Territories and states

From Europa Universalis 4 Wiki
Jump to: navigation, search
See also: Core
An example of states and territories as held by Castile on the Iberian peninsula.

States and Territories are a new 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.

At its core, territories are based on areas (part of the revamped regions system) and a 2-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[edit]

The following points provide a detailed summary of the system:

  • Uncored provinces are treated the same, whether in a territory or a state; meaning they cause Overextension.png overextension and have a Local autonomy.png 75% Local autonomy floor preventing them from fully contributing to the nation.
  • 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.
  • It is important to note that provinces with territorial cores:
    • Retain the Local autonomy.png 75% Local autonomy floor.
    • Can't be assigned estates.
    • Lose their territorial core if they are conquered and would have to be re-cored once the province is re-gained.
  • Once all the owned provinces in a territory are cored, it is possible to turn the territory into a state (from the province interface, above the buildings section). The change of status requires payment of State maintenance.png State maintenance. States with territorial cores have a Local autonomy.png 50% Local autonomy floor (LA is reduced instantaneously to the new floor).
  • To fully core state provinces requires paying the remaining 50% coring costs. This second coring phase is instantaneous and has Local 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.

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 would require to fully core 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.png State maintenance[edit]

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

The state maintenance is modified by the following:

State maintenance.png Modifier
+0.007 Per Development.png Development level
+0.001 Times distance from the Capital.png Capital
  • For different Continent
  • For Max promoted cultures.png non-accepted culture
State maintenance.png Traditions Ideas Bonuses Policies
  • Fully Expansionist

Number of states.png Number of states[edit]

Each nation has a base value of Number of states.png 5 States. Addition modifiers are then applied as follows:

\text{number of states} = \text{ base value } + \text{ government rank } + \text{ government type } + \text{ administrative tech level } + \text{ additional bonuses }

Number of states.png Government Rank
+10 Empire rank Empire
+5 Kingdom rank Kingdom
0 Duchy rank Duchy
Number of states.png Government Type
  • Government monarchy.png Celestial Empire
  • Government monarchy.png Ottoman Government
  • Government monarchy.png Monarchy (except: Celestial Empire, Daimyo, Ottoman Government)
  • Government republic.png Republic (except: Free City)
  • Government theocracy.png Theocracies
  • 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
Number of states.png Administrative tech.png Adm Tech
0 level 1
+5 level 8
+11 level 12
+20 level 17
+32 level 20
+47 level 24
+65 level 27
+86 level 31
Number of states.png Traditions Ideas Bonuses Policies
  • Fully Administrative

If Flag of Ming Ming is an Empire rank Empire rank (+10), is a Government monarchy.png Celestial Empire (+8) and has Administrative tech.png Administrative tech level 17 (+20), then:

\text{number of states} = 5\, +\, 10\, +\, 8\, +\, 20 = 43 \text{ States}

Province mechanics
Management CapitalCoreCultureReligionRebellionAutonomyList of provinces
Economy DevelopmentTaxProductionBuildingsManpowerSailors