States and territories

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See also: Core
An example of states and territories as held by Castile on the Iberian peninsula.
The state interface. This is a tab on the province window for each (non-colony) province in the state.

All countries are internally comprised of states and territories.

Any area in which a country holds one or more provinces is classified within that country as a state or a territory.

States represent parts of a country which are more tightly integrated, while territories represent parts of a country which are more autonomous.

States can be more productive than territories, but each country is limited in the number of states it may have. This reflects the historical difficulty of fully integrating every part of a large country. The player must decide which areas to turn into states, and which areas to leave as territories.

Mechanic summary[edit]

The following points provide a detailed summary of the system:

  • A newly conquered province is considered as part of a territory (unless it already belongs to one of the nation's existing states).
  • Uncored provinces (except colonies) cause Overextension.png overextension regardless of whether they are in a territory or a state.
  • Coring provinces in a territory have reduced coring costs due to the Is territory modifier which applies Core-creation cost.png -50% Core-creation cost (coring duration is not affected). The newly cored provinces gain territorial cores and remove the Overextension.png overextension penalty caused by the province.
  • Provinces in territories have a Local autonomy.png 75% local autonomy floor.
  • Once all the owned provinces in an area have territorial cores, it is possible to turn the territory into a state (from the province interface, above the buildings section).
  • Provinces in states but with only territorial cores:
    • Have a Local autonomy.png 50% Local autonomy floor.
    • Can't be assigned to estates, but do count towards total state development for estates that demand control of some percentage.
    • Lose their territorial core if they are conquered and would have to be re-cored once the province is re-gained.
  • To fully core state provinces requires paying the remaining 50% coring costs. This second coring phase is instantaneous and gives aLocal autonomy.png 0% Local autonomy floor (LA is reduced instantaneously to the new floor only if it was not raised before (to lower unrest)).
    • NB: Raising autonomy in a province not-yet fully cored will set the new autonomy floor to 100% and will annul the older "virtual" floor, not being reduced instantly after the full core anymore.
  • Fully cored state provinces contribute fully to the nation and retain their cores even if conquered.
  • Provinces of diplomatically annexed vassals or integrated personal union partners always get full cores. The provinces will still need to be made into states if they aren't already, but there is no Administrative power.png admin power cost for doing so.
  • A country can have a limited number of states, the maximum being based on Administrative tech.png administrative technology.
  • Having more territories than the max number of states gives *Corruption.png +0.02% per territory over max number of states (capped at +0.8%).


Notes: Do note that [1] revoking the status of a state (back to a territory) will not refund the administrative points used for the province coring (the cores will turn into territorial cores) and they'll be lost. Re-establishing the same territory into a state again requires fully coring the provinces anew; [2] assigning states in trade company regions prevents formation of trade companies (existing ones will be removed); [3] assigning states in colonial regions will not prevent colonial nations from forming in those provinces.

State maintenance[edit]

A state requires monthly monetary upkeep in the form of State maintenance.png State maintenance.

The state maintenance is determined by the following:

State maintenance.png Modifier
+0.007 Per Development.png development level
+0.001 Per unit distance from the Capital.png capital
+25%
  • Different continent
  • Max promoted cultures.png Non-accepted culture
+200% Active edict
-50% Capital state
State maintenance.png Traditions Ideas Bonuses Policies
−25%
  • Frisian idea 2: The Upstalboom League
−20%
  • Naval-Expansion: Supply Convoys
−15%
  • Bharathi traditions
  • Hanoverian idea 1: Niedersächsicher Reichskreis
  • Tripuran idea 5: Appointment of Missips
  • Chernihiv ambition
  • Moravian ambition

Maximum number of states[edit]

Each nation has a base value of Number of states.png 10 States. Addition modifiers are then applied as follows:

When Dharma DLC is enabled, the bonus number of states is the sum of all tiers of reforms that contribute. In legacy mode, it simply depends on the government type.

Number of states.png Government Rank
+10 Empire rank Empire
+5 Kingdom rank Kingdom
0 Duchy rank Duchy
Number of states.png Administrative tech.png Adm Tech
(cumulative)
0 level 1
+3 level 8
+6 level 12
+11 level 17
+16 level 20
+21 level 24
+26 level 27
+31 level 31
Number of states.png Government Type
+1
  • Government monarchy.png Despotic Monarchy
  • Government monarchy.png English Monarchy
  • Government republic.png Merchant Republic
  • Government republic.png Peasants Republic
  • Government republic.png Trading City
  • Government theocracy.png Monastic Order
  • Government theocracy.png Papacy
0
  • Government monarchy.png Celestial Empire
  • Government monarchy.png Daimyo
  • Government republic.png Free City
  • Government tribal.png Native Council
  • Government steppe horde.png Steppe Hordes
  • Government tribal.png Tribal Governments
Number of states.png Government Type
+10
  • Government monarchy.png Tsardom
+5
  • Government monarchy.png Ottoman Government
+3
  • Government monarchy.png Russian Principality
  • Government monarchy.png Advanced monarchies (Administrative tech.png 12+ Adm tech)
  • Government republic.png Advanced republics (Administrative tech.png 12+ Adm tech)
  • Government republic.png Veche Republic
+2
  • Government monarchy.png Feudal Monarchy
  • Government monarchy.png Elective Monarchy
  • Government monarchy.png Iqta
  • Government monarchy.png Prussian Monarchy
  • Government monarchy.png Shogunate
  • Government monarchy.png Grand Duchy
  • Government republic.png Oligarchic Republic
  • Government republic.png Ambrosian Republic
  • Government republic.png Colonial Nation
  • Government republic.png Dutch Republic
  • Government republic.png Noble Republic
  • Government theocracy.png Theocratic
Number of states.png Government Reforms
+5
  • Government monarchy.png Tsardom (Tier 1, only for Flag of Russia Russia or Flag of Ruthenia Ruthenia)
  • Government monarchy.png L’etat c’est moi (Tier 6)
  • Government republic.png Administrative Divisions (Tier 4)
+3
  • Government monarchy.png Ottoman Government (Tier 1, only for Flag of Ottomans Ottomans and Flag of Rûm Rûm)
  • Government monarchy.png Revolutionary Empire (Tier 1)
  • Government monarchy.png Mughal Diwan (Tier 2, only for Flag of Mughals Mughals)
  • Government monarchy.png Mansabdari System (Tier 3, only for Flag of Mughals Mughals)
  • Government monarchy.png Zabt System (Tier 4, only for Flag of Mughals Mughals)
  • Government tribal.png Retain Tribal Hierarchy (Tier 4)
+2
  • Government monarchy.png Grand Duchy (Tier 1, only for Flag of Lithuania Lithuania)
  • Government monarchy.png Elective Monarchy (Tier 1, only for Flag of Poland Poland and Flag of Commonwealth Commonwealth)
  • Government monarchy.png Sidhi Recruitment (Tier 2)
  • Government republic.png Colonial Government (Tier 1)
+1
  • Government monarchy.png English Monarchy (Tier 1, only for Flag of England England and Flag of Great Britain Great Britain)
  • Government monarchy.png Mamluk Government (Tier 1, only for Flag of Mamluks Mamluks)
  • Government monarchy.png Feudal Theocracy (Tier 1)
  • Government monarchy.png Mandala System (Tier 1)
  • Government republic.png Ambrosian Republic (Tier 1, only for Flag of Milan Milan)
  • Government republic.png Veche Republic (Tier 1)
  • Government republic.png Dutch Republic (Tier 1, only for Flag of Netherlands Netherlands)
  • Government republic.png Sich Rada (Tier 1)
-3
  • Government monarchy.png Independent Daimyo
Number of states.png Traditions Ideas Bonuses Policies
+5
  • Hindustani traditions
  • Delhian idea 5: Re-integrate Former Provinces
  • Fully Administrative
  • Fully Expansionist
  • Great Yuan ambition
+3
  • British idea 1: The Acts of Union
  • Chernihiv idea 1: Legacy of the Old Principality

Other sources:

  • Flag of Russia Russia in Age of Revolutions can enable the "Russian Empire" splendor ability, that allows to have Number of states.png 20 additional States. (Requires Mandate of Heaven.png Mandate of Heaven)
  • Completing the "Enforce a Commonwealth" mission in the Flag of Lithuania Lithuania mission tree grants a "Integrated Polish Nobility" modifier that provides 3 additional states until the end of the game.
  • Completing the "Conquer Bengal" mission in the Flag of Taungu Taungu mission tree grants a "Burmese Expansionism" modifier that provides 3 additional states until the end of the game.
Example (Maximum possible number of states in game)

If Flag of Russia Russia is an Empire rank Empire rank (+10), has enacted tier 1 reform Tsardom (+5) and tier 6 reform L’etat c’est moi (+5), has completed both Expansionist and Administrative ideas (+5), has Administrative tech.png Administrative tech level 31 (+31) and has Russian Empire splendor ability (+20), then:

State edicts[edit]

In each state, a state edict can optionally be enacted. This applies a bonus to all owned and cored provinces in the state, including any territorial cores. All edicts cost State maintenance.png +200% state maintenance, a penalty that is applied before any further modifier to state maintenance.

Once enacted, an edict cannot be adjusted for one year. After this time has passed, it becomes possible to remove or replace the edict.

The 'States & Territories' page on the ledger shows the current edict for each state, if any. This can be useful for keeping track of edicts in a large country with many states.

The first three ages each have a special edict associated with them. These edicts can be unlocked by spending Splendor on the relevant age ability, but such edicts will only be usable until the end of that age.

List of available edicts[edit]

Edict Effect
Advancement Effort Local institution spread.png +33% Institution spread
Centralization Effort Local autonomy.png −0.03 Monthly autonomy change
Defensive Edict Local defensiveness.png +33% Local defensiveness
Encourage Development Local development cost −10% Local development cost
Feudal De Jure Law Local unrest.png −5 Local unrest
Religion Enforced Resistance to reformation.png +90% Resistance to reformation
Edict of Absolutism Devastation icon.png −0.25 Monthly devastation
  • Available only in the Age of Absolutism with the "Edict of Absolutism" Splendor ability.
Promote Military Recruitment Local manpower modifier.png +25% Local manpower modifier
Protect Trade Local trade power.png +50% Local trade power
Enforce Religious Unity Local missionary strength.png +1% Local missionary strength

Prosperity[edit]

States in which every province has Devastation icon.png 0% devastation may become prosperous when the Icon stability.png stability of owner country is positive. Prosperity gives the following benefits:

Local development cost −10% Local development cost
Local goods produced modifier +25% Local goods produced modifier
Local autonomy.png −0.05 Monthly autonomy change

Each such state has a chance of increasing its progress towards being prosperous by +1% each month, until progress reaches 100%. The chance is 5% for each ruler skill point; for example, a ruler with Administrative power.png 3 / Diplomatic power.png 3 / Military power.png 3 gives provinces a 45% chance of progressing. If any province in a state has devastation, it instead decays by −2 per month.

Strategy[edit]

Choosing territories to promote to states[edit]

Since each country may only have a limited number of states, it can be helpful to carefully choose which territories will be promoted to states, rather than promoting indiscriminately.

The following types of territory may be good candidates for promotion:

  • Territories with high total development. The 'States & Territories' page in the ledger may be helpful for identifying such territories. Among other information, this page lists each territory and its total development, and the list may be sorted by total development.
  • Territories with valuable trade goods (especially gold). States allow the full production potential of such provinces to be tapped.
  • Territories with high tax provinces may be particularly good candidates in the early game, when tax may account for a larger proportion of a country's income.

Temporary states[edit]

Even if the player does not plan on turning a territory into a permanent state (e.g. because the territory has low total development), it can be useful to turn such territories into 'temporary states'. This is achieved by promoting to state as normal, but leaving all provinces as territorial cores rather than fully coring then.

Such 'temporary' states will not be as productive as fully-cored states, but they will still receive useful benefits, such as a free reduction to minimum autonomy and the ability to apply state edicts.

Temporary states can be demoted back to territories at any time, to allow more valuable areas to become states. It is worth noting the following downsides of demoting a state to a territory:

  • All full cores in the temporary state will revert to territorial cores. This is generally not a problem if the player refrains from full-coring the provinces in the temporary states. However, it can result in the unexpected loss of full cores from integrated subjects.
  • If autonomy was manually increased after forming the temporary state, the effects of this autonomy increase will be lost.

Reducing devastation[edit]

The benefits from a state becoming prosperous can be quite valuable. Since states may only become prosperous if their provinces contain no devastation, it can be worthwhile to check on the devastation level of recently conquered states.

Devastation ticks down naturally in unoccupied provinces. However, if devastation is particularly high in a province, it may take years or even decades for the devastation to tick down to zero. In such cases, it may be useful to manually reduce the devastation in that province, e.g. by developing that province.

Culture switching[edit]

Only provinces in states are counted when determining the majority culture. In order to switch primary cultures, you can un-stateify provinces of your old culture and stateify ones of the culture you want to switch to. By switching cultures, one can form any nation as long as they hold the required provinces as cores and the nation they start as isn't an end game tag. This can be advantageous especially in forming a nation to move your capital into Europe to create trade companies in Africa and Asia. A notable example is if you start as the Mamluks, conquer some Turkish culture lands, destate your Egyptian and Syrian culture provinces and state the newly conquered Turkish land, you can switch your primary culture to Turkish, allowing you to form Flag of Rûm Rûm for their powerful ideas and Ottoman Government form. This also comes with the added benefit of moving your capital into Europe which lets you use your close proximity to India and ease of controlling the Gulf of Aden to make a lot of ducats from trade from India.

Province mechanics