This is the interface for dealing with the player's or foreign provinces. It appears when the player left-clicks on a province. Right-clicking will take the player to the country interface's diplomacy tab (see above). The province in question will be outlined while the interface is open.
Main province interface
- Country capital (crown) and main trade city (crate) icons. These buttons either signify if the capital/main trading is located in the province or, if the province belongs to the player and is not the capital/main trading city, the player can click on the relevant button and change the capital/main trading city to the selected province.
- Names of the province and the provincial capital, which can be changed at will by the player if owned.
- River and strait crossings (tooltip gives details).
- Province history button (opens a chronicle of events relevant to the province, e.g. occupation, ownership and core changes, birth of advisors).
- Close button
- Terrain picture (tooltip shows effects of terrain). This is only visible at larger screen resolutions.
- Base tax, base production and base manpower levels. With Common Sense, these buttons can pressed to increase the development in the province. With Cradle of Civilization, each type of development will also have a button to exploit development, signified by the minus button.
- Total development and development cost.
Mid left panel
From top to bottom:
- Current level of devastation.
- Current loot level (tooltip shows effects of current level of looting, if applicable)
- Current tax and production income and total income
- Local unrest and likely rebel type
- Local autonomy, and buttons to decrease or increase it (NB: there is NO confirmation for these buttons!)
- Countries with cores and claims on the province. Tooltips show when they expire, or why they won't. The button to the right allows either coring (if owned and uncored) or fabricating a claim (if spy network strength is high enough).
- Province culture: Green is state culture or accepted culture, yellow is non-accepted culture in same culture group, and red is non-accepted culture of another group. The button allows converting the culture.
- Religion: Province religion. Green is state religion, red is heretic or heathen. The button allows sending a missionary to convert it to the state religion. If the province is being converted by a center of reformation, the progress bar is right of the word "Religion".
- In the space below, if the province is being cored, converted or a building is being built, a bar here shows its progress.
Mid right panel ("Queue")
- Number of land and naval units currently queued for construction in the province
- Diplomacy button (for foreign provinces) - opens diplomacy interface for the province's owner, also shows the most important diplomatic treaties affecting that country.
- In the gap:
- Buttons, left to right: recruit regiments, build ships and hire mercenaries. These open the queue interface for the respective unit type.
- In the gap below, if any units are in the queue, a bar here shows progress and (for the owner) a button allows the construction to be cancelled.
- Holy Roman Empire button:
- If the province is part of the Empire, it is gold; if owner is a non-member or it is the capital, it is also a button allowing the owner to remove it from the Empire. Removing the capital will cause the country to leave the Empire.
- if the province is not part of the Empire but can be added, it has a green plus sign and is a button allowing its owner to add it. Adding the capital will cause the country to join the Empire.
- otherwise, it is grey (as shown here).
- ( Wealth of Nations DLC) Trade company button, if the province is in a trade company region. Allows the player to add a province to or remove it from the region's trade company.
- Return / Abandon Core:
- if the province is owned and another country has a core on it, this cedes it to one of those countries.
- if the province is not owned but the country has a core on it, this destroys that core.
- ( Art of War DLC) Client state button. Opens the interface to create a new client state with this province as its capital, or add the province to an already existing client state.
- Province modifiers (one icon for each, and tooltips giving details). Some are permanent, e.g. Tropical and Important Center of Trade; others are semi-permanent, e.g. Trade Post; some are temporary, e.g. Recent Uprising.
- Institutions button for opening the institutions panel.
From left to right:
- Province contribution to its owner's maximum manpower (after autonomy); supply limit (for the player); and province contribution to its owner's maximum amount of [[sailors].
- Province warscore cost (tooltip shows more details and the total warscore cost for all of its owner's provinces)
- Fort icon (if there is a fort, a number in the icon shows its level).
- The button above the fort icon allows the player to toggle the fort maintenance for that specific fort.
- Local defensiveness
- Current garrison size
- ( Art of War) War objective button (to ask an ally to try to siege it)
- Siege view button (if the province is under siege)
From left to right:
- How much trade power the province gives, the province's contribution to its node's trade value, and the amount of goods produced
- Trade value pie, depicting how many ducats stay (green) in or leave (red) the node
- Coat of arms of the current dominant trade power in its node
- Trade post button ( only available to merchant republics with Res Publica DLC)
- Trade node button (click to open trade node interface)
- Type of goods produced and current unit price. This is also a button to open more details about the type of goods produced.
To the right of the province window is a tab; clicking on it opens the buildings and estate interface. There is also a right-middle button that opens the institutions interface.
- Shows what buildings have been built in the province (forts will indicate their level)
- The amount of free building slots
- Amount of total development needed to unlock a new building slot
- Maximum possible amount of buildings
From left to right, top row then bottom row:
- Possible number of buildings
- Construction cost for buildings
- Construction time for buildings
- How much this province adds to the naval force limit
- How much this province adds to the land force limit
- How much this province adds to the governing cost.
- Main article: Institutions
- Spread indicates how quickly an institution will spread through the province
- To the right of the institution name is the monthly progress displayed. Hovering over this value will tell the player what is affecting the monthly gain.
- Each possible institution has a progress bar situated to the right of it
- A full progress bar indicates that an institution is fully present in the province
- Embraced signifies that the country has fully embraced that specific institution
- Hovering over the bar will tell the player the exact progress made and in what year the institution is expected to be fully present.