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Province

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{{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.
===Province improvement===Provinces can be improved with level abilities for 80 Political Influence. It Each investment takes 2 years to do one, prepare and reduces the {{icon|local output modifier}} output of the province is reduced by {{red|1%}} during this the process. only one improvement per The resulting effects are permanent as long as the province can be issued at one time. They can be done repeatedly.*Install Provincial Procurators: 4% Population Output is inhabited and 0.01 Monthly Province Loyalty*Promote Infrastructure Spending: +1 Building Slotthe owner isn't changed.*Entice Business Investments: +1 Import Routes*Make Religious Endowments: +3% State Religion Happiness in Province
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 nationits ''s capital province''. The capital provinceis 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.
The Increasing country rank gives additional capital province has extra import routes, as it is affected by both the ''provincial import routes'' and the ''. A regional power receives one extra capital import routes'' modifierstrade route. A major power has another additional capital trade good surplus in the capital province also applies a nationwide ''capital surplus'' modifierroute.
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 by the skills of the governor of the province's region, as well as any troops assigned to them.
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 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|+50.003}}* Migration attractionPopulation output: {{red|-3.0040%}}* Monthly state loyaltyMigration attraction: {{greenred|+0.15-6}}* Local output modifierPop migration speed: {{redgreen|-20%+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 tax: {{green|+30%}}* Province commerce: {{green|+20%}}* Local unrestMonthly Food Modifer: {{red|+2-25%}}
Local tax modifier: {{green|+30%}} 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
| * Pop promotion speed: {{green|+3.00100%}}* Pop demotion speed: {{green|+100%}}| ''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.''
||
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