Difference between revisions of "Province"
(→Province mechanics: new buttons in livy 1.3, partially according to (outdated) dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-20th-of-may-2019.1179693/) |
(Updated for 1.3.2) |
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− | {{Version|1. | + | {{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'''. | + | 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== | ==Province mechanics== | ||
− | *Each province has access to the [[trade goods]] produced in its | + | *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 | + | *Each province has a governor policy. |
*Each province has a loyalty value. | *Each province has a loyalty value. | ||
+ | ===Provincial investments=== | ||
+ | Provinces can be improved repeatedly with investments for 80 Political Influence each. The cost can be reduced by heritages and technological advances. | ||
− | + | Each investement takes 2 years to prepare and reduces the output of the province by 1% during this 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. | ||
*Install Provincial Procurators: 4% Population Output and 0.01 Monthly Province Loyalty | *Install Provincial Procurators: 4% Population Output and 0.01 Monthly Province Loyalty | ||
*Promote Infrastructure Spending: +1 Building Slot. | *Promote Infrastructure Spending: +1 Building Slot. | ||
*Entice Business Investments: +1 Import Routes | *Entice Business Investments: +1 Import Routes | ||
*Make Religious Endowments: +3% State Religion Happiness in Province | *Make Religious Endowments: +3% State Religion Happiness in Province | ||
− | |||
===Capital province=== | ===Capital province=== | ||
− | The province | + | The province with the country's capital is its ''capital province''. |
− | The capital province has extra import routes | + | The capital province is always loyal and has extra import routes. A trade good surplus in the capital province also applies a nationwide ''capital surplus'' modifier. |
− | Each pop in the capital province has a {{green|+25%}} output modifier (stacking with the capital city and region modifiers) | + | Each pop in the capital province has a {{green|+25%}} output modifier (stacking with the capital city and region modifiers). |
===Provincial loyalty=== | ===Provincial loyalty=== | ||
− | Every province has a loyalty value, representing how happy it is with the central government | + | Every province has a loyalty value, representing how happy it is with the central government. |
− | Territories in disloyal provinces can | + | 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 (up to {{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=== | ===Governor policies=== | ||
+ | All policy effects are modified by the governer'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%. | ||
+ | |||
+ | When a governer is assigned, they chose a random policy based on the factors listed in the Chance column. | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! Policy | ! !! Policy | ||
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|| Acquisition of Wealth | || 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.'' | || ''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 | * +5 if the Governor has the trait Gluttonous | ||
− | * +15 if the Governor's loyalty is <= 40 | + | * +15 if the Governor's loyalty is <= 40 |
* +2 * the Governor's corruption | * +2 * the Governor's corruption | ||
|- | |- | ||
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|| Harsh Treatment | || 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.'' | || ''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 | + | * +5 if the province is below or at 33% loyalty |
+ | * *0 if the province is above 33% loyalty | ||
|- | |- | ||
| [[File:Policy religious_conversion.png]] | | [[File:Policy religious_conversion.png]] | ||
|| Religious Conversion | || Religious Conversion | ||
− | |||
− | |||
− | |||
|| | || | ||
− | * +1 * the Governor's Zeal | + | * Conversion speed {{green|+5}} |
+ | || ''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 Pious | ||
* +5 if the Governor has the trait Zealous | * +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 state's | ||
− | * *0 if | + | * *0 if the Governor's religion is different from the dominant religion in all territories |
|- | |- | ||
| [[File:Policy cultural_assimilation.png]] | | [[File:Policy cultural_assimilation.png]] | ||
|| Cultural Assimilation | || Cultural Assimilation | ||
− | || | + | || |
− | + | * Assimilation speed {{green|+5}} | |
− | + | || ''Increases culture assimilation speed.'' | |
+ | ''The tooltip is outdated.'' | ||
|| | || | ||
* +1 * the Governor's Finesse | * +1 * the Governor's Finesse | ||
* *0 if the Governor's culture is different from the state's | * *0 if the Governor's culture is different from the state's | ||
− | * *0 if state culture is dominant in all | + | * *0 if state culture is dominant in all territories of the province |
|- | |- | ||
| [[File:Policy bleed_them_dry.png]] | | [[File:Policy bleed_them_dry.png]] | ||
|| Bleed Them Dry | || Bleed Them Dry | ||
− | || Local | + | || |
− | Local | + | * Local unrest: {{red|+2}} |
− | + | * Local tax: {{green|+30%}} | |
− | + | * Province commerce: {{green|+20%}} | |
− | + | * Local Monthly Food Modifer: {{red|-25%}} | |
− | Local | ||
− | + | || ''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.'' | |
− | || ''This policy greatly increases the income of a province, but will cause Pops to occasionally move from the province, | + | ''The tooltip is outdated'' |
|| | || | ||
* +5 if the Governor has the trait Miserly | * +5 if the Governor has the trait Miserly | ||
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* +10 if the Governor's corruption is >= 30 | * +10 if the Governor's corruption is >= 30 | ||
* *0 if the Governor is the Ruler | * *0 if the Governor is the Ruler | ||
+ | * *0 if the province has <= 800 food | ||
|- | |- | ||
| [[File:Policy borderlands.png]] | | [[File:Policy borderlands.png]] | ||
|| Borderlands | || Borderlands | ||
− | || Local manpower | + | || |
− | Local fort defense: {{green|+20%}} | + | * Local manpower: {{green|+25%}} |
+ | * Local fort defense: {{green|+20%}} | ||
| ''This policy encourages a focus on fortification and defense.'' | | ''This policy encourages a focus on fortification and defense.'' | ||
| | | | ||
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| [[File:Policy encourage_trade.png]] | | [[File:Policy encourage_trade.png]] | ||
| Encourage Trade | | Encourage Trade | ||
− | | | + | | |
− | Local | + | * Province commerce: {{green|+25%}} |
− | | ''This policy increases trade income | + | * Local Monthly Food Modifier: {{green|+10%}} |
+ | | ''This policy increases trade income a̶n̶d̶ ̶t̶r̶a̶d̶e̶ ̶r̶o̶u̶t̶e̶s̶, by encouraging foreign traders to do business in the area.'' | ||
+ | ''The tooltips is outdated'' | ||
| | | | ||
* +5 if the Governor has the trait Silver Tongued | * +5 if the Governor has the trait Silver Tongued | ||
* +5 if the Governor has the trait Crafty | * +5 if the Governor has the trait Crafty | ||
− | * +10 if the Governor belongs to the Mercantile party | + | * +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]] | | [[File:Policy social_mobility.png]] | ||
| Social Mobility | | Social Mobility | ||
− | | Pop promotion speed: {{green|+ | + | | |
− | | '' | + | * Pop promotion speed: {{green|+5}} |
+ | | ''Increases promotion speed'' | ||
+ | ''The tooltip is outdated'' | ||
| | | | ||
* Will never be picked | * Will never be picked | ||
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| Local Autonomy | | Local Autonomy | ||
| | | | ||
+ | * Population output: {{red|-75%}} | ||
* Local citizen happiness: {{green|+25%}} | * Local citizen happiness: {{green|+25%}} | ||
− | * Local | + | * Local freeman hapiness: {{green|+25%}} |
− | * Local | + | * Local slave happiness: {{green|+25%}} |
− | * Local | + | * Local tribesman happiness: {{green|+25%}} |
− | |||
|| ''By relieving Pops within this province of their taxation and labor duties, we are sure to boost their contentment.'' | || ''By relieving Pops within this province of their taxation and labor duties, we are sure to boost their contentment.'' | ||
|| | || | ||
− | * *1 * | + | * *1 * local autonomy (calculated from unrest) |
* +5 if the Governor has the trait Submissive | * +5 if the Governor has the trait Submissive | ||
* +3 if the Governor has the trait Generous | * +3 if the Governor has the trait Generous | ||
* +3 if the Governor has the trait Kindly | * +3 if the Governor has the trait Kindly | ||
+ | * *0 if it is the capital province | ||
|- | |- | ||
| [[File:Policy civilization_effort.png]] | | [[File:Policy civilization_effort.png]] | ||
|| Civilization Effort | || Civilization Effort | ||
− | || Local monthly civilisation: {{green|+0.05%}} | + | || |
− | Each month has a chance to | + | * Local monthly civilisation: {{green|+0.05%}} |
− | * Increase the | + | Each month has a chance to: |
− | * Downgrade or remove | + | * 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.'' | || ''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 Intelligent | ||
* +10 if the Governor has the trait Polymath | * +10 if the Governor has the trait Polymath | ||
− | * +20 if any | + | * +20 if any adjacent territory is a barbarian stronghold |
− | * -30 if the | + | * -30 if the county centralization is <= 40 (Tribes only) |
|- | |- | ||
| [[File:Centralize_pop.png]] | | [[File:Centralize_pop.png]] | ||
| Centralize Population | | 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.'' | || ''A bustling metropolis is a sure sign of a prosperous province.'' | ||
|| | || | ||
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| Decentralize Population | | 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.'' | || ''Sometimes, overpopulation cannot be solved by grain alone.'' | ||
|| | || |
Revision as of 14:55, 23 January 2020
A province is an administrative division of land in Imperator: Rome.
Provinces are groupings of territories, and are themselves grouped into regions.
Contents
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.
Provincial investments
Provinces can be improved repeatedly with investments for 80 Political Influence each. The cost can be reduced by heritages and technological advances.
Each investement takes 2 years to prepare and reduces the output of the province by 1% during this 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.
- Install Provincial Procurators: 4% Population Output and 0.01 Monthly Province Loyalty
- Promote Infrastructure Spending: +1 Building Slot.
- Entice Business Investments: +1 Import Routes
- Make Religious Endowments: +3% State Religion Happiness in Province
Capital province
The province with the country's capital is its capital province.
The capital province is always loyal and has extra import routes. A trade good surplus in the capital province also applies a nationwide capital surplus modifier.
Each pop in the capital province has a +25% output modifier (stacking with the capital city and 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 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 (up to +0.25 at 100 loyalty)
- the Harsh Treatment policy (+0.3 at 9 finesse)
- the military investments (Provincial Procurators) +0.01 per level)
- Courts of Law in cities (+0.02 each, adjusted by population size)
- 0 unrest (+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.
Governor policies
All policy effects are modified by the governer's Finesse.
The values below are given for 9 .
At 0 the effects are reduced by 90% Each point of
above 9 increases them by 10%.
When a governer is assigned, they chose a random policy based on the factors listed in the Chance column.
Domestic policy | State • Attributes • Characters • Civil war • Culture • Government • Heritages • Laws • National ideas • Position • Rebellion • Religion • Technology |
Economic policy | Buildings and Infrastructure • Economy • Food • Population • Trade • Trade goods |
Provinces | Region • Province • Territories • Colonization • Holding |
Military | Military traditions • Army • Siege • Assault • Land units • Land warfare • Naval warfare |
Foreign policy | Treaties • Warfare • Casus belli • Claim • Diplomacy • Subject nations • Barbarians |
Script | Events • Decisions • Missions |
Other | Achievements • Antagonist • Difficulty |