Territories

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Imperator: Rome tutorial #3 - pops and cities.
A paintable map of territories.

Territories are the smallest unit of land in Imperator: Rome, and they are the basic unit of territorial organization for most ingame mechanics, such as territorial ownership, Population.png pops with their associated Population output output, Policy cultural assimilation.png culture, and Religious power.png religion, Land combat.png army movement, occupation, and recruitment, and more. Every province belongs to a particular province, which themselves are grouped into regions.

Mechanics[edit]

Most territories can have an owner and be colonized, or not be owned by any country at all; unowned territories are considered uncolonized. Uncolonized territories are not necessarily uninhabited and can be colonized by neighbouring countries to directly take ownership of them. Ownership is not to be confused with having control over a territory, which is typically the owner but can also be an enemy occupier during times of War.png war. Certain territories are uncolonizeable and cannot be properly owned or have a population; they may be merely uninhabitable but still accessible by armies or consist of completely impassable terrain. Separately, there are also Ocean sea territories, including River major rivers, that cannot be owned and are inaccessible by armies, but can be traversed by ships.

All Population.png pops live in a certain territory, and they are the source of nearly every resource that a territory produces. A territory's population is limited by the territory's Population capacity population capacity, which gives scaling penalties if exceeded, and the demographic makeup of a territory's pops determines its Policy cultural assimilation.png dominant culture and Religious power.png dominant religion. The owner of the territory, if there is one, determines who the Population output pop's output is paid towards and what modifiers affect their Pop happy.png happiness, which produces Unrest.png unrest if too low and in turn affects Province loyalty province loyalty. Pops can Migration speed migrate from territory to territory of their own accord, with pops moving from territories of low to high Migration attraction migration attraction, and certain pop types - Slaves slaves, as well as Tribesmen tribesmen for tribal countries - can be instantly moved in and out of owned territories by the state at the cost of Wealth gold. It is possible for a territory to lose all its population to war or migration, which will automatically make it uncolonized if it is owned.

Each territory has a specific terrain type that affects Monthly food.png food production, Population capacity population capacity, Movement cost movement cost, combat dice rolls, and more. Rivers, including River major rivers, cross between and through many territories and also give a significant modifier. Certain coastal territories are marked as Port icon.png ports, enabling them to build and service Naval combat.png ships. All terrain features are set at the beginning of the game and cannot be changed.

Land combat.png Cohorts are recruited and Naval combat.png ships built from individual territories, with the buildable types depending on the trade roots that the territory's province has access to. Every army and navy is always located in a particular territory, and can perform unit actions that may have specific effects on the territory that it is present in. Armies and navies can always move into neighbouring territories, as long as they have Has military access.png access; certain territories that are not actually adjacent but separated only by a narrow body of water may be considered connected across the strait.

Every territory has a certain type of trade good that is produced there, with the exact amount depending on the number of Slaves slaves compared to the Goods from slaves.png slaves needed for local surplus' as well as any Base resources base resource production modifiers. The trade good of a territory is normally constant, but can be changed through certain actions and events.

A territory can have one of three ranks - Territory settlement.png settlement, Territory city.png city, and Territory metropolis.png metropolis - which determines its Population capacity population capacity and pop class ratios, and indirectly the main types of output that its population will produce. A country can invest Wealth gold and Political influence.png political power to upgrade a territory's rank, or spend Tyranny tyranny to tear a city or metropolis down.

Depending on its territory rank, territories can have a number of buildings built in them that grant various modifiers and bonuses, particularly for increasing pop Population output output and Pop happy.png happiness as well as modifying the pop ratio. While Territory settlement.png settlements can only have on building built, Territory city.png cities and Territory metropolis.png metropolises can have multiple buildings, capped by the territory's number of Local building slot.png city building slots. Buildings can also provide Fort level fort level, which create a zone of control over the surrounding territories and make it so that the territory needs to be sieged down before it can be occupied by hostile armies.

In addition to buildings, territories can be connected by Ability road building.png roads, which significantly increases Movement cost army movement speed, and hold Holy Site.png holy sites honouring a certain deity, improving the territory's economy and enhancing the deity's bonuses if it is worshipped in the owner's Change pantheon cost modifier.png pantheon. Every territory, except for Country capital.png country capitals, has a Holding holding slot that may be granted or acquired by heads of family to increase their Power base power and Wealth wealth, though they may also invest in their owned territories.

Every province has a single territory designated as its Province capital province capital; similarly, every country that owns at least 1 territory has a Country capital.png country capital. These capital territories get various bonuses and are important to control during War.png wars, and can be moved around within the province or country to larger cities or more defensible locations.

Territories can also have territory modifiers that grant various bonuses and maluses to the territory and the pops that live in them. Certain special modifiers are permanently placed in certain territories at the beginning of the game, and cannot be gained or lost.

Every territory has a Civilization.png civilization value, representing the overall level of development and how settled the territory is, which impacts Pop happy.png pop happiness, Population capacity population capacity, and Supply limit.png supply limit. Other territory modifiers and values include Monthly food.png food, which is produced in a territory according to its terrain type and consumed by pops in the province; Supply limit.png supply limit, which determines how large of an army a territory can support before it starts to take Attrition.png attrition; and Barbarian power.png barbarian power, which determines the rate at which Barbarian power.png barbarian hordes will rise up from barbarian strongholds in impassable terrain.

Finally, every territory always has the following base modifiers:

  • Civilization.png +0.01% Monthly Civilization Change
  • Population capacity +10 Population Capacity
  • Migration attraction +1 Migration Attraction
  • Global population growth.png +0.04% Local Population Growth
  • Global food capacity.png +100 Provincial Food Capacity

Territory rank[edit]

Every territory has a certain territory rank that broadly determines its economic role and general level of development. Each rank has a certain associated modifier that is the main determinant of a territory's Population capacity population capacity and pop class ratio, as well as the buildings that are available to develop and specialize the territory. Every additional rank also grants an extra altar to any Holy Site.png holy sites in the territory, allowing it to hold one more treasure.

A territory's rank generally does not change unless it is specifically modified by certain actions or events, and will retain its rank even if it is completely depopulated and then recolonized.

Settlements[edit]

Territory settlement.png Settlements represent more sparsely populated rural areas, typically with a heavy focus on agriculture and other primary production and comprising the vast majority of territories in the game. In monarchies and republics, they have a base population ratio of 20% Freemen freemen and 80% Slaves slaves, while tribal settlements have a base ratio of 50% Tribesmen tribesmen and 50% Slaves slaves, which means that they are generally the main source of trade goods and Monthly food.png food in a province, as well as producing a significant portion of a country's Tax income.png tax income and Manpower.png manpower. Every settlement has the following modifiers:

  • Population capacity +5 Population Capacity
  • Goods from slaves.png -5 Slaves needed for Local Surplus
  • Population output -25% Population Output
  • Promotion -25% Pop Promotion Speed
  • Migration attraction -3 Migration Attraction
  • Migration speed -75% Migration Speed

Settlements can only ever have one Local building slot.png building slot, but have their own unique set of powerful buildings that can be used to specialize settlements towards manpower, trade good production, or tax income.

City[edit]

Territory city.png Cities represent urbanized areas that have been granted city status, historically often a set of special civic privileges and political autonomy granted to a particular urban community that would become the commercial and political center of the area. Cities have a significantly higher Population capacity population capacity than settlements and more importantly can sustain significant populations of Pop noble.png nobles and Citizens citizens, which makes cities the main source of Global state trade routes.png trade routes and Research points.png research points. Cities have a bonus to Base resources Base Resource Production, but the lower proportion of Slaves slaves and higher Goods from slaves.png surplus threshold means that cities are not especially efficient at producing trade goods (though very large cities will still end up accumulating enough Slaves slaves to produce a significant amount of surplus trade goods). More importantly, the large Population.png population and significant proportion of higher pop classes means that cities will have significant Monthly food.png food consumption, which in some cases will require the import of food trade goods to sustain. Unlike settlements, cities can have multiple Local building slot.png building slots, with the exact amount depending on the city's Population.png population and many other modifiers. Cities can be easily distinguished on the map as a group of buildings in the the territory, which shrinks and grows with the actual population of the city. At the start of the game, many cities large and small are found all across the civilized world, from the shores of the Mediterranean through the ancient cities of the Middle East and the great centres of Central Asia and India.

Every Territory city.png city has the following modifiers:

  • Population capacity +20 Population Capacity
  • Local building slot.png +2 City Building Slots
  • Base resources +1 Base Resource Production
  • Citizen ratio +30% Local Citizen Desired Ratio
  • Freeman ratio +40% Local Freeman Desired Ratio
  • Noble ratio +15% Local Noble Desired Ratio
  • Slave ratio +15% Local Slave Desired Ratio

New cities can be founded from owned settlements at any time, allowing countries to slowly shape and develop the world according to its desires and reflecting the great city-building empires of the era. Founding a city takes 2 years to be complete, during which the settlement will get the City Under Construction modifier, giving Population output -100% Population Output. Any settlement producing an agricultural trade good (Grain grain, Fish fish, Livestock livestock, or Vegetables vegetables will switch to a new trade good once the city is finished; if city status is subsequently revoked, the trade good produced in the territory will revert to the old food trade good. While granting city status will not have any immediate impact on the population, the significantly higher Migration attraction migration attraction of cities means that pops in the surrounding territories will slowly migrate to nearby cities, particularly if it is also the Province capital province capital. Enslavement efficiency.png Enslaving pops during wars can also be a good method of filling up cities with pops.

The base cost of founding a city is Wealth 200 gold and Political influence.png 50 political influence, adjusted by the Found city cost Found City Cost Modifier. Some of the more important sources of the modifier are:

It is also possible to Revoke city status revoke city status from a city as long as no construction or other upgrades are ongoing in the territory, whether to centralize the population more effectively, force the Demotion demotion of unwanted Pop noble.png nobles and Citizens citizens, or even simply as an act of spite. Revoking city status costs a base of Tyranny 5 tyranny, modified by the Revoke city status cost Revoke City Status Cost modifier (with -50% for tribal governments as the only source), which will instantly downgrade the city back to a Territory settlement.png settlement and give the Revoked City Status modifier for 5 years, giving Pop happy.png -10% Local Population Happiness and Migration attraction -2 Migration Attraction as well as preventing city status from being granted back as long as the modifier exists. The significant decrease in Population capacity population capacity will usually put the territory well over the limit, which will quickly decrease the population by emigration and pop death.

Metropolis[edit]

Territory metropolis.png A metropolis is considered the peak of a city’s urban evolution and can only be made from the very largest cities of a region. Metropolises do not have any special mechanics that set them apart from cities, but instead have generally stronger modifiers that allows it to support an even larger and more productive population, making them advantageous to construct in a country's largest cities, particularly the Country capital.png by the mid to late game. The only metropolis that exists at the start of the game is the Flag of Maurya Mauryan capital of Pataliputra.

Every Territory metropolis.png metropolis has the following modifiers:

  • Population capacity +30 Population Capacity
  • Population capacity +10% Population Capacity
  • Local building slot.png +4 City Building Slots
  • Global state trade routes.png +1 Local Import Routes
  • Base resources +2 Base Resource Production
  • Promotion +10% Pop Promotion Speed
  • Migration attraction +2 Migration Attraction
  • Citizen ratio +30% Local Citizen Desired Ratio
  • Freeman ratio +30% Local Freeman Desired Ratio
  • Noble ratio +10% Local Noble Desired Ratio
  • Slave ratio +5% Local Slave Desired Ratio

Note that a city that has been upgraded to a metropolis is still considered to have city status.

A metropolis can be founded on an existing Territory city.png city that has at least Population.png 80 population and is the Province capital province capital. Founding a metropolis costs a base of Wealth 400 gold and Political influence.png 100 political influence; like cities, the process takes 2 years to complete during which the settlement will get the Metropolis Under Construction modifier giving Population output -100% Population Output. It is possible to have multiple metropolises in a single province by simply moving the Province capital province capital to another city and building a new metropolis there; this will not destroy the previously existing one.

Like with cities, it is possible to Revoke city status revoke city status from a metropolis, which will downgrade the territory all the way back to a Territory settlement.png settlement. Revoking city status from a metropolis costs a base of Tyranny 10 tyranny, modified by the Revoke metropolis status cost Revoke Metropolis Status Cost modifier (with -50% for tribal governments as the only source) and has the same effects as revoking city status from a Territory city.png city.

Country capital[edit]

Country capital.png Every country that owns at least one territory has a capital territory, the seat of the government and usually the largest, wealthiest, and most important city in the country. The capital territory gets the following modifiers:

  • Supply limit.png +10% Supply Limit
  • Global monthly civilization.png +0.02% Monthly Civilization Change
  • Local output +10% Population Output
  • Noble ratio +10% Local Noble Desired Ratio
  • Citizen ratio +4% Local Citizen Desired Ratio
  • Freeman ratio +4% Local Freeman Desired Ratio
  • Noble happiness +8% Local Noble Happiness
  • Citizen happiness +8% Local Citizen Happiness
  • Population capacity +10 Population Capacity
  • Local building slot.png +1 City Building Slots
  • Promotion +25% Pop Promotion Speed
  • Migration attraction +2 Migration Attraction
  • Policy religious conversion.png +20% Pop Conversion Speed
  • Pop assimilation.png +20% Pop Assimilation Speed
  • Monthly food.png +1.50 Local Monthly Food

In addition to these baseline bonuses, the capital territory is also often granted permanent bonuses by a number of decisions and missions, most notably all country formation decisions and the generic infrastructure mission. This makes it advantageous to make the capital as large as possible, as pops in the capital are usually far more productive than pops in any other territory and usually have the highest Citizen ratio citizen and especially Noble ratio noble ratio given the combined effects of the base capital bonus and the number of buildings that are typically built there due to its high population. By the midgame, the capital territory will often have outgrown its Monthly food.png local food supply and begin to necessitate imports food goods to feed its growing population, though the high proportion of Pop noble.png noble and Citizens citizen pops usually means that the capital has many more Global state trade routes.png import route slots than is needed to feed it.

The province and region that the country capital is also have special modifiers and mechanics that generally make them more valuable than more peripheral areas. Control of a country's capital is important during wars, as it is worth extra warscore and provides bonus war enthusiasm for countries that still control their capitals, as well as being one of the main targets that Enslavement efficiency.png enslaved pops to be sent to - slaves will generally go disproportionately to the capital territory, unless it has reached its Population capacity population capacity. The capital is also the point from which Diplomatic range.png diplomatic range is calculated from (for non-neighbouring countries).

If desired, the capital can be moved at any time to a territory of the Policy cultural assimilation.png primary culture and Religious power.png state religion in a loyal province as long as the country is not at war. The cost is Political influence.png 50 + 5 times the difference in population between the current capital and the new capital in political influence, with a minimum cost of Political influence.png 80 and a maximum of Political influence.png 250. This means that it is much cheaper to move the capital to a more populated territory than vice versa.

Provincial capital[edit]

Every province that a country owns or partially owns has a Province capital province capital, representing the center of the local administration. If multiple countries own part of the same province, each part of the province belonging to each country will have its own provincial capital. The capital of the capital province is always the same as the national capital.

Provincial capitals get the following bonuses:

  • Local output +10% Population Output
  • Population capacity +6 Population Capacity
  • Promotion +10% Pop Promotion Speed
  • Migration attraction +1 Migration Attraction
  • Monthly food.png +1 Local Monthly Food

Province capitals are important in wartime as they determine who controls the province as a whole. A province cannot be demanded in a peace treaty unless its capital is occupied, and armies can only resupply in foreign territory if the capital of the province is occupied. They are also the primary targets for receiving Enslavement efficiency.png slaves when occupying enemy territory, after the Country capital.png national capital.

Provincial capitals may be relocated during peace time for a cost of Province loyalty provincial loyalty. Relocating the provincial capital to a Territory settlement.png settlement lowers Province loyalty provincial loyalty by 30, to a Territory city.png city lowers loyalty by 20, and to a Territory metropolis.png metropolis by 10.

Only territories that are the provincial capital can be raised to Territory metropolis.png metropolis status.

Terrain[edit]

Terrain types[edit]

Every territory has a fixed, predefined terrain type that cannot be changed. Terrain type has a significant impact on a territory's habitability through Population capacity population capacity and Monthly food.png food production modifiers, and is important to consider for army maneuvering and supply as well. Generic heritages are also assigned partly based on the terrain type of a country's Country capital.png capital territory at the start of the game.

Sea territories also have terrain types like land territories. The primary effect of sea terrain is to affect the movement speed of ships.

Land terrain[edit]

Name Modifiers Description
Terrain desert big.png Desert
  • Population capacity Population Capacity: -30%
  • Attrition.png Attrition: +1
  • Movement cost Movement Cost: +10%
  • Monthly food.png Local Monthly Food: +1.5
Arid, sandy plains stretch as far as the eye can see in every direction.
Terrain farmland big.png Farmland
  • Population capacity Population Capacity: +50%
  • Goods from slaves.png Slaves needed for Local Surplus: -2
  • Monthly food.png Local Monthly Food: +4
This fine arable land is dotted with small clusters of fields, orchards, and grazing livestock.
Terrain forest big.png Forest
  • Attackers get a -1 penalty to their dice rolls.
  • Population capacity Population Capacity: -10%
  • Movement cost Movement Cost: +30%
  • Monthly food.png Local Monthly Food: +2
A densely wooded place, forest is often quite an obstacle for passing armies.
Terrain hills big.png Hills
  • Attackers get a -1 penalty to their dice rolls.
  • Movement cost Movement Cost: +20%
  • Monthly food.png Local Monthly Food: +2
This place comprises a series of shallow inclines and rolling hills.
Terrain jungle big.png Jungle
  • Population capacity Population Capacity: -20%
  • Supply limit.png Supply Limit: -50%
  • Movement cost Movement Cost: +50%
  • Monthly food.png Local Monthly Food: +2.50
Verdant, humid jungle, packed with dense vegetation, can be slow going for those who are unused to it.
Terrain marsh big.png Marsh
  • Attackers get a -1 penalty to their dice rolls.
  • Population capacity Population Capacity: -10%
  • Supply limit.png Supply Limit: -50%
  • Movement cost Movement Cost: +50%
  • Monthly food.png Local Monthly Food: +2
Waterlogged and often dangerous, marshland is hard to navigate, and even more difficult to inhabit.
Terrain mountain big.png Mountains
  • Attackers get a -2 penalty to their dice rolls.
  • Population capacity Population Capacity: -20%
  • Supply limit.png Supply Limit: -50%
  • Movement cost Movement Cost: +80%
  • Monthly food.png Local Monthly Food: +1.50
Rocky, steep and treacherous, mountainous terrain can prove particularly difficult to navigate.
Terrain plains big.png Plains
  • Monthly food.png Local Monthly Food: +3
A sparsely forested place, consisting of sweeping tracts of flat land.

Sea terrain[edit]

Name Modifiers Description
Terrain coastal big.png Coastal Sea
  • Movement cost Movement Cost: +15%
Along coastlines and in archipelagos the sea is generally more shallow and affords less room for maneuver.
Terrain ocean big.png Ocean
  • None
Consisting of calm, glassy seas, as well as roiling waves, the sea carries the lifeblood of the ancient world: trade.
Terrain river big.png River
  • Attackers get a -1 penalty to their dice rolls.
  • Movement cost Movement Cost: +15%
Most rivers are not fit to be navigated by ship but some are wide and deep enough for smaller ships to navigate them.

Climate[edit]

Each territory also has one of four possible climates depending on its geography, which gives an additional smaller modifier to Population capacity population capacity and Monthly food.png food production. Certain climates also have winter for part of the year, which has an effect on Attrition.png attrition.

Warm climate is the most hospitable type and covers the largest part of the map, from the shores of the Mediterranean to the Fertile Crescent and the rich plains of India. Every territory with Warm Climate gets the following modifiers:

  • Population capacity +5% Local Population Capacity
  • Monthly food.png +10% Local Monthly Food Modifier

Temperate Climate is common directly to the north of warm areas, such as in Britannia, Gaul, Moesia and Illyria, northern Anatolia, and the south of central Asia. Territories with temperate climate have no default modifiers.

Frigid Climate represents colder areas of the map where harsher winters significantly , such as in Britannia, Gaul, Moesia and Illyria, northern Anatolia, and the south of central Asia. Every territory with Warm Climate gets the following modifiers:

  • Population capacity -20% Local Population Capacity
  • Monthly food.png -40% Local Monthly Food Modifier

Alpine Climate describes cold mountainous areas, such as Tibet and parts of the Caucascus. Every territory with Alpine Climate gets the following modifiers:

  • Population capacity -25% Local Population Capacity
  • Monthly food.png -30% Local Monthly Food Modifier

Arid Climate describes desert regions and nearby drier areas, such as the areas around the Sahara, parts of the Arabian Peninsula, and much of Persia. Every territory with Arid Climate gets the following modifiers:

  • Population capacity -15% Local Population Capacity
  • Monthly food.png -40% Local Monthly Food Modifier

Rivers[edit]

Rivers were central to trade and transportation in this time period and the presence of a significant river usually made that area much more attractive to settle in, as well as being more defensible given the inherent difficulties of crossing a river. Ingame, a territory with a Nearby River gets the following modifiers:

  • Attackers get a -1 penalty to their dice rolls
  • Population capacity +5% Population Capacity
  • Supply limit.png +5% Supply Limit
  • Migration speed +10% Pop Migration Speed

Parts of certain very large rivers, such as the Rhine, Danube, Nile, or Indus are considered major rivers, which makes them navigable by ships and crossable only at certain points. Mechanically, major rivers are considered sea tiles for most intents and purposes, with crossing points marked as straits. A territory that is Adjacent to Major River gets the following modifiers:

  • Population capacity +10% Population Capacity
  • Supply limit.png +10% Supply Limit
  • Migration attraction +1 Migration Attraction
  • Migration speed +25% Pop Migration Speed

The population capacity bonus means that territories next to a river, especially a major river, are generally good Territory city.png sites. Note that if a territory is both adjacent to a major river and has a nearby (minor) river, it will have the effects of both modifiers.

Coastal territories[edit]

Coastal territories also get small bonuses by virtue of their access to the sea, which like rivers often served to connect areas together even if there was no good port nearby. The following modifiers are given to all coastal territories without a Port icon.png port:

  • Population capacity +5% Population Capacity
  • Migration speed +25% Pop Migration Speed

Note that this modifier can potentially stack with both river modifiers, if the territory meets all the requirements.

Ports[edit]

Certain coastal territories with a particularly good harbour are designated as Port icon.png ports. Ports represent areas that are particularly accessible to ships and naval transport and are placed in certain territories at the beginning of the game, including some that some distance upstream on River major rivers, and as a terrain feature are fixed and cannot be built or destroyed during the course of the game. Ports are at the center of a country's navy, as ships can only dock and be built at coastal territories with ports. In addition, every territory with a port gets the following modifier, replacing the modifier for non-port coastal territories:

  • Population capacity +10% Population Capacity
  • Supply limit.png +5% Supply Limit
  • Promotion +10% Pop Promotion Speed
  • Migration attraction +2 Migration Attraction
  • Migration speed +50% Pop Migration Speed

Like with the standard coastal modifier, port modifiers can potentially stack with both river modifiers, if the territory meets all the requirements. The population capacity, migration attraction, and promotion speed modifiers in particular make port territories good places for founding Territory city.png cities, particularly those that are also adjacent to a major river.

Pirate havens[edit]

Certain ports are home to Pirate haven.png pirate havens where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of Tax income.png +20% Local Tax and Global population growth.png +0.01% Local Population Growth to their territory they host pirate fleets, always composed of all light ships, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to plunder them, giving Tax income.png -25% Local Tax and Demotion +10% Demotion Speed to the plundered territories.

If pirates grow to be too much of a problem, their havens can be destroyed using the Root out pirates Root Out Pirates army ability on any controlled territory once the anti-pirate law has been passed, including those belonging to other countries that have been occupied in a War.png war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new Pirate haven.png pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts.

Supply limit[edit]

See also: Attrition, Food#Army supply

The Supply limit.png supply limit of a territory determines how large of an army it can sustain before the army begins to take Attrition.png attrition, with every point of Army weight modifier.png army weight over the supply limit giving 1 point of Attrition.png attrition. As attrition increases Monthly food.png food consumption rather than immediately causing loss of soldiers, being over the supply limit is not particularly problematic as long as the army is just quickly passing through or is adequately supplied with enough Monthly food.png food to feed itself, but can become a significant issue with longer campaigns in low Supply limit.png supply limit areas.

Generally speaking, more fertile, developed, and highly populated areas have a higher Supply limit.png supply limit. All modifiers affecting the supply limit of a territory are listed below (note that national modifiers, e.g. inventions and deities, are based on the owner of the army, not the owner of the territory):

Type Modifier Supply limit.png Supply limit
Base Base +5
Population.png Population +0.5 per pop
Country capital.png Capital Territory +10% per point
Civilization.png Civilization Value +2% per point
Food deficiency.png Critical Food Supply -25%
Food deficiency.png Population Dying -25%
Terrain River Adjacent to Major River +10%
 River Nearby River +5%
 Port icon.png Coastal Port +5%
 Marsh Marsh -50%
 Mountains Mountains -50%
 Jungle Jungle -50%
Diplomatic Status Owner +25%
 Occupied +10%
 Alliance.png Alliance +10%
 Has military access.png Military Access +10%
Inventions Invention.png Supernumerarii (Military Advances 1) +10%
 Invention.png Fighting Season (Military Advances 4) +10%
 Invention.png Logistics Division (Military Advances 11) +10%
 Invention.png Delayed Baggage Train (Military Advances 15) +25%
 Invention.png Central Reserve (Military Advances 19) +25%
Deities State religion.png Armazi (Armazic deity)
 State religion.png Kakasbos (Cybelene deity)
 State religion.png Pan (Hellenic deity)
 State religion.png Diktynna (Cretan Hellenic deity)
 State religion.png Turan (Etruscan Hellenic deity)
 State religion.png Faunus (Italic Hellenic deity)
 State religion.png Medeiné (Matrist deity)

Civilization value[edit]

A territory's Civilization.png civilization value represents its level of infrastructure and urbanization and is the biggest contributors to Pop happy.png pop happiness, especially for Pop noble.png nobles and Citizens citizens. Increasing the current civilization value of the capital to 50 is also one of the main requirements for a tribal nation to reform into a republic or monarchy, and some city buildings also require a minimum civilization level. Most countries, except for migratory tribes, will generally benefit from a higher civilization level in their territories.

A territory's civilization value spans between 0 and 100, with each point granting the following local effects:

  • Population capacity Population Capacity: +0.25%
  • Supply limit.png Supply Limit: +2%
  • Barbarian power.png Barbarian Growth: -0.005
  • Migration attraction Migration Attraction: +0.1
  • Citizen happiness Local Citizen Happiness: +0.5%
  • Freeman happiness Local Freemen Happiness: +0.3%
  • Noble happiness Local Noble Happiness: +0.7%
  • Tribesman happiness Local Tribesmen Happiness: -0.4%
Civilization Value Population capacity Population Capacity Supply limit.png Supply Limit Barbarian power.png Barbarian Growth Migration attraction Migration Attraction Noble happiness Noble Happiness Citizen happiness Citizen Happiness Freeman happiness Freemen Happiness Tribesman happiness Tribesmen Happiness
0%
+50% +12.5% +100% -0.25 +5 +35% +25% +15% -20%
+100% +25% +200% -0.5 +10 +70% +50% +30% -40%

Maximum civilization level[edit]

Each territory has a maximum possible civilization value, which is the sum of its owner's Civilization.png country civilization level and any province or territory-specific modifiers to Civilization.png local civilization level. The country civilization level is generally the most consequential, as it is applied across all the territories in the country, and its value is determined largely by a country's government form, its level of Research points.png Oratory Advances, and positive Centralization.png centralization for tribal nations. Local modifiers can increase the civilization level of certain territories, particularly the Country capital.png capital, much higher than the country-wide value and is mostly given from decision modifiers (especially when creating formable nations) and coordinating Coordinate urban development.png urban development.

All static sources of maximum civilization level are listed below.

Type Modifier Civilization.png Civilization Cap
Base Base +10%
 Centralization.png Centralization Level +0.1% per point above 0% (up to +10% at 100%)
 Vassalized.png Tribal vassal +10%
Government Political influence.png Settled Tribe +10%
 Political influence.png Federated Tribe +15%
 Political influence.png Autocratic Monarchy or Democratic Republic +30%
 Political influence.png Other Monarchies or Republics +35%
 Political influence.png Empire or Imperial Cult +40%
 Political influence.png Athenian Republic +40%
Laws Enact law cost modifier.png Rights of Man (Tribal) +5%
 Enact law cost modifier.png Rights of Birth (Tribal) +5%
National ideas Idea state religion.png State Religion (Religious) +5%
Technology Oratory power.png Oratory Advances +2% per Level
Trade goods Gemstones Gemstones capital surplus +5%
 Glass Glass capital bonus +5%
Heritages Flag of Icenia Icenian Heritage (Icenia) +5%
Local Coordinate urban development.png Urban Development +1% per Level
 Emergent Center of Civilization (from formable nations) +5%
 Center of Civilization (from formable nations) +10%
 Emergent Capital (from formable nations) +10%

Note that government bonuses are, of course, exclusive to each other.

Civilization change[edit]

Maximum civilization level does nothing by itself, but allows the territory's actual civilization level to slowly rise to that level. Each month, the civilization value of every territory that is below its local maximum civilization level will increase by the value of the Global monthly civilization.png monthly civilization change modifier, which can be increased with various omens, inventions, governor policies, and other modifiers. If the local maximum civilization level is lower than the territory's current civilization level, it will instead decrease at a fixed rate of -0.10% per month until it reaches the cap again.

Type Modifier Global monthly civilization.png Monthly Civilization Change
Base Base +0.01%
At Peace +0.01%
Barbarian power.png Barbarian power -0.025% per point
Vassalized.png Tribal vassal +0.01%
National ideas Idea state religion.png State Religion (Religious) +0.02%
Inventions Invention.png Recording Tradition (Religious Tech 5) +0.01%
Invention.png Scribae (Religious Tech 20) +0.01%
Laws Enact law cost modifier.png Coin Minting Initiative (Tribal) +0.03%
Religion Religious power.png Chaldean +0.01%
Deities State religion.png Upekkha Parami (Buddhist deity)
State religion.png Maponos (Druidic deity)
State religion.png Wisdom of Bhadrabahu (Jain deity)
Omens Omen.png Pañña Parami (Buddhist deity)
Omen.png Eshmun (Canaanite deity)
Omen.png Attis (Cybelene deity)
Omen.png Gobannus (Druidic deity)
Omen.png Glanis (Alluvian Druidic deity)
Omen.png Asklepios (Hellenic deity)
Omen.png Amaya (Cretan Hellenic deity)
Omen.png Aita (Etruscan Hellenic deity)
Omen.png Goitosyrus (Heptadic deity)
Omen.png Arubani (Khaldic deity)
Omen.png Tannit (Megalithic deity)
Omen.png Guidance of the Moon (Ritualistic deity)
Omen.png Zalmoxis (Zalmoxian deity)
Treasures Treasure sarcophagus.png Tomb of Romulus +0.03%
Heritages Flag of Etruria Etruscan Heritage (Etruria) +0.02%
Hellenistic Heritage (cultural) +0.01%
Governor Policy civilization effort.png Civilization Effort +0.005% per Civic power.png 10 finesse of the governor, plus a base of +0.005%
Just Just +0.01%
Local Country capital.png Capital +0.02%
Coordinate urban development.png Urban development +0.01% per Level
Ability road building.png Road Network +0.001% per outgoing road
Raze city Razed (unit ability) -0.01%
Enemy Occupation -0.02%
Looted -0.03%

Urban development[edit]

The civilization value of territories with Territory city.png city status can be increased above and beyond its natural maximum by using the Coordinate urban development.png Coordinate Urban Development action, which costs a base of Political influence.png 25 political influence (modified by the Price local civ button cost modifier.png Urban Development Cost modifier) and, after 2 years, will give a stackable Urban Development modifier, giving Civilization.png +1% local civilization level and Civilization.png +0.01% monthly civilization change to the city. This action can only be used while the civilization level of the city is below 60, which means that it is primarily useful only in the early game or for tribal nations looking to improve their capital in preparation for reforming into a monarchy or republic.

Uncolonizable territories[edit]

Certain particularly harsh or desolate territories are considered uncolonizable. These territories have no true owner or Population.png pops and for the most part cannot be interacted with, though they will be considered owned for the purposes of map colouring and naming purposes if there is a single country that owns the majority of the adjacent colonizable territories, as well as owns and/or has coloured in a majority of all adjacent territories, including neighbouring uncolonizable territories. Similar behaviour is used to colour in uncolonizable territories in some other mapmodes, such as culture, religion, province, and region. This behaviour can be toggled on and off using the Fill in impassable terrain setting.

All uncolonizable territories have a Policy cultural assimilation.png culture, Religious power.png religion, Civilization.png civilization value, Barbarian power.png barbarian power value, and Supply limit.png supply limit, which depending on the type of the the uncolonizable territory may have some gameplay relevance. Whether or not a territory is considered uncolonizable is set at the beginning of the game and cannot be changed.

Uninhabitable territories[edit]

Uninhabitable territories cannot be owned or colonized, but still allow armies to pass through them. They exist in a number of passes through many arid and desert areas, such as in the Arabian pennisula and Central Asia. There are no special penalties for armies marching through uninhabitable territories beyond their low Supply limit.png supply limit and inability to replenish Monthly food.png food supply. Unlike impassable terrain, uninhabitable territories have a terrain type that helps to determine its Supply limit.png supply limit.

All uninhabitable territories also have a culture and religion that is set at the beginning of the game, appears on the relevant mapmodes, and cannot be changed, though this is purely cosmetic and does not have any gameplay effect.

Impassable terrain[edit]

See also: Barbarians

Impassable terrain represents the harshest and most accessible areas of the map, and in addition to being uncolonizable also cannot be passed by armies and cannot be interacted with directly. Many exist as mountain ranges, inaccessible jungles, or unforgiving deserts crossing through even relatively developed areas, serving to isolate certain areas from one another and represent the difficulties that these types of terrain posed for states trying to exert their control across them.

Certain areas of impassable terrain hold Barbarian power.png barbarian strongholds, from which barbarian hordes will occasionally rise up to pillage and settle neighbouring territories. These barbarian strongholds can be particularly dangerous and require some military investment to control and hold off, but can eventually be pacified by raising the stronghold's Civilization.png civilization value high enough using the Policy civilization effort.png Civilization Effort governor policy in a neighbouring province.

Impassable terrain has a culture and religion that is used when generating Barbarian power.png barbarian hordes that rise up from that territory. However, in the culture and religion mapmodes the colour of impassable terrain will instead be determined by the majority colour of the surrounding territories according to the same rules as colouring for ownership, which may be different from the actual culture or religion of the territory.