- For a list of all provinces, see List of provinces.
In Europa Universalis IV, the world is divided into continents, regions, countries, and provinces. Provinces are the smallest of these divisions. They contribute to a nation's tax, manpower, unrest, overextension, and trade.
Each province comprises a small geographical region, with a town or city at its center. Cities currently have no functionality outside of aesthetics, but like provinces, can be renamed as of patch 1.4. 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). With the Common Sense expansion, a province can now be improved with developments.
- 1 术语 & 机制
- 2 直辖与领土
- 3 地形
- 4 Footnotes
术语 & 机制
省份是Europa Universalis IV的任何国家的心脏。 他们提供收入，人力和贸易货物。
Introduced in patch 1.12, 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. The Common Sense DLC is needed in order to improve developments in a province.
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. Prior to patch 1.12, the figure given ingame is the tax obtained annually.
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.
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.
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.
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 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.
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.
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.
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.
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.
Every nation in Europa Universalis IV has a main trading port province which is by default located in the same province as the capital. Trading ports can be moved at the cost of 200 diplomatic power in order to optimize trade income. With patch 1.8, trade is automatically collected in a nation's main trading port without the need to station a merchant there.
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.
- Sutherland-Western Isles
- Al Hasa-Bahrain
- Orinoco Delta-Trinidad
- St Vincent-St Lucia
- St Lucia-Martinique
- Antigua-St Kits
- Flores-East Timor
- Athens - Euboea
- Euboea - Cyclades
- Savolax - Kuusamo
以下内容需要完善：further information about winters, see the talk page.。
Each province has a climate and may experience winters of varying severity. There are map modes for climates and winters.
Arctic provinces give:
Arid provinces give:
Tropical provinces give:
Provinces with a mild winter have:
Provinces with a normal winter have:
Provinces with a severe winter have:
Coastal centers of trade give +10 local trade power, +2 naval force limit, −5% local development cost, +25% local sailors modifier and +10% institution spread.
Inland centers of trade gain +10 local trade power, −5% local development cost and +10% institution spread.
- Nizhny Novgorod
- Central Doab
River estuaries give +10 local trade power.
- Bengal Delta (Gives only +5)
- Dhaka (Gives only +5)
- Pegu (Gives only +5)
- Rio de la Plata
- Pathein (Gives only +5)
- East Frisia
- Hai Phong
- Prek Russey
Important natural harbors give +10 local trade power, +1 naval force limit, −5% local development cost, and +50% local sailors modifier.
- Rio de Janeiro
- Gold Coast
Religious centers have −5% local missionary strength.
- Doaba – after 1499
After the the Protestant Reformation, new religious centers will appear for the Protestant and Reformed faith, depending on where it started. Up to three religious centers will appear for each.
- Dalaskogen has the Stora Kopparberget, giving it +5 local goods produced.
- Potosi has the Cerro Rico, giving it +3 local goods produced.
- Lima has the Oracle of Pachacamac, giving it +0.5 tolerance of the true faith.
- Cholula has the Cholula Temples, giving it +0.5 yearly prestige, +0.5 yearly legitimacy, and +0.5 yearly devotion.
States and Territories are a new mechanic introduced in patch 1.16 intended to replace the old Overseas mechanic. The system introduces 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.
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:
- See in Static modifiers#Arctic). (
- See in Static modifiers#Arid). (
- See in Static modifiers#Tropical). (
- See in Static modifiers#Mild Winter). (
- See in Static modifiers#Normal Winter). (
- See in Static modifiers#Severe Winter). (
- See in