eu4 provinces

Province

Province view
For a listing of all provinces, see List of provinces.

In Europa Universalis IV, the world is split into continents, areas, nations, and provinces. Provinces are the smallest of those divisions. They contribute to a nation’s tax, manpower, unrest, overextension, and commerce.

Each province contains a small geographic area, with a city or metropolis at its middle. Cities presently haven’t any performance outdoors of aesthetics, however like provinces, may be renamed as of patch 1.four. Both province and metropolis names may be modified by left clicking on them within the province tab. With the Wealth of Nations growth, province names may also be dynamic and scripted to be distinctive for both the province proprietor, the province tradition or the province tradition group (in that precedence). With the Common Sense growth, a province can now be improved with developments.

There are 2632 provinces in complete.

Terms & Mechanics[edit]

Provinces are the center of any nation in Europa Universalis IV. They present revenue, manpower, and commerce items.

Development[edit]

Main article: Development

Introduced in patch 1.12, improvement is the measure of a province wealth and productiveness. The stage of improvement of a province contributes to native commerce energy, land and naval power limits, provide restrict modifier and the overall variety of buildings that may be inbuilt a province. Development is additional divided into base tax, manufacturing and manpower. Each may be improved additional with the suitable monarch factors. The Common Sense DLC is required to be able to enhance developments in a province.

Tax[edit]

Main article: Tax

Each province has a base tax, roughly comparable to the inhabitants and wealth of the world. The quantity proven is the tax earned every month from that province, after all of the modifiers have been accounted for. Prior to patch 1.12, the determine given ingame is the tax obtained yearly.

Production[edit]

Main articles: Production, Trade goods

Each province produces a particular kind of useful resource or commerce good. See Trade for a whole listing of commerce items. The determine given ingame is the month-to-month manufacturing revenue. Production effectivity additional will increase the revenue obtained.

Manpower[edit]

Main article: Manpower

Every province contributes a specific amount of manpower to the manpower pool of a nation. This is affected by the province manpower improvement stage, and are modified by concepts, authorities kind and buildings.

Defence[edit]

Main article: Land warfare

Provinces may be defended by forts. Provinces that lack a fort will fall simply to the enemy. Forts exert a Zone of Control round itself and surrounding provinces, and should be taken earlier than an enemy military could go via. In occasions of peace, a fort could also be mothballed to be able to save upkeep, at the price of it falling into disrepair and probably not having the ability to defend the province. Nations could begin off with forts in strategic areas. Capital provinces with out a fort begins with a particular stage 1 fort that doesn’t exert Zone of Control round itself, and has a smaller garrison.

Trade[edit]

Main article: Trade

Related carefully to manufacturing is commerce. Each province produces a specific amount of commerce energy and contributes commerce worth to the commerce node it’s connected to.

Autonomy[edit]

Main article: Local autonomy

Autonomy represents the diploma of management the federal government of the nation exerts over a province. The decrease it’s, the extra management the federal government has. Autonomy determines how productive a province is to a nation.A province with 100 native autonomy will not pay tax and will not give manpower and commerce energy.

Unrest[edit]

Main article: Rebellion

In troubled occasions, varied events could determine to insurgent towards the nationwide authorities. This is represented in-game by unrest. The kind of rebels that will seem are proven within the province display screen, and likewise within the stability and growth authorities tab. Unrest may also be lowered by rising the native autonomy, however will lower the revenue and manpower that province produces.

Devastation[edit]

Provinces which were besieged or occupied or the place their proprietor has scorched the earth achieve Devastation icon.png devastation, a price starting from zero to 100%. At 100% devastation, a province will get the next penalties:

Local goods produced modifier−100%Local goods produced modifier
Supply limit modifier−50%Supply limit modifier
Local institution spread.png−100%Institution spread
Local development cost+10%Local development cost
Local manpower modifier.png−100%Manpower modifier
Local sailors modifier.png−100%Sailors modifier
Hostile movement speed−25%Local hostile movement speed
Movement speed.png−25%Local friendly movement speed

Devastation changes according to the following factors:

Monthly
change
Factor
+0.1Under siege (even friendly)
+0.1Under blockade (even friendly)
+0.2Occupied
−0.08Under its owner’s control
−0.83In the zone of control of a friendly active fort (not if occupied)
−0.25Edict of Absolutism (requires Mandate of Heaven.png Mandate of Heaven)

Developing in a province removes devastation at 5% per level (with adjustment based on native autonomy).

Cores and claims[edit]

Main articles: Core, Claim

Cores signify the elements of the nation that it considers rightfully theirs. Cores belonging to nations that don’t exist are greyed out. A province can have an infinite quantity of cores. A nation might claim one other province by espionage or boundary disputes.

Culture and faith[edit]

Main articles: Culture, Religion

Each province has a main culture and religion. Provinces which have international cultures or don’t share the state faith are typically extra rebellious.

Buildings[edit]

Main article: Buildings

Nations might additional develop their provinces by constructing improvements and infrastructure. The variety of buildings that may be inbuilt a province are restricted by its growth degree.

Capital[edit]

Main article: Capital

Every nation in Europa Universalis IV has a capital province. The capital is taken into account the political heart of the nation and ought to be defended in any respect prices. Capitals might be moved at the price of 200 administrative factors.

Main buying and selling port[edit]

Every nation in Europa Universalis IV has a principal buying and selling port province which is by default situated in the identical province because the capital. Trading ports might be moved at the price of 200 Diplomatic power.png diplomatic energy so as to optimize commerce earnings. With patch 1.eight, commerce is robotically collected in a nation’s principal buying and selling port with out the necessity to station a merchant there.

Straits[edit]

Straits are connections between two provinces which don’t share a land border however as an alternative might be accessed over a water physique. An inventory of straits within the base map is beneath.

  • Lund − Sjælland
  • Sjælland − Fyn
  • Fyn − Østjylland
  • Fyn − Kolding
  • Fyn − Lolland
  • Sjælland − Lolland
  • Calabria − Messina
  • Constantinople − Kocaeli
  • Menominee − Michigan
  • Stockholm − Åland
  • Åland − Åbo
  • Corfu − Epirus
  • Epirus − Achaea
  • Athens − Naxos
  • Edirne − Biga
  • Sutherland − Western Isles
  • Sutherland − Orkney
  • Holland − Friesland
  • Suo − Chikuzen
  • Bungo − Iyo
  • Iyo − Aki
  • Leichow − Kingchow
  • Reval − Ösel
  • Ösel − Goldingen
  • Johor − Siak
  • Lingga − Jambi
  • Nootka − Salish
  • Nootka − Squamish
  • Nootka − Kwakiutl
  • Eskikewakik − Unamakik
  • Sipeknekatik − Epekwitk
  • Chisedec − Taqamkuk
  • Deren − Sakhalin
  • Tajura − Mokha
  • Venezia − Treviso
  • Stade − Dithmarschen
  • Awa − Settsu
  • Mutsu − Oshima
  • The Kurils–Tokachi
  • Bagamoyo − Zanzibar
  • Corsica − Sassari
  • Al-Qatif − Bahrain
  • Qatar − Bahrain
  • Lanao − Panay
  • Visayas − Bikol
  • Halmahera − Ternate
  • Halmahera − Tidore
  • Taranaki − Waitaha
  • Chios − Sugla
  • Chios − Biga
  • Caffa − Matrega
  • Haida − Tlingit
  • Odawa − Okouara
  • Odawa − Soto
  • Mingan − Anticosti
  • Ayrshire − Ulster
  • Madurai − Vanni
  • Orinoco Delta − Trinidad
  • St. Vincent − St. Lucia
  • St. Lucia − Martinique
  • Martinique − Dominica
  • Guadalupe − Antigua
  • Antigua − St. Kitts
  • Surabaya − Madura
  • Bali − Lombok
  • Lombok − Sumbawa
  • Sumbawa − Flores
  • Flores − East Timor
  • Buton − Kendari
  • Visayas − Panay
  • Visayas − Butuan
  • Panay − Manila
  • Palawan − Manila
  • Ambom − Ceram
  • Bangka − Palembang
  • Bintan − Johor
  • Para − Marajó
  • Belem − Marajó
  • Menominee − Odawa
  • Djerba − Tataouine
  • Banten − Tulungbewang
  • Mogostan − Hormuz
  • Qawasim − Hormuz
  • Athens − Euboea
  • Euboea − Naxos
  • Savolax − Kainuu
  • Ceuta − Gibraltar

Climates and winters[edit]

Each province has a local weather and should expertise winters of various severity. There are map modes for climates and winters.

Climate map.
Legend: temperate tropical arid arctic

Arctic

Arctic icon
The arctic local weather is harsh, the place there’s not a lot massive vegetation.

Arctic provinces give:[1]

Local colonial growth.png−10 Local settler improve
Supply limit modifier−40% Supply restrict modifier
Attrition for enemies.png+1 Attrition for enemies
−1 Possible variety of buildings
Local development cost+50% Local growth price

Arid

Arid icon
The arid local weather has a extreme lack of rainfall, making it very laborious to maintain a big military equipped.

Arid provinces give:[2]

Local colonial growth.png−10 Local settler improve
Supply limit modifier−20% Supply restrict modifier
Attrition for enemies.png+1 Attrition for enemies
Local development cost+15% Local growth price

Tropical

Tropical icon
The tropical local weather makes it very laborious for brand spanking new cities to develop, as ailments and warmth are massive obstacles.

Tropical provinces give:[3]

Local colonial growth.png−10 Local settler improve
Supply limit modifier−30% Supply restrict modifier
Attrition for enemies.png+2 Attrition for enemies
Local development cost+15% Local growth price

Winter map.
Legend: no winter delicate winter regular winter extreme winter

Mild winter

Mild winter icon
There is a small quantity of snow on the bottom, and the temperature is slightly below freezing.

Provinces with a light winter have:[4]

Attrition for enemies.png+1Attrition for enemies
Supply limit modifier−10%Supply restrict modifier

Normal winter

Normal winter icon
The floor is roofed by snow, and the temperature is solidly beneath freezing.

Provinces with a standard winter have:[5]

Attrition for enemies.png+2Attrition for enemies
Supply limit modifier−20%Supply restrict modifier

Severe winter

Severe winter icon
The snow has piled up fairly severely, and the temperatures are far beneath freezing.

Provinces with a extreme winter have:[6]

Attrition for enemies.png+threeAttrition for enemies
Supply limit modifier−30%Supply restrict modifier

Modifiers[edit]

Coastal Center of Trade[edit]

Coastal center of trade icon
The significance of this province as a Center of Trade will assist management commerce within the area.

Coastal facilities of commerce give Local trade power.png+10 native commerce energy, Naval forcelimit.png+2 naval power restrict, Local development cost−5% native growth priceSailors.png+25% native sailors modifier and Local institution spread.png+10% establishment unfold.[7]

  • Bergenshus
  • Danzig
  • Hamburg
  • Lübeck
  • Holland
  • Genoa
  • Venezia
  • Ragusa
  • Constantinople
  • València
  • Sevilla
  • Lisboa
  • London
  • Lothian
  • Caffa
  • Hüdavendigar
  • Tangiers
  • Tlemcen
  • Tunis
  • Alexandria
  • Aden
  • Muscat
  • Surat
  • Malabar
  • Tondainadu
  • Coromandel
  • Chittagong
  • Kotte
  • Malacca
  • Ayutthaya
  • Kalapa
  • Brunei
  • Makassar
  • Canton
  • Hangzhou
  • Lima
  • Zanzibar
  • Mombasa
  • Mogadishu
  • Zeila
  • Antwerpen
  • Beijing
  • Chikuzen
  • Kholmogory
  • Goa
  • Ahmadabad
  • Cuetlaxtlan
  • Pasai
  • Gyeongju
  • Hormuz

Inland Center of Trade[edit]

Inland center of trade icon
The significance of this province as a Center of Trade will assist management commerce within the area.

Inland facilities of commerce acquire Local trade power.png+10 native commerce energy, Local development cost−5% native growth price and Local institution spread.png+10% establishment unfold.[7]

  • Köln
  • Firenze
  • Wien
  • Champagne
  • Lyonnais
  • Krakow
  • Prague
  • Kiev
  • Moskva
  • Nizhny Novgorod
  • Novgorod
  • Tafilalt
  • Aleppo
  • Baghdad
  • Tabriz
  • Mazandaran
  • Samarkand
  • Lahore
  • Delhi
  • Central Doab
  • Chengdu
  • Xi’an
  • Yumen
  • Girin
  • Asuncion
  • Chuquiabo
  • Pueblo
  • Tamaroa
  • Potawatomi
  • Hochelega
  • Winnipeg
  • Kazan
  • Timbuktu
  • Katsina
  • Borno
  • Mpemba
  • Tete
  • Harer
  • Gonder
  • Frankfurt
  • Honniasont
  • Manaus
  • Kalonga
  • Buganda
  • Luba

Estuary[edit]

Estuary icon
Controlling the necessary river estuary strengthens our maintain of the commerce within the area.

River estuaries give Local trade power.png+10 native commerce energy.[7]

  • Neva
  • Riga
  • Memel
  • Danzig
  • Hamburg
  • Holland
  • Ferrara
  • Caux
  • Nantes
  • Gascogne
  • Provence
  • Sevilla
  • Lisboa
  • Porto
  • London
  • Yedisan
  • Azov
  • Rosetta
  • Basra
  • Shirvan
  • Astrakhan
  • Thatta
  • Velanadu
  • Bengal Delta (Gives solely Local trade power.png+5)
  • Dhaka (Gives solely Local trade power.png+5)
  • Pegu (Gives solely Local trade power.png+5)
  • Canton
  • Rio de la Plata
  • Guayaquil
  • Chinook
  • Chitimacha
  • Santee
  • Chesapeake
  • Lenape
  • Manhattan
  • Stadacona
  • Muskegon
  • Cayor
  • Benin
  • Quelimane
  • Bessarabia
  • Pathein (Gives solely Local trade power.png+5)
  • Suzhou
  • Stettin
  • Bremen
  • East Frisia
  • Konaseema
  • Huai’an
  • Canik
  • Hai Phong
  • Prek Russey
  • Mangazea
  • Coahuilteco
  • Tarragona

Important Natural Harbor[edit]

Important natural harbor icon
This province is of course suited to develop into an area Center of Trade and controlling it should assist management commerce within the area.

Important pure harbors give Local trade power.png+10 native commerce energy, Naval forcelimit.png+1 naval power restrict, Local development cost−5% native growth price, and Sailors.png+50% native sailors modifier.[7]

  • Havana
  • Barahonas
  • Manilla
  • Bahia
  • Rio de Janeiro
  • Picunmapu
  • Cartagena
  • Panama
  • Tlapanec
  • Massachusetts
  • Eora
  • Gold Coast
  • Cape
  • Miwok

Important pure harbors might develop into coastal facilities of commerce by an event if Feudalism.png Feudalism has unfold to them, a Latin marketplace.png Markeplace has been constructed, or have at the very least Development.png 15 growth.

The Spice Islands[edit]

The Spice Islands give Local goods produced +three native items produced.

  • Ternate
  • Tidore

Province trade power value.pngSound Toll[edit]

In addition, there are two necessary sounds on this planet, the place two provinces have the privilege of making the most of the sound toll: Sjælland and Constantinople.[7]

  • Sjælland will get Local trade power.png+20 native commerce energy.
  • Constantinople will get Local trade power.png+10 native commerce energy.

Religious heart[edit]

Religious center icon
The significance of this province as a Religious Center will make it very tough to transform.

Religious facilities have Local missionary strength.png −5% native missionary energy.[7]

  • Roma
  • Mecca
  • Hillah
  • Lhasa
  • Doaba – after 1499
  • Varanasi
  • Kandy

After the the Protestant Reformation, new spiritual facilities will seem for the Protestant and Reformed religion, relying on the place it began. Up to a few spiritual facilities will seem for every.

Miscellaneous modifiers[edit]

  • Dalaskogen has the Stora Kopparberget, giving it Local goods produced +5 native items produced.
  • Potosi has the Cerro Rico, giving it Local goods produced +three native items produced.
  • Lima has the Oracle of Pachacamac, giving it Tolerance own.png +zero.5 tolerance of the true religion.
  • Cholula has the Cholula Temples, giving it Prestige.png +zero.5 yearly status, Legitimacy.png +zero.5 yearly legitimacy, and Devotion.png +zero.5 yearly devotion.
  • Kyoto has Heian-kyo, giving it Prestige.png +zero.5 yearly status and Possible advisors.png +1 doable advisors.
  • Lund has the Skåne Market, giving it Local goods produced +1.5 native items produced.
  • Owari has Jingu, giving it Tolerance own.png +1 tolerance of the true religion.

Number of states.png States and Territories[edit]

An instance of states and territories as held by Castile on the Iberian peninsula.

Main article: Territories and states

States and Territories are a brand new mechanic launched in patch 1.16 supposed to interchange the outdated Overseas mechanic. The system introduces a 2-part coring course of. A newly conquered province is taken into account as a part of a territory (until it already belongs to one of many nation’s present states). Turning a territory right into a state requires firstly coring all of the uncored owned provinces in that territory and secondly cost of state upkeep. Afterwards, it’s doable to instantaneously full the coring course of by paying the remaining coring prices.

Provinces that are not a part of a nation’s state and cored have Local autonomy.png 75% Local autonomy flooring and due to this fact regarded the identical method as abroad provinces used to beforehand.

Terrain[edit]

Each province has a terrain kind related to it. These terrain varieties can have each optimistic and detrimental results. Combat is affected majorily by terrain kind and might even make the distinction between superb victory or shameful defeat. Terrain varieties and their corresponding optimistic/detrimental results might be seen right here:

Footnotes[edit]

  1. Jump up See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Arctic).
  2. Jump up See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Arid).
  3. Jump up See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Tropical).
  4. Jump up See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Mild Winter).
  5. Jump up See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Normal Winter).
  6. Jump up See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Severe Winter).
  7. ↑ Jump up to:7.0 7.1 7.2 7.3 7.4 7.5 See in /Europa Universalis IV/common/event_modifiers/00_event_modifiers.txt
  8. http://eu4.paradoxwikis.com/Province

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