Core

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.10.

A core is a province that is considered a rightful part of a country. Cores give several strategically important benefits:

  • Provinces without a core add to overextension (except colonies), proportional to their development value.
  • Core provinces get a +75% positive tax modifier.
  • A country will always have a casus belli if one of their core provinces is owned by another power.

Core Icon.png Coring[edit]

Coring is the act of adopting a province into what is considered one's patrimony, or rightful homeland. Cored provinces are not considered conquered or occupied, but rather a rightful part of a realm.

Colonial range.png Range[edit]

Usually coring range is the same as colonial range. To check the range to a given province, change the map mode to "colonial range", and hover over the province of interest. The range will show, green for in range and red for out of range.

The following ideas and policies increase colonial range:

Colonial range.png Traditions Ideas Bonuses Policies
+50%

Exploration idea 3: Overseas Exploration
+33%

Norwegian idea 2: The Call of our Forefathers
+25%

Portuguese idea 1: Legacy of the Navigator
+20%

Exploration-Plutocratic: The Colonial Companies Act
Naval-Exploration: Skilled Cartographers
+15%

Couronian idea 5: Couronian Colonization
  • If a country has a core in province A, then it can core any province that has a "land bridge" to A. A doesn't have to be owned by that country. The bridge must be made through controlled provinces, not owned ones - temporarily taking a province during war can allow an isolated province to be cored.
  • If a country's vassal has a core in province B, then the country can core any province adjacent to B in its home continent. B doesn't have to be be owned by that vassal.
  • If a country's colonial nation has a core in province C, then the country can core any province adjacent to C in all continents. C doesn't have to be be owned by that colonial nation

Core-creation cost.png Costs[edit]

Base costs[edit]

Coring is an action which costs Administrative power.pngadministrative monarch points. The base cost depend on the Development.png development of the province. For each point of development, the coring cost is 10[1] Administrative power.png administrative monarch points. This base core creation cost is modified by:

×0.50[2] for overseas provinces.
×0.50[2] for colonies on the same continent, or those with a land connection to the capital.
×0.25[3] as colonial nation for provinces in the same region.
×0.75[4] as colonial nation for provinces on the same continent.

Note: Overseas colonies are automatically cored for free when they become a city. Newly colonized provinces with a "land bridge" to the capital have significant lowered coring cost and time.

Modifiers[edit]

Core-creation costs are influenced by the following:

Ideas and policies:

Core-creation cost.png Traditions Ideas Bonuses Policies
−33%

Ottoman idea 1: Millets
−25%

Mughal traditions Administrative idea 2: Adaptability
Horde idea 5: The Tradition of Conquest
Italian (cU) idea 7: The Path to Citizenship
Kazani idea 2: Tribal Legacy
−20%

Anatolian traditions
Candarid traditions
Karamanid traditions
Manchu idea 1: United Three Jurchens
−15%

Brazilian idea 5: Entradas and Bandeiras
Granada idea 2: Recover Al Andalus
Muscovite idea 1: Sudebnik
Ryazan idea 6: Russian Ambition
Tarascan idea 7: Tarascan Assimilation
Bosnian ambitions
Burmese ambitions
−10%

Bulgarian traditions
Client State traditions
Dai Viet idea 5: Don Dien
Divine idea 2: Church Administration
Ethiopian idea 6: Expansionist Policy
Maratha idea 4: Office of the Peshwa
Naxian idea 7: Naxian Ambitions
Greek ambitions

Further modifiers:

−10% for for having a claim.
−10% for having tribal despotism as form of government.
−10% for the emperor of the Holy Roman Empire after the third imperial reform “Reform the Hofgericht
−10% for choosing Hindu Deity Shiva Shiva as personal deity of a ruler of a Hinduism Hindu nation (only with Wealth of Nations.png Wealth of Nations DLC)
+3% for each point of Icon war exhaustion.png war exhaustion.
−20%/-40%/-60% from Administrative technology (Administrative efficiency).

Note: The minimum coring cost for a pronvince is 10% of its coring cost. Even if you have a −100% modifier on a province, you'd still have to pay 10% of the coring cost.

Enemy core creation.pngHostile core-creation[edit]

The national ideas listed below increase coring costs for a province with a core from a nation which possesses this modifier. The increase applies even if the nation with the core does not exist. These modifiers are taken into account by the AI when making decisions on which nation to attack.

Enemy core creation.png Traditions Ideas Bonuses Policies
+50%

Berber traditions
Caucasian traditions
Central Indian traditions
Circassian traditions
Dai Viet traditions
Georgian traditions
Rajput traditions
Wallachian traditions
Aristocratic idea 2: Local Nobility
Bohemian idea 7: Czech Nationalism
Chickasaw idea 4: Unconquered and Unconquerable
Afghan ambitions
+25%

Cherokee traditions
Dahomey traditions
Semien traditions
Armenian idea 6: Nakharar Titles
Breton idea 1: Legacy of Breton Independence
Chachapoyan idea 5: Chachapoyan Endurance
Holstein idea 2: Between a Kingdom and the Empire
Italian idea 3: Italian Aristocracy
Moldavian idea 6: Vlachs
Pueblo idea 1: Ancient Pueblo Legacy

Duration[edit]

The base duration for coring is 3 years, and it can be reduced by the following modifiers:

  • Province has same culture group: -50%
  • Province is claimed: -10%
  • Province is a recently finished colony with "land bridge" to capital: -33%

The two modifiers above will stack additively. Coring progress will be halted if the province is occupied hostile forces or when the current owner is at war with any country that already has a core on the province. Progress will resume as soon as these conditions are lifted.

Restrictions[edit]

It is not possible to core a province

  • While being at war with someone who also has a core in that province. The ongoing core creation will temporarily halt if this happens.
  • While there is a missionary converting the province.
  • While a building is being constructed in the province.
  • While the culture of the province is being changed.
  • If the province isn't in range.
  • Province is occupied (Progress halts, will resume if unoccupied).
  • Province is under siege (Progress halts, will resume if siege is lifted).
  • Province is inland and there is no adjacent cores.

Gaining cores through other means[edit]

In addition to coring newly acquired provinces manually, a nation can also gain cores by diplo-annexation of vassals or integrating a junior partner of a personal union. Both processes automatically give cores on all provinces of the acquired territory, making the strategy of "feeding" vassals with uncored provinces a viable strategy to save monarch points. However, provinces cored this way begin with high local autonomy and will be relatively unproductive for some time, depending on your government type.

When an overseas colony (not on the same continent as the player's capital) becomes a city, its owner gains a free core on it. Colonies on the same continent don't receive free cores, but have reduced coring cost. If the owner has a Colonial nation in the same colonial region (or becomes eligible for one with the colony finished), the core is instantly granted to the colonial nation instead.

When forming Manchu through decision, you gain cores on all of Inner Manchuria

Revoke Core Icon.png Losing cores[edit]

  • When negotiating a peace deal, a core can be removed:
    • Through demanding to 'revoke core'. You can't make a nation revoke a core on land you do not have as a core.
    • If you force a nation to 'return core's to a third nation, the nation giving away the province loses the core if the province is not of their primary culture.
  • Cores in uncontrolled provinces will disappear some time after the most recent of these events:
    • The province changed ownership.
    • A war between the current owner and the nation owning the core was fought.
    • The owner of the core lost ownership of the province.
  • The time to lose a core depends on the province's culture relative to the core[5]:
    • If the core is the primary tag for the province's culture, it cannot expire.
    • 150 years if the core shares a culture group with the province.
    • 50 years otherwise.
  • If a country is destroyed, it loses all wrong-culture group cores.
  • Releasing nations will remove cores from releaser if the province is not of their primary culture.
  • Cores can also be removed on provinces that you don't own by going to the province view and removing the core manually. However, this action also costs some Prestige.pngprestige.

References[edit]

  1. See in /Europa Universalis IV/common/defines.lua: PS_MAKE_PROVINCE_CORE = 20,
  2. 2.0 2.1 See in /Europa Universalis IV/common/defines.lua: CORE_COLONY = 0.5, -- Multiplied with base tax, colonized by country or overseas
  3. See in /Europa Universalis IV/common/defines.lua: CORE_SAME_REGION = 0.25, -- Multiplied with base tax, for colonial nations
  4. See in /Europa Universalis IV/common/defines.lua: CORE_SAME_CONTINENT = 0.75, -- Multiplied with base tax, for colonial nations
  5. See in /Europa Universalis IV/common/defines.lua: CORE_LOSE = 50 and CORE_LOSE_CULTURE_GROUP = 150
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