Difference between revisions of "Province"
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Loyalty increases from: | Loyalty increases from: | ||
− | * the governor's loyalty ( | + | * the governor's loyalty ({{green|+0.25}} at 100 loyalty) |
* the Harsh Treatment policy ({{green|+0.3}} at 9 finesse) | * the Harsh Treatment policy ({{green|+0.3}} at 9 finesse) | ||
− | * the military investments (Provincial Procurators) {{green|+0.01}} per level) | + | * the military investments (Provincial Procurators) ({{green|+0.01}} per level) |
* Courts of Law in cities ({{green|+0.02}} each, adjusted by population size) | * Courts of Law in cities ({{green|+0.02}} each, adjusted by population size) | ||
* 0 unrest ({{green|+0.1}} adj. by population size) | * 0 unrest ({{green|+0.1}} adj. by population size) | ||
+ | |||
At 33% loyalty the province is considered disloyal. | At 33% loyalty the province is considered disloyal. |
Revision as of 14:59, 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 (+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 |