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Every country has a capital province, which acts as center of government. A nation's capital is generally its most important province, and consequently the capital affects, and is affected by, many mechanics throughout the course of a game. For example, countries with capital provinces located within the bounds of the Holy Roman Empire are automatically given membership in the Empire.

Finding the capital

The button with the right arrow symbol in the toolbar below the minimap, when selected, will offer an option, ‘Go to home capital'. When that is chosen, the map will center on one's capital province. Alternatively, hitting either the Backspace or 🏠 Home keys will center on the capital. The capital can also be visually identified, as the flag in the province will be topped with a small yellow crown. The capitals of other nations can be found by clicking on a province in their country, right-clicking the shield icon showing their flag, and choosing "Go To Capital Province", or alternatively by mousing over provinces until "Has a capital fort" is displayed in the hovertext.

Identifying the capital

In the province interface of the capital, left to the province name at the top, a gold crown within a red circle Capital.png is displayed. Capital always has an extra fort level that costs no maintenance but also does not have a zone of control (unless there is also a fort building there).

Purpose & effects

The capital province gets:[1]

Fort level.png +1 Fort level
  • In war: If a capital is occupied during a war, it will count for a greater warscore because of its value. Occupying the enemy capital will increase the desire for peace of the AI, allowing you to potentially claim more in the peace deal. Just sieging the enemy capital also reduces War Enthusiasm for the AI. Taking capital in a peace deal cost 20% more warscore.
  • For trade: Trade is automatically collected from the node containing the main trade port, even without a merchant (although a merchant will boost the income received). Collecting from trade in other nodes reduces one's trade power there by 50%. A nation's main trade port is always in the same province as the capital at the beginning of the game.

Players owning the Wealth of Nations expansion may move their main trading port to a new province at the cost of 200 Diplomatic points.

Players owning the Common Sense expansion have development cost reduction in their capital city, proportional to the country-wide development. For every 20 development, capital gets a 1% reduction, up to a maximum of 50% (1000 total development).

  • For government envoys: Colonists and diplomats all return to the capital when they are unassigned, and the time taken to return depends on the distance from their target to the capital.

Moving the capital

A country can move its capital to another province from the province interface by selecting the Move capital.pngblue crown in the upper left corner.


  • It costs at least 200 Administrative power.png administrative power[2] to move the capital.
Development Difference Administrative power.png Cost
20+ 700
19 660
18 620
17 580
16 540
15 500
14 470
13 440
12 410
11 380
10 350
9 330
8 310
7 290
6 270
5 250
4 240
3 230
2 220
1 210
0 200
  • It costs at least 200 Diplomatic power.png diplomatic power[3] to move the trade capital.
  • The capital can be moved to any province on which the player has a core and is inside a state
  • The capital can only be moved from a non-colonial region to a colonial region if your current capital is the last state province on your current continent
  • The province in which the player wants to move the capital to must have at least the same amount of development of the current capital or the cost will be higher than the minimum.
  • A Holy Roman Empire member cannot move its capital to a non-imperial province, nor can a non-member move its capital to an imperial province.

Events that move the capital Certain countries such as the Ottomans, Poland and Russia also have decisions to move the capital for no costs.

The capital, and any foreign diplomats active in it, will automatically change in the event that it is conquered in a war.

If the main trade port is in the capital, moving the capital will move trade ports as well.

Tactical moving of trade capital For some countries, it can be effective to move their trade capital to another region. For example, moving closer to a more valuable trade node so you lose the 50% trade collection malus.

Additionally, moving your capital will reset the autonomy to 0% in the selected province.

Fixed capitals

Some countries have a so-called "fixed capital" defined. This is usually a province considered absolutely integral to the nation. For example, the nation of Ulm has the Ulm province as its fixed capital, and the Papal State has Roma. The AI cannot move its capital away from this fixed capital. Until patch 1.10 this also applied to the player. An AI controlled nation with fixed capital that does not own this province will move its capital for free to this province as soon as it owns the province. Full list of fixed capital countries:

Capital area

The capital area includes all provinces of a country which have a land connection only through the country’s own provinces to the capital. Straits count as land connection.

Home port

Home port is the term used in the game for a coastal province of the capital area of a country.


  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Capital City).
  2. See in /Europa Universalis IV/common/defines.lua under PS_MOVE_CAPITAL.
  3. See in /Europa Universalis IV/common/defines.lua under PS_MOVE_CAPITAL.