User:Rollam

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Thank you @SolSys for implementing the first bit of the buildings table. I have updated the rest of the table now.

buildings

Military

Building Province modifiers City/Settlement
Building military.png Training Camp Manpower.png +10% Local manpower City
Building fortress.png Fortress +1 Fort level City/Settlement
Building barracks.png Barracks
  • Pop freemen ratio.png +15% Local desired freemen ratio
  • Pop happy.png +20% Local freemen happiness
  • Manpower.png +20% Local manpower modifier
  • Population capacity.png +20% Population capacity modifier
Settlement
Building foundry.png Foundry
  • Local start experience.png +5% Local start experience
  • Local ship recruit speed.png +10% Local ship recruit speed
  • Cohort recruit speed.png +10% Local cohort recruit speed
City

Economical/Management

Building Province modifiers City/Settlement
Building market.png Market Commerce modifier.png +25% Local commerce value modifier City
Building town hall.png Tax Office Tax modifier.png +10% Local tax modifier City
Building court.png Court of Law
  • Monthly state loyalty.png +0.02 Monthly state loyalty
City
Building academy.png Academy
  • Local start experience.png +2.5% Local research points modifier
  • Research points modifier.png +0.50 Local pop promotion speed
City

Population

Building Province modifiers City/Settlement
Building granary.png Granary Global food capacity.png +200 Provincial food capacity City
Building library.png Library
  • Pop citizen.png +3% Local citizen happiness
  • Pop citizen ratio.png +6% Local desired citizen ratio
City
Building forum.png Forum
  • Pop freemen happiness.png +3% Local freemen happiness
  • Pop freemen ratio.png +6% Local desired freemen ratio
City
Building academy.png Mill
  • Pop slaves.png +3% Local slave happiness
  • Pop slaves output.png +3% Local slave output
  • Pop slaves ratio.png +6% Local desired slave ratio
City
Building theater.png Theater
  • Pop happy.png +3% Primary culture happiness
  • Assimilation speed.png +1.00 Pop assimilation speed
City
Building temple.png Temple
  • State religion.png +3% State religion happiness
  • Conversion speed.png +1.00 Pop conversion speed
City
Building aqueduct.png Aquaduct
  • Population capacity.png +4 Local population capacity
City

Settlement

Building Province modifiers City/Settlement
Building slave estate.png Slave Estate
  • Monthly food.png +50% Local monthly food modifier
  • Pop slaves output.png +40% Local slave output
  • Population capacity.png +25% Population capacity modifier
Settlement
Building mine.png Mine
  • Goods from slaves.png -5 Local slaves needed for surplus
  • Population capacity.png +25% Population capacity modifier
Settlement
Building farm estate.png Farming Settlement
  • Monthly food.png +50% Local monthly food modifier
  • Goods from slaves.png -5 Local slaves needed for surplus
  • Population capacity.png +25% Population capacity modifier
Settlement
Building tribal settlement.png Tribal Settlement
  • Pop tribesmen happiness.png +20% Local tribesmen happiness
  • Pop tribesmen output.png +40% Local tribesmen output
  • Population capacity.png +25% Population capacity modifier
Settlement
Building local forum.png Provincial Legation
  • Local migration speed.png +75% Local migration speed modifier
  • Assimilation speed.png +0.20 Pop assimilation speed
Settlement

policies

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: +20%
  • Migration attraction: -60%
  • Monthly state loyalty: +0.03%
  • Local output modifier: -40%
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 Local citizen output: -20%

Each month, gives a random chance for a pop to upgrade or downgrade their type, depending on the governor's Oratory power.pngCharisma.

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: +20%
  • Migration attraction capital: +10%
  • Migration attraction non-capital: -50%
A bustling metropolis is a sure sign of a prosperous province.
  • Will never be picked
Decentralize pop.png Decentralize Population
  • Migration speed: +20%
  • Migration attraction non-capital: +10%
  • Migration attraction capital: -50%
Sometimes, overpopulation cannot be solved by grain alone.
  • Will never be picked