Core

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Revision as of 17:03, 14 October 2016 by Romaoplays (talk | contribs) (updated to 1.18, added holy site's reduce coring cost)
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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 development 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

Icon states.png States and Territories

Main article: Territories and states

States and Territories are a new mechanic introduced in patch 1.16 intended to replace the old Overseas mechanic. The system introduces a 2-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.

Colonial range.png Range

Coring range is the same as colonial range, thus it is often necessary to research diplomatic tech if expanding overseas without a land bridge. To check the range to a given province, change the map mode to "colonial range", and hover over the province of interest. The range will show, green for in range and red for out of range.

The following ideas and policies increase colonial range:

Colonial range.png Traditions Ideas Bonuses Policies
+50%
  • Exploration idea 3: Overseas Exploration
+33%
  • Norwegian idea 2: The Call of our Forefathers
+25%
  • Portuguese traditions
+20%
  • Norman idea 4: Descendants of Seafarers
  • Exploration-Plutocratic: The Colonial Companies Act
+15%
  • Couronian idea 5: Couronian Colonization

Diplomatic Technology increases colonial range as seen here:

Diplomatic technology level Colonial range.png
0 +60
3 +100
7 +115
9 +50
11 +100
15 +50
17 +50
19 +50
23 +150
26 +200

Colonial range can also be increased by hiring the corresponding advisor.

  • 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 owned provinces - 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 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 owned by that colonial nation

Duration

The base duration for coring is 18 months and it can be reduced by the following modifiers:

  • Province has same culture group: -50%
  • Province is claimed: -10%
  • Province has permanent claim: -25%
  • Province is a recently finished colony with "land bridge" to capital: -33%
  • Adaptability idea -25% coring cost modifier
  • Country traditions or ideas that reduce coring cost time and cost (Ottomans -33% for example)
  • Choosing Hindu Deity Shiva Shiva as personal deity of a ruler of a Hinduism Hindu nation -10% (only with Wealth of Nations.png Wealth of Nations DLC)
  • Tribal Government -5% per government rank

These modifiers above will stack additively (except permanent claims which cannot occur with a normal claim.) 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 important to note that while administrative efficiency reduces coring and annexation costs, it does *not* reduce coring time.

Restrictions

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 a building is being constructed in the province.
  • While the culture of the province is being changed.
  • If the province isn't in range.
  • Province is occupied (Progress halts, will resume if unoccupied).
  • Province is under siege (Progress halts, will resume if siege is lifted).
  • Province is inland and there is no adjacent cores or a land bridge of owned provinces leading to a cored province

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, especially Administrative power.png administrative power. However, provinces cored this way begin with high local autonomy and will be relatively unproductive for some time, depending on 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 (and ceded to it).

Core-creation cost.png Coring costs

Base costs

Coring is an action which costs Administrative power.pngadministrative monarch points. The base cost depend on the Development.png development of the province. For each point of development, the coring cost is 10[1] Administrative power.png administrative monarch points.

Modifiers

Core-creation costs are influenced by the following:

Ideas and policies:

Core-creation cost.png Traditions Ideas Bonuses Policies
−25%
  • 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
−20%
  • 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
−15%
  • 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
−10%
  • 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:

Type Core-creation cost.png
Having a claim −10%
Having a permanent claim −25%
Tribal despotism government form -5%/10%/15% for duchy/kingdom/empire rank
For the Holy roman emperor after the reform “Reform the Hofgericht -10%
choosing Hindu Deity Shiva Shiva as personal deity of a ruler of a Hinduism Hindu nation (requires Wealth of Nations.png Wealth of Nations DLC) -10%
for choosing Norse Deity Odin Odin as personal deity of a ruler of a Norse.png Norse nation (requires El Dorado.png El Dorado DLC) -10%
Icon war exhaustion.png war exhaustion +3% for each point of war exhaustion
Corruption +1% for each point of corruption
Administrative efficiency -20%/-40%/-60% depending on the level of administrative efficiency
Enacting Promote Territorial Rights as a Coptic nation -10% Core-creation cost.png Core-creation cost

Modifiers aside from Administrative Efficiency and the 50% discount for coring territories are summed before being applied while the modifiers from Administrative efficiency and being a territory are applied multiplicatively after the additive modifiers are applied.
Note: The minimum coring cost for a province is 10% of its coring cost, or 1 Administrative power per development, up to 30 development. Even with a −100% modifier on a province, the cost is still 10% of the coring cost. Also the maximum coring cost is capped at 30 development for a province. This means that if the province has 31 development, it's coring cost will be treated as if it only had 30 development.

Hostile core-creation cost on us.png Hostile 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
+50%
  • Chickasaw idea 4: Unconquered and Unconquerable
+25%
  • Cherokee traditions
  • Dahomey traditions
  • Semien traditions
  • Chachapoyan idea 5: Chachapoyan Endurance
  • Pueblo idea 1: Ancient Pueblo Legacy

Revoke Core Icon.png Losing cores

  • When negotiating a peace deal, a core can be removed:
    • Through demanding to 'revoke core'. A nation can't make a nation revoke a core on land which they don't have as a core.
    • If a nation forces 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[2]:
    • If the core is the primary nation for that 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 a nation doesn't own by going to the province view and removing the core manually. However, this action also costs some Prestige.pngprestige.

Uncontested cores

A country has uncontested cores when it has cores on provinces that are owned by (part of) other countries without being at war or in a truce with those countries. They are a drain on a country's prestige: a yearly decrease of -0.1 prestige for each core province being held by another nation. Due to this prestige loss, it may be a good idea to recover such core provinces, especially if the provincial culture is already accepted in your nation.

References

  1. See in /Europa Universalis IV/common/defines.lua: PS_MAKE_PROVINCE_CORE = 10,
  2. See in /Europa Universalis IV/common/defines.lua: CORE_LOSE = 50 and CORE_LOSE_CULTURE_GROUP = 150
Province mechanics