Territories and states

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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.

States and Territories are a mechanic introduced in patch 1.16 intended to replace the old Overseas mechanic. As such, all previous rules regarding overseas provinces, notably minimum autonomy, now apply to territorial provinces.

States and territories are based on areas (part of the revamped regions system) and a two-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.


Mechanic summary[edit]

The following points provide a detailed summary of the system:

  • Uncored provinces (except colonies) cause   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   -50% Core-creation cost (coring duration is not affected). The newly cored provinces gain territorial cores and remove the   overextension penalty caused by the province.
  • Provinces in territories have a   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   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 a  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   admin power cost for doing so.
  • A country can have a limited number of states, the maximum being based on   administrative technology.
  • Having more territories than the max number of states gives *  +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.

The state maintenance is determined by the following:

+0.007 Per   development level
+0.001 Per unit distance from the   capital
  • Different continent
  •   Non-accepted culture
+200% Active edict
-50% Capital state
  Traditions Ideas Bonuses Policies
  • Frisian idea 2: The Upstalboom League
  • 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   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.

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

Other sources:

  •   Russia in Age of Revolutions can enable the "Russian Empire" splendor ability, that allows to have   20 additional States. (Requires   Mandate of Heaven)
  • Completing the "Enforce a Commonwealth" mission in the   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   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   Russia is an   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 level 31 (+31) and has Russian Empire splendor ability (+20), then:



In each state, up to one edict can be enacted. While an edict is in place, a bonus applies to all owned and cored provinces in the state, at the cost of   +200% state maintenance, a penalty that is applied before any further modifier to state maintenance. Once enacted, an edict cannot be changed or removed for one year. Edicts do apply in provinces with only territorial cores.

Except for the Age of Revolutions, each age has an edict that must be unlocked with a Splendor ability.

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


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

  −10% Local development cost
  +25% Local goods produced modifier
  −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   3 /   3 /   3 gives provinces a 45% chance of progressing. If any province in a state has devastation, it instead decays by −2 per month.


Other things being equal, it is usually best to turn the highest-development territories into states. The States and Territories tab in the ledger lists all owned areas, their status as a territory or state, and their development. Sorting by total development will show good candidates for statehood. Areas with valuable trade goods(especially gold) are also valuable to statify because a manufactory in a high value trade good province will be worth more than in a low value trade good province. High tax provinces are also more valuable to statify in the early game, and can help in fielding a larger quantity of mercenaries, allowing the manpower development in states to be mostly ignored.

Even if you're not planning on making an area into a permanent state, consider turning areas into temporary states but not fully coring them. This gives a free reduction in the autonomy floor without spending any resources. The state may be turned back into a territory when you want to make more valuable land into a state instead. It also allows using state edicts, such as the bonus to missionary strength. The only downside is any province in the state you temporarily statify will lose the full core there when you destatify it if you had a full core there from integrating a subject, and if you increased autonomy in the provinces then the bonus from increasing autonomy will be lost.

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 they 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   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.