Difference between revisions of "Territories"

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[[File:Territories map.png|thumb|500px|A paintable map of territories.]]
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[[File:Blank Map.png|thumb|500px|A paintable map of territories.]]
'''Territories''' are the smallest unit of land in ''Imperator: Rome''. Territories are grouped into '''[[provinces]]''', and provinces are grouped into '''[[region]]s'''.
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'''Territories''' are the smallest unit of land in ''Imperator: Rome'', and they are the basic unit of territorial organization for most ingame mechanics, such as [[country|territorial ownership]], {{icon|population}} pops with their associated {{icon|pop output}} output, {{icon|culture}} culture, and {{icon|religion}} religion, {{icon|army size}} army movement, occupation, and recruitment, and more. Every province belongs to a particular [[provinces|province]], which themselves are grouped into [[region]]s.
  
==Territory mechanics==
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== Mechanics ==
{{SVersion|1.0}}
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{{SVersion|1.5}}
'''Fixed:'''
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Most territories can have an '''[[country|owner]]''' and be '''colonized''', or not be owned by any country at all; unowned territories are considered '''uncolonized'''. Uncolonized territories are not necessarily uninhabited and can be '''[[colonization|colonized]]''' by neighbouring countries to directly take ownership of them. Ownership is not to be confused with having '''control''' over a territory, which is typically the owner but can also be an enemy occupier during times of {{icon|war}} war. Certain territories are '''[[#Uncolonizable_territories|uncolonizeable]]''' and cannot be properly owned or have a population; they may be merely [[#Uninhabitable_territories|'''uninhabitable''']] but still accessible by armies or consist of completely [[#Impassable terrain|'''impassable terrain''']]. Separately, there are also {{icon|ocean}} '''sea''' territories, including {{icon|river}} '''major rivers''', that cannot be owned and are inaccessible by armies, but can be traversed by ships.
* Each territory has a given '''[[terrain types|terrain type]]'''.
 
* Each territory produces one item of a single type of '''[[Trade goods|trade good]]''' for its province.
 
* Each territory has a [[culture]] and [[religion]] depending on pops' dominant culture and religion in the territory.
 
* Each territory has 5 desired Slave ratio. This means pops in settlements in Republics and Monarchies will all demote to slaves unless a barracks is built.
 
* Each territory has 1 base building slot. Settlements have different buildings than cities.
 
* Coastal territories can have a port. Ports add one import route to the province. Ports cannot be built by the player.
 
* Each nation has a capital.
 
* Starting civilization value, starting number of pops including their social group, culture and religion, etc.
 
* Some territories (usually major cities) have special unique modifiers. See [[Unique City Modifiers]].
 
* Every province has a provincial capital.
 
  
'''Variable:'''
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All {{icon|population}} '''pops''' live in a certain territory, and they are the source of nearly every resource that a territory produces. A territory's population is limited by the territory's {{icon|population capacity}} '''population capacity''', which gives scaling penalties if exceeded, and the demographic makeup of a territory's pops determines its {{icon|culture}} '''dominant culture''' and {{icon|religion}} '''dominant religion'''. The owner of the territory, if there is one, determines who the {{icon|pop output}} pop's output is paid towards and what modifiers affect their {{icon|happiness}} happiness, which produces {{icon|unrest}} '''unrest''' if too low and in turn affects {{icon|province loyalty}} province loyalty. Pops can {{icon|migration speed}} '''migrate''' from territory to territory of their own accord, with pops moving from territories of low to high {{icon|migration attraction}} '''migration attraction''', and certain pop types - {{icon|slaves}} slaves, as well as {{icon|tribesmen}} tribesmen for [[tribal]] countries - can be instantly '''moved''' in and out of owned territories by the state at the cost of {{icon|wealth}} gold. It is possible for a territory to lose all its population to war or migration, which will automatically make it uncolonized if it is owned.
* Each territory has its own '''[[territories#Civilization value|civilization value]]'''.
 
* Each territory has a number of [[Population]] (pops) living in it.
 
* Each territory can have a number of [[Buildings]].
 
* Each territory generates ''[[Rebellion#Unrest|Unrest]]'', affecting province loyalty.
 
  
'''Derivatives:'''
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Each territory has a specific '''[[terrain types|terrain type]]''' that affects {{icon|food}} food production, {{icon|pop cap}} population capacity, {{icon|movement cost}} movement cost, combat dice rolls, and more. '''Rivers''', including {{icon|river}} major rivers, cross between and through many territories and also give a significant modifier. Certain coastal territories are marked as {{icon|port}} '''ports''', enabling them to build and service {{icon|ship}} ships. All terrain features are set at the beginning of the game and cannot be changed.
* Each territory has its own [[territories#Supply limit|supply limit]].
 
* Each port has a chance to spawn pirates in an adjacent sea zone.
 
  
'''Actions'''<br/>
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{{icon|army}} Cohorts are '''recruited''' and {{icon|navy}} ships '''built''' from individual territories, with the buildable types depending on the trade roots that the territory's province has access to. Every army and navy is always located in a particular territory, and can perform unit actions that may have specific effects on the territory that it is present in. Armies and navies can always move into neighbouring territories, as long as they have {{icon|military access}} access; certain territories that are not actually adjacent but separated only by a narrow body of water may be considered connected across the '''strait'''.
These actions can be performed from the territory menu:
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* [[Cohort|Recruitment]] (some units are restricted by the availability of strategic trade goods in the city's province).
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Every territory has a certain type of '''[[trade goods|trade good]]''' that is produced there, with the exact amount depending on the number of {{icon|slaves}} slaves compared to the {{icon|slaves for surplus}} '''slaves needed for local surplus'''' as well as any {{icon|base resources}} '''base resource production''' modifiers. The trade good of a territory is normally constant, but can be changed through certain actions and [[events]].
* [[Colonization]].
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* [[Building|Build]].  
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A territory can have one of three '''[[territory rank|ranks]]''' - {{icon|settlement}} settlement, {{icon|city}} city, and {{icon|metropolis}} metropolis - which determines its {{icon|population capacity}} population capacity and pop class ratios, and indirectly the main types of output that its population will produce. A country can invest {{icon|wealth}} gold and {{icon|pol}} political power to upgrade a territory's rank, or spend {{icon|tyranny}} tyranny to tear a city or metropolis down.
* View pop distribution in territory and move pop.
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* Coordinate urban develpoment: doable only in territory with city or metropolis status, spending 25 political influence to increase Civilization level by +1 after 2 years.
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Depending on its territory rank, territories can have a number of '''[[buildings]]''' built in them that grant various modifiers and bonuses, particularly for increasing pop {{icon|pop output}} output and {{icon|happiness}} happiness as well as modifying the pop ratio. While {{icon|settlement}} settlements can only have on building built, {{icon|city}} cities and {{icon|metropolis}} metropolises can have multiple buildings, capped by the territory's number of {{icon|building slots}} '''city building slots'''. Buildings can also provide {{icon|fort level}} '''fort level''', which create a zone of control over the surrounding territories and make it so that the territory needs to be [[siege|sieged down]] before it can be occupied by hostile armies.
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In addition to buildings, territories can be connected by {{icon|road}} '''roads''', which significantly increases {{icon|movement cost}} army movement speed, and hold {{icon|holy site}} '''holy sites''' honouring a certain deity, improving the territory's economy and enhancing the deity's bonuses if it is worshipped in the owner's {{icon|pantheon}} pantheon. Every territory, except for {{icon|capital}} country capitals, has a {{icon|holding}} '''holding slot''' that may be granted or acquired by [[head of family|heads of family]] to increase their {{icon|power base}} power and {{icon|wealth}} wealth, though they may also invest in their owned territories.
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Every province has a single territory designated as its {{icon|province capital}} '''province capital'''; similarly, every country that owns at least 1 territory has a {{icon|capital}} '''country capital'''. These capital territories get various bonuses and are important to control during {{icon|war}} wars, and can be moved around within the province or country to larger cities or more defensible locations.
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Territories can also have '''[[modifiers|territory modifiers]]''' that grant various bonuses and maluses to the territory and the pops that live in them. [[Unique City Modifiers|Certain special modifiers]] are permanently placed in certain territories at the beginning of the game, and cannot be gained or lost.
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Every territory has a {{icon|civilization}} '''[[territories#Civilization value|civilization value]]''', representing the overall level of development and how settled the territory is, which impacts {{icon|happiness}} pop happiness, {{icon|pop cap}} population capacity, and {{icon|supply limit}} supply limit. Other territory modifiers and values include {{icon|food}} '''[[food]]''', which is produced in a territory according to its [[terrain types|terrain type]] and consumed by pops in the [[province]]; {{icon|supply limit}} '''supply limit''', which determines how large of an army a territory can support before it starts to take {{icon|attrition}} attrition; and {{icon|barbarian power}} '''barbarian power''', which determines the rate at which {{icon|barbarians}} barbarian hordes will rise up from barbarian strongholds in impassable terrain.
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Finally, every territory always has the following base modifiers:
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* {{icon|civilization}} {{green|+0.01%}} Monthly Civilization Change
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* {{icon|pop cap}} {{green|+10}} Population Capacity
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* {{icon|migration attraction}} {{green|+1}} Migration Attraction
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* {{icon|pop growth}} {{green|+0.04%}} Local Population Growth
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* {{icon|food capacity}} {{green|+100}} Provincial Food Capacity
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== Territory rank ==
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{{SVersion|1.5}}
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Every territory has a certain '''territory rank''' that broadly determines its economic role and general level of development. Each rank has a certain associated modifier that is the main determinant of a territory's {{icon|population capacity}} population capacity and pop class ratio, as well as the buildings that are available to develop and specialize the territory. Every additional rank also grants an extra altar to any {{icon|holy site}} holy sites in the territory, allowing it to hold one more [[treasure]].
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A territory's rank generally does not change unless it is specifically modified by certain actions or [[events]], and will retain its rank even if it is completely depopulated and then recolonized.
  
== Territory categories ==
 
{{SVersion|1.3}}
 
 
=== Settlements ===
 
=== Settlements ===
{{icon|settlement}} Settlements represent a sparsely populated area of land, settlements have penalties to output, migration speed, and poptype ratio. Settlements only support one building, but have their own unique set of powerful buildings, so you can specialize them accordingly.
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{{icon|settlement}} '''Settlements''' represent more sparsely populated rural areas, typically with a heavy focus on agriculture and other primary production and comprising the vast majority of territories in the game. In monarchies and republics, they have a base population ratio of '''20%''' {{icon|freemen}} freemen and '''80%''' {{icon|slaves}} slaves, while tribal settlements have a base ratio of '''50%''' {{icon|tribesmen}} tribesmen and '''50%''' {{icon|slaves}} slaves, which means that they are generally the main source of [[trade goods]] and {{icon|food}} [[food]] in a province, as well as producing a significant portion of a country's {{icon|local tax}} tax income and {{icon|manpower}} manpower. Every settlement has the following modifiers:
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* {{icon|pop cap}} {{green|+5}} Population Capacity
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* {{icon|surplus threshold}} {{green|-5}} Slaves needed for Local Surplus
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* {{icon|pop output}} {{red|-25%}} Population Output
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* {{icon|promotion}} {{red|-25%}} Pop Promotion Speed
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* {{icon|migration attraction}} {{red|-3}} Migration Attraction
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* {{icon|migration speed}} {{red|-75%}} Migration Speed
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Settlements can only ever have one {{icon|building slots}} building slot, but have their own unique set of powerful buildings that can be used to specialize settlements towards manpower, trade good production, or tax income.
  
 
=== City ===
 
=== City ===
{{icon|city}} Cities have a large bonus to population capacity, and will act as focal urban centers for your empire. Cities have a higher population and make your freemen and citizens happier, but require more slaves to make a trade good production - they will tend to consume, rather than create, resources. More importantly, cities ''will'' increase provincial food consumption, due to their higher population and their inability to produce food (any settlement producing any trade good in the "Food" category will lose said trade good when upgraded to a city; a new trade good would be produced in its place).
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{{icon|city}} '''Cities''' represent urbanized areas that have been granted '''city status''', historically often a set of special civic privileges and political autonomy granted to a particular urban community that would become the commercial and political center of the area. Cities have a significantly higher {{icon|pop cap}} population capacity than settlements and more importantly can sustain significant populations of {{icon|nobles}} nobles and {{icon|citizens}} citizens, which makes cities the main source of {{icon|trade routes}} trade routes and {{icon|research points}} research points. Cities have a bonus to {{icon|base resources}} Base Resource Production, but the lower proportion of {{icon|slaves}} slaves and higher {{icon|surplus threshold}} surplus threshold means that cities are not especially efficient at producing [[trade goods]] (though very large cities will still end up accumulating enough {{icon|slaves}} slaves to produce a significant amount of surplus trade goods). More importantly, the large {{icon|population}} population and significant proportion of higher pop classes means that cities will have significant {{icon|food}} food consumption, which in some cases will require the import of food [[trade goods]] to sustain. Unlike settlements, cities can have multiple {{icon|building slots}} building slots, with the exact amount depending on the city's {{icon|population}} population and many other modifiers. Cities can be easily distinguished on the map as a group of buildings in the the territory, which shrinks and grows with the actual population of the city. At the start of the game, many cities large and small are found all across the civilized world, from the shores of the Mediterranean through the ancient cities of the Middle East and the great centres of Central Asia and India.
New cities can be founded from settlements, allowing you to shape the world to your own desire. Founding a city takes 2 years to be completed, during this time the [[Population|Population output]] is reduced by {{red|-100%}}. Each city can have at least 1 building, and 1 for every 10 pops in the city. The capital city has +1 building slot.
 
  
Cost: 200 {{icon|cost}} and 50 {{icon|political influence}}
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Every {{icon|city}} city has the following modifiers:
* Tribal: {{red|+25%}}
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* {{icon|pop cap}} {{green|+20}} Population Capacity
* Tribal Law, Infrastructure Tenets: {{red|+50%}}
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* {{icon|building slots}} {{green|+2}} City Building Slots
* Heritage, Egypt: {{green|-15%}}
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* {{icon|base resources}} {{green|+1}} Base Resource Production
* Heritage, Etruria: {{green|-25%}}
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* {{icon|citizen ratio}} {{green|+30%}} Local Citizen Desired Ratio
* Heritage, Heraclea Pontica: {{green|-25%}}
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* {{icon|freeman ratio}} {{green|+40%}} Local Freeman Desired Ratio
* Heritage, Rural: {{green|-20%}}
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* {{icon|noble ratio}} {{green|+15%}} Local Noble Desired Ratio
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* {{icon|slave ratio}} {{green|+15%}} Local Slave Desired Ratio
  
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New cities can be '''founded''' from owned settlements at any time, allowing countries to slowly shape and develop the world according to its desires and reflecting the great city-building empires of the era. Founding a city takes '''2''' years to be complete, during which the settlement will get the '''City Under Construction''' modifier, giving {{icon|pop output}} {{red|-100%}} Population Output. Any settlement producing an agricultural trade good ({{icon|grain}} grain, {{icon|fish}} fish, {{icon|livestock}} livestock, or {{icon|vegetables}} vegetables will switch to a new trade good once the city is finished; if city status is subsequently revoked, the trade good produced in the territory will revert to the old food trade good. While granting city status will not have any immediate impact on the population, the significantly higher {{icon|migration attraction}} migration attraction of cities means that pops in the surrounding territories will slowly migrate to nearby cities, particularly if it is also the {{icon|province capital}} province capital. {{icon|enslavement efficiency}} Enslaving pops during wars can also be a good method of filling up cities with pops.
  
* local population capacity: +10
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The base cost of founding a city is {{icon|wealth}} {{red|200}} gold and {{icon|pol}} {{red|50}} political influence, adjusted by the {{icon|city cost}} '''Found City Cost Modifier'''. Some of the more important sources of the modifier are:
* local building slot: +2
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* {{green|-25%}} with {{flag|Etruria|0}} [[Etruria|Etruscan]], {{flag|Heraclea Pontica|0}} [[Heraclea Pontica|Heraclean]], and {{flag|Bithynia|0}} [[Bithynia|Zipoetic (Bithynian)]] [[heritage]]
* local citizen desired pop ratio: +35
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* {{green|-20%}} with Rural [[heritage]]
* local freemen desired pop ratio: +35
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* {{green|-15%}} with {{flag|Egypt|0}} [[Egypt|Ptolemaic (Egyptian)]] [[heritage]]
* local slaves desired pop ratio: +25
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* {{green|-10%}} with the {{icon|invention}} Household Gods invention ({{icon|rel}} Religious Advances 14)
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* {{red|+25%}} for [[Tribal]] countries
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* {{red|+50%}} with the {{icon|law}} Nomadic Lifestyle [[Tribal]] law
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It is also possible to {{icon|revoke city}} '''revoke city status''' from a city as long as no construction or other upgrades are ongoing in the territory, whether to centralize the population more effectively, force the {{icon|demotion}} demotion of unwanted {{icon|nobles}} nobles and {{icon|citizens}} citizens, or even simply as an act of spite. Revoking city status costs a base of {{icon|tyranny}} {{red|5}} tyranny, modified by the {{icon|revoke city cost}} '''Revoke City Status Cost''' modifier (with {{green|-50%}} for [[tribal]] governments as the only source), which will instantly downgrade the city back to a {{icon|settlement}} settlement and give the '''Revoked City Status''' modifier for '''5''' years, giving {{icon|happiness}} {{red|-10%}} Local Population Happiness and {{icon|migration attraction}} {{red|-2}} Migration Attraction as well as preventing city status from being granted back as long as the modifier exists. The significant decrease in {{icon|population capacity}} population capacity will usually put the territory well over the limit, which will quickly decrease the population by emigration and pop death.
  
 
=== Metropolis ===
 
=== Metropolis ===
{{icon|metropolis}} When a city that is a provincial capital reaches 80 pops, can be designated as metropolis: it cost 400 {{icon|cost}} and 100 {{icon|political influence}}), takes 2 years to be completed and during this time the [[Population|Population output]] is reduced by {{red|-100%}}. Metropolis is considered the peak of a city’s urban evolution. A metropolis does not have access to any unique buildings (instead using the same buildings as cities), but will improve living conditions for certain pop classes, as well as boost population capacity and is provided with +2 bulding slots.
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{{icon|metropolis}} A '''metropolis''' is considered the peak of a city’s urban evolution and can only be made from the very largest cities of a region. Metropolises do not have any special mechanics that set them apart from cities, but instead have generally stronger modifiers that allows it to support an even larger and more productive population, making them advantageous to construct in a country's largest cities, particularly the {{icon|capital}} by the mid to late game. The only metropolis that exists at the start of the game is the {{flag|Maurya|0}} [[Maurya|Mauryan]] capital of Pataliputra.
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Every {{icon|metropolis}} metropolis has the following modifiers:
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* {{icon|pop cap}} {{green|+30}} Population Capacity
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* {{icon|pop cap}} {{green|+10%}} Population Capacity
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* {{icon|building slots}} {{green|+4}} City Building Slots
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* {{icon|trade routes}} {{green|+1}} Local Import Routes
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* {{icon|base resources}} {{green|+2}} Base Resource Production
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* {{icon|promotion}} {{green|+10%}} Pop Promotion Speed
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* {{icon|migration attraction}} {{green|+2}} Migration Attraction
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* {{icon|citizen ratio}} {{green|+30%}} Local Citizen Desired Ratio
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* {{icon|freeman ratio}} {{green|+30%}} Local Freeman Desired Ratio
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* {{icon|noble ratio}} {{green|+10%}} Local Noble Desired Ratio
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* {{icon|slave ratio}} {{green|+5%}} Local Slave Desired Ratio
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Note that a city that has been upgraded to a metropolis is still considered to have city status.
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A metropolis can be '''founded''' on an existing {{icon|city}} city that has at least {{icon|population}} '''80''' population and is the {{icon|province capital}} province capital. Founding a metropolis costs a base of {{icon|wealth}} {{red|400}} gold and {{icon|pol}} {{red|100}} political influence; like cities, the process takes '''2''' years to complete during which the settlement will get the '''Metropolis Under Construction''' modifier giving {{icon|pop output}} {{red|-100%}} Population Output. It is possible to have multiple metropolises in a single province by simply moving the {{icon|province capital}} province capital to another city and building a new metropolis there; this will not destroy the previously existing one.
  
* local population capacity: +5
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Like with cities, it is possible to {{icon|revoke city}} '''revoke city status''' from a metropolis, which will downgrade the territory all the way back to a {{icon|settlement}} settlement. Revoking city status from a metropolis costs a base of {{icon|tyranny}} {{red|10}} tyranny, modified by the {{icon|revoke metropolis cost}} '''Revoke Metropolis Status Cost''' modifier (with {{green|-50%}} for [[tribal]] governments as the only source) and has the same effects as revoking city status from a {{icon|city}} city.
* local population capacity modifier: +25%
 
* local building slot: +2
 
* local pop promotion speed modifier: +10%
 
* local migration attraction: +2
 
* local state trade routes: +1
 
  
 
== Country capital ==
 
== Country capital ==
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{{SVersion|1.5}}
 
{{icon|capital}} Every country that owns at least one territory has a '''capital territory''', the seat of the government and usually the largest, wealthiest, and most important city in the country. The capital territory gets the following modifiers:
 
{{icon|capital}} Every country that owns at least one territory has a '''capital territory''', the seat of the government and usually the largest, wealthiest, and most important city in the country. The capital territory gets the following modifiers:
 
* {{icon|supply limit}} {{green|+10%}} Supply Limit
 
* {{icon|supply limit}} {{green|+10%}} Supply Limit
 
* [[File:Global monthly civilization.png|28px]] {{green|+0.02%}} Monthly Civilization Change
 
* [[File:Global monthly civilization.png|28px]] {{green|+0.02%}} Monthly Civilization Change
 
* {{icon|local output modifier}} {{green|+10%}} Population Output
 
* {{icon|local output modifier}} {{green|+10%}} Population Output
* {{icon|citizen ratio}} {{green|+2%}} Local Citizen Desired Ratio
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* {{icon|noble ratio}} {{green|+10%}} Local Noble Desired Ratio
* {{icon|freeman ratio}} {{green|+2%}} Local Freeman Desired Ratio
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* {{icon|citizen ratio}} {{green|+4%}} Local Citizen Desired Ratio
* {{icon|citizen happiness}} {{green|+5%}} Local Citizen Happiness
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* {{icon|freeman ratio}} {{green|+4%}} Local Freeman Desired Ratio
* {{icon|pop cap}} {{green|+35%}} Population Capacity
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* {{icon|noble happiness}} {{green|+8%}} Local Noble Happiness
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* {{icon|citizen happiness}} {{green|+8%}} Local Citizen Happiness
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* {{icon|pop cap}} {{green|+10}} Population Capacity
 
* {{icon|building slots}} {{green|+1}} City Building Slots
 
* {{icon|building slots}} {{green|+1}} City Building Slots
* {{icon|promotion}} {{green|+0.25%}} Pop Promotion Speed
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* {{icon|promotion}} {{green|+25%}} Pop Promotion Speed
 
* {{icon|migration attraction}} {{green|+2}} Migration Attraction
 
* {{icon|migration attraction}} {{green|+2}} Migration Attraction
 
* {{icon|conversion}} {{green|+20%}} Pop Conversion Speed
 
* {{icon|conversion}} {{green|+20%}} Pop Conversion Speed
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* {{icon|food}} {{green|+1.50}} Local Monthly Food
 
* {{icon|food}} {{green|+1.50}} Local Monthly Food
  
In addition to these baseline bonuses, the capital territory is also often granted permanent bonuses by a number of [[decisions]] and [[missions]], most notably all [[formable nations|country formation]] decisions and the [[generic infrastructure mission]]. This makes it advantageous to make the capital as large as possible, as pops in the capital are usually far more productive than pops in any other territory, particularly if [[trade goods|trade good]] bonuses are being accumulated in the capital province. By the midgame, the capital territory will often have outgrown its local [[food]] supply and begin to necessitate imports food goods to feed its growing population.
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In addition to these baseline bonuses, the capital territory is also often granted permanent bonuses by a number of [[decisions]] and [[missions]], most notably all [[formable nations|country formation]] decisions and the [[generic infrastructure mission]]. This makes it advantageous to make the capital as large as possible, as pops in the capital are usually far more productive than pops in any other territory and usually have the highest {{icon|citizen ratio}} citizen and especially {{icon|noble ratio}} noble ratio given the combined effects of the base capital bonus and the number of buildings that are typically built there due to its high population. By the midgame, the capital territory will often have outgrown its {{icon|food}} local food supply and begin to necessitate imports food goods to feed its growing population, though the high proportion of {{icon|nobles}} noble and {{icon|citizens}} citizen pops usually means that the capital has many more {{icon|trade routes}} import route slots than is needed to feed it.
  
The [[capital province|province]] and [[capital region|region]] that the country capital is also have special modifiers and mechanics that generally make them more valuable than more peripheral areas. Control of a country's capital is important during [[warfare|wars]], as it is extra [[warscore]] and provides bonus war enthusiasm for countries that still control their capitals, as well as being the primary target {{icon|enslavement efficiency}} enslaved pops to be sent to - slaves will generally not go to other territories in significant numbers unless the capital territory has reached its {{icon|pop cap}} population capacity. The capital is also the point from which {{icon|diplomatic range}} diplomatic range is calculated from (for non-neighbouring countries).
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The [[capital province|province]] and [[capital region|region]] that the country capital is also have special modifiers and mechanics that generally make them more valuable than more peripheral areas. Control of a country's capital is important during [[warfare|wars]], as it is worth extra [[warscore]] and provides bonus war enthusiasm for countries that still control their capitals, as well as being one of the main targets that {{icon|enslavement efficiency}} enslaved pops to be sent to - slaves will generally go disproportionately to the capital territory, unless it has reached its {{icon|pop cap}} population capacity. The capital is also the point from which {{icon|diplomatic range}} diplomatic range is calculated from (for non-neighbouring countries).
  
If desired, the capital can be moved at any time to a territory of the primary [[File:Culture.png|28px]] [[culture]] and [[File:Religion.png|28px]] [[religion]] in a loyal province as long as the country is not at war. The cost is {{icon|pol}} {{red|50 + 5 times}} the difference in population between the current capital and the new capital in political influence, with a minimum cost of {{icon|pol}} {{red|80}} and a maximum of {{icon|pol}} {{red|250}}. This means that it is much cheaper to move the capital to a more populated territory than vice versa.
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If desired, the capital can be moved at any time to a territory of the {{icon|culture}} primary culture and {{icon|religion}} state religion in a loyal province as long as the country is not at war. The cost is {{icon|pol}} {{red|50 + 5 times}} the difference in population between the current capital and the new capital in political influence, with a minimum cost of {{icon|pol}} {{red|80}} and a maximum of {{icon|pol}} {{red|250}}. This means that it is much cheaper to move the capital to a more populated territory than vice versa.
  
 
== Provincial capital ==
 
== Provincial capital ==
{{SVersion|1.0}}
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{{SVersion|1.5}}
{{icon|province capital}} Every province owned by a nation has a '''provincial capital''' (if a province is split over multiple nations, each nation has a separate provincial capital).  
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Every province that a country owns or partially owns has a {{icon|province capital}} '''province capital''', representing the center of the local administration. If multiple countries own part of the same province, each of part will have its own provincial capital. The capital of the capital province is always the same as the national capital.
  
Provincial capitals provide bonuses to population capacity (+25%), pop output efficiency (+10%), and migration attraction (+1.00).
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Provincial capitals get the following bonuses:
 
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* {{icon|local output modifier}} {{green|+10%}} Population Output
Provincial capitals reap the benefits from trade and are the primary targets for slaves during conquests.
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* {{icon|pop cap}} {{green|+6}} Population Capacity
 
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* {{icon|promotion}} {{green|+10%}} Pop Promotion Speed
It is necessary to occupy the province capital to demand the entire province in a [[Warfare#Sue_for_Peace|peace deal]].
+
* {{icon|migration attraction}} {{green|+1}} Migration Attraction
 
+
* {{icon|food}} {{green|+1}} Local Monthly Food
During war, troops can resupply their food from foreign territories if the enemy provincial capital is occupied.
 
  
Provincial capitals may be relocated during peace time for a cost of provincial loyalty. Relocating the provincial capital to a settlement lowers provincial loyalty by 30%. Relocating to a city lowers loyalty by 20% and relocating to a metropolis lowers loyalty by 10%.
+
Province capitals are important in wartime as they determine who controls the province as a whole. A province cannot be demanded in a peace treaty unless its capital is occupied, and armies can only resupply in foreign territory if the capital of the province is occupied. They are also the primary targets for receiving {{icon|enslavement efficiency}} slaves when occupying enemy territory, after the {{icon|capital}} national capital.
  
Each [[Countries|nation]] also has a national capital.
+
Provincial capitals may be relocated during peace time for a cost of {{icon|province loyalty}} provincial loyalty. Relocating the provincial capital to a {{icon|settlement}} settlement lowers {{icon|province loyalty}} provincial loyalty by {{red|30}}, to a {{icon|city}} city lowers loyalty by {{red|20}}, and to a {{icon|metropolis}} metropolis by {{red|10}}.
All pops in the national capital have a {{green|+10%}} output modifier (stacking with the capital province and region modifiers). The national capital produces more food, can house more people, has +1 building slot, assimilates and converts pops faster and is more attractive for migration.
 
  
== Ports and piracy ==
+
Only territories that are the provincial capital can be raised to {{icon|metropolis}} metropolis status.
{{icon|port}} Ports (indicated by a lighthouse and circling seagulls overhead) are the only cities where ships can dock and get built. Locations of port cities are fixed. Uncolonized provinces do not have a lighthouse icon, but all ports have seagulls flying around them and so can be seen that way.
 
  
Each port city has a monthly chance to spawn pirates in an adjacent sea zone, based on the number of trade routes (both incoming and outgoing) in the city's province. Each trade route beyond the first increases the chance by {{red|+0.1%}}, while each trireme docked in the city decreases it by {{green|-0.1%}}.
+
== Terrain ==
  
If pirates spawn, they will be a universally hostile fleet, which will blockade all port cities adjacent to their sea zone, lowering commerce income in their provinces.
+
=== Terrain types ===
 +
{{SVersion|1.5}}
 +
Every territory has a fixed, predefined '''terrain type''' that cannot be changed. Terrain type has a significant impact on a territory's habitability through {{icon|pop cap}} population capacity and {{icon|food}} food production modifiers, and is important to consider for army maneuvering and supply as well. Generic heritages are also assigned partly based on the terrain type of a country's {{icon|capital}} capital territory at the start of the game.
  
Some pirate fleets already exist at the start of the game.
+
Sea territories also have terrain types like land territories. The primary effect of sea terrain is to affect the movement speed of ships.
  
== Terrain types ==
+
==== Land terrain ====
{{SVersion|1.0}}
 
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
! !! Name
+
! !! width=80px | Name
 
! Modifiers
 
! Modifiers
 
! Description
 
! Description
Line 133: Line 161:
  
 
|- id="Desert"
 
|- id="Desert"
| [[File:Terrain desert big.png|400px]] || style="background-color:rgb(255,128,51)" | Desert
+
| [[File:Terrain desert big.png|400px]] || style="background-color:rgb(255,128,51)" | '''Desert'''
 
|
 
|
* {{icon|local population growth}}Local Population Capacity: {{red|-30%}}
+
* {{icon|pop cap}} Population Capacity: {{red|-30%}}
* {{icon|attrition}}Attrition: {{red|+1}}
+
* {{icon|attrition}} Attrition: {{red|+1}}
* Movement Cost: {{red|+10%}}
+
* {{icon|movement cost}} Movement Cost: {{red|+10%}}
* Local Monthly Food: {{green|+1.5}}
+
* {{icon|food}} Local Monthly Food: {{green|+1.5}}
 
| ''Arid, sandy plains stretch as far as the eye can see in every direction.''
 
| ''Arid, sandy plains stretch as far as the eye can see in every direction.''
 
|- id="Farmland"
 
|- id="Farmland"
| [[File:Terrain farmland big.png|400px]] || style="background-color:rgb(179,179,0)" | Farmland
+
| [[File:Terrain farmland big.png|400px]] || style="background-color:rgb(179,179,0)" | '''Farmland'''
 
|
 
|
* {{icon|local population growth}}Local Population Capacity: {{green|+50%}}
+
* {{icon|pop cap}} Population Capacity: {{green|+50%}}
* Slaves needed for Local Surplus: {{green|-2}}
+
* {{icon|slaves for surplus}} Slaves needed for Local Surplus: {{green|-2}}
* Local Monthly Food: {{green|+4}}
+
* {{icon|food}} Local Monthly Food: {{green|+4}}
 
| ''This fine arable land is dotted with small clusters of fields, orchards, and grazing livestock.''
 
| ''This fine arable land is dotted with small clusters of fields, orchards, and grazing livestock.''
 
|- id="Forest"
 
|- id="Forest"
| [[File:Terrain forest big.png|400px]] || style="background-color:rgb(26,77,26); color:white" | Forest
+
| [[File:Terrain forest big.png|400px]] || style="background-color:rgb(26,77,26); color:white" | '''Forest'''
 
|
 
|
 
* Attackers get a {{red|-1}} penalty to their dice rolls.
 
* Attackers get a {{red|-1}} penalty to their dice rolls.
* {{icon|local population growth}} Local Population Capacity: {{red|-10%}}
+
* {{icon|pop cap}} Population Capacity: {{red|-10%}}
* Movement Cost: {{red|+30%}}
+
* {{icon|movement cost}} Movement Cost: {{red|+30%}}
* Local Monthly Food: {{green|+2}}
+
* {{icon|food}} Local Monthly Food: {{green|+2}}
 
| ''A densely wooded place, forest is often quite an obstacle for passing armies.''
 
| ''A densely wooded place, forest is often quite an obstacle for passing armies.''
 
|- id="Hills"
 
|- id="Hills"
| [[File:Terrain hills big.png|400px]] || style="background-color:rgb(102,26,0); color:white" | Hills
+
| [[File:Terrain hills big.png|400px]] || style="background-color:rgb(102,26,0); color:white" | '''Hills'''
 
|
 
|
 
* Attackers get a {{red|-1}} penalty to their dice rolls.
 
* Attackers get a {{red|-1}} penalty to their dice rolls.
* Movement Cost: {{red|+20%}}
+
* {{icon|movement cost}} Movement Cost: {{red|+20%}}
* Local Monthly Food: {{green|+2}}
+
* {{icon|food}} Local Monthly Food: {{green|+2}}
 
| ''This place comprises a series of shallow inclines and rolling hills.''
 
| ''This place comprises a series of shallow inclines and rolling hills.''
 
|- id="Jungle"
 
|- id="Jungle"
| [[File:Terrain jungle big.png|400px]] || style="background-color:rgb(13,26,13); color:white" | Jungle
+
| [[File:Terrain jungle big.png|400px]] || style="background-color:rgb(13,26,13); color:white" | '''Jungle'''
 
|
 
|
* {{icon|local population growth}}Local Population Capacity: {{red|-20%}}
+
* {{icon|pop cap}} Population Capacity: {{red|-20%}}
* {{icon|supply limit}}Supply Limit: {{red|-50%}}
+
* {{icon|supply limit}} Supply Limit: {{red|-50%}}
* Movement Cost: {{red|+50%}}
+
* {{icon|movement cost}} Movement Cost: {{red|+50%}}
* Local Monthly Food: {{green|+2.50}}
+
* {{icon|food}} Local Monthly Food: {{green|+2.50}}
 
| ''Verdant, humid jungle, packed with dense vegetation, can be slow going for those who are unused to it.''
 
| ''Verdant, humid jungle, packed with dense vegetation, can be slow going for those who are unused to it.''
 
|- id="Marsh"
 
|- id="Marsh"
| [[File:Terrain marsh big.png|400px]] || style="background-color:rgb(26,153,153)" | Marsh
+
| [[File:Terrain marsh big.png|400px]] || style="background-color:rgb(26,153,153)" | '''Marsh'''
 
|
 
|
 
* Attackers get a {{red|-1}} penalty to their dice rolls.
 
* Attackers get a {{red|-1}} penalty to their dice rolls.
* {{icon|local population growth}}Local Population Capacity: {{red|-10%}}
+
* {{icon|pop cap}} Population Capacity: {{red|-10%}}
* {{icon|supply limit}}Supply Limit: {{red|-50%}}
+
* {{icon|supply limit}} Supply Limit: {{red|-50%}}
* Movement Cost: {{red|+50%}}
+
* {{icon|movement cost}} Movement Cost: {{red|+50%}}
* Local Monthly Food: {{green|+2}}
+
* {{icon|food}} Local Monthly Food: {{green|+2}}
 
| ''Waterlogged and often dangerous, marshland is hard to navigate, and even more difficult to inhabit.''
 
| ''Waterlogged and often dangerous, marshland is hard to navigate, and even more difficult to inhabit.''
 
|- id="Mountains"
 
|- id="Mountains"
| [[File:Terrain mountain big.png|400px]] || style="background-color:rgb(19,19,19); color:white" | Mountains
+
| [[File:Terrain mountain big.png|400px]] || style="background-color:rgb(19,19,19); color:white" | '''Mountains'''
 
|
 
|
 
* Attackers get a {{red|-2}} penalty to their dice rolls.
 
* Attackers get a {{red|-2}} penalty to their dice rolls.
* {{icon|local population growth}} Local Population Capacity: {{red|-20%}}
+
* {{icon|pop cap}} Population Capacity: {{red|-20%}}
 
* {{icon|supply limit}} Supply Limit: {{red|-50%}}
 
* {{icon|supply limit}} Supply Limit: {{red|-50%}}
* Movement Cost: {{red|+80%}}
+
* {{icon|movement cost}} Movement Cost: {{red|+80%}}
* Local Monthly Food: {{green|+1.50}}
+
* {{icon|food}} Local Monthly Food: {{green|+1.50}}
 
| ''Rocky, steep and treacherous, mountainous terrain can prove particularly difficult to navigate.''
 
| ''Rocky, steep and treacherous, mountainous terrain can prove particularly difficult to navigate.''
 
|- id="Plains"
 
|- id="Plains"
| [[File:Terrain plains big.png|400px]] || style="background-color:rgb(102,230,102)" | Plains
+
| [[File:Terrain plains big.png|400px]] || style="background-color:rgb(102,230,102)" | '''Plains'''
 
|  
 
|  
* Local Monthly Food: {{green|+3}}
+
* {{icon|food}} Local Monthly Food: {{green|+3}}
 
| ''A sparsely forested place, consisting of sweeping tracts of flat land.''
 
| ''A sparsely forested place, consisting of sweeping tracts of flat land.''
 +
|}
  
 +
==== Sea terrain ====
 +
{| class="mildtable plainlist"
 +
! !! width=80px | Name
 +
! Modifiers
 +
! Description
 +
!
 +
 +
|- id="Coastal Sea"
 +
| [[File:Terrain coastal big.png|400px]] || style="background-color:rgb(26,51,230); color:white" | '''Coastal Sea'''
 +
|
 +
* {{icon|movement cost}} Movement Cost: {{red|+15%}}
 +
| ''Along coastlines and in archipelagos the sea is generally more shallow and affords less room for maneuver.''
 +
|- id="Ocean"
 +
| [[File:Terrain ocean big.png|400px]] || style="background-color:rgb(26,26,255); color:white" | '''Ocean'''
 +
|
 +
* None
 +
| ''Consisting of calm, glassy seas, as well as roiling waves, the sea carries the lifeblood of the ancient world: trade.''
 +
|- id="River"
 +
| [[File:Terrain river big.png|400px]] || style="background-color:rgb(26,13,255); color:white" | '''River'''
 +
|
 +
* Attackers get a {{red|-1}} penalty to their dice rolls.
 +
* {{icon|movement cost}} Movement Cost: {{red|+15%}}
 +
| ''Most rivers are not fit to be navigated by ship but some are wide and deep enough for smaller ships to navigate them.''
 
|}
 
|}
 +
 +
=== Rivers ===
 +
'''Rivers''' were central to trade and transportation in this time period and the presence of a significant river usually made that area much more attractive to settle in, as well as being more defensible given the inherent difficulties of crossing a river. Ingame, a territory with a '''Nearby River''' gets the following modifiers:
 +
* Attackers get a {{red|-1}} penalty to their dice rolls
 +
* {{icon|pop cap}} {{green|+5%}} Population Capacity
 +
* {{icon|supply limit}} {{green|+5%}} Supply Limit
 +
* {{icon|migration speed}} {{green|+10%}} Pop Migration Speed
 +
 +
Parts of certain very large rivers, such as the Rhine, Danube, Nile, or Indus are considered '''major rivers''', which makes them navigable by [[navy|ships]] and crossable only at certain points. Mechanically, major rivers are considered sea tiles for most intents and purposes, with crossing points marked as straits. A territory that is '''Adjacent to Major River''' gets the following modifiers:
 +
* {{icon|pop cap}} {{green|+10%}} Population Capacity
 +
* {{icon|supply limit}} {{green|+10%}} Supply Limit
 +
* {{icon|migration attraction}} {{green|+1}} Migration Attraction
 +
* {{icon|migration speed}} {{green|+25%}} Pop Migration Speed
 +
 +
The population capacity bonus means that territories next to a river, especially a major river, are generally good {{icon|city}} sites. Note that if a territory is both adjacent to a major river and has a nearby (minor) river, it will have the effects of both modifiers.
 +
 +
=== Coastal territories ===
 +
'''Coastal''' territories also get small bonuses by virtue of their access to the sea, which like rivers often served to connect areas together even if there was no good port nearby. The following modifiers are given to all '''coastal''' territories without a {{icon|port}} port:
 +
* {{icon|pop cap}} {{green|+5%}} Population Capacity
 +
* {{icon|migration speed}} {{green|+25%}} Pop Migration Speed
 +
Note that this modifier can potentially stack with both river modifiers, if the territory meets all the requirements.
 +
 +
=== Ports ===
 +
Certain coastal territories with a particularly good harbour are designated as {{icon|port}} '''ports'''. Ports represent areas that are particularly accessible to ships and naval transport and are placed in certain territories at the beginning of the game, including some that some distance upstream on {{icon|river}} major rivers, and as a terrain feature are fixed and cannot be built or destroyed during the course of the game. Ports are at the center of a country's [[navy]], as ships can only dock and be built at coastal territories with ports. In addition, every territory with a port gets the following modifier, replacing the modifier for non-port coastal territories:
 +
* {{icon|pop cap}} {{green|+10%}} Population Capacity
 +
* {{icon|supply limit}} {{green|+5%}} Supply Limit
 +
* {{icon|promotion}} {{green|+10%}} Pop Promotion Speed
 +
* {{icon|migration attraction}} {{green|+2}} Migration Attraction
 +
* {{icon|migration speed}} {{green|+50%}} Pop Migration Speed
 +
Like with the standard coastal modifier, port modifiers can potentially stack with both river modifiers, if the territory meets all the requirements. The population capacity, migration attraction, and promotion speed modifiers in particular make port territories good places for founding {{icon|city}} cities, particularly those that are also adjacent to a major river.
 +
 +
==== Pirate havens ====
 +
Certain ports are home to {{icon|pirates}} '''pirate havens''' where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of {{icon|local tax}} {{green|+20%}} Local Tax and {{icon|pop growth}} {{green|+0.01%}} Local Population Growth to their territory they host '''pirate fleets''', which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to '''plunder''' them, giving {{icon|local tax}} {{red|-25%}} Local Tax and {{icon|demotion}} {{green|+10%}} Demotion Speed to the plundered territories.
 +
 +
If pirates grow to be too much of a problem, their havens can be destroyed using the {{icon|root out pirates}} '''Root Out Pirates''' army ability on any controlled territory once the anti-pirate [[laws|law]] has been passed, including those belong to other countries that have been occupied in a {{icon|war}} war, which will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new {{icon|pirates}} pirate haven in one of the country's ports.
  
 
== Supply limit ==
 
== Supply limit ==
{{SVersion|1.0}}
+
{{SVersion|1.5}}
 
{{see also|Attrition|Food#Army supply}}
 
{{see also|Attrition|Food#Army supply}}
The supply limit determines whether a given [[army]] suffers attrition. Base {{icon|supply limit}}''Supply Limit'' is '''5''' + '''0.5''' per pop in the city. It is then multipled by '''Supply Limit Efficiency''', the base value of which is 100%, and which can be further modified by the following:
+
The {{icon|supply limit}} '''supply limit''' of a territory determines how large of an [[army]] it can sustain before the army begins to take {{icon|attrition}} attrition, with every point of {{icon|army weight modifier}} army weight over the supply limit giving '''1''' point of {{icon|attrition}} attrition. As attrition increases {{icon|food}} food consumption rather than immediately causing loss of soldiers, being over the supply limit is not particularly problematic as long as the army is just quickly passing through or is adequately supplied with enough {{icon|food}} food to feed itself, but can become a significant issue with longer campaigns in low {{icon|supply limit}} supply limit areas.
  
 +
Generally speaking, more fertile, developed, and highly populated areas have a higher {{icon|supply limit}} supply limit. All modifiers affecting the supply limit of a territory are listed below (note that national modifiers, e.g. [[inventions]] and [[Religion#Pantheons|deities]], are based on the owner of the army, not the owner of the territory):
 
{| class="mildtable"
 
{| class="mildtable"
 
|-
 
|-
 
! Type
 
! Type
 
! Modifier
 
! Modifier
! Value
+
! {{icon|supply limit}} Supply limit
 +
|-
 +
| rowspan=6 | Base
 +
| ''Base''
 +
| {{green|+5}}
 +
|-
 +
| {{icon|population}} ''Population''
 +
| {{green|+0.5}} per pop
 +
|-
 +
| {{icon|capital}} ''Capital Territory''
 +
| {{green|+10%}} per point
 +
|-
 +
| {{icon|civilization}} ''Civilization Value''
 +
| {{green|+2%}} per point
 +
|-
 +
| [[File:Food_deficiency.png|28px]] ''Critical Food Supply''
 +
| {{red|-25%}}
 +
|-
 +
| [[File:Food_deficiency.png|28px]] ''Population Dying''
 +
| {{red|-25%}}
 +
|-
 +
| rowspan=6 | [[Terrain]]
 +
| {{icon|river}} ''Adjacent to Major River''
 +
| {{green|+10%}}
 
|-
 
|-
| rowspan=3 | City feature
+
| &nbsp;{{icon|river}} ''Nearby River''
| [[Terrain types]]: Mountains / Marsh / Jungle
+
| {{green|+5%}}
 +
|-
 +
| &nbsp;{{icon|port}} ''Coastal Port''
 +
| {{green|+5%}}
 +
|-
 +
| &nbsp;{{icon|marsh}} ''Marsh''
 
| {{red|-50%}}
 
| {{red|-50%}}
 
|-
 
|-
| [[Population#Civilization value|Civilization Value]]
+
| &nbsp;{{icon|mountain}} ''Mountains''
| {{green|+2%}} per point
+
| {{red|-50%}}
 +
|-
 +
| &nbsp;{{icon|jungle}} ''Jungle''
 +
| {{red|-50%}}
 
|-
 
|-
| Being the city's owner
+
| rowspan=4 | [[Diplomacy|Diplomatic Status]]
 +
| ''Owner''
 
| {{green|+25%}}
 
| {{green|+25%}}
 
|-
 
|-
| rowspan=2 | [[Trade goods]]
+
| &nbsp;''Occupied''
| [[Trade_goods#Military|Vegetables]] in the province
+
| {{green|+10%}}
 +
|-
 +
| &nbsp;{{icon|alliance}} ''Alliance''
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|-
 
|-
| Surplus of Vegetables in the province<br/>(only affects the province's capital city)
+
| &nbsp;{{icon|military access}} ''Military Access''
| {{green|+2.5%}} per surplus
+
| {{green|+10%}}
 
|-
 
|-
| rowspan=5 | [[Technology#Inventions|Invention]]
+
| rowspan=5 | [[Inventions]]
| ''Supernumerarii'' (lvl 1)
+
| {{icon|invention}} ''Supernumerarii'' (Military Advances 1)
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|-
 
|-
| ''Fighting Season'' (lvl 4)
+
| &nbsp;{{icon|invention}} ''Fighting Season'' (Military Advances 4)
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|-
 
|-
| ''Logistics Division'' (lvl 11)
+
| &nbsp;{{icon|invention}} ''Logistics Division'' (Military Advances 11)
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|-
 
|-
| ''Delayed Baggage Train'' (lvl 15)
+
| &nbsp;{{icon|invention}} ''Delayed Baggage Train'' (Military Advances 15)
 
| {{green|+25%}}
 
| {{green|+25%}}
 
|-
 
|-
| ''Central Reserve'' (lvl 19)
+
| &nbsp;{{icon|invention}} ''Central Reserve'' (Military Advances 19)
 
| {{green|+25%}}
 
| {{green|+25%}}
 
|-
 
|-
| Diplomacy
+
|rowspan="7"| [[Religion#Pantheons|Deities]]
| Having [[Diplomacy#Access|military access]] to the city
+
| [[File:State religion.png|28px]] ''Armazi'' ([[Armazic]] deity)
| {{green|+10%}}
+
| rowspan="7" |
 +
* {{green|+15%}} without owned {{icon|holy site}} [[holy site]]
 +
* {{green|+18.75%}} with owned {{icon|holy site}} [[holy site]]
 +
|-
 +
| &nbsp;[[File:State religion.png|28px]] ''Kakasbos'' ([[Cybelene]] deity)
 +
|-
 +
| &nbsp;[[File:State religion.png|28px]] ''Pan'' ([[Hellenic]] deity)
 +
|-
 +
| &nbsp;[[File:State religion.png|28px]] ''Diktynna'' (Cretan [[Hellenic]] deity)
 +
|-
 +
| &nbsp;[[File:State religion.png|28px]] ''Turan'' (Etruscan [[Hellenic]] deity)
 +
|-
 +
| &nbsp;[[File:State religion.png|28px]] ''Faunus'' (Italic [[Hellenic]] deity)
 +
|-
 +
| &nbsp;[[File:State religion.png|28px]] ''Medeiné'' ([[Matrist]] deity)
 
|}
 
|}
  
 
== Civilization value ==
 
== Civilization value ==
A territory's {{icon|civilization}} '''civilization value''' represents its level of infrastructure and urbanization and is the biggest contributor to [[Population#Happiness_of_pops|pop happiness]]. Increasing the current civilization value of the capital to '''50''' is also one of the main requirements for a [[tribal]] nation to reform into a [[republic]] or [[monarchy]], and some [[city]] [[buildings]] also require a minimum civilization level.
+
{{SVersion|1.5}}
 +
A territory's {{icon|civilization}} '''civilization value''' represents its level of infrastructure and urbanization and is the biggest contributors to {{icon|happiness}} [[Population#Happiness_of_pops|pop happiness]], especially for {{icon|nobles}} nobles and {{icon|citizens}} citizens. Increasing the current civilization value of the capital to '''50''' is also one of the main requirements for a [[tribal]] nation to reform into a [[republic]] or [[monarchy]], and some [[city]] [[buildings]] also require a minimum civilization level. Most countries, except for [[tribal|migratory tribes]], will generally benefit from a higher civilization level in their territories.
  
 
A territory's civilization value spans between 0 and 100, with each point granting the following local effects:
 
A territory's civilization value spans between 0 and 100, with each point granting the following local effects:
* {{icon|pop cap}} Population Capacity: {{green|+0.10}}
+
* {{icon|pop cap}} Population Capacity: {{green|+0.25%}}
 
* {{icon|supply limit}} Supply Limit: {{green|+2%}}
 
* {{icon|supply limit}} Supply Limit: {{green|+2%}}
* [[File:Barbarian power.png|28px]] Barbarian Growth: {{green|-0.005}}
+
* {{icon|barbarian power}} Barbarian Growth: {{green|-0.005}}
 
* {{icon|migration attraction}} Migration Attraction: {{green|+0.1}}
 
* {{icon|migration attraction}} Migration Attraction: {{green|+0.1}}
* {{icon|citizen happiness}} Local Citizen Happiness: {{green|+1%}}
+
* {{icon|citizen happiness}} Local Citizen Happiness: {{green|+0.5%}}
* {{icon|freeman happiness}} Local Freemen Happiness: {{green|+0.7%}}
+
* {{icon|freeman happiness}} Local Freemen Happiness: {{green|+0.3%}}
* {{icon|tribesman happiness}} Local Tribesmen Happiness: {{red|-0.5%}}
+
* {{icon|noble happiness}} Local Noble Happiness: {{green|+0.7%}}
 +
* {{icon|tribesman happiness}} Local Tribesmen Happiness: {{red|-0.4%}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 262: Line 400:
 
! {{icon|pop cap}} Population Capacity
 
! {{icon|pop cap}} Population Capacity
 
! {{icon|supply limit}} Supply Limit
 
! {{icon|supply limit}} Supply Limit
! [[File:Barbarian power.png|28px]] Barbarian Growth
+
! {{icon|barbarian power}} Barbarian Growth
 
! {{icon|migration attraction}} Migration Attraction
 
! {{icon|migration attraction}} Migration Attraction
! Citizen Happiness
+
! {{icon|noble happiness}} Noble Happiness
! Freemen Happiness
+
! {{icon|citizen happiness}} Citizen Happiness
! Tribesmen Happiness
+
! {{icon|freeman happiness}} Freemen Happiness
 +
! {{icon|tribesman happiness}} Tribesmen Happiness
 
|-
 
|-
 
! 0%
 
! 0%
 +
|
 
|
 
|
 
|
 
|
Line 278: Line 418:
 
|-
 
|-
 
! +50%
 
! +50%
| {{green|+5}}
+
| {{green|+12.5%}}
 
| {{green|+100%}}
 
| {{green|+100%}}
 
| {{green|-0.25}}
 
| {{green|-0.25}}
 
| {{green|+5}}
 
| {{green|+5}}
| {{green|+50%}}
 
 
| {{green|+35%}}
 
| {{green|+35%}}
| {{red|-25%}}
+
| {{green|+25%}}
 +
| {{green|+15%}}
 +
| {{red|-20%}}
 
|-
 
|-
 
! +100%
 
! +100%
| {{green|+10}}
+
| {{green|+25%}}
 
| {{green|+200%}}
 
| {{green|+200%}}
 
| {{green|-0.5}}
 
| {{green|-0.5}}
 
| {{green|+10}}
 
| {{green|+10}}
| {{green|+100%}}
 
 
| {{green|+70%}}
 
| {{green|+70%}}
| {{red|-50%}}
+
| {{green|+50%}}
 +
| {{green|+30%}}
 +
| {{red|-40%}}
 
|-
 
|-
 
|}
 
|}
Line 306: Line 448:
 
! Modifier
 
! Modifier
 
! {{icon|civilization}} Civilization Cap
 
! {{icon|civilization}} Civilization Cap
! Maximum Increase
 
 
|-
 
|-
 
| rowspan=3 | Base
 
| rowspan=3 | Base
 
| Base
 
| Base
 
| {{green|+10%}}
 
| {{green|+10%}}
|
 
 
|-
 
|-
 
| &nbsp;{{icon|centralization}} [[Government#Centralization|Centralization Level]]
 
| &nbsp;{{icon|centralization}} [[Government#Centralization|Centralization Level]]
| {{green|+0.1%}} per point above '''0'''
+
| {{green|+0.1%}} per point above '''0%''' (up to {{green|+10%}} at '''100%''')
| {{green|+10%}} at 100%
 
 
|-
 
|-
| &nbsp;[[File:Vassalized.png|28px]] [[Subject_nations#Tribal_vassal|Tribal vassal]]
+
| &nbsp;{{icon|subject}} [[Subject_nations#Tribal_vassal|Tribal vassal]]
 
| {{green|+10%}}
 
| {{green|+10%}}
|
 
 
|-
 
|-
 
| rowspan=6 | [[Government]]
 
| rowspan=6 | [[Government]]
| [[Tribal|Settled Tribe]]
+
| {{icon|pol}}  [[Tribal|Settled Tribe]]
 
| {{green|+10%}}
 
| {{green|+10%}}
|
 
 
|-
 
|-
| &nbsp;[[Tribal|Federated Tribe]]
+
| &nbsp;{{icon|pol}} [[Tribal|Federated Tribe]]
 
| {{green|+15%}}
 
| {{green|+15%}}
|
 
 
|-
 
|-
| &nbsp;[[Monarchy|Autocratic Monarchy]] or [[Republic|Democratic Republic]]
+
| &nbsp;{{icon|pol}}  [[Monarchy|Autocratic Monarchy]] or [[Republic|Democratic Republic]]
 
| {{green|+30%}}
 
| {{green|+30%}}
|
 
 
|-
 
|-
| &nbsp;Other [[Monarchy|Monarchies]] or [[Republic|Republics]]
+
| &nbsp;{{icon|pol}}  Other [[Monarchy|Monarchies]] or [[Republic|Republics]]
 
| {{green|+35%}}
 
| {{green|+35%}}
|
 
 
|-
 
|-
| &nbsp;[[Monarchy|Empire]] or [[Monarchy|Imperial Cult]]
+
| &nbsp;{{icon|pol}}  [[Monarchy|Empire]] or [[Monarchy|Imperial Cult]]
 
| {{green|+40%}}
 
| {{green|+40%}}
|
 
 
|-
 
|-
| &nbsp;[[Republic|Athenian Republic]]
+
| &nbsp;{{icon|pol}} [[Republic|Athenian Republic]]
 
| {{green|+40%}}
 
| {{green|+40%}}
|
 
 
|-
 
|-
 
| rowspan=2 | [[Laws]]
 
| rowspan=2 | [[Laws]]
| {{icon|pol}} [[Laws#Code_of_Rights|Rights of Man]] ([[Tribal]])
+
| {{icon|law}} [[Laws#Code_of_Rights|Rights of Man]] ([[Tribal]])
 
| {{green|+5%}}
 
| {{green|+5%}}
|
 
 
|-
 
|-
| &nbsp;{{icon|pol}} [[Laws#Code_of_Rights|Rights of Birth]] ([[Tribal]])
+
| &nbsp;{{icon|law}} [[Laws#Code_of_Rights|Rights of Birth]] ([[Tribal]])
 
| {{green|+5%}}
 
| {{green|+5%}}
|
 
 
|-
 
|-
 
| [[National ideas]]
 
| [[National ideas]]
 
| [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] (Religious)
 
| [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] (Religious)
 
| {{green|+5%}}
 
| {{green|+5%}}
|
 
 
|-
 
|-
 
| [[Technology]]
 
| [[Technology]]
 
| {{icon|charisma}} [[Technology|Oratory Advances]]
 
| {{icon|charisma}} [[Technology|Oratory Advances]]
 
| {{green|+2%}} per Level
 
| {{green|+2%}} per Level
|
 
 
|-
 
|-
| rowspan=6 | [[Trade goods]]
+
| rowspan=2 | [[Trade goods]]
 
| {{icon|gemstones}} Gemstones [[Trade_goods#Applied_modifier_type|capital surplus]]
 
| {{icon|gemstones}} Gemstones [[Trade_goods#Applied_modifier_type|capital surplus]]
 
| {{green|+5%}}
 
| {{green|+5%}}
|
 
 
|-
 
|-
| &nbsp;{{icon|gemstones}} Gemstones [[Trade_goods#Applied_modifier_type|export bonus]]
+
| &nbsp;{{icon|glass}} Glass [[Trade_goods#Applied_modifier_type|capital bonus]]
| {{green|+2.5%}}
+
| {{green|+5%}}
|
 
|-
 
| &nbsp;{{icon|marble}} Marble [[Trade_goods#Applied_modifier_type|province bonus]]
 
| {{green|+2%}}
 
|
 
|-
 
| &nbsp;{{icon|marble}} Marble [[Trade_goods#Applied_modifier_type|province surplus bonus]]
 
| {{green|+1%}}
 
| Stackable
 
|-
 
| &nbsp;{{icon|glass}} Glass [[Trade_goods#Applied_modifier_type|province bonus]]
 
| {{green|+2%}}
 
|
 
|-
 
| &nbsp;{{icon|glass}} Glass [[Trade_goods#Applied_modifier_type|province surplus bonus]]
 
| {{green|+1%}}
 
| Stackable
 
 
|-
 
|-
 
| rowspan=1 | [[Heritages]]
 
| rowspan=1 | [[Heritages]]
 
| {{flag|Icenia|0}} Icenian Heritage ([[Icenia]])
 
| {{flag|Icenia|0}} Icenian Heritage ([[Icenia]])
 
| {{green|+5%}}
 
| {{green|+5%}}
|
 
 
|-
 
|-
 
| rowspan=4 | Local
 
| rowspan=4 | Local
 
| [[File:Coordinate urban development.png|28px]] [[Urban Development]]
 
| [[File:Coordinate urban development.png|28px]] [[Urban Development]]
 
| {{green|+1%}} per Level
 
| {{green|+1%}} per Level
| Can only be added until the territory civilization value reaches '''60'''
 
 
|-
 
|-
| &nbsp;Emergent Center of Civilization
+
| &nbsp;Emergent Center of Civilization (from [[formable nations]])
 
| {{green|+5%}}
 
| {{green|+5%}}
|
 
 
|-
 
|-
| &nbsp;Center of Civilization
+
| &nbsp;Center of Civilization (from [[formable nations]])
 
| {{green|+10%}}
 
| {{green|+10%}}
|
 
 
|-
 
|-
| &nbsp;Emergent Capital
+
| &nbsp;Emergent Capital (from [[formable nations]])
 
| {{green|+10%}}
 
| {{green|+10%}}
|
 
 
|}
 
|}
 
+
Note that government bonuses are, of course, exclusive to each other.
* Government bonuses are, of course, exclusive to each other.
 
* The Centers of Civilization and Emergent Capital modifiers are added to the capital territory when creating a [[formable nations|formable nation]].
 
  
 
=== Civilization change ===
 
=== Civilization change ===
Line 425: Line 528:
 
! [[File:Global monthly civilization.png|28px]] Monthly Civilization Change
 
! [[File:Global monthly civilization.png|28px]] Monthly Civilization Change
 
|-
 
|-
|rowspan="3"| Base
+
|rowspan="4"| Base
 
| Base
 
| Base
 
| {{green|+0.01%}}
 
| {{green|+0.01%}}
 
|-
 
|-
| &nbsp;[[File:Barbarian power.png|28px]] Barbarian power
+
| At Peace
 +
| &nbsp;{{green|+0.01%}}
 +
|-
 +
| &nbsp;{{icon|barbarian power}} Barbarian power
 
| {{red|-0.025%}} per point
 
| {{red|-0.025%}} per point
 
|-
 
|-
| &nbsp;[[File:Vassalized.png|28px]] [[Subject_nations#Tribal_vassal|Tribal vassal]]
+
| &nbsp;{{icon|subject}} [[Subject_nations#Tribal_vassal|Tribal vassal]]
 
| {{green|+0.01%}}
 
| {{green|+0.01%}}
 
|-
 
|-
Line 440: Line 546:
 
|-
 
|-
 
|rowspan="2"| [[Inventions]]
 
|rowspan="2"| [[Inventions]]
| {{icon|invention}} ''Recording Tradition'' (Religious Tech 5)
+
| {{icon|invention}} Recording Tradition (Religious Tech 5)
 
| {{green|+0.01%}}
 
| {{green|+0.01%}}
 
|-
 
|-
| &nbsp;{{icon|invention}} ''Scribae'' (Religious Tech 20)
+
| &nbsp;{{icon|invention}} Scribae (Religious Tech 20)
 
| {{green|+0.01%}}
 
| {{green|+0.01%}}
 
|-
 
|-
 
|[[Laws]]
 
|[[Laws]]
| {{icon|pol|28px}} ''Coin Minting Initiative'' ([[Tribal]])
+
| {{icon|law|28px}} Coin Minting Initiative ([[Tribal]])
 
| {{green|+0.03%}}
 
| {{green|+0.03%}}
 
|-
 
|-
 
| [[Religion]]
 
| [[Religion]]
| [[File:Religion.png|28px]] [[Chaldean]]
+
| {{icon|religion}} [[Chaldean]]
 
| {{green|+0.01%}}
 
| {{green|+0.01%}}
 
|-
 
|-
|rowspan="5"| [[Religion#Pantheons|Deities]]
+
|rowspan="3"| [[Religion#Pantheons|Deities]]
| [[File:State religion.png|28px]] Spirits of Insight ([[Bon]] deity)
+
| [[File:State religion.png|28px]] Upekkha Parami ([[Buddhist]] deity)
| rowspan="5" |  
+
| rowspan="3" |  
 
* {{green|+0.05%}} without owned {{icon|holy site}} [[holy site]]
 
* {{green|+0.05%}} without owned {{icon|holy site}} [[holy site]]
 
* {{green|+0.0625%}} with owned {{icon|holy site}} [[holy site]]
 
* {{green|+0.0625%}} with owned {{icon|holy site}} [[holy site]]
|-
 
| &nbsp;[[File:State religion.png|28px]] Upekkha Parami ([[Buddhist]] deity)
 
 
|-
 
|-
 
| &nbsp;[[File:State religion.png|28px]] Maponos ([[Druidic]] deity)
 
| &nbsp;[[File:State religion.png|28px]] Maponos ([[Druidic]] deity)
 
|-
 
|-
 
| &nbsp;[[File:State religion.png|28px]] Wisdom of Bhadrabahu ([[Jain]] deity)
 
| &nbsp;[[File:State religion.png|28px]] Wisdom of Bhadrabahu ([[Jain]] deity)
|-
 
| &nbsp;[[File:State religion.png|28px]] Hathor ([[Kemetic]] deity)
 
 
|-
 
|-
 
|rowspan="13"| [[Religion#Pantheons|Omens]]
 
|rowspan="13"| [[Religion#Pantheons|Omens]]
Line 480: Line 582:
 
| &nbsp;{{icon|omen power}} Gobannus ([[Druidic]] deity)
 
| &nbsp;{{icon|omen power}} Gobannus ([[Druidic]] deity)
 
|-
 
|-
| &nbsp;{{icon|omen power}} Glanis ([[Druidic]] deity)
+
| &nbsp;{{icon|omen power}} Glanis (Alluvian [[Druidic]] deity)
 
|-
 
|-
 
| &nbsp;{{icon|omen power}} Asklepios ([[Hellenic]] deity)
 
| &nbsp;{{icon|omen power}} Asklepios ([[Hellenic]] deity)
 
|-
 
|-
| &nbsp;{{icon|omen power}} Amaya ([[Hellenic]] deity)
+
| &nbsp;{{icon|omen power}} Amaya (Cretan [[Hellenic]] deity)
 
|-
 
|-
| &nbsp;{{icon|omen power}} Aita ([[Hellenic]] deity)
+
| &nbsp;{{icon|omen power}} Aita (Etruscan [[Hellenic]] deity)
 
|-
 
|-
 
| &nbsp;{{icon|omen power}} Goitosyrus ([[Heptadic]] deity)
 
| &nbsp;{{icon|omen power}} Goitosyrus ([[Heptadic]] deity)
Line 511: Line 613:
 
| rowspan="2" | [[Governor]]
 
| rowspan="2" | [[Governor]]
 
| [[File:Policy_civilization_effort.png|28px]] Civilization Effort
 
| [[File:Policy_civilization_effort.png|28px]] Civilization Effort
| {{green|+0.05%}} per {{icon|finesse}} 10 finesse of the [[governor]], plus a base of {{green|+0.005%}}
+
| {{green|+0.005%}} per {{icon|finesse}} 10 finesse of the [[governor]], plus a base of {{green|+0.005%}}
 
|-
 
|-
 
| &nbsp;{{icon|just}} Just
 
| &nbsp;{{icon|just}} Just
Line 520: Line 622:
 
| {{green|+0.02%}}
 
| {{green|+0.02%}}
 
|-
 
|-
| &nbsp;[[File:Coordinate urban development.png|28px]] [[Urban Development]]
+
| &nbsp;[[File:Coordinate urban development.png|28px]] [[Urban development]]
 
| {{green|+0.01%}} per Level
 
| {{green|+0.01%}} per Level
 
|-
 
|-
| &nbsp;[[File:Ability road building.png|28px]] Road Network
+
| &nbsp;{{icon|road}} Road Network
 
| {{green|+0.001%}} per outgoing road
 
| {{green|+0.001%}} per outgoing road
 
|-
 
|-
| &nbsp;[[File:Ability raze city.png|28px]] Razed (unit ability)
+
| &nbsp;{{icon|raze city}} Razed (unit ability)
 
| {{red|-0.01%}}
 
| {{red|-0.01%}}
 
|-
 
|-
Line 537: Line 639:
  
 
=== Urban development ===
 
=== Urban development ===
The civilization value of [[city|cities]] can be increased above and beyond its natural maximum by using the [[File:Coordinate urban development.png|28px]] '''Coordinate Urban Development''' action, which costs {{icon|pol}} {{red|25}} political influence and, after 2 years, will give a stackable bonus of {{icon|civilization}} {{green|+1%}} local civilization level and {{icon|civilization}} {{green|+0.01%}} monthly civilization change to the city. This action can only be used while the civilization level of the city remains below '''60''', which means that it is primarily useful only in the early game or for [[tribal]] nations looking to improve their capital in preparation for reforming into a [[monarchy]] or [[republic]].  
+
The civilization value of territories with {{icon|city}} city status can be increased above and beyond its natural maximum by using the [[File:Coordinate urban development.png|28px]] '''Coordinate Urban Development''' action, which costs a base of {{icon|pol}} {{red|25}} political influence (modified by the {{icon|urban development cost}} '''Urban Development Cost''' modifier) and, after '''2''' years, will give a stackable '''Urban Development''' modifier, giving {{icon|civilization}} {{green|+1%}} local civilization level and {{icon|civilization}} {{green|+0.01%}} monthly civilization change to the city. This action can only be used while the civilization level of the city is below '''60''', which means that it is primarily useful only in the early game or for [[tribal]] nations looking to improve their capital in preparation for reforming into a [[monarchy]] or [[republic]].
 +
 
 +
== Uncolonizable territories ==
 +
{{SVersion|1.5}}
 +
Certain particularly harsh or desolate territories are considered '''uncolonizable'''. These territories have no true owner or {{icon|population}} pops and for the most part cannot be interacted with, though they will be considered owned for the purposes of map colouring and naming purposes if there is a single country that owns the majority of the adjacent colonizable territories, as well as owns and/or has coloured in a majority of all adjacent territories, including neighbouring uncolonizable territories. Similar behaviour is used to colour in uncolonizable territories in some other mapmodes, such as culture, religion, province, and region. This behaviour can be toggled on and off using the '''Fill in impassable terrain''' setting.
 +
 
 +
All uncolonizable territories have a {{icon|culture}} culture, {{icon|religion}} religion, {{icon|civilization}} civilization value, {{icon|barbarian power}} barbarian power value, and {{icon|supply limit}} supply limit, which depending on the type of the the uncolonizable territory may have some gameplay relevance. Whether or not a territory is considered uncolonizable is set at the beginning of the game and cannot be changed.
 +
 
 +
=== Uninhabitable territories ===
 +
'''Uninhabitable''' territories cannot be owned or colonized, but still allow [[army|armies]] to pass through them. They exist in a number of passes through many arid and desert areas, such as in the Arabian pennisula and Central Asia. There are no special penalties for armies marching through uninhabitable territories beyond their low {{icon|supply limit}} supply limit and inability to replenish {{icon|food}} food supply. Unlike impassable terrain, uninhabitable territories have a [[terrain types|terrain type]] that helps to determine its {{icon|supply limit}} supply limit.
 +
 
 +
All uninhabitable territories also have a culture and religion that is set at the beginning of the game, appears on the relevant mapmodes, and cannot be changed, though this is purely cosmetic and does not have any gameplay effect.
 +
 
 +
=== Impassable terrain ===
 +
{{see also|Barbarians}}
 +
'''Impassable terrain''' represents the harshest and most accessible areas of the map, and in addition to being uncolonizable also cannot be passed by [[army|armies]] and cannot be interacted with directly. Many exist as mountain ranges, inaccessible jungles, or unforgiving deserts crossing through even relatively developed areas, serving to isolate certain areas from one another and represent the difficulties that these types of terrain posed for states trying to exert their control across them.
 +
 
 +
Certain areas of impassable terrain hold {{icon|barbarians}} '''barbarian strongholds''', from which barbarian hordes will occasionally rise up to pillage and settle neighbouring territories. These barbarian strongholds can be particularly dangerous and require some military investment to control and hold off, but can eventually be pacified by raising the stronghold's {{icon|civilization}} civilization value high enough using the [[File:Policy civilization effort.png|28px]] Civilization Effort [[governor policy]] in a neighbouring province.
  
 +
Impassable terrain has a culture and religion that is used when generating {{icon|barbarians}} barbarian hordes that rise up from that territory. However, in the culture and religion mapmodes the colour of impassable terrain will instead be determined by the majority colour of the surrounding territories according to the same rules as colouring for ownership, which may be different from the actual culture or religion of the territory.
  
 +
<br>
 
{{MechanicsNavbox}}
 
{{MechanicsNavbox}}

Latest revision as of 04:12, 15 September 2020

Imperator: Rome tutorial #3 - pops and cities.
A paintable map of territories.

Territories are the smallest unit of land in Imperator: Rome, and they are the basic unit of territorial organization for most ingame mechanics, such as territorial ownership, Population.png pops with their associated Population output output, Policy cultural assimilation.png culture, and Religious power.png religion, Land combat.png army movement, occupation, and recruitment, and more. Every province belongs to a particular province, which themselves are grouped into regions.

Mechanics[edit]

Most territories can have an owner and be colonized, or not be owned by any country at all; unowned territories are considered uncolonized. Uncolonized territories are not necessarily uninhabited and can be colonized by neighbouring countries to directly take ownership of them. Ownership is not to be confused with having control over a territory, which is typically the owner but can also be an enemy occupier during times of War.png war. Certain territories are uncolonizeable and cannot be properly owned or have a population; they may be merely uninhabitable but still accessible by armies or consist of completely impassable terrain. Separately, there are also Ocean sea territories, including River major rivers, that cannot be owned and are inaccessible by armies, but can be traversed by ships.

All Population.png pops live in a certain territory, and they are the source of nearly every resource that a territory produces. A territory's population is limited by the territory's Population capacity population capacity, which gives scaling penalties if exceeded, and the demographic makeup of a territory's pops determines its Policy cultural assimilation.png dominant culture and Religious power.png dominant religion. The owner of the territory, if there is one, determines who the Population output pop's output is paid towards and what modifiers affect their Pop happy.png happiness, which produces Unrest.png unrest if too low and in turn affects Province loyalty province loyalty. Pops can Migration speed migrate from territory to territory of their own accord, with pops moving from territories of low to high Migration attraction migration attraction, and certain pop types - Slaves slaves, as well as Tribesmen tribesmen for tribal countries - can be instantly moved in and out of owned territories by the state at the cost of Wealth gold. It is possible for a territory to lose all its population to war or migration, which will automatically make it uncolonized if it is owned.

Each territory has a specific terrain type that affects Monthly food.png food production, Population capacity population capacity, Movement cost movement cost, combat dice rolls, and more. Rivers, including River major rivers, cross between and through many territories and also give a significant modifier. Certain coastal territories are marked as Port icon.png ports, enabling them to build and service Naval combat.png ships. All terrain features are set at the beginning of the game and cannot be changed.

Land combat.png Cohorts are recruited and Naval combat.png ships built from individual territories, with the buildable types depending on the trade roots that the territory's province has access to. Every army and navy is always located in a particular territory, and can perform unit actions that may have specific effects on the territory that it is present in. Armies and navies can always move into neighbouring territories, as long as they have Has military access.png access; certain territories that are not actually adjacent but separated only by a narrow body of water may be considered connected across the strait.

Every territory has a certain type of trade good that is produced there, with the exact amount depending on the number of Slaves slaves compared to the Goods from slaves.png slaves needed for local surplus' as well as any Base resources base resource production modifiers. The trade good of a territory is normally constant, but can be changed through certain actions and events.

A territory can have one of three ranks - Territory settlement.png settlement, Territory city.png city, and Territory metropolis.png metropolis - which determines its Population capacity population capacity and pop class ratios, and indirectly the main types of output that its population will produce. A country can invest Wealth gold and Political influence.png political power to upgrade a territory's rank, or spend Tyranny tyranny to tear a city or metropolis down.

Depending on its territory rank, territories can have a number of buildings built in them that grant various modifiers and bonuses, particularly for increasing pop Population output output and Pop happy.png happiness as well as modifying the pop ratio. While Territory settlement.png settlements can only have on building built, Territory city.png cities and Territory metropolis.png metropolises can have multiple buildings, capped by the territory's number of Local building slot.png city building slots. Buildings can also provide Fort level fort level, which create a zone of control over the surrounding territories and make it so that the territory needs to be sieged down before it can be occupied by hostile armies.

In addition to buildings, territories can be connected by Ability road building.png roads, which significantly increases Movement cost army movement speed, and hold Holy Site.png holy sites honouring a certain deity, improving the territory's economy and enhancing the deity's bonuses if it is worshipped in the owner's Change pantheon cost modifier.png pantheon. Every territory, except for Country capital.png country capitals, has a Holding holding slot that may be granted or acquired by heads of family to increase their Power base power and Wealth wealth, though they may also invest in their owned territories.

Every province has a single territory designated as its Province capital province capital; similarly, every country that owns at least 1 territory has a Country capital.png country capital. These capital territories get various bonuses and are important to control during War.png wars, and can be moved around within the province or country to larger cities or more defensible locations.

Territories can also have territory modifiers that grant various bonuses and maluses to the territory and the pops that live in them. Certain special modifiers are permanently placed in certain territories at the beginning of the game, and cannot be gained or lost.

Every territory has a Civilization.png civilization value, representing the overall level of development and how settled the territory is, which impacts Pop happy.png pop happiness, Population capacity population capacity, and Supply limit.png supply limit. Other territory modifiers and values include Monthly food.png food, which is produced in a territory according to its terrain type and consumed by pops in the province; Supply limit.png supply limit, which determines how large of an army a territory can support before it starts to take Attrition.png attrition; and Barbarian power.png barbarian power, which determines the rate at which Barbarian power.png barbarian hordes will rise up from barbarian strongholds in impassable terrain.

Finally, every territory always has the following base modifiers:

  • Civilization.png +0.01% Monthly Civilization Change
  • Population capacity +10 Population Capacity
  • Migration attraction +1 Migration Attraction
  • Global population growth.png +0.04% Local Population Growth
  • Global food capacity.png +100 Provincial Food Capacity

Territory rank[edit]

Every territory has a certain territory rank that broadly determines its economic role and general level of development. Each rank has a certain associated modifier that is the main determinant of a territory's Population capacity population capacity and pop class ratio, as well as the buildings that are available to develop and specialize the territory. Every additional rank also grants an extra altar to any Holy Site.png holy sites in the territory, allowing it to hold one more treasure.

A territory's rank generally does not change unless it is specifically modified by certain actions or events, and will retain its rank even if it is completely depopulated and then recolonized.

Settlements[edit]

Territory settlement.png Settlements represent more sparsely populated rural areas, typically with a heavy focus on agriculture and other primary production and comprising the vast majority of territories in the game. In monarchies and republics, they have a base population ratio of 20% Freemen freemen and 80% Slaves slaves, while tribal settlements have a base ratio of 50% Tribesmen tribesmen and 50% Slaves slaves, which means that they are generally the main source of trade goods and Monthly food.png food in a province, as well as producing a significant portion of a country's Tax income.png tax income and Manpower.png manpower. Every settlement has the following modifiers:

  • Population capacity +5 Population Capacity
  • Goods from slaves.png -5 Slaves needed for Local Surplus
  • Population output -25% Population Output
  • Promotion -25% Pop Promotion Speed
  • Migration attraction -3 Migration Attraction
  • Migration speed -75% Migration Speed

Settlements can only ever have one Local building slot.png building slot, but have their own unique set of powerful buildings that can be used to specialize settlements towards manpower, trade good production, or tax income.

City[edit]

Territory city.png Cities represent urbanized areas that have been granted city status, historically often a set of special civic privileges and political autonomy granted to a particular urban community that would become the commercial and political center of the area. Cities have a significantly higher Population capacity population capacity than settlements and more importantly can sustain significant populations of Pop noble.png nobles and Citizens citizens, which makes cities the main source of Global state trade routes.png trade routes and Research points.png research points. Cities have a bonus to Base resources Base Resource Production, but the lower proportion of Slaves slaves and higher Goods from slaves.png surplus threshold means that cities are not especially efficient at producing trade goods (though very large cities will still end up accumulating enough Slaves slaves to produce a significant amount of surplus trade goods). More importantly, the large Population.png population and significant proportion of higher pop classes means that cities will have significant Monthly food.png food consumption, which in some cases will require the import of food trade goods to sustain. Unlike settlements, cities can have multiple Local building slot.png building slots, with the exact amount depending on the city's Population.png population and many other modifiers. Cities can be easily distinguished on the map as a group of buildings in the the territory, which shrinks and grows with the actual population of the city. At the start of the game, many cities large and small are found all across the civilized world, from the shores of the Mediterranean through the ancient cities of the Middle East and the great centres of Central Asia and India.

Every Territory city.png city has the following modifiers:

  • Population capacity +20 Population Capacity
  • Local building slot.png +2 City Building Slots
  • Base resources +1 Base Resource Production
  • Citizen ratio +30% Local Citizen Desired Ratio
  • Freeman ratio +40% Local Freeman Desired Ratio
  • Noble ratio +15% Local Noble Desired Ratio
  • Slave ratio +15% Local Slave Desired Ratio

New cities can be founded from owned settlements at any time, allowing countries to slowly shape and develop the world according to its desires and reflecting the great city-building empires of the era. Founding a city takes 2 years to be complete, during which the settlement will get the City Under Construction modifier, giving Population output -100% Population Output. Any settlement producing an agricultural trade good (Grain grain, Fish fish, Livestock livestock, or Vegetables vegetables will switch to a new trade good once the city is finished; if city status is subsequently revoked, the trade good produced in the territory will revert to the old food trade good. While granting city status will not have any immediate impact on the population, the significantly higher Migration attraction migration attraction of cities means that pops in the surrounding territories will slowly migrate to nearby cities, particularly if it is also the Province capital province capital. Enslavement efficiency.png Enslaving pops during wars can also be a good method of filling up cities with pops.

The base cost of founding a city is Wealth 200 gold and Political influence.png 50 political influence, adjusted by the Found city cost Found City Cost Modifier. Some of the more important sources of the modifier are:

It is also possible to Revoke city status revoke city status from a city as long as no construction or other upgrades are ongoing in the territory, whether to centralize the population more effectively, force the Demotion demotion of unwanted Pop noble.png nobles and Citizens citizens, or even simply as an act of spite. Revoking city status costs a base of Tyranny 5 tyranny, modified by the Revoke city status cost Revoke City Status Cost modifier (with -50% for tribal governments as the only source), which will instantly downgrade the city back to a Territory settlement.png settlement and give the Revoked City Status modifier for 5 years, giving Pop happy.png -10% Local Population Happiness and Migration attraction -2 Migration Attraction as well as preventing city status from being granted back as long as the modifier exists. The significant decrease in Population capacity population capacity will usually put the territory well over the limit, which will quickly decrease the population by emigration and pop death.

Metropolis[edit]

Territory metropolis.png A metropolis is considered the peak of a city’s urban evolution and can only be made from the very largest cities of a region. Metropolises do not have any special mechanics that set them apart from cities, but instead have generally stronger modifiers that allows it to support an even larger and more productive population, making them advantageous to construct in a country's largest cities, particularly the Country capital.png by the mid to late game. The only metropolis that exists at the start of the game is the Flag of Maurya Mauryan capital of Pataliputra.

Every Territory metropolis.png metropolis has the following modifiers:

  • Population capacity +30 Population Capacity
  • Population capacity +10% Population Capacity
  • Local building slot.png +4 City Building Slots
  • Global state trade routes.png +1 Local Import Routes
  • Base resources +2 Base Resource Production
  • Promotion +10% Pop Promotion Speed
  • Migration attraction +2 Migration Attraction
  • Citizen ratio +30% Local Citizen Desired Ratio
  • Freeman ratio +30% Local Freeman Desired Ratio
  • Noble ratio +10% Local Noble Desired Ratio
  • Slave ratio +5% Local Slave Desired Ratio

Note that a city that has been upgraded to a metropolis is still considered to have city status.

A metropolis can be founded on an existing Territory city.png city that has at least Population.png 80 population and is the Province capital province capital. Founding a metropolis costs a base of Wealth 400 gold and Political influence.png 100 political influence; like cities, the process takes 2 years to complete during which the settlement will get the Metropolis Under Construction modifier giving Population output -100% Population Output. It is possible to have multiple metropolises in a single province by simply moving the Province capital province capital to another city and building a new metropolis there; this will not destroy the previously existing one.

Like with cities, it is possible to Revoke city status revoke city status from a metropolis, which will downgrade the territory all the way back to a Territory settlement.png settlement. Revoking city status from a metropolis costs a base of Tyranny 10 tyranny, modified by the Revoke metropolis status cost Revoke Metropolis Status Cost modifier (with -50% for tribal governments as the only source) and has the same effects as revoking city status from a Territory city.png city.

Country capital[edit]

Country capital.png Every country that owns at least one territory has a capital territory, the seat of the government and usually the largest, wealthiest, and most important city in the country. The capital territory gets the following modifiers:

  • Supply limit.png +10% Supply Limit
  • Global monthly civilization.png +0.02% Monthly Civilization Change
  • Local output +10% Population Output
  • Noble ratio +10% Local Noble Desired Ratio
  • Citizen ratio +4% Local Citizen Desired Ratio
  • Freeman ratio +4% Local Freeman Desired Ratio
  • Noble happiness +8% Local Noble Happiness
  • Citizen happiness +8% Local Citizen Happiness
  • Population capacity +10 Population Capacity
  • Local building slot.png +1 City Building Slots
  • Promotion +25% Pop Promotion Speed
  • Migration attraction +2 Migration Attraction
  • Policy religious conversion.png +20% Pop Conversion Speed
  • Pop assimilation.png +20% Pop Assimilation Speed
  • Monthly food.png +1.50 Local Monthly Food

In addition to these baseline bonuses, the capital territory is also often granted permanent bonuses by a number of decisions and missions, most notably all country formation decisions and the generic infrastructure mission. This makes it advantageous to make the capital as large as possible, as pops in the capital are usually far more productive than pops in any other territory and usually have the highest Citizen ratio citizen and especially Noble ratio noble ratio given the combined effects of the base capital bonus and the number of buildings that are typically built there due to its high population. By the midgame, the capital territory will often have outgrown its Monthly food.png local food supply and begin to necessitate imports food goods to feed its growing population, though the high proportion of Pop noble.png noble and Citizens citizen pops usually means that the capital has many more Global state trade routes.png import route slots than is needed to feed it.

The province and region that the country capital is also have special modifiers and mechanics that generally make them more valuable than more peripheral areas. Control of a country's capital is important during wars, as it is worth extra warscore and provides bonus war enthusiasm for countries that still control their capitals, as well as being one of the main targets that Enslavement efficiency.png enslaved pops to be sent to - slaves will generally go disproportionately to the capital territory, unless it has reached its Population capacity population capacity. The capital is also the point from which Diplomatic range.png diplomatic range is calculated from (for non-neighbouring countries).

If desired, the capital can be moved at any time to a territory of the Policy cultural assimilation.png primary culture and Religious power.png state religion in a loyal province as long as the country is not at war. The cost is Political influence.png 50 + 5 times the difference in population between the current capital and the new capital in political influence, with a minimum cost of Political influence.png 80 and a maximum of Political influence.png 250. This means that it is much cheaper to move the capital to a more populated territory than vice versa.

Provincial capital[edit]

Every province that a country owns or partially owns has a Province capital province capital, representing the center of the local administration. If multiple countries own part of the same province, each of part will have its own provincial capital. The capital of the capital province is always the same as the national capital.

Provincial capitals get the following bonuses:

  • Local output +10% Population Output
  • Population capacity +6 Population Capacity
  • Promotion +10% Pop Promotion Speed
  • Migration attraction +1 Migration Attraction
  • Monthly food.png +1 Local Monthly Food

Province capitals are important in wartime as they determine who controls the province as a whole. A province cannot be demanded in a peace treaty unless its capital is occupied, and armies can only resupply in foreign territory if the capital of the province is occupied. They are also the primary targets for receiving Enslavement efficiency.png slaves when occupying enemy territory, after the Country capital.png national capital.

Provincial capitals may be relocated during peace time for a cost of Province loyalty provincial loyalty. Relocating the provincial capital to a Territory settlement.png settlement lowers Province loyalty provincial loyalty by 30, to a Territory city.png city lowers loyalty by 20, and to a Territory metropolis.png metropolis by 10.

Only territories that are the provincial capital can be raised to Territory metropolis.png metropolis status.

Terrain[edit]

Terrain types[edit]

Every territory has a fixed, predefined terrain type that cannot be changed. Terrain type has a significant impact on a territory's habitability through Population capacity population capacity and Monthly food.png food production modifiers, and is important to consider for army maneuvering and supply as well. Generic heritages are also assigned partly based on the terrain type of a country's Country capital.png capital territory at the start of the game.

Sea territories also have terrain types like land territories. The primary effect of sea terrain is to affect the movement speed of ships.

Land terrain[edit]

Name Modifiers Description
Terrain desert big.png Desert
  • Population capacity Population Capacity: -30%
  • Attrition.png Attrition: +1
  • Movement cost Movement Cost: +10%
  • Monthly food.png Local Monthly Food: +1.5
Arid, sandy plains stretch as far as the eye can see in every direction.
Terrain farmland big.png Farmland
  • Population capacity Population Capacity: +50%
  • Goods from slaves.png Slaves needed for Local Surplus: -2
  • Monthly food.png Local Monthly Food: +4
This fine arable land is dotted with small clusters of fields, orchards, and grazing livestock.
Terrain forest big.png Forest
  • Attackers get a -1 penalty to their dice rolls.
  • Population capacity Population Capacity: -10%
  • Movement cost Movement Cost: +30%
  • Monthly food.png Local Monthly Food: +2
A densely wooded place, forest is often quite an obstacle for passing armies.
Terrain hills big.png Hills
  • Attackers get a -1 penalty to their dice rolls.
  • Movement cost Movement Cost: +20%
  • Monthly food.png Local Monthly Food: +2
This place comprises a series of shallow inclines and rolling hills.
Terrain jungle big.png Jungle
  • Population capacity Population Capacity: -20%
  • Supply limit.png Supply Limit: -50%
  • Movement cost Movement Cost: +50%
  • Monthly food.png Local Monthly Food: +2.50
Verdant, humid jungle, packed with dense vegetation, can be slow going for those who are unused to it.
Terrain marsh big.png Marsh
  • Attackers get a -1 penalty to their dice rolls.
  • Population capacity Population Capacity: -10%
  • Supply limit.png Supply Limit: -50%
  • Movement cost Movement Cost: +50%
  • Monthly food.png Local Monthly Food: +2
Waterlogged and often dangerous, marshland is hard to navigate, and even more difficult to inhabit.
Terrain mountain big.png Mountains
  • Attackers get a -2 penalty to their dice rolls.
  • Population capacity Population Capacity: -20%
  • Supply limit.png Supply Limit: -50%
  • Movement cost Movement Cost: +80%
  • Monthly food.png Local Monthly Food: +1.50
Rocky, steep and treacherous, mountainous terrain can prove particularly difficult to navigate.
Terrain plains big.png Plains
  • Monthly food.png Local Monthly Food: +3
A sparsely forested place, consisting of sweeping tracts of flat land.

Sea terrain[edit]

Name Modifiers Description
Terrain coastal big.png Coastal Sea
  • Movement cost Movement Cost: +15%
Along coastlines and in archipelagos the sea is generally more shallow and affords less room for maneuver.
Terrain ocean big.png Ocean
  • None
Consisting of calm, glassy seas, as well as roiling waves, the sea carries the lifeblood of the ancient world: trade.
Terrain river big.png River
  • Attackers get a -1 penalty to their dice rolls.
  • Movement cost Movement Cost: +15%
Most rivers are not fit to be navigated by ship but some are wide and deep enough for smaller ships to navigate them.

Rivers[edit]

Rivers were central to trade and transportation in this time period and the presence of a significant river usually made that area much more attractive to settle in, as well as being more defensible given the inherent difficulties of crossing a river. Ingame, a territory with a Nearby River gets the following modifiers:

  • Attackers get a -1 penalty to their dice rolls
  • Population capacity +5% Population Capacity
  • Supply limit.png +5% Supply Limit
  • Migration speed +10% Pop Migration Speed

Parts of certain very large rivers, such as the Rhine, Danube, Nile, or Indus are considered major rivers, which makes them navigable by ships and crossable only at certain points. Mechanically, major rivers are considered sea tiles for most intents and purposes, with crossing points marked as straits. A territory that is Adjacent to Major River gets the following modifiers:

  • Population capacity +10% Population Capacity
  • Supply limit.png +10% Supply Limit
  • Migration attraction +1 Migration Attraction
  • Migration speed +25% Pop Migration Speed

The population capacity bonus means that territories next to a river, especially a major river, are generally good Territory city.png sites. Note that if a territory is both adjacent to a major river and has a nearby (minor) river, it will have the effects of both modifiers.

Coastal territories[edit]

Coastal territories also get small bonuses by virtue of their access to the sea, which like rivers often served to connect areas together even if there was no good port nearby. The following modifiers are given to all coastal territories without a Port icon.png port:

  • Population capacity +5% Population Capacity
  • Migration speed +25% Pop Migration Speed

Note that this modifier can potentially stack with both river modifiers, if the territory meets all the requirements.

Ports[edit]

Certain coastal territories with a particularly good harbour are designated as Port icon.png ports. Ports represent areas that are particularly accessible to ships and naval transport and are placed in certain territories at the beginning of the game, including some that some distance upstream on River major rivers, and as a terrain feature are fixed and cannot be built or destroyed during the course of the game. Ports are at the center of a country's navy, as ships can only dock and be built at coastal territories with ports. In addition, every territory with a port gets the following modifier, replacing the modifier for non-port coastal territories:

  • Population capacity +10% Population Capacity
  • Supply limit.png +5% Supply Limit
  • Promotion +10% Pop Promotion Speed
  • Migration attraction +2 Migration Attraction
  • Migration speed +50% Pop Migration Speed

Like with the standard coastal modifier, port modifiers can potentially stack with both river modifiers, if the territory meets all the requirements. The population capacity, migration attraction, and promotion speed modifiers in particular make port territories good places for founding Territory city.png cities, particularly those that are also adjacent to a major river.

Pirate havens[edit]

Certain ports are home to Pirate haven.png pirate havens where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of Tax income.png +20% Local Tax and Global population growth.png +0.01% Local Population Growth to their territory they host pirate fleets, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to plunder them, giving Tax income.png -25% Local Tax and Demotion +10% Demotion Speed to the plundered territories.

If pirates grow to be too much of a problem, their havens can be destroyed using the Root out pirates Root Out Pirates army ability on any controlled territory once the anti-pirate law has been passed, including those belong to other countries that have been occupied in a War.png war, which will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new Pirate haven.png pirate haven in one of the country's ports.

Supply limit[edit]

See also: Attrition, Food#Army supply

The Supply limit.png supply limit of a territory determines how large of an army it can sustain before the army begins to take Attrition.png attrition, with every point of Army weight modifier.png army weight over the supply limit giving 1 point of Attrition.png attrition. As attrition increases Monthly food.png food consumption rather than immediately causing loss of soldiers, being over the supply limit is not particularly problematic as long as the army is just quickly passing through or is adequately supplied with enough Monthly food.png food to feed itself, but can become a significant issue with longer campaigns in low Supply limit.png supply limit areas.

Generally speaking, more fertile, developed, and highly populated areas have a higher Supply limit.png supply limit. All modifiers affecting the supply limit of a territory are listed below (note that national modifiers, e.g. inventions and deities, are based on the owner of the army, not the owner of the territory):

Type Modifier Supply limit.png Supply limit
Base Base +5
Population.png Population +0.5 per pop
Country capital.png Capital Territory +10% per point
Civilization.png Civilization Value +2% per point
Food deficiency.png Critical Food Supply -25%
Food deficiency.png Population Dying -25%
Terrain River Adjacent to Major River +10%
 River Nearby River +5%
 Port icon.png Coastal Port +5%
 Marsh Marsh -50%
 Mountains Mountains -50%
 Jungle Jungle -50%
Diplomatic Status Owner +25%
 Occupied +10%
 Alliance.png Alliance +10%
 Has military access.png Military Access +10%
Inventions Invention.png Supernumerarii (Military Advances 1) +10%
 Invention.png Fighting Season (Military Advances 4) +10%
 Invention.png Logistics Division (Military Advances 11) +10%
 Invention.png Delayed Baggage Train (Military Advances 15) +25%
 Invention.png Central Reserve (Military Advances 19) +25%
Deities State religion.png Armazi (Armazic deity)
 State religion.png Kakasbos (Cybelene deity)
 State religion.png Pan (Hellenic deity)
 State religion.png Diktynna (Cretan Hellenic deity)
 State religion.png Turan (Etruscan Hellenic deity)
 State religion.png Faunus (Italic Hellenic deity)
 State religion.png Medeiné (Matrist deity)

Civilization value[edit]

A territory's Civilization.png civilization value represents its level of infrastructure and urbanization and is the biggest contributors to Pop happy.png pop happiness, especially for Pop noble.png nobles and Citizens citizens. Increasing the current civilization value of the capital to 50 is also one of the main requirements for a tribal nation to reform into a republic or monarchy, and some city buildings also require a minimum civilization level. Most countries, except for migratory tribes, will generally benefit from a higher civilization level in their territories.

A territory's civilization value spans between 0 and 100, with each point granting the following local effects:

  • Population capacity Population Capacity: +0.25%
  • Supply limit.png Supply Limit: +2%
  • Barbarian power.png Barbarian Growth: -0.005
  • Migration attraction Migration Attraction: +0.1
  • Citizen happiness Local Citizen Happiness: +0.5%
  • Freeman happiness Local Freemen Happiness: +0.3%
  • Noble happiness Local Noble Happiness: +0.7%
  • Tribesman happiness Local Tribesmen Happiness: -0.4%
Civilization Value Population capacity Population Capacity Supply limit.png Supply Limit Barbarian power.png Barbarian Growth Migration attraction Migration Attraction Noble happiness Noble Happiness Citizen happiness Citizen Happiness Freeman happiness Freemen Happiness Tribesman happiness Tribesmen Happiness
0%
+50% +12.5% +100% -0.25 +5 +35% +25% +15% -20%
+100% +25% +200% -0.5 +10 +70% +50% +30% -40%

Maximum civilization level[edit]

Each territory has a maximum possible civilization value, which is the sum of its owner's Civilization.png country civilization level and any province or territory-specific modifiers to Civilization.png local civilization level. The country civilization level is generally the most consequential, as it is applied across all the territories in the country, and its value is determined largely by a country's government form, its level of Research points.png Oratory Advances, and positive Centralization.png centralization for tribal nations. Local modifiers can increase the civilization level of certain territories, particularly the Country capital.png capital, much higher than the country-wide value and is mostly given from decision modifiers (especially when creating formable nations) and coordinating Coordinate urban development.png urban development.

All static sources of maximum civilization level are listed below.

Type Modifier Civilization.png Civilization Cap
Base Base +10%
 Centralization.png Centralization Level +0.1% per point above 0% (up to +10% at 100%)
 Vassalized.png Tribal vassal +10%
Government Political influence.png Settled Tribe +10%
 Political influence.png Federated Tribe +15%
 Political influence.png Autocratic Monarchy or Democratic Republic +30%
 Political influence.png Other Monarchies or Republics +35%
 Political influence.png Empire or Imperial Cult +40%
 Political influence.png Athenian Republic +40%
Laws Enact law cost modifier.png Rights of Man (Tribal) +5%
 Enact law cost modifier.png Rights of Birth (Tribal) +5%
National ideas Idea state religion.png State Religion (Religious) +5%
Technology Oratory power.png Oratory Advances +2% per Level
Trade goods Gemstones Gemstones capital surplus +5%
 Glass Glass capital bonus +5%
Heritages Flag of Icenia Icenian Heritage (Icenia) +5%
Local Coordinate urban development.png Urban Development +1% per Level
 Emergent Center of Civilization (from formable nations) +5%
 Center of Civilization (from formable nations) +10%
 Emergent Capital (from formable nations) +10%

Note that government bonuses are, of course, exclusive to each other.

Civilization change[edit]

Maximum civilization level does nothing by itself, but allows the territory's actual civilization level to slowly rise to that level. Each month, the civilization value of every territory that is below its local maximum civilization level will increase by the value of the Global monthly civilization.png monthly civilization change modifier, which can be increased with various omens, inventions, governor policies, and other modifiers. If the local maximum civilization level is lower than the territory's current civilization level, it will instead decrease at a fixed rate of -0.10% per month until it reaches the cap again.

Type Modifier Global monthly civilization.png Monthly Civilization Change
Base Base +0.01%
At Peace  +0.01%
 Barbarian power.png Barbarian power -0.025% per point
 Vassalized.png Tribal vassal +0.01%
National ideas Idea state religion.png State Religion (Religious) +0.02%
Inventions Invention.png Recording Tradition (Religious Tech 5) +0.01%
 Invention.png Scribae (Religious Tech 20) +0.01%
Laws Enact law cost modifier.png Coin Minting Initiative (Tribal) +0.03%
Religion Religious power.png Chaldean +0.01%
Deities State religion.png Upekkha Parami (Buddhist deity)
 State religion.png Maponos (Druidic deity)
 State religion.png Wisdom of Bhadrabahu (Jain deity)
Omens Omen.png Pañña Parami (Buddhist deity)
 Omen.png Eshmun (Canaanite deity)
 Omen.png Attis (Cybelene deity)
 Omen.png Gobannus (Druidic deity)
 Omen.png Glanis (Alluvian Druidic deity)
 Omen.png Asklepios (Hellenic deity)
 Omen.png Amaya (Cretan Hellenic deity)
 Omen.png Aita (Etruscan Hellenic deity)
 Omen.png Goitosyrus (Heptadic deity)
 Omen.png Arubani (Khaldic deity)
 Omen.png Tannit (Megalithic deity)
 Omen.png Guidance of the Moon (Ritualistic deity)
 Omen.png Zalmoxis (Zalmoxian deity)
Treasures Treasure sarcophagus.png Tomb of Romulus +0.03%
Heritages Flag of Etruria Etruscan Heritage (Etruria) +0.02%
 Hellenistic Heritage (cultural) +0.01%
Governor Policy civilization effort.png Civilization Effort +0.005% per Civic power.png 10 finesse of the governor, plus a base of +0.005%
 Just.png Just +0.01%
Local Country capital.png Capital +0.02%
 Coordinate urban development.png Urban development +0.01% per Level
 Ability road building.png Road Network +0.001% per outgoing road
 Raze city Razed (unit ability) -0.01%
 Enemy Occupation -0.02%
 Looted -0.03%

Urban development[edit]

The civilization value of territories with Territory city.png city status can be increased above and beyond its natural maximum by using the Coordinate urban development.png Coordinate Urban Development action, which costs a base of Political influence.png 25 political influence (modified by the Price local civ button cost modifier.png Urban Development Cost modifier) and, after 2 years, will give a stackable Urban Development modifier, giving Civilization.png +1% local civilization level and Civilization.png +0.01% monthly civilization change to the city. This action can only be used while the civilization level of the city is below 60, which means that it is primarily useful only in the early game or for tribal nations looking to improve their capital in preparation for reforming into a monarchy or republic.

Uncolonizable territories[edit]

Certain particularly harsh or desolate territories are considered uncolonizable. These territories have no true owner or Population.png pops and for the most part cannot be interacted with, though they will be considered owned for the purposes of map colouring and naming purposes if there is a single country that owns the majority of the adjacent colonizable territories, as well as owns and/or has coloured in a majority of all adjacent territories, including neighbouring uncolonizable territories. Similar behaviour is used to colour in uncolonizable territories in some other mapmodes, such as culture, religion, province, and region. This behaviour can be toggled on and off using the Fill in impassable terrain setting.

All uncolonizable territories have a Policy cultural assimilation.png culture, Religious power.png religion, Civilization.png civilization value, Barbarian power.png barbarian power value, and Supply limit.png supply limit, which depending on the type of the the uncolonizable territory may have some gameplay relevance. Whether or not a territory is considered uncolonizable is set at the beginning of the game and cannot be changed.

Uninhabitable territories[edit]

Uninhabitable territories cannot be owned or colonized, but still allow armies to pass through them. They exist in a number of passes through many arid and desert areas, such as in the Arabian pennisula and Central Asia. There are no special penalties for armies marching through uninhabitable territories beyond their low Supply limit.png supply limit and inability to replenish Monthly food.png food supply. Unlike impassable terrain, uninhabitable territories have a terrain type that helps to determine its Supply limit.png supply limit.

All uninhabitable territories also have a culture and religion that is set at the beginning of the game, appears on the relevant mapmodes, and cannot be changed, though this is purely cosmetic and does not have any gameplay effect.

Impassable terrain[edit]

See also: Barbarians

Impassable terrain represents the harshest and most accessible areas of the map, and in addition to being uncolonizable also cannot be passed by armies and cannot be interacted with directly. Many exist as mountain ranges, inaccessible jungles, or unforgiving deserts crossing through even relatively developed areas, serving to isolate certain areas from one another and represent the difficulties that these types of terrain posed for states trying to exert their control across them.

Certain areas of impassable terrain hold Barbarian power.png barbarian strongholds, from which barbarian hordes will occasionally rise up to pillage and settle neighbouring territories. These barbarian strongholds can be particularly dangerous and require some military investment to control and hold off, but can eventually be pacified by raising the stronghold's Civilization.png civilization value high enough using the Policy civilization effort.png Civilization Effort governor policy in a neighbouring province.

Impassable terrain has a culture and religion that is used when generating Barbarian power.png barbarian hordes that rise up from that territory. However, in the culture and religion mapmodes the colour of impassable terrain will instead be determined by the majority colour of the surrounding territories according to the same rules as colouring for ownership, which may be different from the actual culture or religion of the territory.