Please help with verifying or updating older sections of this article.

At least some were last verified for version 1.25.

Province view

For a list of all provinces, see List of provinces.



In Europa Universalis IV, the world is divided into continents, regions, areas, and provinces. Provinces are the smallest of these divisions and are the basic unit of the game mechanics. They contribute to a nation's tax, manpower, unrest, overextension, and trade.

Each province comprises a small geographic region, with a town or city at its center, although cities currently have no functionality outside of aesthetics.

There are 3137 provinces in total.

Terms and mechanics [ edit ]

Provinces are the heart of any nation in Europa Universalis IV. They provide income, manpower, and trade goods.

Development [ edit ]

Main article: Development



Development is the measure of a province wealth and productivity. The level of development of a province contributes to local trade power, land and naval force limits, supply limit modifier and the total number of buildings that can be built in a province. Development is further divided into base tax, production and manpower. Each can be improved further with the appropriate monarch points.

Tax [ edit ]

Main article: Tax



Each province has a base tax, roughly corresponding to the population and wealth of the area. The amount shown is the tax earned each month from that province, after all the modifiers have been accounted for.

Production [ edit ]

Each province produces a specific type of resource or trade good. See Trade for a complete list of trade goods. The figure given ingame is the monthly production income. Production efficiency further increases the income received.

Manpower [ edit ]

Main article: Manpower



Every province contributes a certain amount of manpower to the manpower pool of a nation. This is affected by the province manpower development level, and are modified by ideas, government type and buildings.

Defence [ edit ]

Main article: Land warfare



Provinces can be defended by forts. Provinces that lack a fort will fall easily to the enemy. Forts exert a Zone of Control around itself and surrounding provinces, and must be taken before an enemy army may pass through. In times of peace, a fort may be mothballed in order to save maintenance, at the cost of it falling into disrepair and possibly not being able to defend the province. Nations may start off with forts in strategic locations. Capital provinces without a fort starts with a special level 1 fort that does not exert Zone of Control around itself, and has a smaller garrison.

Trade [ edit ]

Main article: Trade



Related closely to production is trade. Each province produces a certain amount of trade power and contributes trade value to the trade node it is attached to.

Autonomy [ edit ]

Main article: Local autonomy



Autonomy represents the degree of control the government of the nation exerts over a province. The lower it is, the more control the government has. Autonomy determines how productive a province is to a nation.A province with 100 local autonomy won't pay tax and won't give manpower and trade power.

Unrest [ edit ]

Main article: Rebellion



In troubled times, various parties may decide to rebel against the national government. This is represented in-game by unrest. The type of rebels that may appear are shown in the province screen, and also in the stability and expansion government tab. Unrest can also be lowered by increasing the local autonomy, but will decrease the income and manpower that province produces.

Devastation [ edit ]

Provinces that have been besieged or occupied or where their owner has scorched the earth gain devastation.

Devastation is expressed as a percentage: 0% indicates that no devastation is present in the province, while 100% represents an extreme amount of devastation.

Effects [ edit ]

The effects of devastation are scaled linearly according to the percentage value. At 100% devastation, a province would incur the following penalties:

−100% Local goods produced modifier −50% Supply limit modifier −100% Institution spread +10% Local development cost −100% Manpower modifier −100% Sailors modifier −25% Local hostile movement speed −25% Local friendly movement speed

On the state level, prosperity cannot be achieved while any province in the state has any amount of devastation.

Causes and remedies [ edit ]

Devastation changes according to the following factors:

Monthly

change Factor +0.1 Under siege (even friendly) +0.1 Under blockade (even friendly) +0.2 Occupied −0.08 Under its owner's control −0.83 In the zone of control of a friendly active fort (not if occupied) −0.25 Edict of Absolutism (requires Mandate of Heaven) −0.05 In states with Metropolitan (requires Third Rome)

Looting a province increases devastation by significant (but unspecified) amounts, observed anywhere from +0.07 to +2.1. Once the province's loot is depleted, the devastation increase reverts to the usual +0.2 for being occupied.

Devastation can be manually removed by developing a province. Development removes devastation at 5% per point (with adjustment according to local autonomy).

Cores and claims [ edit ]

Main articles: Core, Claim



Cores represent the parts of the nation that it considers rightfully theirs. Cores belonging to nations that do not exist are greyed out. A province can have an unlimited amount of cores. A nation may claim another province through espionage or boundary disputes.

Culture and religion [ edit ]

Main articles: Culture, Religion



Each province has a primary culture and religion. Provinces that have foreign cultures or do not share the state religion tend to be more rebellious and less productive.

Buildings [ edit ]

Main article: Buildings



Nations may further develop their provinces by building improvements and infrastructure. The number of buildings that can be built in a province are limited by its development level.

Capital [ edit ]

Main article: Capital



Every nation in Europa Universalis IV has a capital province. The capital is considered the political center of the nation and should be defended at all costs. Capitals can be moved at the cost of 200 administrative points.

Main trading port [ edit ]

Every nation has a main trading port province which is by default located in the same province as the capital. Trade is automatically collected in a nation's main trading port without the need to station a merchant there, and without suffering from the -50% total trade power cut suffered when collecting trade income in another node than the one of the main trading port.

Relocate main trading port [ edit ]

The main trading port can be moved to another province at the cost of 200 diplomatic power. This enables countries to move their trade collection to richer trade nodes over the course of a game, without needing to move their capital city as well.

After the move, trade collection will automatically occur in the trade node which now contains the main trading port. Automatic collection will immediately cease in the original trade node.

Within a given trade node, the effects of the main trading port will be identical regardless of which province is chosen as the main trading port.

Straits [ edit ]

Straits are connections between two provinces which do not share a land border but instead can be accessed over a water body. A list of straits in the base map is below.

Majorca - Minorca

Ibiza - Majorca

Gran Canaria - Tenerife

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 − Outer Hebrides

Inner Hebrides - Outer Hebrides

Inner Hebrides - Sutherland

Inner Hebrides - Argyll

Sutherland − Orkney

Amsterdam − Friesland

Zeeland - Ghent

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

Zamboanga - Buglas

Samar - 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

Panay - Buglas

Leyte - Caraga

Panay - Mindoro

Taytay - Mindoro

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

Leyte - Cebu

Buglas - Cebu

Island [ edit ]

Main article: Island



Some provinces are considered islands or on an island which is important for some events, achievements and decisions.

Climate and weather [ edit ]

Each province has a climate and may experience winters and/or monsoon of varying severity. There are map modes for climate and weather.

Arctic The arctic climate is harsh, where there is not much large vegetation. Arctic provinces give:[1] % −10 Local settler increase −40% Supply limit modifier 0% +1 Attrition for enemies 0% −1 Possible number of buildings +50% Local development cost Arid The arid climate has a severe lack of rainfall, making it very hard to keep a large army supplied. Arid provinces give:[2] % −10 Local settler increase −20% Supply limit modifier 0% +1 Attrition for enemies +10% Local development cost Tropical The tropical climate makes it very hard for new cities to grow, as diseases and heat are large obstacles. Tropical provinces give:[3] % −10 Local settler increase −30% Supply limit modifier 0% +2 Attrition for enemies +10% Local development cost

Legend: temperate tropical arid arctic Climate map.Legend: Mild winter There is a small amount of snow on the ground, and the temperature is just below freezing. Provinces with a mild winter have:[4] +1 Attrition for enemies −10% Supply limit modifier Normal winter The ground is covered by snow, and the temperature is solidly below freezing. Provinces with a normal winter have:[5] +2 Attrition for enemies −20% Supply limit modifier Severe winter The snow has piled up quite severely, and the temperatures are far below freezing. Provinces with a severe winter have:[6] +3 Attrition for enemies −30% Supply limit modifier

Legend: no winter mild winter normal winter severe winter mild monsoon normal monsoon severe monsoon Weather map.Legend: Mild monsoon Mild seasonal rain is falling, fertilizing the ground but increasing the difficulty of travel. Provinces with a mild monsoon have:[7] +0.5 Attrition for enemies −20% Friendly movement speed −20% Hostile movement speed Normal monsoon The Monsoon season is in full swing as torrential rain falls from the sky. Provinces with a normal monsoon have:[8] +1 Attrition for enemies −25% Friendly movement speed −25% Hostile movement speed Severe monsoon Extreme wind and rainfall make this province very difficult to traverse. Provinces with a severe monsoon have:[9] +1.5 Attrition for enemies −50% Friendly movement speed −50% Hostile movement speed

Modifiers [ edit ]

Center of Trade [ edit ]

With Dharma, Centers of Trade (CoTs) can be upgraded or downgraded manually, but cannot be created or removed. However, some events (such as “Growth of the port”) allow a natural harbor to growing into a CoT. Manual management can be done in the building interface, where the CoT icon occupies 2 building slots. As a result, a province with a CoT can only build 10 buildings at most, rather than the usual maximum of 12 buildings.

The base cost to upgrade a CoT from level 1 to level 2 is 200 ducats, and the base cost from level 2 to level 3 is 1000 ducats. The cost can be reduced by:

Traditions Ideas Bonuses Policies −20% — Expansion idea 4: Factories — —

You can only upgrade a CoT:

to level 2 and 3, if the province is part of a state or Trade Company.

to level 3: a nation may only have as many level 3 CoTs (World Port, and World Trade Center) as they have merchants.

Downgrading a CoT will cost 10 prestige, but this option is available only if country has positive prestige. If a province changes ownership, via war or diplomatic actions, the level of the CoT will automatically drop by 1; if the province becomes a territory, the CoT automatically drops to the minimum level of 1.

For a list of all CoTs, see Economic list of provinces.

Effects of CoTs by level:[10]

Name Tier Effects Natural Harbor This province is a natural harbor and a trading hub. Local traders have come here for centuries, the infrastructure of the trade emerging despite a lack of state investment. Coastal Lvl.1 Province modifier: +5 Local trade power Entrepot This province is a major entrepot for trade. Merchants from the entire region gather here to buy and sell goods. Coastal Lvl.2 Province modifier: −5% Local development cost

Local development cost +10 Local trade power

Local trade power +10% Institution spread World Port This province is one of the major ports of the world. Goods from entire globe regularly pass through here and the city itself is as famous as many kingdoms. Coastal Lvl.3 Province modifier: +25 Local trade power

Local trade power +30% Institution spread State modifier: −10% Local development cost

Local development cost +100% Local sailors modifier

Local sailors modifier +1 Possible number of buildings Global modifier: -0.2% Yearly navy tradition decay Emporium This province is a natural spot for trade and local merchants have been coming here for centuries. Inland Lvl.1 Province modifier: +5 Local trade power Market Town This city is a major regional market and traders from the entire region regularly seek it out to sell and buy goods. Inland Lvl.2 Province modifier: −5% Local development cost

Local development cost +10 Local trade power World Trade Center This province is one of the most important trade centers in the world. There are few goods that cannot be bought here and the city itself is as famous as many kingdoms. Inland Lvl.3 Province modifier: +25 Local trade power

Local trade power +30% Institution spread State modifier: −10% Local development cost

Local development cost +33% Local manpower modifier

Local manpower modifier +1 Possible number of buildings

Estuary [ edit ]

Controlling the important river estuary strengthens our hold of the trade in the region.

River estuaries give +10 local trade power, unless the estuary is shared between two provinces in which case both receive +5 local trade power[10]

Neva

Riga

Memel

Danzig

Hamburg

Ferrara

Caux

Vendee

Gascogne

Provence

Andalucia

Lisboa

Porto

London

Yedisan

Azow

Rosetta

Damietta

Basra

Shirvan

Astrakhan

Thatta

Velanadu

Bengal Delta

Dakha

Pegu

Canton

Rio de la Plata

Guayaquil

Chinook

Chitimacha

Santee

Powhatan

Lenape

Manhattan

Stadacona

Cayor

Benin

Quelimane

Budjak

Pathein

Suzhou

Stettin

Bremen

East Frisia

Konaseema

Hai Phong

Prek Russey

Mangazea

Coahuilteco

Tarragona

Ngoyo

Haizhou

Den Haag

Religious center [ edit ]

The importance of this province as a Religious Center will make it very difficult to convert.

Religious centers have −5% local missionary strength.[10] This modifier will only be active if the province currently has the religion the modifier is tied to:

Roma - Catholic

Catholic Mecca - Sunni

Sunni Karbala - Shia

Shia Samawat - Shia

Shia Lhasa - Vajrayana

Vajrayana Doaba (in starts after 1499) - Sikh

Sikh Varanasi - Hindu

Hindu Kandy - Theravada

Theravada Mashhad - Shia

Shia Samawah - Shia

After the Protestant Reformation, new religious centers will appear for the Protestant, Reformed, and Anglican faiths, depending on where they start. Up to three religious centers will appear for each of the Protestant and Reformed religions, and no more than one for Anglican.

The event The Sikh Faith will also cause a religious center to appear in the target province. This religious center's modifier will not be tied to any particular religion.

Other special places [ edit ]

The following provinces also have permanent province modifiers:

States and territories [ edit ]

Main article: States and territories



Within a country, each province is either part of a state or a territory. This distinction affects provinces in a variety of ways, such as by determining their minimum local autonomy.

Terrain [ edit ]

Each province has a terrain type associated with it. These terrain types can have both positive and negative effects. Combat is affected majorily by terrain type and can even make the difference between glorious victory or shameful defeat. Terrain types and their corresponding positive/negative effects can be seen here:





Terrain

Supply limit

Local defensiveness

Movement cost

Attacker penalty

Local development cost Glacial +2 +25% −1 +50% Farmlands +10 +10% −5% Forest +4 +25% −1 +20% Hills +5 +10% +40% −1 +25% Woods +6 +10% −1 +15% Mountain +4 +25% +50% −2 +35% Grasslands +8 Jungle +5 +50% −1 +35% Marsh +5 +30% −1 +25% Desert +4 +5% +50% Coastal Desert +4 +35% Coastline +6 +15% Drylands +7 +5% Highlands +6 +10% +40% −1 +20% Savannah +6 +15% Steppes +6 +20%

Farmlands, grasslands, and drylands terrain also get +1 possible number of buildings

Naming [ edit ]

Both province and city names can be changed by left clicking on them in the province tab. With the Wealth of Nations expansion, province names can also be dynamic and scripted to be unique for either the province owner, the province culture or the province culture group (in that priority).