From Imperator Wiki
Revision as of 09:10, 29 April 2020 by Ludna (talk | contribs) (Governor policies)
Jump to navigation Jump to search

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 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 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

Sparta with Magna Graecia gets 2 unique investments.

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