Difference between revisions of "Province"
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* [[File:Religious investment.png|28px]] Make Religious Endowments (Religious): [[File:Happiness for same religion modifier.png|28px]] {{green|+3%}} State Religion Happiness | * [[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 [[ | + | {{flag|Sparta}} with the {{icon|mgr}} [[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: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 | * [[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 |
Revision as of 02:35, 2 June 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.
- 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 80 political influence each. The cost can be reduced by heritages and technological advances.
Each investment takes 2 years to prepare and reduces the output of the province by 1% during the 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 (Military):
+0.01 Monthly Province Loyalty and
+4% Population Output
Promote Infrastructure Spending (Civic):
+1 City Building Slots
Entice Business Investments (Oratory):
+1 Local Import Routes
Make Religious Endowments (Religious):
+3% State Religion Happiness
Sparta with the
Magna Graecia DLC gets 2 unique investments for the military and religious slots:
Free Helots (Military):
+2% Primary Culture Happiness,
+5% Cohort Recruit Speed, and
+6% Local Freemen Output
Commission Heroic Freize (Religious):
+4% Supply Limit and
+3% Local Citizen Output
Capital province
The province with the country's capital is its capital province.
The capital province is 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.
Increasing country rank gives additional capital import routes. A regional power receives one extra capital trade route. A major power has another additional capital trade route.
A trade good surplus in the capital province also applies a nationwide capital surplus modifier.
Each pop in the capital province has a +10% output modifier (stacking with the capital city and capital 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 governor'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%.
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.
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 |