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{{Version|1.3}}A '''province''' is an administrative division of land in ''Imperator: Rome''. Provinces are groupings of '''[[territories]]''', and are themselves grouped into '''[[region]]s'''. ==Province mechanics==*Each province has access to the [[trade goods]] produced in its territories, and can have a set number of import routes to bring in goods from other provinces.*Each province has a governor policy.*Each province has a loyalty value.*Each province has a food supply and food capacity.*The province capital may be changed at the cost of province loyalty. ===Provincial investments===Provinces can be improved repeatedly with investments for {{icon|political influence}} 80 political influence each. The cost can be reduced by heritages and technological advances. Each investment takes 2 years to prepare and reduces the {{icon|local output modifier}} output of the province by {{red|1%}} during the process. The resulting effects are permanent as long as the province is inhabited and the owner isn't changed. All 4 types of investments can be applied to the same province, unlimited amount of times.* [[File:Military investment.png|28px]] Install Provincial Procurators (Military): [[File:Monthly state loyalty.png|28px]] {{green|+0.01}} Monthly Province Loyalty and {{icon|local output modifier}} {{green|+4%}} Population Output* [[File:Civic investment.png|28px]] Promote Infrastructure Spending (Civic): [[File:Local building slot.png|28px]] {{green|+1}} City Building Slots* [[File:Oratory investment.png|28px]] Entice Business Investments (Oratory): [[File:Global state trade routes.png|28px]] {{green|+1}} Local Import Routes* [[File:Religious investment.png|28px]] Make Religious Endowments (Religious): [[File:Happiness for same religion modifier.png|28px]] {{green|+3%}} State Religion Happiness {{flag|Sparta}} with the {{icon|mgr}} [[Magna Graecia (DLC)|Magna Graecia]] DLC gets 2 unique investments for the military and religious slots:* [[File:Military investment.png|28px]] Free Helots (Military): [[File:Happiness for same culture modifier.png|28px]] {{green|+2%}} Primary Culture Happiness, {{icon|cohort recruit speed}} {{green|+5%}} Cohort Recruit Speed, and [[File:Pop freemen output.png|28px]] {{green|+6%}} Local Freemen Output* [[File:Religious investment.png|28px]] Commission Heroic Freize (Religious): {{icon|supply limit}} {{green|+4%}} Supply Limit and [[File:Pop citizen output.png|28px]] {{green|+3%}} Local Citizen Output ===Capital province===The province with the country's capital is its ''capital province''. The capital province is always loyal and will not rebel.  The capital province begins with +2 trade imports from 'Trading Permits.' This may be changed in the economy tab under commerce income. Increasing country rank gives additional capital import routes. A regional power receives one extra capital trade route. A major power has another additional capital trade route.  A trade good surplus in the capital province also applies a nationwide ''capital surplus'' modifier. Each pop in the capital province has a {{green|+10%}} output modifier (stacking with the capital city and capital region modifiers). ===Provincial loyalty===Every province has a loyalty value, representing how happy it is with the central government.  Loyalty changes monthly; it is lowered by [[Rebellion#Unrest|unrest]] in the territories, proportional to their population. Assigning regional troops to the governor may lower unrest by up to -4. Loyalty increases from:* the governor's loyalty ({{green|+0.25}} at 100 loyalty)* the Harsh Treatment policy ({{green|+0.3}} at 9 finesse)* the military investments (Provincial Procurators) ({{green|+0.01}} per level)* Courts of Law in cities ({{green|+0.02}} each, adjusted by population size)* 0 unrest ({{green|+0.1}} adj. by population size)  At 33% loyalty the province is considered disloyal. Territories in disloyal provinces can't be interacted with, blocking building construction, pop movement and cohort recruitment. If a significant portion of the nation's population lives in disloyal provinces, the nation will progress towards a [[Rebellion|rebellion]]. ===Governor policies===All policy effects are modified by the governor's {{icon|civ}} [[Attributes#redirect Finesse|Finesse]]. The values below are given for 9 {{icon|civ}}. At 0 {{icon|civ}} the effects are reduced by 90% Each point of {{icon|civ}} above 9 increases them by 10%. The equation is: ev=0.1*v+0.1*v*Finesse, v is value at finesse 9, ev is the scaled effective value. When a governor is assigned, they chose a random policy based on the factors listed in the Chance column.{| class="mildtable"! !! Policy! Effect! Description! Chance|-| [[File:Policy acquisition_of_wealth.png]]|| Acquisition of Wealth||* Local tax: {{green|+10%}}* Province commerce: {{green|+10%}} * Governor wage: {{red|+20%}}|| ''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|-| [[File:harsh treatment.png]]|| Harsh Treatment||* Local provincial loyalty: {{green|+0.3}}* Population output: {{red|-40%}}* Migration attraction: {{red|-6}}* Pop migration speed: {{green|+10}}|| ''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 or at 33% loyalty* *0 if the province is above 33% loyalty|-| [[File:Policy religious_conversion.png]]|| Religious Conversion||* Conversion speed {{green|+3}}|| ''Increases religious conversion speed.''''The tooltip is outdated.''||* +1 * the Governor's Zeal / 2* +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 the Governor's religion is different from the dominant religion in all territories|-| [[File:Policy cultural_assimilation.png]]|| Cultural Assimilation||* Assimilation speed {{green|+5}}|| ''Increases culture assimilation speed.''''The tooltip is outdated.''||* +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 territories of the province|-| [[File:Policy bleed_them_dry.png]]|| Bleed Them Dry|| * Local unrest: {{red|+2}}* Local tax: {{green|+30%}}* Province commerce: {{green|+20%}}* Local Monthly Food Modifer: {{red|-25%}} || ''This policy greatly increases the income of a province, but will cause Pops to occasionally move from the province, a̶s̶ ̶w̶e̶l̶l̶ ̶a̶s̶ ̶r̶e̶d̶u̶c̶i̶n̶g̶ ̶p̶o̶p̶u̶l̶a̶t̶i̶o̶n̶ ̶g̶r̶o̶w̶t̶h̶.''''The tooltip is outdated''||* +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* *0 if the province has <= 800 food|-| [[File:Policy borderlands.png]]|| Borderlands||* Local manpower: {{green|+25%}}* Local fort defense: {{green|+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|-| [[File:Policy encourage_trade.png]]| Encourage Trade| * Province commerce: {{green|+25%}}* Local Monthly Food Modifier: {{green|+10%}}| ''This policy increases trade income by encouraging foreign traders to do business in the area.''|* +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* +20 if the province food is <= 30% of its food capacity|-| [[File:Policy social_mobility.png]]| Social Mobility|* Pop promotion speed: {{green|+100%}}* Pop demotion speed: {{green|+100%}}| ''Increases promotion and demotion speed'' |* Will never be picked|-| [[File:Policy local_autonomy.png]]| Local Autonomy|* Population output: {{red|-75%}}* Local citizen happiness: {{green|+25%}}* Local freeman hapiness: {{green|+25%}}* Local slave happiness: {{green|+25%}}* Local tribesman happiness: {{green|+25%}}|| ''By relieving Pops within this province of their taxation and labor duties, we are sure to boost their contentment.''||* *1 * local autonomy (calculated from unrest)* +5 if the Governor has the trait Submissive* +3 if the Governor has the trait Generous* +3 if the Governor has the trait Kindly* *0 if it is the capital province|-| [[File:Policy civilization_effort.png]]|| Civilization Effort||* Local monthly civilisation: {{green|+0.05%}}Each month has a chance to:* Increase the civilization level of barbarian strongholds by 2 ''(if your adjacent territories have 35 civ. level)''* Downgrade or remove an adjacent barbarian stronghold ''(once they reach 35 too)''The chance is increased by finesse.|| ''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 adjacent territory is a barbarian stronghold* -30 if the county centralization is <= 40 (Tribes only)|-| [[File:Centralize_pop.png]]| Centralize Population|* Pop migration speed: {{green|+2}}* The province capital's migration attraction: {{green|+1}}* Non-capital migration attraction: {{red|-5}}|| ''A bustling metropolis is a sure sign of a prosperous province.''||* Will never be picked|-| [[ProvincesFile:Decentralize_pop.png]]| Decentralize Population|* Pop migration speed: {{green|+2}}* The province capital's migration attraction: {{red|-5}}* Non-capital migration attraction: {{green|+1}}|| ''Sometimes, overpopulation cannot be solved by grain alone.''||* Will never be picked|} {{MechanicsNavbox}}

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