Province

From Imperator Wiki
Jump to navigation Jump to search

A province is an administrative division of land in Imperator: Rome. Provinces are groupings of territories, and are themselves grouped into regions.

Province mechanics[edit]

  • Each province has access to the trade goods produced in its cities, and can have a set number of import routes to bring in goods from other provinces.
  • Each province has a set governor policy.
  • Each province has a loyalty value.

Capital province[edit]

The province containing the nation's capital city is the nation's capital province.

The capital province has extra import routes, as it is affected by both the provincial import routes and the capital import routes modifiers. A trade good surplus in the capital province also applies a nationwide capital surplus modifier.

Each pop in the capital province has a +25% output modifier (stacking with the capital city and region modifiers). All cities in the capital province also have +0.05% population growth.

Provincial loyalty[edit]

Every province has a loyalty value, representing how happy it is with the central government. Loyalty changes monthly; it is lowered by unrest in the province's territories, and increased by the skills of the governor of the province's region, as well as any troops assigned to them.

Territories in disloyal provinces can no longer be interacted with, blocking any pop actions and cohort recruitment. If a significant portion of the nation's population lives in disloyal provinces, the nation will progress towards rebellion or civil war.

Governor policies[edit]

Policy Effect Description Chance
Policy acquisition of wealth.png Acquisition of Wealth
  • Monthly local governor wage: +20%
  • Local tax modifier: +10%
  • Local commerce modifier: +10%
This policy will increase the personal wealth of the governor, at the cost of province income. Some nefarious characters are only interested in lining their own pockets.
  • +5 if the Governor has the trait Gluttonous
  • +15 if the Governor's loyalty is <= 40
  • +2 * the Governor's corruption
Harsh treatment.png Harsh Treatment
  • Migration speed: +5.00
  • Migration attraction: -3.00
  • Monthly state loyalty: +0.15
  • Local output modifier: -20%
Though it may be at the cost of the indigenous population, sometimes the best way to deal with dissent, is a show of force.
  • +5 if the province is below 33% loyalty
Policy religious conversion.png Religious Conversion Local unrest: +1

Gives a monthly chance of converting 1 pop to the state religion, depending on the governor's Religious power.pngZeal.

When activated, this policy increases province unrest.
On monthly basis: chance for Pops of foreign faith to convert to state religion.
Likewise, the Zeal of your governor will increase the conversion chance.
Of note; the more Pops a governor converts, the more renowned they become.
Leave the policy active for an extended duration, for the best results.
Often it is worth checking that a province can still make use of this policy.
  • +1 * the Governor's Zeal
  • +5 if the Governor has the trait Pious
  • +5 if the Governor has the trait Zealous
  • *0 if the Governor's religion is different from the state's
  • *0 if state religion is dominant in all cities of the province
Policy cultural assimilation.png Cultural Assimilation Local unrest: +1

Gives a monthly chance of converting 1 pop to the state culture, depending on the governor's Civic power.pngFinesse.

This policy increases province unrest, but yields a monthly chance for Pops of non-state culture, to convert to your state culture. The Finesse of your governor will increase the conversion chance.
  • +1 * the Governor's Finesse
  • *0 if the Governor's culture is different from the state's
  • *0 if state culture is dominant in all cities of the province
Policy bleed them dry.png Bleed Them Dry Local population growth: -0.05%

Local unrest: +2

Local tax modifier: +30%

Local commerce modifier: +30%

("Pops occasionally move" is flavor text, there is no such effect)

This policy greatly increases the income of a province, but will cause Pops to occasionally move from the province, as well as reducing population growth.
  • +5 if the Governor has the trait Miserly
  • +5 if the Governor has the trait Shrewd
  • +10 if the Governor's corruption is >= 30
  • *0 if the Governor is the Ruler
Policy borderlands.png Borderlands Local manpower modifier: +25%

Local fort defense: +20%

This policy encourages a focus on fortification and defense.
  • +5 if the Governor has the trait Suspicious
  • +5 if the Governor has the trait Stubborn
Policy encourage trade.png Encourage Trade Local commerce modifier: +10%

Local trade routes: +1

This policy increases trade income and trade routes, by encouraging foreign traders to do business in the area. The locals are likely to be unhappy with this.
  • +5 if the Governor has the trait Silver Tongued
  • +5 if the Governor has the trait Crafty
  • +10 if the Governor belongs to the Mercantile party (Republics only)
Policy social mobility.png Social Mobility Pop promotion speed: +3.00 This policy provides a monthly chance for Pops to upgrade or downgrade their type, aiming for an equal balance between citizens, freemen, and slaves.
  • Will never be picked
Policy local autonomy.png Local Autonomy
  • Local citizen happiness: +25%
  • Local freemen hapiness: +25%
  • Local tribesmen happiness: +25%
  • Local slaves happiness: +25%
  • Local output modifier: -75%
By relieving Pops within this province of their taxation and labor duties, we are sure to boost their contentment.
  • *1 * the local province autonomy
  • +5 if the Governor has the trait Submissive
  • +3 if the Governor has the trait Generous
  • +3 if the Governor has the trait Kindly
Policy civilization effort.png Civilization Effort Local monthly civilisation: +0.05%

Each month has a chance to fire one of these effects:

  • Increase the civilisation level of adjacent barbarian strongholds by 2
  • Downgrade or remove a barbarian stronghold in adjacent cities
  • Promote a tribesman pop to either freeman or slave.
Focusing on infrastructure, cultural dissemination, and learning, we can enlighten those within the borders of this province.
  • +10 if the Governor has the trait Intelligent
  • +10 if the Governor has the trait Polymath
  • +20 if any neighbour province's city has the modifier Minor Barbarian Stronghold, Barbarian Stronghold, or Major Barbarian Activity
  • -30 if the realm has a centralization <= 50 (Tribes only)
Centralize pop.png Centralize Population
  • Migration speed: +0.80
  • Migration attraction capital: +0.40
  • Migration attraction non-capital: -2.00
A bustling metropolis is a sure sign of a prosperous province.
  • Will never be picked
Decentralize pop.png Decentralize Population
  • Migration speed: +0.80
  • Migration attraction non-capital: +0.40
  • Migration attraction capital: -2.00
Sometimes, overpopulation cannot be solved by grain alone.
  • Will never be picked
Domestic policy Characters Attributes Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods
Provinces Region Province Cities Colonization
Warfare Military traditions Army Land units Land warfare Naval warfare
Foreign policy Treaties Casus belli Diplomacy Subject nations