States and territories

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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.

All countries are internally comprised of states and territories. Any area in which a country holds one or more provinces is classified within that country as a state or a territory. States represent parts of a country which are more tightly integrated, while territories represent parts of a country which are more autonomous. States can be more productive than territories due to this lack of autonomy.

All countries have their governing capacity to rule their provinces. It is modified by government ranks, types, and reforms, along with administrative technology and estate privileges. Every province takes a share in governing capacity, based on its Development.png development. The share is halved if the province is assigned to a trade company and divided by four if it is in a territory. This reflects the historical difficulty of fully integrating every part of a large country, especially faraway or overseas lands. The player must decide which areas to turn into states, and which areas to leave as territories and trade companies.

Differences between states and territories

The table below shows key differences between states and territories:

States Territories
Minimum autonomy for provinces 0% for full cores,
90% for territorial cores
80% if given to trade company
Allows provinces to become territorial cores N/A Yes
Allows provinces to become full cores Yes No
Dharma.pngAllows Centers of Trade to be upgraded Yes No
Yes if given to trade company
Allows provinces to be given to trade company No Yes
Allows state edicts Yes No
May contain capital city Yes No
Maintenance costs Variable None
Missionary strength penalty None -2.0%
-200% if given to trade company
Share in governing capacity 100% 25% for regular territory
50% if given to trade company

Basic concepts

Every province in a country is grouped into states and territories. Provinces in state is the lands that fully integrated with the country, while territories have a significant local autonomy. A newly conquered province is considered as part of a territory, unless it already belongs to one of the country's existing states. If the country don't have any core in the province, it needs to be cored. 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 very high Local autonomy.png 90% 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). 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.

Provinces in states but with only territorial cores:

  • Have a Local autonomy.png 90% Local Autonomy floor.
  • Lose their territorial cores if they are conquered and would have to be re-cored if the provinces are re-conquered.
  • Dharma.pngCenters of Trade located in territories cannot be upgraded beyond Level 1.

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 have a limited governing capacity. The maximum capacity is modified by government ranks, types, and reforms, along with administrative technology and estate privileges. Governing capacity cost is based on development, modified by 100% for state, 50% for trade company and 25% for territory.

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

Governing capacity

Governing capacity represents the ability of a nation to rule its lands efficiently. Each nation has a base value of Governing capacity.png 200 governing capacity. Addition modifiers are then applied as follows:

If the limit is reached, the country will get penalties. At 100% over limit:

Stability cost modifier.png +100% Stability cost modifier
Advisor cost.png +100% Advisor cost
Improve relations.png −50% Improve relations
Core-creation cost.png +20% Core creation cost
Aggressive expansion impact.png +50% Aggressive expansion impact
Militarization of state.png −1 Militarization of state

These are things that modifies governing capacity limit:

Governing capacity.png Government Rank
+400 Empire rank Empire
+200 Kingdom rank Kingdom
0 Duchy rank Duchy
Governing capacity.png Additional Bonuses
  • Brahmins.png Brahmins land rights privilege
  • Nobility.png Nobles land rights privilege
  • Clergy.png Church land rights privilege
  • Marathas Maratha land rights privilege
  • Burghers.png Burghers land rights privilege
  • Vaishyas.png Vaishyas land rights privileges
  • Cossacks Cossacks land rights privileges
  • Tribes Tribes land rights privileges
  • Dhimmi.png Dhimmi land rights privileges
  • Jains.png Jains land rights privileges
  • Rajputs.png Rajputs land rights privileges
+20 (unrecognized string “expand administration” for Template:Icon) Expand Administration (repeatable)
Governing capacity modifier.png Percentage Modifier
  • Age of Revolutions.png Age of Revolutions splendor ability “Russian Empire”
  • Economical hegemony bonus power
Governing capacity.png Administrative tech.png Adm Tech
+100 Level 8
+100 Level 12
+250 Level 17
+250 Level 20
+250 Level 24
+250 Level 27
+500 Level 31
Icon states.png Dharma.pngGovernment Reforms
  • Government monarchy.png Celestial Empire (Tier 1, only for the Emperor of china icon.png emperor of China)
  • 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 Consolidate Power in the Doge(Tier 3)
  • Government republic.png Administrative Divisions (Tier 4)
  • Government theocracy.png Priestly Autonomy (Tier 8)
  • 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 monarchy.png A Loyal Consulate(Tier 6)
  • 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 Russian Principality (Tier 1)
  • 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 Autonomous Swiss Cantons
  • Government monarchy.png Independent Daimyo
  • Government monarchy.png Prussian Monarchy
  • Government republic.png Prussian Republic

There are also ideas that change governing capacity:

Governing capacity modifier.png Traditions Ideas Bonuses Policies
  • Fully Administrative
  • Hindustani traditions
  • Berg idea 2: Duchy of Julich-Berg
  • British idea 1: The Acts of Union
  • Chernihiv idea 1: Legacy of the Old Principality
  • Delhian idea 5: Re-integrate Former Provinces
  • Holy Roman idea 7: Onwards and Upwards
  • Trent idea 5: Trent-Brixen Confederacy
  • Great Yuan ambition

A custom nation can have a national idea of up to +25% governing capacity.

Example (Maximum possible number of states in game excluding the use of custom nationsEl Dorado.png and expand administration button)

If Flag of Russia Russia is an Empire rank Empire rank (+400), has enacted tier 1 reform Tsardom (+250) and tier 6 reform L’etat c’est moi (+250), has completed Administrative ideas (+10%), has Administrative tech.png Administrative tech level 31 (+1700 cumulatively), has enacted every estate land rights privilege it could have (Nobility.png nobles, Clergy.png church, Cossacks cossacks, and Burghers.png burghers) (+100 each), and has "Russian Empire" splendor ability (+33%), then:

State edicts

In each state, a state edict can optionally be enacted. This applies a bonus to all owned and cored provinces in the state, including any territorial cores. All edicts cost State maintenance.png +200% state maintenance, a penalty that is applied before any further modifier to state maintenance.

Once enacted, an edict cannot be adjusted for one year. After this time has passed, it becomes possible to remove or replace the edict.

The 'States & Territories' page on the ledger shows the current edict for each state, if any. This can be useful for keeping track of edicts in a large country with many states.

The first three ages each have a special edict associated with them. These edicts can be unlocked by spending Splendor on the relevant age ability, but such edicts will only be usable until the end of that age.

List of available edicts

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.
Increased Enlistment 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.


Choosing territories to promote to states

Since each country may only have a limited number of states, it can be helpful to carefully choose which territories will be promoted to states, rather than promoting indiscriminately.

The following types of territory may be good candidates for promotion:

  • Territories with high total development. The 'States & Territories' page in the ledger may be helpful for identifying such territories. Among other information, this page lists each territory and its total development, and the list may be sorted by total development. Although 1.30 patch introduces governing capacity and removed maximum state limit, hence the need to choose highest total development territory to make state basically disappeared, selective choice may still be needed especially when the nation is above governing capacity limit.
    • Territories with high total development and require religious conversion: provinces in territories and with an unaccepted population culture has a missionary strength modifier of -4%. In contrast, provinces in states can promote cultures to become acceptable and can enact "Enforce Religious Unity" for a modifier of +1%, a net difference of +5%. Also, provinces with high total development are already more difficult to convert to begin with.
  • Territories with valuable trade goods (especially gold). States allow the full production potential of such provinces to be tapped.
  • Territories with high tax provinces may be particularly good candidates in the early game, when tax may account for a larger proportion of a country's income.

Temporary states

Even if the player does not plan on turning a territory into a permanent state (e.g. because of near-limit governing capacity), it can be useful to turn such territories into 'temporary states'. This is achieved by promoting to state as normal, but leaving all provinces as territorial cores rather than fully coring then.

Such 'temporary' states will not be as productive as fully-cored states, but they will still receive useful benefits, such as a free reduction to minimum autonomy and the ability to apply state edicts.

Temporary states can be demoted back to territories at any time, to allow more valuable areas to become states. It is worth noting the following downsides of demoting a state to a territory:

  • All full cores in the temporary state will revert to territorial cores. This is generally not a problem if the player refrains from full-coring the provinces in the temporary states. However, it can result in the unexpected loss of full cores from integrated subjects.
  • If autonomy was manually increased after forming the temporary state, the effects of this autonomy increase will be lost.

Reducing devastation in states

The benefits from a state becoming prosperous can be quite valuable. Since states may only become prosperous if their provinces contain no devastation, it can be worthwhile to check on the devastation level of recently conquered states.

Devastation ticks down naturally in unoccupied provinces. However, if devastation is particularly high in a province, it may take years or even decades for the devastation to tick down to zero. In such cases, it may be useful to manually reduce the devastation in that province, e.g. by developing that province.

Culture switching

Only provinces in states are counted when determining the majority culture. In order to switch primary cultures, you can convert states of your old culture to territories, and convert territories having the culture you want to switch to states. By switching cultures, one can form any nation as long as they hold the required provinces as cores and the nation they start as isn't an end game tag. This can be advantageous, especially in forming a nation to move your capital into Europe to create trade companies in Africa and Asia. A notable example is if you start as the Mamluks, conquer some lands with Turkish culture, convert your states with Egyptian and Syrian culture to territories, and convert the newly conquered Turkish land into states, you can switch your primary culture to Turkish, allowing you to form Flag of Rûm Rûm for their powerful ideas and Ottoman Government form (after you eliminate the Ottomans). This also comes with the added benefit of moving your capital into Europe, which lets you use your close proximity to India and ease of controlling the Gulf of Aden to make a lot of ducats from trade from India.

Province mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology