States and Territories are a 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.
States and territories are based on areas (part of the revamped regions system) and a two-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.
The following points provide a detailed summary of the system:
- Uncored provinces cause overextension regardless of whether they are in a territory or a state.
- Coring provinces in a territory have reduced coring costs due to the Is territory modifier which applies -50% Core-creation cost (coring duration is not affected). The newly cored provinces gain territorial cores and remove the overextension penalty caused by the province.
- Provinces in territories have a 75% local autonomy floor.
- Once all the owned provinces in a territory have territorial cores, it is possible to turn the territory into a state (from the province interface, above the buildings section).
- Provinces in states but with only territorial cores:
- Have a 50% Local autonomy floor.
- Can't be assigned to estates, but do count towards total state development for estates that demand control of some percentage.
- Lose their territorial core if they are conquered and would have to be re-cored once the province is re-gained.
- To fully core state provinces requires paying the remaining 50% coring costs. This second coring phase is instantaneous and gives a 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.
- Provinces of diplomatically annexed vassals or integrated personal union partners always get full cores. The provinces will still need to made into states if they aren't already, but there is no admin power cost for doing so.
Notes: Do note that  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 requires fully coring the provinces anew;  assigning states in trade company regions prevents formation of trade companies (existing ones will be removed);  assigning states in colonial regions will not prevent colonial nations from forming in those provinces.
The state maintenance is determined by the following:
|+0.007||Per Development level|
|+0.001||Times distance from the Capital|
|+200%||For an active edict|
|-66%||For the capital state|
If 大明 is an Empire rank (+10), is a Celestial Empire (+0) and has Administrative tech level 17 (+11), then:
In each state, up to one edict can be enacted. While an edict is in place, a bonus applies to all owned and cored provinces in the state, at the cost of +200% state maintenance, a penalty that is applied before any further modifier to state maintenance. Once enacted, an edict cannot be changed or removed for one year. Edicts do apply in provinces with only territorial cores.
Except for the Age of Revolutions, each age has an edict that must be unlocked with a Splendor ability.
|Advancement Effort||+33% Institution spread|
|Centralization Effort||−0.03 Monthly autonomy change|
|Defensive Edict||+33% Local defensiveness|
|Encourage Development||−10% Local development cost|
|Feudal De Jure Law|| -5 Local unrest
|Religion Enforced|| +90% Resistance to reformation
|Edict of Absolutism|| -0.25 Monthly devastation
|Promote Military Recruitment||+25% Local manpower modifier|
|Protect Trade||+50% Local trade power|
|Enforce Religious Unity||+1% Local missionary strength|
Other things being equal, it is usually best to turn the highest-development territories into states. The States and Territories tab in the ledger lists all owned areas, their status as a territory or state, and their development. Sorting by total development will show good candidates for statehood.
Even if you're not planning on making an area into a permanent state, consider turning areas into temporary states but not fully coring them. This gives a free reduction in the autonomy floor without spending any resources. The state may be turned back into a territory when you want to make more valuable land into a state instead. It also allows using state edicts, such as the bonus to missionary strength. The only downside is the increased demand of your estates for land.
Only provinces in states are counted when determining the majority culture. In order to switch primary cultures, you can un-stateify provinces of your old culture and stateify ones of the culture you want to switch to. For example, it can be extremely advantageous for Ming to form Yuan to take advantage of the latter's superb ideas, however Ming as a tag is banned from forming Yuan. Thus, a Ming player can unstate all his Chinese states, while conquering and stating the Shan states, making Shan culture more than 50% of the total development in Ming's states. This allows Ming to shift its primary culture to Shan, giving the decision to form the Shan tag, which is allowed to form Yuan. Of course, to form Yuan, the primary culture must be Altaic, which requires repeating the process of unstating the Shan areas and stating the Mongol or Oriat areas, once again pushing these cultures to be more than 50% of the total state development, allowing cultural shifts and thus forming Yuan.