Location

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A 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:

  • Continent.png Continent
  • Sub continent.png Sub-continent
  • Region.png Region
  • Area.png Area
  • Province.png Province
  • Location.png Location

Various actions will target different levels of the hierarchy.

Provinces share and distribute Food.png 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
  • Monthly Control +0.1% Monthly Control
Conquered All cultures
  • Garrison Growth −0.5% Garrison Growth
  • Max Control −10% Max Control
  • Pop Assimilation Speed −20 Pop Assimilation Speed
  • Local Pop Conversion Speed −20 Local Pop Conversion Speed
  • Separatism +50% Separatism
Integrated All cultures
  • Max Control +5% Max Control
  • Pop Assimilation Speed −10 Pop Assimilation Speed
  • Separatism +10% Separatism
Core Primary and accepted cultures
  • Only Primary & Accepted Pops can Grow Only Primary & Accepted Pops can Grow
  • Max Control +20% Max Control
  • Monthly Control +0.1% Monthly Control
  • Owner gets Vision when Occupied Owner gets Vision when Occupied

Rank[edit | edit source]

Each location has a Location rank.png 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 Resource gold.png Gold and doesn't require goods.

Rank Global food capacity.png Food capacity Global monthly food modifier.png Food production Population Other effects Religion nahuatl.png Nahua Ritualism Doom Ducats Base cost Upgrade time Requirements
Rural Settlement icon
Rural Settlement
A Rural Settlement is land that is ripe for exploitation, representing everything from wilderness to clusters of countryside villages.
50 +10%
  • Global max rgo size modifier.png +100% Maximum RGO size
  • Global population growth.png +0.1% Population growth
+0.001 per month 500
Town icon
Town
A modest settlement able to fulfil basic manufacturing needs, a Town marks the beginnings of urban life.
300 −20%
  • Global population capacity modifier.png +20K Population capacity
  • Pop nobles.png +25 Possible Nobles
  • Pop clergy.png +50 Possible Clerics
  • Pop soldiers.png +100 Possible Soldiers
  • Pop burghers.png +200 Possible Burghers
  • Pop laborers.png +200 Possible Labourers
  • Global population capacity modifier.png +10% Population capacity
  • Free building levels.png +25 Supported building levels
  • Global max control.png +5% Max control
  • Global integration speed modifier.png −25% Speed of integration
+0.005 per month 500 1 year
  • Population.png 5000 Population
  • Masonry 2 Masonry
  • Glass 1 Glass
  • Lumber 1 Lumber
City icon
City
The very epitome of civilization, a City is a bustling metropolis of industry, great temples, and seats of governmental authority sprawled across multiple districts.
550 −33%
  • Global population capacity modifier.png +100K Population capacity
  • Pop nobles.png +50 Possible Nobles
  • Pop clergy.png +100 Possible Clerics
  • Pop soldiers.png +250 Possible Soldiers
  • Pop burghers.png +1000 Possible Burghers
  • Pop laborers.png +1000 Possible Labourers
  • Global population capacity modifier.png +25% Population capacity
  • Free building levels.png +100 Supported building levels
  • Global max control.png +10% Max control
  • Global integration speed modifier.png −50% Speed of integration
  • Global pop promotion speed.png +25% Pop promotion speed
  • Default.png +1 Constructions capacity
  • Global construction speed.png +25% Construction speed
+0.01 per month 2000 2 years
  • Population.png 30000 Population
  • Masonry 4 Masonry
  • Glass 2 Glass
  • Lumber 2 Lumber
  • Marble 1 Marble

Topography[edit | edit source]

Each location has a Topography.png topography, which represents the relief and elevation of its area.

Land topography[edit | edit source]

The topography map

Land locations have one of the following topographies:

Topography Blocks vision Movement cost.png Movement cost Expanding RGO time Road building time Global monthly development.png Development Proximity impact Other effects
Flatland icon
Flatland
Flatland represents terrain that does not have any major topographic variation, so there are no impediments for Army movement or Building development.
Hills icon
Hills
A terrain with hills has variations in the topography, but the slopes are not as steep nor as high as those of mountains, so the penalties are also not as bad.
  • Sea
  • Land
+50% +25% +100% −25% +25%
  • −10% Food production
  • +1 Attacker penalty in combat
  • −3 Possible frontage
Mountains icon
Mountains
Mountain terrain has high altitude and also steep slopes with relatively few and narrow flat areas, so it is more difficult for Armies to cross and fight in it, and also more difficult to develop.
  • Sea
  • Land
+100% +100% +300% −50% +50%
  • −50% Population capacity
  • −20% Food production
  • +2 Attacker penalty in combat
  • −4 Possible frontage
  • Armies cannot enter during normal and severe winter
Plateau icon
Plateau
They represent relatively flat areas situated at high altitude, so they have some penalties compared to flatlands due to their elevation.
Sea +25% +25% +50% −25% +12.5%
  • +1 Attacker penalty in combat
  • −1 Possible frontage
Wetlands icon
Wetlands
Wetlands are terrain that is partially flooded, generally due to being near a river, lake, or coast.
+50% +25% +100% −30% +25%
  • −10% Food production
  • +1 Attacker penalty in combat
  • −3 Possible frontage

Seazone topography[edit | edit source]

A seazone that has frozen

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
Atoll icon
Atoll
Atolls are circular low-altitude islands that usually encircle a lagoon.
No
Narrows icon
Narrows
Narrows are areas of sea with proximity of coast on many sides, like straits or the sea inside archipelagos, where there is not much space for movement.
Yes
  • +20% Movement cost of units
  • −2 Possible frontage
  • +1 Attacker penalty in combat
  • Blocks vision from sea
Inland Sea icon
Inland Sea
Inland seas represent the land-enclosed seas like the Mediterranean or the Baltic.
No
Coastal Ocean icon
Coastal Ocean
This is the open seas between the continents, where only the best of ships can travel, but in the areas closer to the coast.
No
Ocean icon
Ocean
This is the open seas between the continents, where only the best of ships can travel.
No +1 Naval attrition
Deep Ocean icon
Deep Ocean
This is the open seas between the continents, where only the best of ships can travel, in the furthest areas from any coast.
No +2 Naval attrition
Lakes icon
Lakes
Lakes represent inland bodies of water without any contact with the open sea except through possible rivers, so no ships of relevance are able to sail in them.
Yes Blocks vision from sea
Salt Pan icon
Salt Pan
Salt Pans are barren expanses of extremely flat land formed by the evaporation of a lake or a pond.
No
Ocean Wasteland icon
Ocean Wasteland
This is ocean sea outside of the main currents, so it is not a convenient path for ships to take, as they could end up stranded in the middle of it.
No 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:

  • Local Monthly Development Growth +10% Local Monthly Development Growth
  • Local Food Production % +5% Local Food Production %
  • Local Population Capacity % +25% Local Population Capacity %
  • Supply Limit +5% Supply Limit
  • Natural harbor suitability.png Have a Natural Harbor Suitability, which ranges from 0% to 100% and gives the following bonuses for each 1%:
    • Natural harbor suitability.png +1% Harbor capacity
    • Ducats −0.3% Port buildings cost

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:

  • Local Monthly Development Growth +5% Local Monthly Development Growth
  • Local Food Production % +5% Local Food Production %
  • Local Population Capacity % +10% Local Population Capacity %
  • Supply Limit +5% Supply Limit
  • Natural Harbor Suitability +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.png 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 Resource gold.png 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:

  • Local Proximity Cost −10% Local Proximity Cost
  • Local Food Capacity +100 Local Food Capacity
  • Local Monthly Development Growth +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]

The climate map

Each location has a Climate.png climate, which determines whether it can have winter effects and how severe they can be, as well as how much population it can support.

Climate Max winter Global population capacity modifier.png Population capacity Global supply limit modifier.png Supply limit Global life expectancy.png Character life expectancy Global monthly development.png Monthly development growth Wheat output
Arctic icon
Arctic
Arctic represents areas with very cold winters.
Severe winter.png Severe −33% −20% −5 −25%
Hot Arid icon
Hot Arid
Hot Arid represents an area that has a severe lack of available water.
None −10% −5 −10%
Continental icon
Continental
Continantal represents areas with cold winters.
Normal winter.png Normal +50%
Mediterranean icon
Mediterranean
Mediterranean represents areas with a perfect climate, where everyone wants to live.
None +150%
Oceanic icon
Oceanic
Oceanic represents areas with mild winters but high humidity.
Mild winter.png Mild +100%
Cold Arid icon
Cold Arid
Cold Arid represents an area that has a severe lack of available water but experiences winters.
Mild winter.png Mild −5% −5%
Subtropical icon
Subtropical
Subtropical represents areas with high average temperatures and mild winters.
None +100%
Tropical icon
Tropical
Tropical represents areas with high average temperatures and no winter.
None +50% −5 −10%

Winter[edit | edit source]

Depending on climate, locations may have Winter.png 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

Winter level Effects
Mild winter.png Mild
  • Local Food Production % −25% Local Food Production %
  • Maximum Attrition +2 Maximum Attrition
Normal winter.png Normal
  • Army Attrition +1% Army Attrition
  • Construction Speed −50% Construction Speed
  • Local Food Production % −50% Local Food Production %
  • Naval Attrition +5 Naval Attrition
  • Maximum Attrition +2 Maximum Attrition
Severe winter.png Severe
  • Constructions Stalled Constructions Stalled
  • Army Attrition +2% Army Attrition
  • Local Food Production % −200% Local Food Production %
  • Naval Attrition +10 Naval Attrition
  • Maximum Attrition +4 Maximum Attrition
  • Movement Cost +25% Movement Cost

Vegetation[edit | edit source]

The vegetation map

Each location has a Vegetation.png vegetation type, which represents the foliage cover of its area.

Vegetation Global population capacity modifier.png Pop cap Road building time Development growth Proximity impact Movement cost Blocks vision Other effects
Desert icon
Desert
Deserts are barren landscapes with little precipitation and almost no potential for plant or animal life.
+10K +100% −33% +5% +10%
  • Cyclones cause Sandstorms
  • −33% Food production
  • −5 Supply limit
  • +50% Expanding RGO time
Sparse icon
Sparse
Sparse represent large flat areas of land with few or no trees.
+25K −10%
Grasslands icon
Grasslands
Grasslands represent terrain dominated by grass with little or no trees or shrubs.
+50K −10% +2 Supply limit
Farmlands icon
Farmlands
Farmland represents anthropogenic terrain, devoted to crops and/or extensive pastures.
+100K +10% +10% +5% +10%
  • +10% Maximum RGO size
  • +33% Food production
  • +5 Supply limit
Woods icon
Woods
Woods represent terrain with less dense vegetation than forests.
+50K +25% −20% +12.5% +25% Sea
  • +10% Food production
  • +2 Supply limit
  • +1 Attacker penalty in combat
  • −2 Possible frontage
Forest icon
Forest
Forest represents terrain with dense vegetation.
+25K +50% −25% +25% +50% Sea and land
  • +33% Expanding RGO time
  • +1 Attacker penalty in combat
  • −3 Possible frontage
Jungle icon
Jungle
A jungle represents terrain with dense forest and tangled vegetation that makes doing anything on the land difficult.
+50K +200% −25% +50% +100% Sea and land
  • +50% Expanding RGO time
  • +1 Attacker penalty in combat
  • −4 Possible frontage

Roads[1][edit | edit source]

The road builder

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:

  • Construction Speed +5% Construction Speed
  • Institution Growth +10% Institution Growth
  • Local Monthly Development 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 Movement cost.png Movement cost Market access cost Proximity impact Maintenance
Gravel Road icon
Gravel Road
The Road has a loose gravel surface. Better than mud.
−25% −10% −20 Sand 0.01 Sand
Paved Road icon
Paved Road
The Road has a solid paved surface which is much better for travel.
−30% −15% −25
  • Sand 0.01 Sand
  • Masonry 0.01 Masonry
Modern Road icon
Modern Road
The Road has a modern flat surface and is of good quality.
−35% −20% −30
  • Sand 0.01 Sand
  • Masonry 0.01 Masonry
Railroad icon
Railroad
The Road has been upgraded to a rail connection, massively increasing travel speed and logistics.
−80% −25% −35
  • Sand 0.01 Sand
  • Masonry 0.01 Masonry
  • Steel 0.01 Steel

Control[edit | edit source]

Main article: Control

Each location you own has a Control.png 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:

  • Local Crown Power +1% Local Crown Power
  • Levy Size +1% Levy Size
  • Monthly Manpower +1% Monthly Manpower
  • Pop Assimilation Speed +1% Pop Assimilation Speed
  • Local Pop Conversion Speed % +1% Local Pop Conversion Speed %
  • Local Pop Promotion Speed % +1% Local Pop Promotion Speed %
  • Monthly Sailors +1% Monthly Sailors
  • Local Market Protection +0.5% Local Market Protection

Each percent of control above 50% has the following effect on locations:

  • Mercenary Size −0.5% Mercenary Size

Each percent of control below 50% has the inverse effect:

  • Mercenary Size +0.5% Mercenary Size

On top of these modifiers, the effective Tax base.png Tax Base of a location is calculated by multiplying the Potential tax base.png Potential Tax Base with the location's control.

Development[edit | edit source]

Development at the start of the game

Each location has a Development.png 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:

  • Blockade Force Required +0.01 Blockade Force Required
  • Supported Building Levels +1 Supported Building Levels
  • Buildings Cost −0.1% Buildings Cost
  • Construction Speed +1% Construction Speed
  • Local Proximity Cost −0.2% Local Proximity Cost
  • Institution Growth +0.2% Institution Growth
  • Character Life Expectancy +0.1 Character Life Expectancy
  • Maximum RGO Size +100 Maximum RGO Size
  • Migration Attraction +0.0025 Migration Attraction
  • Local Food Production % +1% Local Food Production %
  • Local Population Capacity % +2.5% Local Population Capacity %
  • Supply Limit +2% Supply Limit
  • Market Attraction +0.1% Market Attraction
  • Maximum Stockpile Capacity +5 Maximum Stockpile Capacity
  • Occupation Time +1% Occupation Time

Prosperity[2][edit | edit source]

Each location has a Prosperity.png 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:

  • Character Life Expectancy +0.1 Character Life Expectancy
  • Migration Attraction +0.001 Migration Attraction
  • Local Monthly Development +0.00004 Local Monthly Development
  • Population Growth +0.002% Population Growth

Every 1% prosperity below 0 brings the following penalties:

  • Construction Speed +0.5% Construction Speed
  • Character Life Expectancy −0.1 Character Life Expectancy
  • Mercenary Size +0.5% Mercenary Size
  • Migration Attraction −0.01 Migration Attraction
  • Local Monthly Development −0.00004 Local Monthly Development
  • Local Food Production % −0.5% Local Food Production %
  • Local Monthly Literacy −0.0005% Local Monthly Literacy
  • Local Pop Promotion Speed % −0.5% Local Pop Promotion Speed %
  • Population Growth −0.005% Population Growth
  • Production Efficiency −0.5% Production Efficiency
  • Raw Materials Output −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.

Normal winter.png Normal, Mild winter.png Mild or No No winter Severe winter.png Severe Winter
  • Local Food Production % +25% Local Food Production %
  • Naval Attrition +2 Naval Attrition
  • Army Attrition +5% Army Attrition
  • Local Maritime Presence −1 Local Maritime Presence
  • Local Food Production % −25% Local Food Production %
  • Naval Attrition +10 Naval Attrition
  • Raw Materials Output −50% Raw Materials Output
  • Movement Cost +50% Movement Cost

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]

A cyclone

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 Vegetation desert.png Desert vegetation will gain the Wind Damage modifier
  • Locations that have Vegetation desert.png 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
  • Local Maritime Presence −0.5 Local Maritime Presence
  • Local Food Production % −5% Local Food Production %
  • Local Monthly Prosperity −1% Local Monthly Prosperity
  • Naval Attrition +10 Naval Attrition
  • Raw Materials Output −15% Raw Materials Output
  • Movement Cost +25% Movement Cost
  • Army Attrition +5% Army Attrition
  • Local Maritime Presence −1 Local Maritime Presence
  • Local Food Production % −15% Local Food Production %
  • Local Monthly Prosperity −1.5% Local Monthly Prosperity
  • Naval Attrition +10 Naval Attrition
  • Raw Materials Output −25% Raw Materials Output
  • Movement Cost +25% Movement Cost
  • Local Maritime Presence −0.5 Local Maritime Presence
  • Local Monthly Prosperity −1% Local Monthly Prosperity
  • Naval Attrition +10 Naval Attrition
  • Raw Materials Output −15% Raw Materials Output

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:

  • Army Attrition +10% Army Attrition
  • Local Maritime Presence −2 Local Maritime Presence
  • Local Food Production % −20% Local Food Production %
  • Local Monthly Prosperity −2.5% Local Monthly Prosperity
  • Naval Attrition +10 Naval Attrition
  • Raw Materials Output −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]

Danger locations

Dangers are present in certain locations and displayed in the Map mode bg.pngMap mode square.pngDanger.png Dangers map mode. When a danger strikes the affected countries will be given the option to pay scaled Resource gold.png 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
  • Buildings Cost −10% Buildings Cost
  • Prosperity Recovery +0.5% Prosperity Recovery
  • Buildings Cost −20% Buildings Cost
  • Prosperity Recovery +0.5% Prosperity Recovery

Volcanoes[edit | edit source]

Volcano.png 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.

Eruption Monthly chance Population.png Population Prosperity.png Prosperity Development.png Development RGO Level Buildings Volcanic Soil Recovery Efforts Ducats Recovery Cost
Minor 0.008% −10% −20% −0.25 −1 20 Years Minor 200% of income
Moderate 0.006% −20% −50% −0.5 −2 −1 50 Years Minor 400% of income
Major 0.004% −30% −70% −1 −3 −1 per 8 buildings 70 Years Major 600% of income
Catastrophic 0.002% −50% −95% −2.5 −5 −1 per 6 buildings 100 Years Major 1000% of income

After an eruption the location will gain the Volcanic Soil modifier, which is visible on the map and gives the following effects:

  • Local Food Production % +50% Local Food Production %
  • Expanding Raw Materials Time −25% Expanding Raw Materials Time

Earthquakes[edit | edit source]

Earthquake.png 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.

Earthquake Monthly chance Population.png Population Prosperity.png Prosperity Buildings Army health Cities Recovery Efforts Ducats Recovery Cost
Minor 1.6% −10% −20% −1 per 10 buildings −33% Unchanged Minor 10 times the location's tax base
Major 0.4% −20% −50% −1 per 8 buildings −50% Unchanged Major 20 times the location's tax base
Catastrophic 0.1% −33% −75% −1 per 6 buildings Killed Downgraded to Town Major 30 times the location's tax base

Historical earthquakes[edit | edit source]

Historical Earthquake.png 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.png earthquake occurs, players will have the choice between different options, each with different penalties.

 
Tier Population.png Population Prosperity.png Prosperity Buildings Army health Ducats Recovery Cost
Minor −5% Severe penalty −1 per 15 buildings −33% 7 times the location's tax base
−25 Gold.png
Major −10% Ultimate penalty −1 per 10 buildings −50% 15 times the location's tax base
−50 Gold.png
Catastrophic −20% Radical penalty −1 per 8 buildings Killed 20 times the location's tax base
−100 Gold.png
Neighbor locations
Population Morale Prosperity.png Prosperity 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 Earthquake.png 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]

  1. From Europa Universalis V\game\in_game\common\road_types\00_generic.txt
  2. From Europa Universalis V\game\main_menu\common\static_modifiers\location.txt
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