechanics