Capital

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This article is considered accurate for the current version of the game.

Every country has a capital province, which acts as center of government. A nation's capital is generally its most important province, and consequently the capital affects, and is affected by, many mechanics throughout the course of a game. For example, countries with capital provinces located within the bounds of the Holy Roman Empire are automatically given membership in the Empire.

Finding the capital[edit]

The button with the right arrow symbol in the toolbar below the minimap, when selected, will offer an option, ‘Go to home capital’. When that is chosen, the map will center on one's capital province. Alternatively, hitting either the Backspace or Home keys will center on the capital.

Identifying the capital[edit]

In the province interface of the capital, left to the province name at the top, a gold crown within a red circle Capital.png is displayed.

Purpose & effects[edit]

  • In war: If a capital is occupied during a war, it will count for a greater warscore because of its value. It also generally cannot be claimed as part of a peace deal unless it is the very last province of the country; as part of an annexation; or if it is isolated and the sole aim of the war.
  • For trade: Trade is automatically collected from the node containing the main trade port, which is always the capital at the beginning of the game, even without a merchant (although a merchant will boost the income received). Collecting from trade in other nodes reduces one's trade power there by 50%.
  • For government envoys: Colonists, diplomats, merchants and missionaries all return to the capital when they are unassigned, and the time taken to return depends on the distance from their target to the capital.
  • For colonies: Provinces on that are on the same continent as the capital, or are connected to it through owned land, don't count as distant oversees and won't produce colonial nations.
  • The capital province gets:[1]
    • Tax Base Icon.png +2 base tax
    • Local manpower modifier.png+10% local manpower modifier
    • National garrison growth.png+10% garrison growth.

Moving the capital[edit]

A country can move its capital to another province from the province interface by selecting the grey crown in the upper left corner.

Requirements

  • It costs 200 Administrative power.png administrative power[2] to move the capital.
  • The capital cannot be moved to another continent unless it is the last province in its current continent.
  • A Holy Roman Empire member cannot move its capital to a non-imperial province, nor can a non-member move its capital to an imperial province.

Events that move the capital

Certain countries such as the Ottomans, Poland and Muscovy also have decisions to move the capital for no costs.

The capital, and any foreign diplomats active in it, will automatically change in the event that it is conquered in a war.

If the main trade port is in the capital, moving the capital will move trade ports as well.

Tactical moving of capital

For some countries, it can be effective to move their capital to another continent. A good example are the Irish OPM Tyrone, Leinster, Connaught and Munster. They can - since they have only one province in Europe left - move their capital to the American continent and therefore profit immensly from the rich trade nodes and provinces over there. Another example would be Portugal - which may move their capital to Africa - but here the player needs to keep in mind that the European provinces are very wealthy.

Footnotes[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt under capital_city.
  2. See in /Europa Universalis IV/defines under PS_MOVE_CAPITAL.
Province mechanics
Management
CapitalCoreCultureReligionRebellionList of provinces