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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. Occupying the enemy capital will increase the desire for peace of the AI, allowing you to potentially claim more in the peace deal. 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 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.
  • The capital province gets:[1]
    • Tax income.png +2 tax income
    • 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.


  • 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 and has no neighboring provinces.
  • 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 or region. For example, moving closer to a more valuable trade node so you lose the 50% trade collection malus. Moving your capital to a province is also an easy way to enact a decision for culture shifting. You can culture shift to any culture given that this culture is the dominant culture of your nation.


  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
CapitalCoreCultureReligionRebellionAutonomyList of provinces