Difference between revisions of "Province"

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{{Version|1.0}}
+
{{Version|1.5}}
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'', formed by groupings of '''[[territories]]''' and themselves grouped into '''[[region]]s'''. Ingame, many important mechanics such as {{icon|food}} food, [[trade]], and {{icon|province loyalty}} territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating [[claim]]s and [[Warfare#Peace_Terms|peace term demands]].
  
==Province mechanics==
+
== Provincial loyalty ==
*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.
+
{{SVersion|1.5}}
*Each province has a set governor policy.
+
Every province has a {{icon|province loyalty}} '''province loyalty''' value, representing the local level of support for the central government and the willingness of the province to follow its orders. Disloyal provinces will refuse to follow orders from the capital and may eventually revolt in a [[rebellion]] or join a {{icon|civil war}} civil war - managing the loyalty of provinces is one of the most important aspects of running an empire.  
*Each province has a loyalty value.
 
  
===Capital province===
+
Province loyalty changes monthly depending on the sum of all province loyalty modifiers. A {{icon|unrest}} Unrest - itself driven largely by {{icon|happiness}} the happiness of the population - is the main factor that affects {{icon|province loyalty}} province loyalty, with each territory giving {{icon|province loyalty}} {{red|-0.08}} loyalty for every point of {{icon|unrest}} unrest, scaled according to the share of the province's {{icon|population}} population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor {{icon|corruption}} corruption ({{icon|province loyalty}} {{red|-0.25}} at {{icon|corruption}} '''100''' corruption) as well as lacking a governor to administer the region altogether ({{icon|province loyalty}} {{red|-0.35}}) will also give a significant malus to {{icon|province loyalty}} province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing {{icon|happiness}} pop happiness to reduce {{icon|unrest}} unrest or by replacing corrupt governors.
The province containing the nation's capital [[city]] is the nation's ''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.
+
If dealing with the source of loyalty loss is not enough, {{icon|province loyalty}} province loyalty can also be increased from:
 +
* the {{icon|loyalty}} loyalty of the governor (scaling from {{icon|province loyalty}} '''+0''' at {{icon|loyalty}} '''50''' loyalty to {{icon|province loyalty}} {{green|+0.20}} at {{icon|loyalty}} '''100''' loyalty)
 +
* the Harsh Treatment policy ({{icon|province loyalty}} {{green|+0.03}} per governor {{icon|finesse}} finesse, plus {{icon|province loyalty}} {{green|+0.03}} base)
 +
* the {{icon|military investment}} Provincial Procurators province investment ({{icon|province loyalty}} {{green|+0.01}} per level)
 +
* territories with {{icon|unrest}} '''0''' unrest ({{icon|province loyalty}} {{green|+0.10}}, scaled according to the share of the province's {{icon|population}} population in the territory)
 +
* various deities and omens ({{icon|province loyalty}} {{green|+0.03}} from passive modifiers, {{icon|province loyalty}} {{green|+0.04}} per {{icon|omen power}} 100% omen power for omens)
 +
* the [[File:Idea forums.png|28px]] Central Urban Spaces [[national ideas|national idea]] {{icon|province loyalty}} {{green|+0.05}})
 +
* the {{icon|invention}} Reduced Governorship invention {{icon|province loyalty}} {{green|+0.05}})
  
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.
+
Once a province's loyalty drops below {{red|33}}, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment.
  
===Provincial loyalty===
+
If a province's loyalty drops all the way down to {{red|0}}, it will immediately {{icon|rebellion}} [[rebellion|rebel]]. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires.
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.
 
  
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]].
+
== Province capital ==
 +
{{SVersion|1.5}}
 +
{{main|Province capital}}
 +
Every province has a {{icon|province capital}} '''province capital''' for each country that controls part of it, representing the center of the local administration. The province capital gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of {{icon|enslavement efficiency}} enslaved pops. If desired, the province capital can be moved during peacetime to a better location at the cost of {{icon|province loyalty}} province loyalty.
 +
 
 +
== Capital province ==
 +
The province with the country's capital is considered its ''capital province''.
 +
 
 +
Every pop in the capital province has a {{icon|pop output}} {{green|+10%}} output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at {{icon|province loyalty}} '''100''' loyalty regardless of any province loyalty modifiers and so will never rebel.
 +
 
 +
The capital province is also where the special countrywide capital [[trade goods|trade good]] surplus bonuses are gained. As the target of the {{icon|capital trade routes}} capital trade routes modifier, which usually has contributions from the default [[Economy#Economic policies|commerce policy]] and country ranks as well as usually being the most populous province with a high population of {{icon|nobles}} nobles and {{icon|citizens}} citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported [[trade goods]].
 +
 
 +
==Provincial investments==
 +
{{SVersion|1.5}}
 +
Provinces can be improved repeatedly with '''province investments''' to improve the administration and infrastructure of the province. Province investments have a base cost of {{icon|political influence}} {{red|80}} political influence each, modified by the specific province investment cost modifiers ([[File:Price state investment military cost modifier.png|28px]] '''military provincial investment cost''', [[File:Price state investment civic cost modifier.png|28px]] '''civic provincial investment cost''', [[File:Price state investment oratory cost modifier.png|28px]] '''oratory provincial investment cost''', and [[File:Price state investment religious cost modifier.png|28px]] '''religious  provincial investment cost''') that can be reduced by heritages and various {{icon|invention}} [[inventions]]. There is also a cost of {{icon|wealth}} {{red|20}} gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes '''6''' months 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 remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, [[State improvement events|a notification event]] will appear in the event queue.
 +
 
 +
It is also possible to get {{icon|province investment}} '''free province investments''' from [[formable nations|forming nations]] and as a reward for certain [[missions]], which allows a country to make a provincial investment without spending any {{icon|pol}} political power or {{icon|wealth}} gold. Note that the 6-month duration to implement the investment still applies.
 +
 
 +
All 4 types of investments can be applied to the same province, unlimited amount of times.
 +
* {{icon|military investment}} Install Provincial Procurators (Military): {{icon|province loyalty}} {{green|+0.01}} Monthly Province Loyalty and {{icon|local output modifier}} {{green|+4%}} Population Output
 +
* {{icon|civic investment}} Promote Infrastructure Spending (Civic): {{icon|pop cap}} {{green|+2.5%}} Population Capacity
 +
* {{icon|oratory investment}} Entice Business Investments (Oratory): {{icon|trade routes}} {{green|+1}} Local Import Routes
 +
* {{icon|religious investment}} Make Religious Endowments (Religious): {{icon|building slots}} {{green|+1}} City Building Slots
 +
 
 +
{{flag|Sparta}} with the {{icon|mgr}} [[Magna Graecia (DLC)|Magna Graecia]] DLC gets 2 unique investments for the military and religious slots, replacing the usual ones:
 +
* {{icon|military investment}} Free Helots (Military): {{icon|primary culture happiness}} {{green|+2%}} Integrated Culture Happiness, {{icon|cohort recruit speed}} {{green|+5%}} Cohort Recruit Speed, and {{icon|freeman output}} {{green|+6%}} Local Freemen Output
 +
* {{icon|religious investment}} Commission Heroic Freize (Religious): {{icon|supply limit}} {{green|+4%}} Supply Limit and {{icon|citizen output}} {{green|+3%}} Local Citizen Output
 +
 
 +
==Governor policies==
 +
{{SVersion|1.5}}
 +
Every province can have a '''governor policy''' set which determines the priority of the province's administration. Governor policies allow a country to {{icon|pop output}} extract more from a province's population, deal with {{icon|unrest}} unrest by increasing {{icon|happiness}} population happiness or cracking down on the population, build up the {{icon|civilization}} civilization value of the province's territories, and more.
 +
 
 +
When a [[governor]] is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of '''0'''). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of {{icon|pol}} {{red|10}} political power, modified by the {{icon|change governor policy cost}} '''change governor policy cost''' modifier. Changing governor policy manually also gives {{icon|tyranny}} tyranny based on the current ruler's popularity, scaling between {{icon|tyranny}} {{red|1.25}} at {{icon|popularity}} '''0''' ruler popularity to {{icon|tyranny}} {{red|0.25}} at {{icon|popularity}} '''100'''.
 +
 
 +
All policy effects are modified by the governor's {{icon|civ}} [[Attributes#Finesse|Finesse]], with the values below are given for the baseline level of {{icon|civ}} '''9''' finesse. Each point of the governor's {{icon|civ}} finesse above 9 increases the modifier by {{green|10%}}, while each point below decreases it {{red|10%}} to a minimum value of '''10%''' of the base. This is described by the equation below:
 +
: <math>\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}</math>
  
===Governor policies===
 
 
{| class="mildtable"
 
{| class="mildtable"
 
! !! Policy
 
! !! Policy
 
! Effect
 
! Effect
 
! Description
 
! Description
! Chance
+
! Chance modifier
 
|-
 
|-
 
| [[File:Policy acquisition_of_wealth.png]]
 
| [[File:Policy acquisition_of_wealth.png]]
 
|| Acquisition of Wealth
 
|| Acquisition of Wealth
 
||
 
||
* Monthly local governor wage: {{red|+20%}}
+
* {{icon|local tax}} Local tax: {{green|+10%}}
* Local tax modifier: {{green|+10%}}
+
* {{icon|commerce value}} Province commerce: {{green|+10%}}  
* Local commerce modifier: {{green|+10%}}  
+
* {{icon|character wage modifier}} 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 entire province's tax and commerce income, at the cost of enriching the presiding Governor. Some nefarious characters are only interested in lining their own pockets.''
 
||
 
||
* +5 if the Governor has the trait Gluttonous
+
* {{green|+6}} if the governor has the {{icon|gluttonous}} gluttonous trait
* +15 if the Governor's loyalty is <= 40
+
* {{green|+15}} if the governor has less than or equal to {{icon|loyalty}} '''40''' loyalty
* +2 * the Governor's corruption
+
* {{green|+0.5}} times the governor's {{icon|corruption}} corruption
|-
 
| [[File:harsh treatment.png]]
 
|| Harsh Treatment
 
||
 
* Migration speed: {{red|+5.00}}
 
* Migration attraction: {{red|-3.00}}
 
* Monthly state loyalty: {{green|+0.15}}
 
* Local output modifier: {{red|-20%}}
 
|| ''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
 
 
|-
 
|-
 
| [[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
+
* {{icon|conversion}} Conversion speed {{green|+3}}
* +5 if the Governor has the trait Pious
+
Additional chance to convert pops each month, based on the governor's {{icon|zeal}} zeal
* +5 if the Governor has the trait Zealous
+
|| ''This policy will increase the speed at which Pops in the province's territories are converted to our country's Religion. Spreading our faith makes it easier to assimilate Pops into the country's dominant Culture.''
* *0 if the Governor's religion is different from the state's
+
||
* *0 if state religion is dominant in all cities of the province
+
* {{green|+0.25}} times the governor's {{icon|zeal}} zeal
 +
* {{green|+5}} if the governor has the {{icon|pious}} pious trait
 +
* {{green|+4}} if the governor has the {{icon|zealous}} zealous trait
 +
* {{red|-10}} if all territories in the province have the same dominant religion as the governor
 
|-
 
|-
 
| [[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]]''.
 
|| ''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
+
* {{icon|assimilation}} Assimilation speed {{green|+1}}
* *0 if the Governor's culture is different from the state's
+
Additional chance to assimilate pops each month, based on the governor's {{icon|finesse}} finesse
* *0 if state culture is dominant in all cities of the province
+
|| ''This policy will increase the speed at which Pops in the province's territories are assimilated into the country's dominant Culture. Converted Pops will be happier and thus more productive and less disloyal.''
 +
||
 +
* {{green|+0.5}} times the governor's {{icon|civ}} finesse
 +
* {{green|+4}} if the province has at least {{icon|province loyalty}} '''60''' loyalty and there is at least one territory whose dominant culture is not the a primary or integrated culture
 +
* {{red|×0}} if the governor is not the same culture as the country
 +
* {{red|×0}} if the dominant culture of all provinces are either the primary culture or an integrated culture of the country
 
|-
 
|-
 
| [[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}}
+
* {{icon|local tax}} Local tax: {{green|+30%}}
 +
* {{icon|province loyalty}} Local provincial loyalty: {{red|-0.25}}
 +
* {{icon|commerce value}} Province commerce: {{green|+20%}}
 +
* {{icon|food}} Local Monthly Food Modifer: {{red|-25%}}
  
Local tax modifier: {{green|+30%}}
+
|| ''This policy will greatly increase the income of a province, at the cost of generating unrest and lowering its food output. There is a limit to how much the people can tolerate and get by on, after all.''
 
 
Local commerce modifier: {{green|+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
+
* {{green|+5}} if the governor has the {{icon|miserly}} miserly trait
* +5 if the Governor has the trait Shrewd
+
* {{green|+5}} if the governor has the {{icon|miserly}} shrewd trait
* +10 if the Governor's corruption is >= 30
+
* {{green|+10}} if the governor has at least {{icon|corruption}} '''30''' corruption
* *0 if the Governor is the Ruler
+
* {{red|×0}} if the governor is the {{icon|ruler}} ruler
 +
* {{red|×0}} if the country is AI-controlled
 +
* {{red|×0}} if the province has at most {{icon|food} '''800''' food
 
|-
 
|-
 
| [[File:Policy borderlands.png]]
 
| [[File:Policy borderlands.png]]
 
|| Borderlands
 
|| Borderlands
|| Local manpower modifier: {{green|+25%}}
+
||
Local fort defense: {{green|+20%}}
+
* {{icon|manpower}} Local manpower: {{green|+25%}}
| ''This policy encourages a focus on fortification and defense.''
+
* {{icon|fort defense}} Local fort defense: {{green|+20%}}
 +
| ''This policy will increase the manpower contributions of a province's Pops as well as harden its defensiveness. Ensuring a steady supply of recruits and strong fortifications are key to victory.''
 
|
 
|
* +5 if the Governor has the trait Suspicious
+
* {{green|+10}} if there is a territory in the province with at least {{icon|freemen}} '''15''' freemen
* +5 if the Governor has the trait Stubborn
+
* {{green|+6 }}if the governor has the {{icon|suspicious}} suspicious trait
 +
* {{green|+6}} if the governor has the {{icon|stubborn}} stubborn trait
 
|-
 
|-
 
| [[File:Policy encourage_trade.png]]
 
| [[File:Policy encourage_trade.png]]
 
| Encourage Trade
 
| Encourage Trade
| Local commerce modifier: {{green|+10%}}
+
|  
Local trade routes: {{green|+1}}
+
* {{icon|commerce value}} 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.''
+
* {{icon|food}} Local Monthly Food Modifier: {{green|+10%}}
 +
| ''This policy will increase a province's commerce income and food output by encouraging foreign traders to do business in the area. There is always money to be made if one can spot the opportunity.''
 
|
 
|
* +5 if the Governor has the trait Silver Tongued
+
* {{green|+1}} for each {{icon|trade routes}} trade route in the province
* +5 if the Governor has the trait Crafty
+
* {{green|+6}} if the governor has the {{icon|silver tongued}} silver tongued trait
* +10 if the Governor belongs to the Mercantile party (Republics only)
+
* {{green|+6}} if the governor has the {{icon|crafty}} crafty trait
 +
* {{green|+10}} if the governor belongs to the {{icon|boni}} Boni or {{icon|traditionalists}} Traditionalists party
 +
* {{green|+20}} if the province's {{icon|food}} food is less than or equal to '''0.3 times''' its {{icon|food capacity}} food capacity
 
|-
 
|-
 
| [[File:Policy social_mobility.png]]
 
| [[File:Policy social_mobility.png]]
 
| Social Mobility
 
| Social Mobility
| Pop promotion speed: {{green|+3.00}}
 
| ''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
+
* {{icon|promotion}} Pop promotion speed: {{green|+150%}}
 +
* {{icon|demotion}} Pop demotion speed: {{green|+150%}}
 +
| ''This policy will increase the speed at which Pops in a province are promoted to a higher Class, in the order of Slaves to Citizens. Encouraging a healthy distribution of trades will ensure a well rounded economy.''
 +
|
 +
* (Never)
 +
|-
 +
| [[File:harsh treatment.png]]
 +
|| Harsh Treatment
 +
||
 +
* {{icon|province loyalty}} Local provincial loyalty: {{green|+0.3}}
 +
* {{icon|pop output}} Population output: {{red|-40%}}
 +
* {{icon|demotion}} Pop demotion speed: {{green|+100%}}
 +
* {{icon|migration attraction}} Migration attraction: {{red|-6}}
 +
* {{icon|migration speed}} Pop migration speed: {{green|+1}}
 +
|| ''This policy will increase a province's Loyalty at the cost of reducing its output and encouraging Pops to emigrate away. Though it may have its costs, sometimes the best way to deal with dissent is a show of force.''
 +
||
 +
* {{green|+1}} for every territory with at least {{icon|unrest}} '''1''' unrest
 +
* {{green|+2}} for every territory with at least {{icon|unrest}} '''3''' unrest
 +
* {{green|+1}} for every point of {{icon|unrest}} unrest in every territory with at least {{icon|unrest}} '''5''' unrest
 +
* {{green|+11}} if the province has less than {{icon|province loyalty}} '''40''' loyalty
 +
* {{green|+9}} if the province has less than {{icon|province loyalty}} '''40''' loyalty and the country is AI-controlled
 +
* {{red|×0}} if the province has at least {{icon|province loyalty}} '''40''' loyalty
 
|-
 
|-
 
| [[File:Policy local_autonomy.png]]
 
| [[File:Policy local_autonomy.png]]
 
| Local Autonomy
 
| Local Autonomy
 
|
 
|
* Local citizen happiness: {{green|+25%}}
+
* {{icon|pop output}} Population output: {{red|-40%}}
* Local freemen hapiness: {{green|+25%}}
+
* {{icon|citizen happiness}} Local citizen happiness: {{green|+25%}}
* Local tribesmen happiness: {{green|+25%}}
+
* {{icon|freeman happiness}} Local freeman happiness: {{green|+25%}}
* Local slaves happiness: {{green|+25%}}
+
* {{icon|noble happiness}} Local noble happiness: {{green|+12%}}
* Local output modifier: {{red|-75%}}
+
* {{icon|slave happiness}} Local slave happiness: {{green|+25%}}
|| ''By relieving Pops within this province of their taxation and labor duties, we are sure to boost their contentment.''
+
* {{icon|tribesman happiness}} Local tribesman happiness: {{green|+25%}}
 +
|| ''This policy will increase the happiness of a province's Pops at the cost of greatly reducing their output in all areas. By relieving the people of their burdens, we are sure to boost their contentment.''
 
||
 
||
* *1 * the local province autonomy
+
* {{green|+1}} for every territory with at least {{icon|unrest}} '''1''' unrest
* +5 if the Governor has the trait Submissive
+
* {{green|+2}} for every territory with at least {{icon|unrest}} '''3''' unrest
* +3 if the Governor has the trait Generous
+
* {{green|+1}} for every point of {{icon|unrest}} unrest in every territory with at least {{icon|unrest}} '''5''' unrest
* +3 if the Governor has the trait Kindly
+
* {{green|+5}} if the governor has the {{icon|submissive}} submissive trait
 +
* {{green|+3}} if the governor has the {{icon|generous}} generous trait
 +
* {{green|+3}} if the governor has the {{icon|kindly}} kindly trait
 +
* {{red|-30}} for the {{icon|capital}} 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:
 
* 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
+
* {{icon|civilization}} Local monthly civilization: {{green|+0.05%}}
* +10 if the Governor has the trait Polymath
+
Additional chance each month, based on governor {{icon|finesse}} finesse, to:
* +20 if any neighbour province's city has the modifier ''Minor Barbarian Stronghold'', ''Barbarian Stronghold'', or ''Major Barbarian Activity''
+
* Increase the {{icon|civilization}} civilization level of {{icon|barbarians}} barbarian strongholds by '''2''', if any territory in the province has at least {{icon|civilization}} '''30''' civilization value
* -30 if the realm has a centralization <= 50 (Tribes only)
+
* Downgrade or remove an adjacent {{icon|barbarians}}barbarian stronghold, if it and any territory in the province have at least {{icon|civilization}} '''35''' civilization value
 +
|| ''This policy will increase the speed at which a province is civilized and slowly pacify any neighboring barbarian strongholds. Only infrastructure, cultural dissemination, and learning can bring enlightenment.''
 +
||
 +
* {{green|+11}} if the governor has the {{icon|intelligent}} intelligent trait
 +
* {{green|+11}} if the governor has the {{icon|polymath}} polymath trait
 +
* {{green|+20}} if any adjacent territory is a {{icon|barbarians}} barbarian stronghold
 +
* {{red|-30}} if the country is tribal and has less than or equal to {{icon|centralization}} '''40''' centralization
 
|-
 
|-
 
| [[File:Centralize_pop.png]]
 
| [[File:Centralize_pop.png]]
 
| Centralize Population
 
| Centralize Population
 
|
 
|
* Migration speed: {{green|+0.80}}
+
* {{icon|migration speed}} Pop migration speed: {{green|+2}}
* Migration attraction capital: {{green|+0.40}}
+
For the {{icon|province capital}} province capital:
* Migration attraction non-capital: {{red|-2.00}}
+
* {{icon|migration attraction}} Migration attraction: {{green|+1}}
|| ''A bustling metropolis is a sure sign of a prosperous province.''
+
For all other territories:
 +
* {{icon|migration attraction}} Migration attraction: {{red|-5}}
 +
|| ''This policy will encourage migration into a province's Provincial Capital and speed up the migration of local Pops, concentrating the population. A bustling metropolis is a sure sign of a prosperous province.''
 
||
 
||
* Will never be picked
+
* (Never)
 
|-
 
|-
 
| [[File:Decentralize_pop.png]]
 
| [[File:Decentralize_pop.png]]
 
| Decentralize Population
 
| Decentralize Population
 
|
 
|
* Migration speed: {{green|+0.80}}
+
* {{icon|migration speed}} Pop migration speed: {{green|+2}}
* Migration attraction non-capital: {{green|+0.40}}
+
For the {{icon|province capital}} province capital:
* Migration attraction capital: {{red|-2.00}}
+
* {{icon|migration attraction}} Migration attraction: {{red|-5}}
|| ''Sometimes, overpopulation cannot be solved by grain alone.''
+
For all other territories:
 +
* {{icon|migration attraction}} Migration attraction: {{green|+1}}
 +
|| ''This policy will encourage migration away from a province's Provincial Capital and speed up the migration of local Pops, dispersing the population. Sometimes, overpopulation cannot be solved by grain alone.''
 
||
 
||
* Will never be picked
+
* (Never)
 
|}
 
|}
  
 
{{MechanicsNavbox}}
 
{{MechanicsNavbox}}

Latest revision as of 14:20, 30 August 2020

A province is an administrative division of land in Imperator: Rome, formed by groupings of territories and themselves grouped into regions. Ingame, many important mechanics such as Monthly food.png food, trade, and Province loyalty territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating claims and peace term demands.

Provincial loyalty[edit]

Every province has a Province loyalty province loyalty value, representing the local level of support for the central government and the willingness of the province to follow its orders. Disloyal provinces will refuse to follow orders from the capital and may eventually revolt in a rebellion or join a Civil war.png civil war - managing the loyalty of provinces is one of the most important aspects of running an empire.

Province loyalty changes monthly depending on the sum of all province loyalty modifiers. A Unrest.png Unrest - itself driven largely by Pop happy.png the happiness of the population - is the main factor that affects Province loyalty province loyalty, with each territory giving Province loyalty -0.08 loyalty for every point of Unrest.png unrest, scaled according to the share of the province's Population.png population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor Corruption.png corruption (Province loyalty -0.25 at Corruption.png 100 corruption) as well as lacking a governor to administer the region altogether (Province loyalty -0.35) will also give a significant malus to Province loyalty province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing Pop happy.png pop happiness to reduce Unrest.png unrest or by replacing corrupt governors.

If dealing with the source of loyalty loss is not enough, Province loyalty province loyalty can also be increased from:

  • the Loyalty.png loyalty of the governor (scaling from Province loyalty +0 at Loyalty.png 50 loyalty to Province loyalty +0.20 at Loyalty.png 100 loyalty)
  • the Harsh Treatment policy (Province loyalty +0.03 per governor Civic power.png finesse, plus Province loyalty +0.03 base)
  • the Military province investment Provincial Procurators province investment (Province loyalty +0.01 per level)
  • territories with Unrest.png 0 unrest (Province loyalty +0.10, scaled according to the share of the province's Population.png population in the territory)
  • various deities and omens (Province loyalty +0.03 from passive modifiers, Province loyalty +0.04 per Omen.png 100% omen power for omens)
  • the Idea forums.png Central Urban Spaces national idea Province loyalty +0.05)
  • the Invention.png Reduced Governorship invention Province loyalty +0.05)

Once a province's loyalty drops below 33, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment.

If a province's loyalty drops all the way down to 0, it will immediately Unrest.png rebel. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires.

Province capital[edit]

Main article: Province capital

Every province has a Province capital province capital for each country that controls part of it, representing the center of the local administration. The province capital gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of Enslavement efficiency.png enslaved pops. If desired, the province capital can be moved during peacetime to a better location at the cost of Province loyalty province loyalty.

Capital province[edit]

The province with the country's capital is considered its capital province.

Every pop in the capital province has a Population output +10% output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at Province loyalty 100 loyalty regardless of any province loyalty modifiers and so will never rebel.

The capital province is also where the special countrywide capital trade good surplus bonuses are gained. As the target of the Global capital trade routes.png capital trade routes modifier, which usually has contributions from the default commerce policy and country ranks as well as usually being the most populous province with a high population of Pop noble.png nobles and Citizens citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported trade goods.

Provincial investments[edit]

Provinces can be improved repeatedly with province investments to improve the administration and infrastructure of the province. Province investments have a base cost of Political influence.png 80 political influence each, modified by the specific province investment cost modifiers (Price state investment military cost modifier.png military provincial investment cost, Price state investment civic cost modifier.png civic provincial investment cost, Price state investment oratory cost modifier.png oratory provincial investment cost, and Price state investment religious cost modifier.png religious provincial investment cost) that can be reduced by heritages and various Invention.png inventions. There is also a cost of Wealth 20 gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes 6 months 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 remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, a notification event will appear in the event queue.

It is also possible to get Province investment free province investments from forming nations and as a reward for certain missions, which allows a country to make a provincial investment without spending any Political influence.png political power or Wealth gold. Note that the 6-month duration to implement the investment still applies.

All 4 types of investments can be applied to the same province, unlimited amount of times.

  • Military province investment Install Provincial Procurators (Military): Province loyalty +0.01 Monthly Province Loyalty and Local output +4% Population Output
  • Civic province investment Promote Infrastructure Spending (Civic): Population capacity +2.5% Population Capacity
  • Oratory province investment Entice Business Investments (Oratory): Global state trade routes.png +1 Local Import Routes
  • Religious province investment Make Religious Endowments (Religious): Local building slot.png +1 City Building Slots

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

  • Military province investment Free Helots (Military): Integrated culture happiness +2% Integrated Culture Happiness, Local cohort recruit speed.png +5% Cohort Recruit Speed, and Freeman output +6% Local Freemen Output
  • Religious province investment Commission Heroic Freize (Religious): Supply limit.png +4% Supply Limit and Citizen output +3% Local Citizen Output

Governor policies[edit]

Every province can have a governor policy set which determines the priority of the province's administration. Governor policies allow a country to Population output extract more from a province's population, deal with Unrest.png unrest by increasing Pop happy.png population happiness or cracking down on the population, build up the Civilization.png civilization value of the province's territories, and more.

When a governor is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of 0). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of Political influence.png 10 political power, modified by the Change governor policy cost.png change governor policy cost modifier. Changing governor policy manually also gives Tyranny tyranny based on the current ruler's popularity, scaling between Tyranny 1.25 at Popularity.png 0 ruler popularity to Tyranny 0.25 at Popularity.png 100.

All policy effects are modified by the governor's Civic power.png Finesse, with the values below are given for the baseline level of Civic power.png 9 finesse. Each point of the governor's Civic power.png finesse above 9 increases the modifier by 10%, while each point below decreases it 10% to a minimum value of 10% of the base. This is described by the equation below:

Policy Effect Description Chance modifier
Policy acquisition of wealth.png Acquisition of Wealth
  • Tax income.png Local tax: +10%
  • Commerce value.png Province commerce: +10%
  • Monthly wage on character modifier.png Governor wage: +20%
This policy will increase the entire province's tax and commerce income, at the cost of enriching the presiding Governor. Some nefarious characters are only interested in lining their own pockets.
  • +6 if the governor has the Gluttonous gluttonous trait
  • +15 if the governor has less than or equal to Loyalty.png 40 loyalty
  • +0.5 times the governor's Corruption.png corruption
Policy religious conversion.png Religious Conversion
  • Policy religious conversion.png Conversion speed +3

Additional chance to convert pops each month, based on the governor's Religious power.png zeal

This policy will increase the speed at which Pops in the province's territories are converted to our country's Religion. Spreading our faith makes it easier to assimilate Pops into the country's dominant Culture.
  • +0.25 times the governor's Religious power.png zeal
  • +5 if the governor has the Pious pious trait
  • +4 if the governor has the Zealous zealous trait
  • -10 if all territories in the province have the same dominant religion as the governor
Policy cultural assimilation.png Cultural Assimilation
  • Pop assimilation.png Assimilation speed +1

Additional chance to assimilate pops each month, based on the governor's Civic power.png finesse

This policy will increase the speed at which Pops in the province's territories are assimilated into the country's dominant Culture. Converted Pops will be happier and thus more productive and less disloyal.
  • +0.5 times the governor's Civic power.png finesse
  • +4 if the province has at least Province loyalty 60 loyalty and there is at least one territory whose dominant culture is not the a primary or integrated culture
  • ×0 if the governor is not the same culture as the country
  • ×0 if the dominant culture of all provinces are either the primary culture or an integrated culture of the country
Policy bleed them dry.png Bleed Them Dry
  • Tax income.png Local tax: +30%
  • Province loyalty Local provincial loyalty: -0.25
  • Commerce value.png Province commerce: +20%
  • Monthly food.png Local Monthly Food Modifer: -25%
This policy will greatly increase the income of a province, at the cost of generating unrest and lowering its food output. There is a limit to how much the people can tolerate and get by on, after all.
  • +5 if the governor has the Miserly miserly trait
  • +5 if the governor has the Miserly shrewd trait
  • +10 if the governor has at least Corruption.png 30 corruption
  • ×0 if the governor is the Leader.png ruler
  • ×0 if the country is AI-controlled
  • ×0 if the province has at most {{icon|food} 800 food
Policy borderlands.png Borderlands
  • Manpower.png Local manpower: +25%
  • Fort defense Local fort defense: +20%
This policy will increase the manpower contributions of a province's Pops as well as harden its defensiveness. Ensuring a steady supply of recruits and strong fortifications are key to victory.
  • +10 if there is a territory in the province with at least Freemen 15 freemen
  • +6 if the governor has the Suspicious suspicious trait
  • +6 if the governor has the Stubborn stubborn trait
Policy encourage trade.png Encourage Trade
  • Commerce value.png Province commerce: +25%
  • Monthly food.png Local Monthly Food Modifier: +10%
This policy will increase a province's commerce income and food output by encouraging foreign traders to do business in the area. There is always money to be made if one can spot the opportunity.
  • +1 for each Global state trade routes.png trade route in the province
  • +6 if the governor has the Silver tongued silver tongued trait
  • +6 if the governor has the Crafty crafty trait
  • +10 if the governor belongs to the Party boni.png Boni or Party traditionalist.png Traditionalists party
  • +20 if the province's Monthly food.png food is less than or equal to 0.3 times its Global food capacity.png food capacity
Policy social mobility.png Social Mobility
  • Promotion Pop promotion speed: +150%
  • Demotion Pop demotion speed: +150%
This policy will increase the speed at which Pops in a province are promoted to a higher Class, in the order of Slaves to Citizens. Encouraging a healthy distribution of trades will ensure a well rounded economy.
  • (Never)
Harsh treatment.png Harsh Treatment
  • Province loyalty Local provincial loyalty: +0.3
  • Population output Population output: -40%
  • Demotion Pop demotion speed: +100%
  • Migration attraction Migration attraction: -6
  • Migration speed Pop migration speed: +1
This policy will increase a province's Loyalty at the cost of reducing its output and encouraging Pops to emigrate away. Though it may have its costs, sometimes the best way to deal with dissent is a show of force.
  • +1 for every territory with at least Unrest.png 1 unrest
  • +2 for every territory with at least Unrest.png 3 unrest
  • +1 for every point of Unrest.png unrest in every territory with at least Unrest.png 5 unrest
  • +11 if the province has less than Province loyalty 40 loyalty
  • +9 if the province has less than Province loyalty 40 loyalty and the country is AI-controlled
  • ×0 if the province has at least Province loyalty 40 loyalty
Policy local autonomy.png Local Autonomy
  • Population output Population output: -40%
  • Citizen happiness Local citizen happiness: +25%
  • Freeman happiness Local freeman happiness: +25%
  • Noble happiness Local noble happiness: +12%
  • Slave happiness Local slave happiness: +25%
  • Tribesman happiness Local tribesman happiness: +25%
This policy will increase the happiness of a province's Pops at the cost of greatly reducing their output in all areas. By relieving the people of their burdens, we are sure to boost their contentment.
  • +1 for every territory with at least Unrest.png 1 unrest
  • +2 for every territory with at least Unrest.png 3 unrest
  • +1 for every point of Unrest.png unrest in every territory with at least Unrest.png 5 unrest
  • +5 if the governor has the Submissive submissive trait
  • +3 if the governor has the Generous generous trait
  • +3 if the governor has the Kindly kindly trait
  • -30 for the Country capital.png capital province
Policy civilization effort.png Civilization Effort
  • Civilization.png Local monthly civilization: +0.05%

Additional chance each month, based on governor Civic power.png finesse, to:

  • Increase the Civilization.png civilization level of Barbarian power.png barbarian strongholds by 2, if any territory in the province has at least Civilization.png 30 civilization value
  • Downgrade or remove an adjacent Barbarian power.pngbarbarian stronghold, if it and any territory in the province have at least Civilization.png 35 civilization value
This policy will increase the speed at which a province is civilized and slowly pacify any neighboring barbarian strongholds. Only infrastructure, cultural dissemination, and learning can bring enlightenment.
  • +11 if the governor has the Intelligent intelligent trait
  • +11 if the governor has the Polymath polymath trait
  • +20 if any adjacent territory is a Barbarian power.png barbarian stronghold
  • -30 if the country is tribal and has less than or equal to Centralization.png 40 centralization
Centralize pop.png Centralize Population
  • Migration speed Pop migration speed: +2

For the Province capital province capital:

  • Migration attraction Migration attraction: +1

For all other territories:

  • Migration attraction Migration attraction: -5
This policy will encourage migration into a province's Provincial Capital and speed up the migration of local Pops, concentrating the population. A bustling metropolis is a sure sign of a prosperous province.
  • (Never)
Decentralize pop.png Decentralize Population
  • Migration speed Pop migration speed: +2

For the Province capital province capital:

  • Migration attraction Migration attraction: -5

For all other territories:

  • Migration attraction Migration attraction: +1
This policy will encourage migration away from a province's Provincial Capital and speed up the migration of local Pops, dispersing the population. Sometimes, overpopulation cannot be solved by grain alone.
  • (Never)