Difference between revisions of "Core"

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({{icon|hostile core-creation cost on us}}Hostile core-creation: doesn't need to be conquered from a nation with this mod, what matters is who has cores on it)
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==== Modifiers ====
==== Modifiers ====
Core-creation costs are influenced by the following:
Core-creation costs are influenced by the following:
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Further modifiers:
Further modifiers:
| align=right | {{green|−25%}} || for for having a [[claim]].
| align=right | {{green|−10%}} || for for having a [[claim]].
| align=right | {{green|−10%}} || for having [[tribal despotism]] as form of government.
| align=right | {{green|−10%}} || for having [[tribal despotism]] as form of government.

Revision as of 17:24, 9 June 2015

A core is a province that is considered a rightful part of a country. Cores give several strategically important benefits:

  • Provinces without a core add to overextension (except colonies), proportional to their tax base value.
  • Core provinces get a +75% positive tax modifier.
  • A country will always have a casus belli if one of their core provinces is owned by another power.

Core Icon.png Coring

Coring is the act of adopting a province into what is considered one's patrimony, or rightful homeland. Cored provinces are not considered conquered or occupied, but rather a rightful part of a realm.

Colonial range.png Range

  • Usually coring range is the same as colonial range. The following ideas and policies increase colonial range:
Colonial range.png Traditions Ideas Bonuses Policies
  • Exploration idea 3: Overseas Exploration
  • Norwegian idea 2: The Call of our Forefathers
  • Portuguese traditions
  • Norman idea 4: Descendants of Seafarers
  • Exploration-Plutocratic: The Colonial Companies Act
  • Couronian idea 5: Couronian Colonization
  • If a country has a core in province A, then it can core any province that has a "land bridge" to A. A doesn't have to be owned by that country. The bridge must be made through controlled provinces, not owned ones - temporarily taking a province during war can allow an isolated province to be cored.
  • If a country's vassal has a core in province B, then the country can core any province adjacent to B in its home continent. B doesn't have to be be owned by that vassal.
  • If a country's colonial nation has a core in province C, then the country can core any province adjacent to C in all continents. C doesn't have to be be owned by that colonial nation

Core-creation cost.png Costs

Base costs

Coring is an action which costs administrative monarch points. The base cost depend on the Tax Base Icon.png base tax of the province. For each ducat base tax, the coring cost is 20[1] Administrative power.png administrative monarch points. This base core creation cost is modified by:

×0.50[2] for overseas provinces.
×0.50[2] for colonies on the same continent, or those with a land connection to the capital.
×0.25[3] as colonial nation for provinces in the same region.
×0.75[4] as colonial nation for provinces on the same continent.

Note: Overseas colonies are automatically cored for free when they become a city.


Core-creation costs are influenced by the following:

Ideas and policies:

Core-creation cost.png Traditions Ideas Bonuses Policies
  • Mughal traditions
  • Administrative idea 2: Adaptability
  • Chagatai idea 5: The Tradition of Conquest
  • Great Yuan idea 1: Dai Zai Qian Yuan
  • Golden Horde idea 2: Perso-Mongol Administration
  • Horde idea 5: The Tradition of Conquest
  • Italian (cU) idea 7: The Path to Citizenship
  • Kazani idea 2: Tribal Legacy
  • Mongolian idea 4: The Northern Yuan
  • Crimean ambition
  • Anatolian traditions
  • Candarid traditions
  • Great Qing traditions
  • Karamanid traditions
  • Oirat traditions
  • Alaskan idea 3: The Secretary's Icebox
  • Aq Qoyunlu idea 3: Turko-Iranian Bureaucracy
  • Holy Roman idea 5: Roman Heritage
  • Lotharingian idea 7: Europa Universalis Imperii
  • Ottoman idea 1: Kanunnames
  • Roman idea 7: Imperium Sine Fine
  • Rûmi idea 2: Sultan al-Sharq wa al-Gharb
  • Gutnish traditions
  • Andalusian idea 5: Jund Settlements
  • Ayyubid idea 5: Rise of the Eagle
  • Brazilian idea 5: Entradas and Bandeiras
  • Dalmatian idea 7: Legacy of Illyria
  • Granada idea 2: Recover Al Andalus
  • Maratha idea 4: Office of the Peshwa
  • Manchu idea 1: United Three Jurchens
  • Ryazan idea 6: Russian Ambition
  • Tarascan idea 7: Tarascan Assimilation
  • Bosnian ambition
  • Burmese ambition
  • Herzegovinian ambition
  • Saluzzo ambition
  • Bulgarian traditions
  • Client State traditions
  • Russian traditions
  • Thomondian traditions
  • Dai Viet idea 5: Don Dien
  • Date idea 1: Oshu Shugo
  • Delhian idea 3: Restore the Delhi Empire
  • Desmondian idea 4: The Munster Ambition
  • Divine idea 2: Church Administration
  • Ethiopian idea 6: Expansionist Policy
  • Imagawa idea 7: March to Kyoto
  • Ito idea 4: Anti-Shugo Movement
  • Lunda idea 1: The Great Family
  • Manx idea 2: Kings of Mann
  • Mysorean idea 1: Unification of Mysore
  • Naxian idea 7: Naxian Ambition
  • Oda idea 2: Tenka Fubu
  • Qara Qoyunlu 2: Governor of Azerbaijan
  • Rajputana idea 1: Imperial Legacy
  • Sardinian idea 5: Piedmontese Ambition
  • Sardinian-Piedmontese idea 5: Centralized State
  • Sicilian idea 4: Greater Sicily
  • Sonoran idea 2: The Sale of Sonoran Script
  • Yamana idea 2: Grand Shugo
  • Greek ambition

Further modifiers:

−10% for for having a claim.
−10% for having tribal despotism as form of government.
−10% for the emperor of the Holy Roman Empire after the third imperial reform “Reform the Hofgericht
−10% for choosing Hindu Deity Shiva Shiva as personal deity of a ruler of a Hinduism Hindu nation (only with Wealth of Nations.png Wealth of Nations DLC)
+3% for each point of Icon war exhaustion.png war exhaustion.

Hostile core-creation cost on us.pngHostile core-creation

The national ideas listed below increase coring costs for a province with a core from a nation which possesses this modifier. The increase applies even if the nation with the core does not exist. These modifiers are taken into account by the AI when making decisions on which nation to attack.

Hostile core-creation cost on us.png Traditions Ideas Bonuses Policies
  • Chickasaw idea 4: Unconquered and Unconquerable
  • Cherokee traditions
  • Dahomey traditions
  • Semien traditions
  • Chachapoyan idea 5: Chachapoyan Endurance
  • Pueblo idea 1: Ancient Pueblo Legacy


The base duration for coring is 3 years, and it can be reduced by the following modifiers:

  • Province has same culture group: -50%
  • Province is claimed: -10%

The two modifiers above will stack additively. Coring progress will be halted if the province is occupied hostile forces or when the current owner is at war with any country that already has a core on the province. Progress will resume as soon as these conditions are lifted.


It is not possible to core a province

  • while being at war with someone who also has a core in that province. The ongoing core creation will temporarily halt if this happens.
  • while there is a missionary converting the province
  • while the culture of the province is being changed
  • if the province isn't in range.
  • Province is occupied (All progress lost)
  • Province is under siege (Progress halts, will resume if siege is lifted)

Gaining cores through other means

In addition to coring newly acquired provinces manually, a nation can also gain cores by diplo-annexation of vassals or integrating a junior partner of a personal union. Both processes automatically give cores on all provinces of the acquired territory, making the strategy of "feeding" vassals with uncored provinces a viable strategy to save monarch points. However, provinces cored this way begin with high local autonomy and will be relatively unproductive for some time, depending on your government type.

When an overseas colony (not on the same continent as the player's capital) becomes a city, its owner gains a free core on it. Colonies on the same continent don't receive free cores, but have reduced coring cost. If the owner has a Colonial nation in the same colonial region (or becomes eligible for one with the colony finished), the core is instantly granted to the colonial nation instead.

Revoke Core Icon.png Losing cores

  • When negotiating a peace deal, a core can be removed:
    • Through demanding to 'revoke core'. You can't make a nation revoke a core on land you do not have as a core.
    • If you force a nation to 'return core's to a third nation, the nation giving away the province loses the core if the province is not of their primary culture.
  • Cores in uncontrolled provinces will disappear some time after the most recent of these events:
    • The province changed ownership.
    • A war between the current owner and the nation owning the core was fought.
    • The owner of the core lost ownership of the province.
  • The time to lose a core depends on the province's culture relative to the core[5]:
    • If the core is the primary tag for the province's culture, it cannot expire.
    • 150 years if the core shares a culture group with the province.
    • 50 years otherwise.
  • If a country is destroyed, it loses all wrong-culture group cores.
  • Releasing nations will remove cores from releaser if the province is not of their primary culture.
  • Cores can also be removed on provinces that you don't own by going to the province view and removing the core manually. However, this action also costs some prestige.


  1. See in /Europa Universalis IV/common/defines.lua: PS_MAKE_PROVINCE_CORE = 20,
  2. 2.0 2.1 See in /Europa Universalis IV/common/defines.lua: CORE_COLONY = 0.5, -- Multiplied with base tax, colonized by country or overseas
  3. See in /Europa Universalis IV/common/defines.lua: CORE_SAME_REGION = 0.25, -- Multiplied with base tax, for colonial nations
  4. See in /Europa Universalis IV/common/defines.lua: CORE_SAME_CONTINENT = 0.75, -- Multiplied with base tax, for colonial nations
  5. See in /Europa Universalis IV/common/defines.lua: CORE_LOSE = 50 and CORE_LOSE_CULTURE_GROUP = 150
Province mechanics