Difference between revisions of "Province"

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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 cities, and can have a set number of import routes to bring in goods from other provinces.
+
*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 set governor policy.
+
*Each province has a governor policy.
 
*Each province has a loyalty value.
 
*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 {{icon|political influence}} 80 political influence each. The cost can be reduced by heritages and technological advances.
 +
 +
Each investment takes 2 years to prepare and reduces the {{icon|local output modifier}} output of the  province by {{red|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.
 +
* [[File:Military investment.png|28px]] Install Provincial Procurators (Military): [[File:Monthly state loyalty.png|28px]] {{green|+0.01}} Monthly Province Loyalty and {{icon|local output modifier}} {{green|+4%}} Population Output
 +
* [[File:Civic investment.png|28px]] Promote Infrastructure Spending (Civic): [[File:Local building slot.png|28px]] {{green|+1}} City Building Slots
 +
* [[File:Oratory investment.png|28px]] Entice Business Investments (Oratory): [[File:Global state trade routes.png|28px]] {{green|+1}} Local Import Routes
 +
* [[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 {{icon|mgr}} [[Magna Graecia (DLC)|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: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
  
 
===Capital province===
 
===Capital province===
The province containing the nation's capital [[city]] is the nation's ''capital province''.
+
The province with the country's capital is its ''capital province''.
  
The capital province has extra import routes, as it is affected by both the ''provincial import routes'' and the ''capital import routes'' modifiers. A trade good surplus in the capital province also applies a nationwide ''capital surplus'' modifier.
+
The capital province is always loyal and will not rebel.  
  
Each pop in the capital province has a {{green|+25%}} output modifier (stacking with the capital city and region modifiers). All cities in the capital province also have {{green|+0.05%}} population growth.
+
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 {{green|+10%}} output modifier (stacking with the capital city and capital region modifiers).
  
 
===Provincial loyalty===
 
===Provincial loyalty===
Every province has a loyalty value, representing how happy it is with the central government. Loyalty changes monthly; it is lowered by [[Rebellion#Unrest|unrest]] in the province's territories, and increased by the skills of the governor of the province's region, as well as any troops assigned to them.
+
Every province has a loyalty value, representing how happy it is with the central government.  
 +
 
 +
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 ({{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)
 +
 
  
Territories in disloyal provinces can no longer be interacted with, blocking any pop actions and cohort recruitment. If a significant portion of the nation's population lives in disloyal provinces, the nation will progress towards [[Rebellion|rebellion]] or [[Rebellion#Civil_war|civil war]].
+
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 governor'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%.
 +
 +
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.
 
{| class="mildtable"
 
{| class="mildtable"
 
! !! Policy
 
! !! Policy
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|| Acquisition of Wealth
 
|| Acquisition of Wealth
 
||
 
||
* Monthly local governor wage: {{red|+20%}}
+
* Local tax: {{green|+10%}}
* Local tax modifier: {{green|+10%}}
+
* Province commerce: {{green|+10%}}  
* Local commerce modifier: {{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
 
||
 
||
* Migration speed: {{red|+5.00}}
+
* Local provincial loyalty: {{green|+0.3}}
* Migration attraction: {{red|-3.00}}
+
* Population output: {{red|-40%}}
* Monthly state loyalty: {{green|+0.15}}
+
* Migration attraction: {{red|-6}}
* Local output modifier: {{red|-20%}}
+
* 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
|| Local unrest: {{red|+1}}
 
Gives a monthly chance of converting 1 pop to the state religion, depending on the governor's {{icon|rel}}''[[Attributes#Zeal|Zeal]]''.
 
|| ''When activated, this policy increases province unrest.<br /> On monthly basis: chance for Pops of foreign faith to convert to state religion.<br /> Likewise, the Zeal of your governor will increase the conversion chance.<br /> Of note; the more Pops a governor converts, the more renowned they become.<br /> Leave the policy active for an extended duration, for the best results.<br /> Often it is worth checking that a province can still make use of this policy.''
 
 
||
 
||
* +1 * the Governor's Zeal
+
* Conversion speed {{green|+3}}
 +
|| ''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 state religion is dominant in all cities of the province
+
* *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
|| Local unrest: {{red|+1}}
+
||
Gives a monthly chance of converting 1 pop to the state culture, depending on the governor's {{icon|civ}}''[[Attributes#Finesse|Finesse]]''.
+
* Assimilation speed {{green|+5}}
|| ''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.''
+
|| ''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 cities of the province
+
* *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 population growth: {{red|-0.05%}}
+
||  
Local unrest: {{red|+2}}
+
* Local unrest: {{red|+2}}
 
+
* Local tax: {{green|+30%}}
Local tax modifier: {{green|+30%}}
+
* Province commerce: {{green|+20%}}
 +
* Local Monthly Food Modifer: {{red|-25%}}
  
Local commerce modifier: {{green|+30%}}
+
|| ''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.''
 
+
''The tooltip is outdated''
("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 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 modifier: {{green|+25%}}
+
||
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 commerce modifier: {{green|+10%}}
+
|  
Local trade routes: {{green|+1}}
+
* Province commerce: {{green|+25%}}
| ''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.''
+
* Local Monthly Food Modifier: {{green|+10%}}
 +
| ''This policy increases trade income by encouraging foreign traders to do business in the area.''
 
|
 
|
 
* +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 (Republics only)
+
* +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
| Local citizen output: {{red|-20%}}
+
|
Each month, gives a random chance for a pop to upgrade or downgrade their type, depending on the governor's {{icon|ora}}''[[Attributes#Charisma|Charisma]]''.
+
* Pop promotion speed: {{green|+100%}}
| ''This policy provides a monthly chance for Pops to upgrade or downgrade their type, aiming for an equal balance between citizens, freemen, and slaves.''
+
* Pop demotion speed: {{green|+100%}}
 +
| ''Increases promotion and demotion speed''
 +
 
 
|
 
|
 
* 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 freemen hapiness: {{green|+25%}}
+
* Local freeman hapiness: {{green|+25%}}
* Local tribesmen happiness: {{green|+25%}}
+
* Local slave happiness: {{green|+25%}}
* Local slaves happiness: {{green|+25%}}
+
* Local tribesman happiness: {{green|+25%}}
* Local output modifier: {{red|-75%}}
 
 
|| ''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 * the local province autonomy
+
* *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 fire one of these effects:
+
* Local monthly civilisation: {{green|+0.05%}}
* Increase the civilisation level of adjacent barbarian strongholds by 2
+
Each month has a chance to:
* Downgrade or remove a barbarian stronghold in adjacent cities
+
* Increase the civilization level of barbarian strongholds by 2 ''(if your adjacent territories have 35 civ. level)''
* Promote a tribesman pop to either freeman or slave.
+
* 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 neighbour province's city has the modifier ''Minor Barbarian Stronghold'', ''Barbarian Stronghold'', or ''Major Barbarian Activity''
+
* +20 if any adjacent territory is a barbarian stronghold
* -30 if the realm has a centralization <= 50 (Tribes only)
+
* -30 if the county centralization is <= 40 (Tribes only)
 
|-
 
|-
 
| [[File:Centralize_pop.png]]
 
| [[File:Centralize_pop.png]]
 
| Centralize Population
 
| Centralize Population
 
|
 
|
* Migration speed: {{green|+0.80}}
+
* Pop migration speed: {{green|+2}}
* Migration attraction capital: {{green|+0.40}}
+
* The province capital's migration attraction: {{green|+1}}
* Migration attraction non-capital: {{red|-2.00}}
+
* 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
 
|
 
|
* Migration speed: {{green|+0.80}}
+
* Pop migration speed: {{green|+2}}
* Migration attraction non-capital: {{green|+0.40}}
+
* The province capital's migration attraction: {{red|-5}}
* Migration attraction capital: {{red|-2.00}}
+
* 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 11:54, 22 June 2020

A province is an administrative division of land in Imperator: Rome.

Provinces are groupings of territories, and are themselves grouped into regions.

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 Political influence.png 80 political influence each. The cost can be reduced by heritages and technological advances.

Each investment takes 2 years to prepare and reduces the Local output 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.

  • Military investment.png Install Provincial Procurators (Military): Monthly state loyalty.png +0.01 Monthly Province Loyalty and Local output +4% Population Output
  • Civic investment.png Promote Infrastructure Spending (Civic): Local building slot.png +1 City Building Slots
  • Oratory investment.png Entice Business Investments (Oratory): Global state trade routes.png +1 Local Import Routes
  • Religious investment.png Make Religious Endowments (Religious): Happiness for same religion modifier.png +3% State Religion Happiness

Flag of Sparta Sparta with the Magna Graecia (DLC).png Magna Graecia DLC gets 2 unique investments for the military and religious slots:

  • Military investment.png Free Helots (Military): Happiness for same culture modifier.png +2% Primary Culture Happiness, Local cohort recruit speed.png +5% Cohort Recruit Speed, and Pop freemen output.png +6% Local Freemen Output
  • Religious investment.png Commission Heroic Freize (Religious): Supply limit.png +4% Supply Limit and Pop citizen output.png +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 Civic power.png Finesse.

The values below are given for 9 Civic power.png.

At 0 Civic power.png the effects are reduced by 90% Each point of Civic power.png 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.

Policy Effect Description Chance
Policy acquisition of wealth.png Acquisition of Wealth
  • Local tax: +10%
  • Province commerce: +10%
  • Governor wage: +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.
  • +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
  • Local provincial loyalty: +0.3
  • Population output: -40%
  • Migration attraction: -6
  • Pop migration speed: +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.
  • +5 if the province is below or at 33% loyalty
  • *0 if the province is above 33% loyalty
Policy religious conversion.png Religious Conversion
  • Conversion speed +3
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 Zealous
  • *0 if the Governor's religion is different from the state's
  • *0 if the Governor's religion is different from the dominant religion in all territories
Policy cultural assimilation.png Cultural Assimilation
  • Assimilation speed +5
Increases culture assimilation speed.

The tooltip is outdated.

  • +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 territories of the province
Policy bleed them dry.png Bleed Them Dry
  • Local unrest: +2
  • Local tax: +30%
  • Province commerce: +20%
  • Local Monthly Food Modifer: -25%
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.

The tooltip is outdated

  • +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
  • *0 if the province has <= 800 food
Policy borderlands.png Borderlands
  • Local manpower: +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
  • Province commerce: +25%
  • Local Monthly Food Modifier: +10%
This policy increases trade income by encouraging foreign traders to do business in the area.
  • +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
  • +20 if the province food is <= 30% of its food capacity
Policy social mobility.png Social Mobility
  • Pop promotion speed: +100%
  • Pop demotion speed: +100%
Increases promotion and demotion speed
  • Will never be picked
Policy local autonomy.png Local Autonomy
  • Population output: -75%
  • Local citizen happiness: +25%
  • Local freeman hapiness: +25%
  • Local slave happiness: +25%
  • Local tribesman happiness: +25%
By relieving Pops within this province of their taxation and labor duties, we are sure to boost their contentment.
  • *1 * local autonomy (calculated from unrest)
  • +5 if the Governor has the trait Submissive
  • +3 if the Governor has the trait Generous
  • +3 if the Governor has the trait Kindly
  • *0 if it is the capital province
Policy civilization effort.png Civilization Effort
  • Local monthly civilisation: +0.05%

Each month has a chance to:

  • 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.
  • +10 if the Governor has the trait Intelligent
  • +10 if the Governor has the trait Polymath
  • +20 if any adjacent territory is a barbarian stronghold
  • -30 if the county centralization is <= 40 (Tribes only)
Centralize pop.png Centralize Population
  • Pop migration speed: +2
  • The province capital's migration attraction: +1
  • Non-capital migration attraction: -5
A bustling metropolis is a sure sign of a prosperous province.
  • Will never be picked
Decentralize pop.png Decentralize Population
  • Pop migration speed: +2
  • The province capital's migration attraction: -5
  • Non-capital migration attraction: +1
Sometimes, overpopulation cannot be solved by grain alone.
  • Will never be picked