- For a list of all provinces, see this page.
In Europa Universalis IV, the world is divided into continents, regions, countries, and provinces. Provinces are the smallest of these divisions. They contribute to a nation's tax, manpower, unrest, overextension, and trade.
Each province comprises a small geographical region, with a town or city at its center. Cities currently have no functionality outside of aesthetics, but like provinces, can be renamed as of patch 1.4. Both province and city names can be changed by left clicking on them in the province tab. With the Wealth of Nations expansion, province names can also be dynamic and scripted to be unique for either the province owner, the province culture or the province culture group (in that priority).
- 1 Terms & Mechanics
- 1.1 Tax
- 1.2 Production and trade goods
- 1.3 Trade
- 1.4 Manpower
- 1.5 Military
- 1.6 Autonomy
- 1.7 Unrest
- 1.8 Cores and claims
- 1.9 Culture and religion
- 1.10 Buildings
- 1.11 Capital
- 1.12 Main trading port
- 1.13 Modifiers
- 2 Overseas provinces
- 3 Footnotes
Terms & Mechanics
Provinces are the heart of any nation in Europa Universalis IV. They provide income, manpower, and trade goods. Provinces have the following mechanics:
- Main article: Tax
Each province has a base tax, roughly corresponding to the population and wealth of the area. It is important to note that the figure given ingame is the tax obtained annually, after all the modifiers have been taken into account.
Production and trade goods
Each province produces a specific type of resource or trade good. See Trade for a complete list of trade goods. Production income is calculated based on the value of the trade good produced, and production efficiency. As with tax, the figures given ingame is the yearly income.
- Main article: Trade
Related closely to production is trade. Each province produces a certain amount of trade power and contributes trade value to the trade node it is attached to.
- Main article: Manpower
Every province contributes a certain amount of manpower to the manpower pool of a nation. This is affected by the base manpower, base factor modifier, national ideas and the type of government.
- Main article: Land warfare
Provinces are defended by forts. Colonies have no forts, but non-colonies automatically have a level 1 fort. Most settled provinces in Eurasia start at fort level 2. The defensiveness of a province determines how fast each siege "tick" is. Armies can be raised in any core province the player owns, while ships can be built in coastal core provinces.
- Main article: Local autonomy
Autonomy represents the degree of control the government of the nation exerts over a province. The lower it is, the more control the government has. Autonomy determines how productive a province is to a nation.
- Main article: Rebellion
In troubled times, various parties may decide to rebel against the national government. This is represented in-game by unrest. The type of rebels that may appear are shown in the province screen, and also in the stability and expansion government tab. Unrest can also be lowered by increasing the local autonomy, but will decrease the income and manpower that province produces.
Cores and claims
- Main article: Core
Cores represent the parts of the nation that it considers rightfully theirs. Cores belonging to nations that do not exist are greyed out. A nation may claim another province through espionage or boundary disputes.
Culture and religion
- Main article: Buildings
Nations may further develop their provinces by building improvements and infrastructure.
- Main article: Capital
Every nation in Europa Universalis IV has a capital province. The capital is considered the political center of the nation and should be defended at all costs. Capitals can be moved at the cost of 200 administrative points.
Main trading port
Every nation in Europa Universalis IV has a main trading port province which is by default located in the same province as the capital. Trading ports can be moved at the cost of 300 diplomatic points in order to optimize trade income. With patch 1.8, trade is automatically collected in a nation's main trading port without the need to station a merchant there.
Important centers of trade give +20 local trade power and +2 naval force limit.
Important inland centers of trade gain +20 local trade power.
- Nizhny Novgorod
- Central Doab
River estuaries give +10 local trade power.
- Bengal Delta
- Rio de la Plata
- East Frisia
- Hai Phong
- Prek Russey
- Rio de Janeiro
- Gold Coast
Religious centers have −5% local missionary strength.
- Doaba – after 1499
After the the Protestant Reformation, new religious centers will appear for the Protestant and Reformed faith, depending on where it started. Up to three religious centers will appear for each.
Arctic provinces give:
Arid provinces give:
Tropical provinces give:
Provinces that are overseas are those without land connections to your capital, AND on another continent AND far away enough. Note that for the last criteria, distance is calculated from the capital of the nation.
- Austria owns Flanders (same continent) = NOT overseas
- Russia owns Siberia (land connection but different continent) = NOT overseas
- Spain owns American provinces (different continent AND great distance to capital) = IS overseas
- Spain owns Tangiers (different continent but small distance to capital) = NOT overseas
Difference with regular provinces
Overseas provinces act differently to regular provinces in your country:
- Local autonomy is set at a minimum of 75%. Taxation, production and military production are all greatly reduced.
- Cores are automatically given for new overseas colonies. Otherwise a 50% cost discount applies for coring oversea provinces.
- Culture conversion is 80% cheaper.
- Mercenaries cannot be recruited in overseas provinces.
Once enough cored overseas provinces are established in a colonial region, a colonial nation will be formed under your rule.
- See in
- Inland province, possibly a bug