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, areas, and provinces. Provinces are the smallest of these divisions and are the basic unit of the game mechanics. 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, although cities currently have no functionality outside of aesthetics.

There are 3272 land provinces in total.

Terms and mechanics[edit | edit source]

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

Development[edit | edit source]

Main article: Development

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 | edit source]

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.

Production[edit | edit source]

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 | edit source]

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 | edit source]

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 | edit source]

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 | edit source]

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 | edit source]

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 | edit source]

Provinces that have been besieged or occupied or where their owner has scorched the earth gain Devastation.png devastation.

Devastation is expressed as a percentage: 0% indicates that no devastation is present in the province, while 100% represents an extreme amount of devastation.

Effects[edit | edit source]

The effects of devastation are scaled linearly according to the percentage value. At 100% devastation, a province would incur the following penalties:

Local goods produced modifier −200% Local goods produced modifier
Supply limit modifier −50% Supply limit modifier
Local institution spread.png −200% Institution spread
Local development cost +20% Local development cost
Local manpower modifier.png −200% Manpower modifier
Local sailors modifier.png −200% Sailors modifier
Hostile movement speed −25% Local hostile movement speed
Local movement speed −25% Local friendly movement speed

On the state level, prosperity cannot be achieved while any province in the state has any amount of devastation.

Causes and remedies[edit | edit source]

Devastation changes according to the following factors:

Monthly
change
Factor
+10 once Devastation.png Scorched Earth
+variable Tribal grazing (only for migratory tribes)
+0.1 Under siege (even friendly)
+0.25 Under blockade (even friendly)
+0.2 Occupied
+0.25 Devastation.png Scorched Earth
−0.08 Under its owner's control
−0.83 In the zone of control of a friendly active fort (not if occupied; modifier is reduced for obsolete forts)
−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)
−0.05 In states with the Franciscans.png Franciscans Holy order (requires Golden Century.png Golden Century)

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 devastation increase reverts to the usual +0.2 for being occupied.

Devastation can be manually removed by developing a province. Development removes devastation at 5% per point (with adjustment according to local autonomy).

Cores and claims[edit | edit source]

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 | edit source]

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 | edit source]

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 is limited by its development level.

City[edit | edit source]

The term City is used for fully colonized provinces. In contrast colony denotes provinces which are in the process of being colonized.

Capital[edit | edit source]

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 | edit source]

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 | edit source]

The main trading port can be moved to another province at the cost of 200 Diplomatic power.png diplomatic power. This enables countries to move their trade collection to richer trade nodes over the course of a game, without needing to move their capital city as well.

After the move, trade collection will automatically occur in the trade node which now contains the main trading port. Automatic collection will immediately cease in the original trade node.

Within a given trade node, the effects of the main trading port will be identical regardless of which province is chosen as the main trading port.

Straits[edit | edit source]

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

  • Mallorca – Menorca
  • Ibiza – Mallorca
  • Gran Canaria – Tenerife
  • Lund – Sjælland
  • Sjælland – Fyn
  • Fyn – Østjylland
  • Fyn – Kolding
  • Fyn – Lolland
  • Sjælland – Lolland
  • Calabria – Messina
  • Constantinople – Kocaeli
  • Baawitigon – Michigami
  • Stockholm – Åland
  • Åland – Åbo
  • Corfu – Epirus
  • Arta – Achaea
  • Athens – Naxos
  • Gallipoli – Karasi
  • 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
  • Nuu-chah-nulth – Duwamish
  • Nuu-chah-nulth – Skwxwu'mesh
  • Nuu-chah-nulth – Kwakwaka'wakw
  • Eskikeogag – Onamagag
  • Piktuk – Epagoitgnag
  • Chisedec – Taqamkuk
  • Tyr – Nangha'er
  • 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 – Te Tau Ihu
  • Chios – Sugla
  • Lesbos – Karasi
  • Caffa – Matrega
  • Haida – Tlingit
  • Odawa – Saginawe
  • Odawa – Marameg
  • Ekuanitshu – Notiskuan
  • Ayrshire – Ulster
  • Madurai – Vanni
  • Orinoco Delta – Trinidad
  • St. Vincent – St. Lucia
  • St. Lucia – Martinique
  • Martinique – Dominica
  • Guadelupe – 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
  • Ambon – Ceram
  • Bangka – Palembang
  • Bintan – Singapura
  • Para – Marajó
  • Belem – Marajó
  • Baawitigon – Odawa
  • Djerba – Tataouine
  • Mogostan – Hormuz
  • Qawasim – Hormuz
  • Athens – Euboea
  • Euboea – Naxos
  • Savolax – Kainuu (invisible lake crossing)
  • Ceuta – Gibraltar
  • Leyte – Cebu
  • Buglas – Cebu
  • Arta – Cephalonia
  • Rügen – Stralsund
  • Wolgast – Kolberg
  • Tiwi – Woolna
  • Hawaii – Maui
  • Maui – Oahu
  • Oahu – Kauai
  • Vanua Levu – Lau
  • Lau – Viti Levu
  • Viti Levu – Vanua Levu
  • Wurundjeri – Peerapper
  • Bali – Blambangan

Island[edit | edit source]

Main article: Island

Some provinces are considered islands or on an island which is important for some events, achievements and decisions.

Climate and weather[edit | edit source]

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 settler increase.png −10% Local settler increase
Supply limit modifier −40% Supply limit modifier
Attrition for enemies.png +1% Attrition for enemies
Possible number of buildings.png −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 settler increase.png −10% Local settler increase
Supply limit modifier −20% Supply limit modifier
Attrition for enemies.png +1% Attrition for enemies
Local development cost +10% 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 settler increase.png −10% Local settler increase
Supply limit modifier −30% Supply limit modifier
Attrition for enemies.png +2% Attrition for enemies
Local development cost +5% 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
Migration cost +10% Migration cost
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
Migration cost +20% Migration cost
Weather map.
Legend: no winter mild winter normal winter severe winter mild monsoon normal monsoon severe monsoon


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

Provinces with a mild monsoon have:[7]

Attrition for enemies.png +0.5% Attrition for enemies
Movement speed.png −20% Friendly movement speed
Hostile movement speed.png −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 +1% Attrition for enemies
Movement speed.png −25% Friendly movement speed
Hostile movement speed.png −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 +1.5% Attrition for enemies
Movement speed.png −50% Friendly movement speed
Hostile movement speed.png −50% Hostile movement speed

Modifiers[edit | edit source]

Center of Trade[edit | edit source]

With Dharma.png Dharma, Centers of Trade (CoTs) can be upgraded or downgraded manually, but cannot be created or removed. However, some events (such as Growth of the port) allow a natural harbor to growing into a CoT. Manual management can be done in the building interface, where the CoT icon occupies 2 Possible number of buildings.pngbuilding slots. As a result, a province with a CoT can only build 10 buildings at most, rather than the usual maximum of 12 buildings.

The base cost to upgrade a CoT from level 1 to level 2 is 200Gold Icon.pngducats, and the base cost from level 2 to level 3 is 1000Gold Icon.pngducats. The cost can be reduced by:

Center of trade upgrade cost.png Traditions Ideas Bonuses Policies
−20%
  • Infrastructure idea 4: Expanded Infrastructure Network
−15%
  • Somalian idea 4: Zeila and Berbera

You can only upgrade a CoT:

  • to level 2
    • if the province is part of a state or Trade Company
    • has at least 10 development
  • to level 3
    • if the province is part of a state or Trade Company
    • has at least 25 development
    • the upgrading nation has fewer level 3 CoTs (World Port, and World Trade Center) than it has Merchants.png merchants
    • there is no other level 3 CoT in the same state

Downgrading a CoT will cost 10 Yearly prestige.pngprestige, but this option is available only if country has positive prestige. If a province changes ownership, via war or diplomatic actions, the level of the CoT will automatically drop by 1.

You cannot upgrade or downgrade CoTs when country is at war.

For a list of all CoTs, see Economic list of provinces.

Effects of CoTs by level:[10]

Name Tier Effects
Natural Harbor icon
Natural Harbor
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.
Coastal Lvl.1 Province modifier:
  • Local trade power.png +5 Local trade power
Entrepot icon
Entrepot
This province is a major entrepot for trade. Merchants from the entire region gather here to buy and sell goods.
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
World Port icon
World Port
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.
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:

  • Yearly navy tradition decay.png -0.2% Yearly navy tradition decay
Emporium icon
Emporium
This province is a natural spot for trade and local merchants have been coming here for centuries.
Inland Lvl.1 Province modifier:
  • Local trade power.png +5 Local trade power
Market Town icon
Market Town
This city is a major regional market and traders from the entire region regularly seek it out to sell and buy goods.
Inland Lvl.2 Province modifier:
  • Local development cost −5% Local development cost
  • Local trade power.png +10 Local trade power
World Trade Center icon
World Trade Center
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.
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

Estuary[edit | edit source]

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.[11]

  • Aix (Rhône Estuary)
  • Astrakhan (Volga Estuary)
  • Azov (Don Estuary)
  • Basra (Euphrates Estuary)
  • Bengal Delta and Dhaka (Ganges Estuary)[12]
  • Benin (Niger Estuary)
  • Bessarabia (Danube Estuary)
  • Bordeaux (Gironde Estuary)
  • Bremen (Weser Estuary)
  • Canton (Pearl Estuary)
  • Caux (Seine Estuary)
  • Cayor (Senegal Estuary)
  • Chesapeake (James Estuary)
  • Chitimacha (Mississippi Estuary)
  • Coahuilteco (Rio Grande Estuary)
  • Danzig (Vistula Estuary)
  • Den Haag (Rhine Estuary)
  • East Frisia (Ems Estuary)
  • Ferrara (Po Estuary)
  • Guayaquil (Guayas Estuary)
  • Hai Phong (Red River Estuary)
  • Haizhou (Huang He Estuary)
  • Hamburg (Elbe Estuary)
  • Issati (Santee Estuary)
  • Konaseema (Godavari Estuary)
  • Lisboa (Tagus Estuary)
  • London (Thames Estuary)
  • Manahahttan (Hudson Estuary)
  • Mangazea (Taz Estuary)
  • Memel (Neman Estuary)
  • Mushkegowuk (Nelson Estuary)
  • Nantais (Loire Estuary)
  • Neva (Neva Estuary)
  • Ngoyo (Congo Estuary)
  • Orinoco Delta (Orinoco Estuary)
  • Pathein and Dagon (Irrawaddy Estuary)[12]
  • Porto (Douro Estuary)
  • Prek Russey (Mekong Estuary)
  • Quelimane (Zambezi Estuary)
  • Riga (Daugava Estuary)
  • Rio de la Plata (Parana Estuary)
  • Rosetta and Damietta (The Nile Estuary)[12]
  • Sakimauchheening (Delaware Estuary)
  • Sevilla (Guadalquivir Estuary)
  • Shirvan (Kura Estuary)
  • Stadacona (Saint Lawrence Estuary)
  • Stettin (Oder Estuary)
  • Suzhou (Yangtze Estuary)
  • Tarragona (Ebro Estuary)
  • Thatta (Indus Estuary)
  • Tsinuk (Columbia Estuary)
  • Tyr (Amur Estuary)
  • Velanadu (Krishna Estuary)
  • Yedisan (Dnestr Estuary)

Religious center[edit | edit source]

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.[11] .

  • Can apply to various provinces with the following requirements for the religion in the province:
    • Roma (118): Catholicism Catholic
    • Mecca (385): in the Muslim group
    • Karbala (409): Shiite Islam Shia
    • Lhasa (677): Vajrayana.png Vajrayana
    • Doaba (2075): Sikhism Sikh. In starts after 1499.
    • Varanasi (2095): Hinduism Hindu
    • Kandy (2099): Buddhism.png Theravada
    • Samawat (2311): Shiite Islam Shia
    • Mashhad (2221): Shiite Islam Shia
    • Geneva (4720): Protestantism Protestant or Reformed.png Reformed. From The Geneva Conventions event.
    • Prague (266): Hussite Hussite
    • Yanzhou (2140): Confucianism Confucian
    • Stockholm (1): Norse.png Norse
  • This modifier is also applied as a non-triggered modifier to the following provinces:


Other special places [edit | edit source]

The following provinces also have permanent province modifiers:

Name Province Bonus[11] Limitation
Sound Toll Sjælland (12) 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 replaced by the monument Cerro Rico del Potosí with the Leviathan.png Leviathan DLC
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 Inntal (73) Local goods produced +1.0 local goods produced after the Msg event.pngevent ‘Schwaz Silver Mine
Oracle of Pachacamac Lima (809) Tolerance of the true faith.png +0.5 tolerance of the true faith until the Msg event.pngevent ‘The Oracle of Pachacamac
Cholula Temples Cholula (2644)
  • Yearly legitimacy.png +0.5 yearly legitimacy
  • Yearly devotion.png +0.5 yearly devotion
  • Yearly prestige.png +0.5 yearly prestige
until the Msg event.pngevent ‘The Temple City of Cholula
Heian-kyo Kyoto (1020)
  • Yearly prestige.png +1.0 yearly prestige
  • Possible advisors.png +1.0 possible advisors
Jingu Ise (4359)
  • Tolerance of the true faith.png +1.0 tolerance of the true faith
  • Yearly legitimacy.png +0.5 yearly legitimacy
until the Msg event.pngevent ‘The Ise Grand Temple
The Tower of Belém Lisboa (227) Local defensiveness.png +25% local defensiveness after the Msg event.pngevent ‘The Tower of Belém
Development of Amsterdam Amsterdam (97) Local development cost−25% local development cost after the Decision.pngdecision ‘Land Reclamation in Holland

Expand Infrastructure[edit | edit source]

It is possible to expand the infrastructure of individual provinces via a small button in the provinces building menu. For every Development.png 15 development a province has, infrastructure can be expanded once for the cost of Administrative power.png 50 administrative power. Each level of Expanded infrastructure has the following effects:

Possible number of buildings.png +1 Possible number of buildings
Possible number of buildings.png +1 Possible number of manufactories
Local recruitment time.png −15% Local recruitment time
Local shipbuilding time.png −15% Local shipbuilding time
Local defensiveness.png +5% Local defensiveness
National garrison growth.png +5% Garrison growth
Local development cost −15% Local development cost
Local production efficiency.png +5% Local production efficiency
Local tax modifier.png +10% Local tax modifier
Local manpower modifier.png +5% Local manpower modifier
Local sailors modifier.png +5% Local sailors modifier
Local ship repair.png +5% Local ship repair
Local autonomy.png −0.005 Monthly autonomy change
Local construction cost −5% Local construction cost
Local construction time −5% Local construction time
Province trade power modifier.png +5% Local trade power modifier
Local goods produced modifier +5% Local goods produced modifier
Province governing cost.png +15 Province governing cost
Province governing cost.png +10% Province governing cost
Great project upgrade cost.png −5% Local great project upgrade cost


States and territories[edit | edit source]

Main article: States and territories

Within a country, each province is either part of a state or a territory. This distinction affects provinces in a variety of ways, such as by determining their minimum local autonomy.

Terrain[edit | edit source]

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 +15%
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

Naming[edit | edit source]

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).

Footnotes[edit | edit source]

  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. See in /Europa Universalis IV/common/centers_of_trade/00_centers_of_trade.txt
  11. 11.0 11.1 11.2 See in /Europa Universalis IV/common/event_modifiers/00_event_modifiers.txt
  12. 12.0 12.1 12.2 The estuary is shared between two provinces in which case both receive Local trade power.png +5 local trade power.
Mechanics

Concepts CorruptionGoverning capacityOverextensionPower projectionRebellionRegionsStabilityStates and territories
Court AdvisorsConsortMonarch powerNational focusRulerRuler personalities
Estates and Factions FactionsEstates (Base estates (BurghersClergyNobility) • Cossaks estates (CossacksDhimmiTribes) • Dharma estates (BrahminsJainsMarathasRajputsVaishyas) • Domination estates (JanissariesEunuchs))
Events and Missions DecisionsDisastersEventsList of decisionsMissions
Goverment AbsolutismCultureGovernmentGovernment rankModifiersPolicies
Province mechanics AutonomyBuildingsCanalCapitalCoreProvince
Religions Christian denominationsEastern denominationsMuslim denominationsOther denominationsPagan denominationsReligion
Specific governments Native councilParliamentSteppe hordes

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology