States and territories

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Revision as of 00:16, 26 February 2019 by Eldred Stanton (talk | contribs) (Mechanic summary)
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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

The following points provide a detailed summary of the system:

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

A state requires monthly monetary upkeep in the form of State maintenance.png State maintenance.

The state maintenance is determined by the following:

State maintenance.png Modifier
+0.007 Per Development.png development level
+0.001 Per unit distance from the Capital.png capital
  • Different continent
  • Max promoted cultures.png Non-accepted culture
+200% Active edict
-50% Capital state
State maintenance.png Traditions Ideas Bonuses Policies
  • Frisian idea 2: The Upstalboom League
  • Brandenburg ambition
  • Naval-Expansion: Supply Convoys
  • Bharathi traditions
  • Brunswicker idea 2: Niedersächsicher Reichskreis
  • Great Qing idea 6: The Viceroyalties
  • Hanoverian idea 1: Niedersächsicher Reichskreis
  • Lusatian idea 5: Lusatian League
  • Lüneburger idea 5: Niedersächsicher Reichskreis
  • Saxe-Lauenburg idea 2: Diarchic Duchy
  • Swabian idea 1: Swabian Decentralization
  • Tripuran idea 5: Appointment of Missips
  • Chernihiv ambition
  • Moravian ambition
  • Westphalian idea 2: Westphalian Decentralization

Maximum number of states

Each nation has a base value of Icon states.png 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.

Icon states.png Government Rank
+10 Empire rank Empire
+5 Kingdom rank Kingdom
0 Duchy rank Duchy
Icon states.png Administrative tech.png 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
Icon states.png Government Type
  • Government monarchy.png Despotic Monarchy
  • Government monarchy.png English Monarchy
  • Government republic.png Merchant Republic
  • Government republic.png Peasants Republic
  • Government republic.png Trading City
  • Government theocracy.png Monastic Order
  • Government theocracy.png Papacy
  • Government monarchy.png Celestial Empire
  • Government monarchy.png Daimyo
  • Government republic.png Free City
  • Government tribal.png Native Council
  • Government steppe horde.png Steppe Hordes
  • Government tribal.png Tribal Governments
Icon states.png Government Type
  • Government monarchy.png Tsardom
  • Government monarchy.png Ottoman Government
  • Government monarchy.png Russian Principality
  • Government monarchy.png Advanced monarchies (Administrative tech.png 12+ Adm tech)
  • Government republic.png Advanced republics (Administrative tech.png 12+ Adm tech)
  • Government republic.png Veche Republic
  • Government monarchy.png Feudal Monarchy
  • Government monarchy.png Elective Monarchy
  • Government monarchy.png Iqta
  • Government monarchy.png Prussian Monarchy
  • Government monarchy.png Shogunate
  • Government monarchy.png Grand Duchy
  • Government republic.png Oligarchic Republic
  • Government republic.png Ambrosian Republic
  • Government republic.png Colonial Nation
  • Government republic.png Dutch Republic
  • Government republic.png Noble Republic
  • Government theocracy.png Theocratic
Icon states.png Government Reforms
  • Government monarchy.png Tsardom (Tier 1, only for Flag of Russia Russia or Flag of Ruthenia Ruthenia)
  • Government monarchy.png L’etat c’est moi (Tier 6)
  • Government republic.png Administrative Divisions (Tier 4)
  • Government monarchy.png Ottoman Government (Tier 1, only for Flag of Ottomans Ottomans and Flag of Rûm Rûm)
  • Government monarchy.png Revolutionary Empire (Tier 1)
  • Government monarchy.png Mughal Diwan (Tier 2, only for Flag of Mughals Mughals)
  • Government monarchy.png Mansabdari System (Tier 3, only for Flag of Mughals Mughals)
  • Government monarchy.png Zabt System (Tier 4, only for Flag of Mughals Mughals)
  • Government tribal.png Retain Tribal Hierarchy (Tier 4)
  • Government monarchy.png Grand Duchy (Tier 1, only for Flag of Lithuania Lithuania)
  • Government monarchy.png Elective Monarchy (Tier 1, only for Flag of Poland Poland and Flag of Commonwealth Commonwealth)
  • Government monarchy.png Sidhi Recruitment (Tier 2)
  • Government republic.png Colonial Government (Tier 1)
  • Government monarchy.png English Monarchy (Tier 1, only for Flag of England England and Flag of Great Britain Great Britain)
  • Government monarchy.png Mamluk Government (Tier 1, only for Flag of Mamluks Mamluks)
  • Government monarchy.png Feudal Theocracy (Tier 1)
  • Government monarchy.png Mandala System (Tier 1)
  • Government republic.png Ambrosian Republic (Tier 1, only for Flag of Milan Milan)
  • Government republic.png Veche Republic (Tier 1)
  • Government republic.png Dutch Republic (Tier 1, only for Flag of Netherlands Netherlands)
  • Government republic.png Sich Rada (Tier 1)
  • Government monarchy.png Independent Daimyo
Number of states.png Traditions Ideas Bonuses Policies
The modifier “number of states” was removed with patch 1.30.

Other sources:

  • Flag of Russia Russia in Age of Revolutions can enable the "Russian Empire" splendor ability, that allows to have Icon states.png 20 additional States. (Requires Mandate of Heaven.png Mandate of Heaven)
  • Completing the "Enforce a Commonwealth" mission in the Flag of Lithuania 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 Flag of Taungu 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 Flag of Russia Russia is an Empire rank 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.png 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 State maintenance.png +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 Local institution spread.png +33% Institution spread
Centralization Effort Local autonomy.png −0.03 Monthly autonomy change
Defensive Edict Local defensiveness.png +33% Local defensiveness
Encourage Development Local development cost −10% Local development cost
Feudal De Jure Law Local unrest.png −5 Local unrest
Religion Enforced Resistance to reformation.png +90% Resistance to reformation
Edict of Absolutism Devastation icon.png −0.25 Monthly devastation
  • Available only in the Age of Absolutism with the "Edict of Absolutism" Splendor ability.
Promote Military Recruitment Local manpower modifier.png +25% Local manpower modifier
Protect Trade Local trade power.png +50% Local trade power
Enforce Religious Unity Local missionary strength.png +1% Local missionary strength


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

Local development cost −10% Local development cost
Local goods produced modifier +25% Local goods produced modifier
Local autonomy.png −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 Administrative power.png 3 / Diplomatic power.png 3 / Military power.png 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.

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 the increased demand of your estates for land.

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. For example, it can be extremely advantageous for Ming to form Yuan to take advantage of the latter's superb ideas, however Ming as a tag is banned from forming Yuan. Thus, a Ming player can unstate all his Chinese states, while conquering and stating the Shan states, making Shan culture more than 50% of the total development in Ming's states. This allows Ming to shift its primary culture to Shan, giving the decision to form the Shan tag, which is allowed to form Yuan. Of course, to form Yuan, the primary culture must be Altaic, which requires repeating the process of unstating the Shan areas and stating the Mongol or Oriat areas, once again pushing these cultures to be more than 50% of the total state development, allowing cultural shifts and thus forming Yuan.

Province mechanics