Changes

Jump to navigation Jump to search

Province

2,076 bytes added, 2 months ago
Changed Magna Graecia DLC link
{{Version|1.03}}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 citiesterritories, 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.
*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 containing with the nationcountry's capital [[city]] is the nation's its ''capital province''.
The capital province has extra import routes, as it is affected by both the ''provincial import routes'' always loyal and the ''capital import routes'' modifiers. A trade good surplus in the capital province also applies a nationwide ''capital surplus'' modifierwill 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|+2510%}} output modifier (stacking with the capital city and capital region modifiers). All cities in the capital province also have {{green|+0.05%}} population growth.
===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 province's territories, and increased proportional to their population. Assigning regional troops to the governor may lower unrest by the skills of up to -4. Loyalty increases from:* the governor of the province's regionloyalty ({{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, as well as any troops assigned to themadjusted 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 no longer 't be interacted with, blocking any building construction, pop actions 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]] or [[Rebellion#Civil_war|civil war]].
===Governor policies===
All policy effects are modified by the governor's {{icon|civ}} [[Attributes#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
|| Acquisition of Wealth
||
* Monthly local governor wageLocal tax: {{redgreen|+2010%}}* Local tax modifierProvince commerce: {{green|+10%}} * Local commerce modifierGovernor wage: {{greenred|+1020%}}
|| ''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
||
* Migration speedLocal provincial loyalty: {{redgreen|+20%0.3}}* Migration attractionPopulation output: {{red|-6040%}}* Monthly state loyaltyMigration attraction: {{greenred|+0.03%-6}}* Local output modifierPop migration speed: {{redgreen|-40%+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
|| Local unrest: {{red|+1}}
Gives a monthly chance of converting 1 pop to the state religion, depending on the governor's {{icon|rel}}''[[Attributes#Zeal|Zeal]]''.
|| ''When activated, this policy increases province unrest.<br /> On monthly basis: chance for Pops of foreign faith to convert to state religion.<br /> Likewise, the Zeal of your governor will increase the conversion chance.<br /> Of note; the more Pops a governor converts, the more renowned they become.<br /> Leave the policy active for an extended duration, for the best results.<br /> Often it is worth checking that a province can still make use of this policy.''
||
* 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 state the Governor's religion is different from the dominant religion in all cities of the provinceterritories
|-
| [[File:Policy cultural_assimilation.png]]
|| Cultural Assimilation
|| Local unrest: * Assimilation speed {{redgreen|+15}}Gives a monthly chance of converting 1 pop to the state culture, depending on the governor's {{icon|civ}}| ''[[Attributes#Finesse|Finesse]]Increases culture assimilation speed.''.|| ''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 chancetooltip 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 cities territories of the province
|-
| [[File:Policy bleed_them_dry.png]]
|| Bleed Them Dry
|| * Local population growthunrest: {{red|-0.05%+2}}* Local unresttax: {{redgreen|+230%}}* Province commerce: {{green|+20%}}* Local tax modifierMonthly Food Modifer: {{greenred|+30-25%}}
Local commerce modifier: {{green|+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 growtha̶s̶ ̶w̶e̶l̶l̶ ̶a̶s̶ ̶r̶e̶d̶u̶c̶i̶n̶g̶ ̶p̶o̶p̶u̶l̶a̶t̶i̶o̶n̶ ̶g̶r̶o̶w̶t̶h̶.''''The tooltip is outdated''
||
* +5 if the Governor has the trait Miserly
* +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 modifier: {{green|+25%}}* Local fort defense: {{green|+20%}}
| ''This policy encourages a focus on fortification and defense.''
|
| [[File:Policy encourage_trade.png]]
| Encourage Trade
| Local * Province commerce modifier: {{green|+1025%}}* Local trade routesMonthly Food Modifier: {{green|+110%}}| ''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)* +20 if the province food is <= 30% of its food capacity
|-
| [[File:Policy social_mobility.png]]
| Social Mobility
| Local citizen output* Pop promotion speed: {{redgreen|-20+100%}}Each month, gives a random chance for a pop to upgrade or downgrade their type, depending on the governor's * Pop demotion speed: {{icongreen|ora+100%}}''[[Attributes#Charisma|Charisma]]''.| ''This policy provides a monthly chance for Pops to upgrade or downgrade their type, aiming for an equal balance between citizens, freemen, Increases promotion and slaves.demotion speed'' 
|
* Will never be picked
| Local Autonomy
|
* Population output: {{red|-75%}}
* Local citizen happiness: {{green|+25%}}
* Local freemen freeman hapiness: {{green|+25%}}* Local tribesmen slave happiness: {{green|+25%}}* Local slaves tribesman happiness: {{green|+25%}}* Local output modifier: {{red|-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(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 fire one of these effects:* Increase the civilisation civilization level of adjacent barbarian strongholds by 2''(if your adjacent territories have 35 civ. level)''* Downgrade or remove a an adjacent barbarian stronghold in adjacent cities''(once they reach 35 too)''* Promote a tribesman pop to either freeman or slaveThe 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 neighbour province's city has the modifier ''Minor Barbarian Stronghold'', ''Barbarian Stronghold'', or ''Major Barbarian Activity''adjacent territory is a barbarian stronghold* -30 if the realm has a county centralization is <= 50 40 (Tribes only)
|-
| [[File:Centralize_pop.png]]
| Centralize Population
|
* Migration Pop migration speed: {{green|+0.802}}* Migration The province capital's migration attraction capital: {{green|+0.401}}* Migration attraction nonNon-capitalmigration attraction: {{red|-2.005}}
|| ''A bustling metropolis is a sure sign of a prosperous province.''
||
| Decentralize Population
|
* Migration Pop migration speed: {{green|+0.802}}* Migration The province capital's migration attraction non-capital: {{greenred|+0.40-5}}* Migration Non-capital migration attraction capital: {{redgreen|-2.00+1}}
|| ''Sometimes, overpopulation cannot be solved by grain alone.''
||
Autopatrol
3,243
edits

Navigation menu