Location
A location is the smallest unit of land. There are four types of locations:
- Habitable locations have population and can support ownership or be entered by armies. Each habitable location has a dominant culture and a dominant religion, which are the culture and religion followed by most pops. Each habitable location also has a raw good and may construct or upgrade an R.G.O. to extract it.
- Impassable locations do not have population and cannot support ownership or be entered by units. If all adjacent locations are owned by the same country, the impassable location will also take on the country's color on the map.
- Corridor locations do not have population and cannot support ownership but can be entered by armies and are always connected to two habitable locations. If both connected locations are owned by the same country, the corridor location will also take on the country's color on the map.
- Seazone locations do not have population and cannot support ownership but can be entered by navies. Seazones have Maritime Presence from adjacent countries.
- Sea Current locations function like seazones but also include a directional current, indicated by waves when the map is zoomed in and with arrows when the map is zoomed out. Navies traveling in the same direction as the current will move faster.
Map hierarchy[edit | edit source]
The map is divided into 6 levels of subdivisions:
Various actions will target different levels of the hierarchy.
Provinces share and distribute
Food between its locations, and levies are raised from an entire province at once. Several cabinet actions target a province. Each province has a province capital, which has a star in the middle of the rank icon. If the province capital is occupied during war, all remaining locations are automatically occupied by the invader over a short period of time. If a province spreads over two market areas, the market where the province capital is located will be used to buy and sell food. Each province has its own provincial food storage. Any food that is not consumed by the pops in a location is contributed to the provincial food storage. If monthly food is negative, stored food will be consumed. If there is a deficit, the province will buy food from its market, and if there is a surplus, the province will sell food on its market. Armies in the province can also consume stored food if they would otherwise suffer attrition.
Provinces refer to both a static set of locations – sometimes called a province definition – as well as the set of locations that a country owns within that set. Thus, two or more countries can each have a province within the same province definition.
Integration status[edit | edit source]
Integration status represents how well a location is incorporated into the administrative apparatus of its owner. Every owned location falls into one of four different statuses. Conquered locations can be integrated via the Integrate Province cabinet action, and the integration speed depends on the number and culture of the population. Reaching Core status requires a 50% or more population of primary and accepted cultures.
| Status | Pop growth | Effects |
|---|---|---|
| Colonized | All cultures |
|
| Conquered | All cultures |
|
| Integrated | All cultures |
|
| Core | Primary and accepted cultures |
|
Rank[edit | edit source]
Each location has a
rank, which can be increased or decreased at any time. It affects what buildings can be constructed in the location, and increasing or decreasing the location rank will remove all incompatible buildings. The cost to increase a location's rank is impacted by market prices. Downgrading a location is instant and always costs 500
Gold and doesn't require goods.
Topography[edit | edit source]
Each location has a
topography, which represents the relief and elevation of its area.
Land topography[edit | edit source]
Land locations have one of the following topographies:
Seazone topography[edit | edit source]
Seazones have one of the following topographies. Some seazones will freeze if the location experiences winter, which blocks ships from moving and allows armies to move on them. If an army is on a seazone when it thaws, half of it will be destroyed.
| Topography | Can freeze | Effects |
|---|---|---|
| ||
| +1 Naval attrition | ||
| +2 Naval attrition | ||
| Blocks vision from sea | ||
| Impassable |
Bug note: In 1.0.10 the +1 attacker penalty from narrows seemingly has no effect on dice rolls
Coast[edit | edit source]
Locations that are not adjacent to a seazone that cannot support ships, have a port or build ships and cannot be blockaded. Locations that are adjacent to a seazone can have a port and build ships and can be blockaded. In addition, locations that are adjacent to a seazone receive the following bonuses:
+10% Local Monthly Development Growth
+5% Local Food Production %
+25% Local Population Capacity %
+5% Supply Limit
Have a Natural Harbor Suitability, which ranges from 0% to 100% and gives the following bonuses for each 1%:
Every coastal location has a Harbor Capacity, which is its Natural Harbor Suitability, increased by buildings that adds additional Harbor Capacity:
- Wharf +0.10
- Protected Harbor +0.10
- Dock buildings: Dock +0.10, Dry Dock +0.15, Shipyard +0.20, Grand Shipyard +0.25, Naval Base +0.30
Harbor Capacity can be more than 100%, providing more than 100% bonus. At 100% Harbor Capacity, it gives the following bonuses:
- +0.30 Local maritime presence
- −75% Proximity cost through port
- −5.0 Naval attrition
- −20% Disembark time
- −50% Trade embark/disembark cost
Straits[edit | edit source]
A Strait connects two Locations that are separated by a Seazone, but are close enough to each other so Armies can cross it without the need of a Navy. This is represented by a dotted golden line between the two locations on the world map.
Armies can travel across a strait so long as the strait is not blocked by a hostile fleet in the sea zone, unless both sides of the strait are owned by the army's controller or those they have military access with. Food and supply lines can go over straits regardless of any naval blockade.
Units who cannot retreat over a blocked strait to friendly territory or friendly naval transports after being broken in battle will be stack wiped. A manual forced retreat will have the army stay in place and restart the battle.
River[edit | edit source]
Certain land locations may have rivers between them, which give the following bonuses:
+5% Local Monthly Development Growth
+5% Local Food Production %
+10% Local Population Capacity %
+5% Supply Limit
+5% Natural Harbor Suitability if location is coastal
If an army attacks immediately after crossing a river, it will receive penalties in combat. Rivers are not navigable by navies.
Tracing control from a proximity source downstream a river reduces the base
proximity cost between locations by −30, while tracing upstream only reduces it by −10. These bonuses are mutually exclusive with the ones provided by roads – only the highest reduction will apply.
Sound tolls[edit | edit source]
A few locations have a Sound Toll, which add an additional Gold cost to trade routes from other countries that pass through the location and give 25% of that
Gold to the location's owner. Hovering over a Sound Toll will list all trade routes going through the location and the income from each. The following locations have Sound Toll:
- Hormuz
- Kōnstantinoúpolis
- Roskilde
Countries can become exempt from Sound Tolls either through a Treaty or through events. Countries owning a Sound Toll location can remove exemptions but this will give the previously-exempt country the Sound Tolls Exemptions Broken casus belli.
Grand Canal of China[edit | edit source]
The Grand Canal of China is not visible on the world map and can only be seen as part of location modifiers. The canal flows through the following locations: Hangzhou, Wutong, Jiaxing, Songling, Suzhou, Wuxi, Changzhou, Danyang, Zhenjiang, Jiangdu, Gaoyou, Yancheng Baoying, Huaian, Huaiyin, Taoyuan Huaian, Suqian, Suicheng, Xuzhou, Peicheng, Guting, Jining, Wenshang, Dongping Yanzhou, Tongcheng, Liaocheng, Linqing, Guantao, Gexianzhuang, Gucheng Jingzhou, Dezhou, Sangyuan, Dongguang, Nanpi, Cangzhou, Qingzhou Hejian, Jinghai, Tianjin, Wuqing, Tongzhou, Beijing.
The Grand Canal of China gives every location it passes through the following bonuses:
−10% Local Proximity Cost
+100 Local Food Capacity
+5% Local Monthly Development Growth
After 1345 there is a 10% chance each month that the canal will be damaged, replacing its bonus with a +10% Proximity Cost penalty. Afterwards, as long as the Emperor of China owns at least one location that is part of the Grand Canal of China, every 4 years it has a 2.5% chance to be offered to pay a very large amount of scaled gold to repair the canal and restore its initial effects.
Climate[edit | edit source]
Each location has a
climate, which determines whether it can have winter effects and how severe they can be, as well as how much population it can support.
Winter[edit | edit source]
Depending on climate, locations may have
winters, which give increasing penalties. The severity of a winter in each location at a given in game date is semi-random but limited by climate. Winters begin around January for locations in the northern hemisphere and around June for locations in the southern hemisphere. Armies cannot move into locations with Mountains topography with Normal or Severe winter level. Winters always start as mild and increase in severity then reverse and decrease in severity
Vegetation[edit | edit source]
Each location has a
vegetation type, which represents the foliage cover of its area.
Roads[1][edit | edit source]
Locations can be connected to each other via roads, which are drawn by selecting the start and end location in the Road Builder. The Road Builder can be set to prioritize proximity, army travel time, cost or construction time when drawing roads. Locations with roads receive the following bonuses:
+5% Construction Speed
+10% Institution Growth
+25% Local Monthly Development Growth
Roads come in four levels, which are unlocked by the advances with the same name and provide additional bonuses. The Road Builder includes a button to automatically upgrade all existing roads to a higher level.
| Road | Market access cost | Proximity impact | Maintenance | |
|---|---|---|---|---|
| −25% | −10% | −20 | ||
| −30% | −15% | −25 | ||
| −35% | −20% | −30 | ||
| −80% | −25% | −35 |
Control[edit | edit source]
Each location you own has a
Control percentage, expressing how much the central government can tap into the ressources of the location. It has a wide range of effects, from directly impacting how much the local population can be taxed, to the amount of levies they will contribute when called. A lack of control in a location reduces the crown power gained from its population, while also decreases the manpower and sailors available locally and weakens the market attraction of your own markets, making them likelier to belong to foreign markets if they have low control.
Each percent of control has the following effects on locations:
+1% Local Crown Power
+1% Levy Size
+1% Monthly Manpower
+1% Pop Assimilation Speed
+1% Local Pop Conversion Speed %
+1% Local Pop Promotion Speed %
+1% Monthly Sailors
+0.5% Local Market Protection
Each percent of control above 50% has the following effect on locations:
−0.5% Mercenary Size
Each percent of control below 50% has the inverse effect:
+0.5% Mercenary Size
On top of these modifiers, the effective
Tax Base of a location is calculated by multiplying the
Potential Tax Base with the location's control.
Development[edit | edit source]
Each location has a
development score, which represents how cultivated the land is and how much it is used by the pops living there and can be increased via the Develop Province cabinet action. Each point of development gives the following:
+0.01 Blockade Force Required
+1 Supported Building Levels
−0.1% Buildings Cost
+1% Construction Speed
−0.2% Local Proximity Cost
+0.2% Institution Growth
+0.1 Character Life Expectancy
+100 Maximum RGO Size
+0.0025 Migration Attraction
+1% Local Food Production %
+2.5% Local Population Capacity %
+2% Supply Limit
+0.1% Market Attraction
+5 Maximum Stockpile Capacity
+1% Occupation Time
Prosperity[2][edit | edit source]
Each location has a
prosperity percentage, which represents how prosperous and resourceful a location is. Prosperity rises naturally over time, but will decrease as a result of low pop satisfaction, diseases, sieges, occupation, or looting from enemy armies. Negative prosperity is also called devastation.
Every 1% prosperity above 0 brings the following bonuses:
+0.1 Character Life Expectancy
+0.001 Migration Attraction
+0.00004 Local Monthly Development
+0.002% Population Growth
Every 1% prosperity below 0 brings the following penalties:
+0.5% Construction Speed
−0.1 Character Life Expectancy
+0.5% Mercenary Size
−0.01 Migration Attraction
−0.00004 Local Monthly Development
−0.5% Local Food Production %
−0.0005% Local Monthly Literacy
−0.5% Local Pop Promotion Speed %
−0.005% Population Growth
−0.5% Production Efficiency
−0.5% Raw Materials Output
Weather Fronts[edit | edit source]
Weather fronts give the following effects in 3 months in each location they pass through, depending on whether the location currently has a severe winter or not.
Most weather fronts are the size of an area. There are three weather fronts that are the size of a subcontinent and will take place each year:
- The Monsoon starts at the beginning of June at the bottom of India and will expand through the subcontinent of India before moving north-east into parts of South East Asia and China.
- The Post-Monsoon starts in at the beginning of October in the region of Xinjiang and will move south, south-west and south-east.
- The Polar Vortex has a 75% chance to appear each year at the beginning of February from the north of the map.
Cyclones[edit | edit source]
Locations touched by a cyclone will gain a negative modifier for 3 months that scales with the strength of the cyclone and the location's distance from the eye of the storm:
- Locations that do not have
Desert vegetation will gain the Wind Damage modifier - Locations that have
Desert vegetation will gain the Sandstorm modifier - Coastal locations may gain the Storm Surge modifier
| Max Wind Damage penalties | Max Sandstorm penalties | Max Storm Surge penalties |
|---|---|---|
|
|
|
Cyclones will always move from their origin to their dissipation location, but their path towards the dissipation location will be random.
| Origin | Possible dissipation locations | Strength | Monthly chance |
|---|---|---|---|
| North Polynesian Sea | Alaska Sea | Full | 8.3% |
| Erg Aoukar | North Eastern Atlantic Cape Verde High Sea Central Atlantic High Seas |
Half | 8.3% |
| Caspian Sea | Saryeshik-Atyrau Sands | Half | 8.3% |
| Indian South Current | African High Sea | Half | 8.3% |
| Andaman Sea | Lushai Sreepur |
Full | 4.2% |
| Indonesia High Sea | Indian Tropic of Capricorn Gibson Desert |
Full | 4.2% |
| Pacific Polynesia Current | South Pacific Ocean Tasman Sea |
Full | 4.2% |
| Eastern Pacific High Sea | Pacific North Equatorial Current Eastern Pacific High Sea Colorado Delta |
Full | 4.2% |
| Al Jaza'ir | Arabian Sea Red Sea Marshaq Cape |
Half | 4% |
| South Indian Countercurrent | Mozambique Channel Eastern Southern Ocean |
Full | 2.8% |
| Arabian Sea | Dubbi Jāleq |
Full | 2.1% |
| Cape Verde High Sea | random | Full | 80% in May, June and July |
Tornadoes[edit | edit source]
Tornadoes move from one end of a province to another, giving all locations they pass through in a straight line the following penalties for 3 months:
+10% Army Attrition
−2 Local Maritime Presence
−20% Local Food Production %
−2.5% Local Monthly Prosperity
+10 Naval Attrition
−100% Raw Materials Output
Tornadoes have a 50% chance to appear in the regions of East Coast, Aridoamerica or Louisiana each month.
Tornadoes have 1% chance to appear in Europe each year.
Dangers[edit | edit source]
Dangers are present in certain locations and displayed in the ![]()
![]()
Dangers map mode. When a danger strikes the affected countries will be given the option to pay scaled
Gold to give the location a Recovery Efforts modifier, which lasts for 10 years and gives the following effects:
| Minor Recovery Efforts | Major Recovery Efforts |
|---|---|
|
|
Volcanoes[edit | edit source]
Volcanoes are present in certain locations and appear red on the Dangers map mode. Each Volcano has a very low chance to erupt each month.
After an eruption the location will gain the Volcanic Soil modifier, which is visible on the map and gives the following effects:
+50% Local Food Production %
−25% Expanding Raw Materials Time
Earthquakes[edit | edit source]
Earthquakes can occur along certain lines that pass through locations and appear orange on the Dangers map mode. Every month there is a chance that an earthquake will take place somewhere in the world. The epicenter location will take the full penalties of the earthquake while all adjacent locations will take half of the penalties and will not lose buildings.
Historical earthquakes[edit | edit source]
Historical
earthquakes occur in every game, but each one happens only once. They have predetermined locations and years, and also affect all neighboring locations.
Most of the time when a historical
earthquake occurs, players will have the choice between different options, each with different penalties.
|
|
This section is planned to be automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
| Neighbor locations | ||||
|---|---|---|---|---|
| Population | Morale | Buildings | ||
| −5% | −33% | Weak penalty | −1 per 20 buildings | |
| −5% | −33% | Severe penalty | −1 per 15 buildings | |
| −10% | −50% | Extreme penalty | −1 per 10 buildings | |
Below is the list of all scripted
earthquakes. Most of them have a 10-year time window in which they will occur.
| Tier | Location | Date is between |
|---|---|---|
| Minor | Constantinople | 1338 and 1365 |
| Minor | Lusta | 1338 and 1348 |
| Minor | Udine | 1343 and 1352 |
| Minor | Basel | 1351 and 1361 |
| Minor | Canterbury | 1377 and 1387 |
| Minor | Vic | 1377 and 1387 |
| Minor | Lisbon | 1526 and 1536 |
| Minor | Ferrara | 1565 and 1575 |
| Minor | Fez | 1619 and 1629 |
| Minor | Tabriz | 1633 and 1643 |
| Minor | Shamakhi | 1662 and 1672 |
| Minor | Tifu | 1669 and 1679 |
| Minor | Melfi | 1691 and 1699 |
| Minor | Spoleto | 1698 and 1708 |
| Minor | Aquila | 1698 and 1708 |
| Minor | Sulmona | 1701 and 1711 |
| Minor | Dadu | 1725 and 1735 |
| Minor | Ariano | 1727 and 1737 |
| Minor | Naumkeag | 1750 and 1760 |
| Minor | Komarom | 1758 and 1768 |
| Minor | Turuepano | 1761 and 1771 |
| Minor | Monteleone | 1778 and 1788 |
| Minor | Suisin | 1831 and 1837 |
| Major | Ariano | 1451 and 1461 |
| Major | Rodos | 1476 and 1486 |
| Major | Constantinople | 1504 and 1514 |
| Major | Gujou | 1581 and 1591 |
| Major | Shida | 1600 and 1610 |
| Major | Qiongshan | 1600 and 1610 |
| Major | Ningxia | 1617 and 1627 |
| Major | Monteleone | 1633 and 1643 |
| Major | Ondaonnentakwi | 1658 and 1668 |
| Major | Dubrovnik | 1662 and 1672 |
| Major | Avellino | 1683 and 1693 |
| Major | Tolombon | 1687 and 1697 |
| Major | Maynoa | 1687 and 1697 |
| Major | Catania | 1688 and 1698 |
| Major | Linfen | 1690 and 1700 |
| Major | Banten | 1694 and 1704 |
| Major | Yingli | 1704 and 1714 |
| Major | Arzew | 1711 and 1721 |
| Major | Fuqiang | 1713 and 1723 |
| Major | Tabriz | 1716 and 1726 |
| Major | Fez | 1750 and 1760 |
| Major | Nawa | 1754 and 1764 |
| Major | Constantinople | 1761 and 1769 |
| Major | Haniguayagua | 1765 and 1775 |
| Major | Cuauhtemallan | 1768 and 1778 |
| Major | Tabriz | 1775 and 1785 |
| Major | Dartsedo | 1781 and 1791 |
| Major | Waranka | 1792 and 1802 |
| Major | Covasna | 1797 and 1807 |
| Major | Candia | 1805 and 1810 |
| Major | Towosaghy | 1807 and 1817 |
| Major | Caracas | 1807 and 1817 |
| Major | Yaanga | 1807 and 1817 |
| Major | Ineseno | 1807 and 1817 |
| Major | Morvi | 1814 and 1824 |
| Major | Kona | 1818 and 1828 |
| Major | Kathmandu | 1827 and 1837 |
| Catastrophic | Lisbon | 1351 and 1361 |
| Catastrophic | Fuchi | 1493 and 1503 |
| Catastrophic | Yanal_densa | 1500 and 1510 |
| Catastrophic | Lintong | 1551 and 1561 |
| Catastrophic | Pikunwijimapu | 1570 and 1580 |
| Catastrophic | Unimax | 1580 and 1590 |
| Catastrophic | Chaucalana | 1599 and 1609 |
| Catastrophic | Kuji | 1606 and 1616 |
| Catastrophic | Banda_island | 1624 and 1634 |
| Catastrophic | Gegou | 1663 and 1673 |
| Catastrophic | Ladik_pontus | 1663 and 1673 |
| Catastrophic | Isumi | 1672 and 1682 |
| Catastrophic | Ica | 1682 and 1692 |
| Catastrophic | Tillamok | 1695 and 1705 |
| Catastrophic | Kamakura | 1698 and 1708 |
| Catastrophic | Hidaka | 1702 and 1712 |
| Catastrophic | Mawlen | 1725 and 1735 |
| Catastrophic | Achava | 1732 and 1742 |
| Catastrophic | Dingyuan_lingzhou | 1734 and 1744 |
| Catastrophic | Chancay | 1741 and 1751 |
| Catastrophic | Lafkenmapu | 1746 and 1756 |
| Catastrophic | Lisbon | 1750 and 1760 |
| Catastrophic | Lisbon | 1756 and 1766 |
| Catastrophic | Chittagong | 1757 and 1767 |
| Catastrophic | Ometepec | 1782 and 1792 |
| Catastrophic | Siberut | 1792 and 1802 |
| Catastrophic | Towosaghy | 1806 and 1816 |
| Catastrophic | Towosaghy | 1806 and 1816 |
| Catastrophic | Pagai | 1827 and 1837 |
| Special | Gallipoli | 1354 and 1364 |
References[edit | edit source]
| Realm | Country • Government • Parliament • Estate • Reforms • Laws • Characters • Missions |
| Economy & Research | Economy • Goods • R.G.O. • Market • Building • Population • Age |
| Diplomacy & Warfare | Diplomacy • Subjects • International organization • Warfare • Combat • Military |
| The world | Location • Culture • Religion • Language • Exploration • Situations • Disasters • Diseases |







