Difference between revisions of "Territories"

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(Civilization value: Civilization Value now affects Pop Capacity, not Pop Growth)
(Civilization value: Update to 1.4, added table for monthly civilization change and section on urban development)
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== Civilization value ==
 
== Civilization value ==
{{SVersion|1.0}}
+
A territory's [[File:Civilization.png|28px]] '''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.
A city's '''civilization value''' represents its level of infrastructure and urbanization and is the biggest contributor to [[Population#Happiness_of_pops|pop happiness]].
 
  
The current civilization value of the capital determines whether a [[state]] can change its type of government.
+
A territory's civilization value spans between 0 and 100, with each point granting the following local effects:
 
+
* [[File:Population capacity.png|28px]] Population Capacity: {{green|+0.10}}
The Civilization value adjusts automatically per month. Its rate of growth can be affected by [[modifiers]] given by e.g. [[laws]] or [[inventions]]. The [[State#Maximum_civilization_value|maximum possible civilization]] value a city can have is determined by the [[state]] the city belongs to. All owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your capital.
+
* {{icon|supply limit}} Supply Limit: {{green|+2%}}
 
+
* [[File:Barbarian power.png|28px]] Barbarian Growth: {{green|-0.005}}
A city's Civilization Value scales between 0 and 100, with each point granting the following local effects:
+
* [[File:Local migration attraction.png|28px]] Migration Attraction: {{green|+0.1}}
* Citizen Happiness: {{green|+1%}}
+
* [[File:Pop citizen happiness.png|28px]] Local Citizen Happiness: {{green|+1%}}
* Freemen Happiness: {{green|+0.7%}}
+
* [[File:Pop freemen happiness.png|28px]] Local Freemen Happiness: {{green|+0.7%}}
* Tribesmen Happiness: {{red|-0.5%}}
+
* [[File:Pop tribesmen happiness.png|28px]] Local Tribesmen Happiness: {{red|-0.5%}}
* Barbarian Growth: {{green|-0.005}}
 
* Supply Limit: {{green|+0.02}}
 
* Population Capacity: {{green|+0.1}}
 
* Migration Attraction: {{green|+0.1}}
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Civilization Value
 
! Civilization Value
 +
! [[File:Population capacity.png|28px]] Population Capacity
 +
! {{icon|supply limit}} Supply Limit
 +
! [[File:Barbarian power.png|28px]] Barbarian Growth
 +
! [[File:Local migration attraction.png|28px]] Migration Attraction
 
! Citizen Happiness
 
! Citizen Happiness
 
! Freemen Happiness
 
! Freemen Happiness
 
! Tribesmen Happiness
 
! Tribesmen Happiness
! Barbarian Growth
 
! Population Capacity
 
! Supply Limit
 
 
|-
 
|-
| 0
+
! 0%
 +
|
 
|
 
|
 
|
 
|
Line 257: Line 254:
 
|
 
|
 
|-
 
|-
| +50
+
! +50%
 +
| {{green|+5}}
 +
| {{green|+100%}}
 +
| {{green|-0.25}}
 +
| {{green|+5}}
 
| {{green|+50%}}
 
| {{green|+50%}}
 
| {{green|+35%}}
 
| {{green|+35%}}
 
| {{red|-25%}}
 
| {{red|-25%}}
| {{green|-0.25}}
 
| {{green|+5}}
 
| {{green|+100%}}
 
 
|-
 
|-
| +100
+
! +100%
 +
| {{green|+10}}
 +
| {{green|+200%}}
 +
| {{green|-0.5}}
 +
| {{green|+10}}
 
| {{green|+100%}}
 
| {{green|+100%}}
 
| {{green|+70%}}
 
| {{green|+70%}}
 
| {{red|-50%}}
 
| {{red|-50%}}
| {{green|-0.5}}
 
| {{green|+10}}
 
| {{green|+200%}}
 
 
|-
 
|-
 
|}
 
|}
  
The civilization value grows naturally over time more or less quickly depending on your laws and inventions, among others. It is limited, however, by a cap dependent on several factors. Civilization will not grow past this threshold, and if the limit falls below the current Civilization Value, it will decrease monthly at a fixed rate of {{red|-1%}} until it meets the cap again.
+
=== Maximum civilization level ===
 +
Each territory has a maximum possible civilization value, which is the sum of its owner's [[File:Civilization.png|28px]] '''country civilization level''' and any province or territory-specific modifiers to [[File:Civilization.png|28px]] '''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 {{icon|research points}} [[Technology#Oratory_Advances|Oratory Advances]], and positive [[File:Centralization.png|28px]] centralization for [[tribal]] nations. Local modifiers can increase the civilization level of certain territories, particularly the [[File:Country capital.png|28px]] [[capital]], much higher than the country-wide value and is mostly given from decision modifiers (especially when creating [[formable nations]]) and coordinating [[File:Coordinate urban development.png|28px]] [[urban development]].
  
 +
All static sources of maximum civilization level are listed below.
 
{| class="mildtable"
 
{| class="mildtable"
 
|-
 
|-
! Scope
+
! Type
! Source
+
! Modifier
! Civilization Cap
+
! [[File:Civilization.png|28px]] Civilization Cap
 
! Maximum Increase
 
! Maximum Increase
 
|-
 
|-
| rowspan=10 | National
+
| rowspan=3 | Base
 
| Base
 
| Base
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|
 
|
 
|-
 
|-
| [[Government#Tribal_Governments|Settled Tribe]] [[National_ideas#Government_bonus|Gov Bonus]]
+
|  [[File:Centralization.png|28px]] [[Government#Centralization|Centralization Level]]
 +
| {{green|+0.1%}} per point above '''0'''
 +
| {{green|+10%}} at 100%
 +
|-
 +
|  [[File:Vassalized.png|28px]] [[Subject_nations#Tribal_vassal|Tribal vassal]]
 +
| {{green|+10%}}
 +
|
 +
|-
 +
| rowspan=6 | [[Government]]
 +
| [[Tribal|Settled Tribe]]
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|
 
|
 
|-
 
|-
| [[Government#Tribal_Governments|Federated Tribe]]
+
|  [[Tribal|Federated Tribe]]
 
| {{green|+15%}}
 
| {{green|+15%}}
 
|
 
|
 
|-
 
|-
| [[Government#Monarchies|Autocratic Monarchy]] or [[Government#Republics|Democratic Republic]]
+
|  [[Monarchy|Autocratic Monarchy]] or [[Republic|Democratic Republic]]
 
| {{green|+30%}}
 
| {{green|+30%}}
 
|
 
|
 
|-
 
|-
| [[Government#Monarchies|Monarchies]] or [[Government#Republics|Republics]]
+
|  Other [[Monarchy|Monarchies]] or [[Republic|Republics]]
 
| {{green|+35%}}
 
| {{green|+35%}}
 
|
 
|
 
|-
 
|-
| [[Government#Monarchies|Empire]] or [[Government#Monarchies|Imperial cult]]
+
|  [[Monarchy|Empire]] or [[Monarchy|Imperial Cult]]
 
| {{green|+40%}}
 
| {{green|+40%}}
 
|
 
|
 
|-
 
|-
| [[Government#Centralization|Centralization Level]]
+
|  [[Republic|Athenian Republic]]
| {{green|+0.1%}} per Point
+
| {{green|+40%}}
| {{green|+10%}} at 100%
+
|
 
|-
 
|-
| [[Technology|Oratory Advance]]
+
| rowspan=2 | [[Laws]]
| {{green|+2%}} per Advance Level
+
| {{icon|pol}} [[Laws#Code_of_Rights|Rights of Man]] ([[Tribal]])
| {{green|+40%}} at Level 20
+
| {{green|+5%}}
 +
|
 
|-
 
|-
| [[National_ideas#Religious|State Religion]] [[National_ideas|National Idea]]
+
|  {{icon|pol}} [[Laws#Code_of_Rights|Rights of Birth]] ([[Tribal]])
 
| {{green|+5%}}
 
| {{green|+5%}}
 
|
 
|
 
|-
 
|-
| [[Rights of Man]] or [[Rights of Birth]] [[Code of Rights]] [[Government#Tribal_Governments|Tribal]] [[Laws|Law]]
+
| [[National ideas]]
 +
| [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] (Religious)
 
| {{green|+5%}}
 
| {{green|+5%}}
 
|-
 
|-
| rowspan=6 | Provincial
+
| [[Technology]]
| [[Trade_goods#Economy_.26_Technology|Gemstones]] [[Trade_goods#Applied_modifier_type|Surplus in Capital]]
+
| {{icon|charisma}} [[Technology|Oratory Advances]]
 +
| {{green|+2%}} per Level
 +
|
 +
|-
 +
| rowspan=6 | [[Trade goods]]
 +
| {{icon|gemstones}} Gemstones [[Trade_goods#Applied_modifier_type|capital surplus]]
 
| {{green|+5%}}
 
| {{green|+5%}}
| Unique
+
|  
 
|-
 
|-
| [[Trade_goods#Economy_.26_Technology|Gemstones]] [[Trade_goods#Applied_modifier_type|Export Bonus]]
+
|  {{icon|gemstones}} Gemstones [[Trade_goods#Applied_modifier_type|export bonus]]
 
| {{green|+2.5%}}
 
| {{green|+2.5%}}
| Unique
+
|  
 
|-
 
|-
| [[Trade_goods#Economy_.26_Technology|Marble]] [[Trade_goods#Applied_modifier_type|Provincial Bonus]]
+
|  {{icon|marble}} Marble [[Trade_goods#Applied_modifier_type|province bonus]]
 
| {{green|+2%}}
 
| {{green|+2%}}
| Unique
+
|  
 
|-
 
|-
| [[Trade_goods#Economy_.26_Technology|Marble]] [[Trade_goods#Applied_modifier_type|Provincial Surplus Bonus]]
+
|  {{icon|marble}} Marble [[Trade_goods#Applied_modifier_type|province surplus bonus]]
 
| {{green|+1%}}
 
| {{green|+1%}}
 
| Stackable
 
| Stackable
 
|-
 
|-
| [[Trade_goods#Economy_.26_Technology|Glass]] [[Trade_goods#Applied_modifier_type|Provincial Bonus]]
+
|  {{icon|glass}} Glass [[Trade_goods#Applied_modifier_type|province bonus]]
 
| {{green|+2%}}
 
| {{green|+2%}}
| Unique
+
|  
 
|-
 
|-
| [[Trade_goods#Economy_.26_Technology|Glass]] [[Trade_goods#Applied_modifier_type|Provincial Surplus Bonus]]
+
|  {{icon|glass}} Glass [[Trade_goods#Applied_modifier_type|province surplus bonus]]
 
| {{green|+1%}}
 
| {{green|+1%}}
 
| Stackable
 
| Stackable
 +
|-
 +
| rowspan=1 | [[Heritages]]
 +
| {{flag|Icenia|0}} Icenian Heritage ([[Icenia]])
 +
| {{green|+5%}}
 +
|
 
|-
 
|-
 
| rowspan=4 | Local
 
| rowspan=4 | Local
| Urban Development
+
| [[File:Coordinate urban development.png|28px]] [[Urban Development]]
 
| {{green|+1%}} per Level
 
| {{green|+1%}} per Level
| Stacks until the general Civilization of the Territory reaches '''60'''
+
| Can only be added until the territory civilization value reaches '''60'''
 
|-
 
|-
| Emergent Center of Civilization
+
|  Emergent Center of Civilization
 
| {{green|+5%}}
 
| {{green|+5%}}
 
|
 
|
 
|-
 
|-
| Center of Civilization
+
|  Center of Civilization
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|
 
|
 
|-
 
|-
| Emergent Capital
+
|  Emergent Capital
 
| {{green|+10%}}
 
| {{green|+10%}}
 
|
 
|
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* 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 obtained in the Capital Territory by forming regional tags (ex: Saxonia, Gaul, Albion...)
+
* The Centers of Civilization and Emergent Capital modifiers are added to the capital territory when creating a [[formable nations|formable nation]].
 +
 
 +
=== Civilization change ===
 +
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 [[File:Global monthly civilization.png|28px]] '''monthly civilization change''' modifier, which can be increased with various [[omen]]s, [[inventions]], [[governor policy|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 {{red|-0.10%}} per month until it reaches the cap again.
 +
 
 +
{| class="mildtable plainlist"
 +
|-
 +
! Type
 +
! Modifier
 +
! [[File:Global monthly civilization.png|28px]] Monthly Civilization Change
 +
|-
 +
|rowspan="3"| Base
 +
| Base
 +
| {{green|+0.01%}}
 +
|-
 +
|  [[File:Barbarian power.png|28px]] Barbarian power
 +
| {{red|-0.025%}} per point
 +
|-
 +
|  [[File:Vassalized.png|28px]] [[Subject_nations#Tribal_vassal|Tribal vassal]]
 +
| {{green|+0.01%}}
 +
|-
 +
| [[National ideas]]
 +
| [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] (Religious)
 +
| {{green|+0.02%}}
 +
|-
 +
|rowspan="2"| [[Inventions]]
 +
| [[File:Invention.png|28px]] ''Recording Tradition'' (Religious Tech 5)
 +
| {{green|+0.01%}}
 +
|-
 +
|  [[File:Invention.png|28px]] ''Scribae'' (Religious Tech 20)
 +
| {{green|+0.01%}}
 +
|-
 +
|[[Laws]]
 +
| {{icon|pol|28px}} ''Coin Minting Initiative'' ([[Tribal]])
 +
| {{green|+0.03%}}
 +
|-
 +
| [[Religion]]
 +
| [[File:Religion.png|28px]] [[Chaldean]]
 +
| {{green|+0.01%}}
 +
|-
 +
|rowspan="5"| [[Religion#Pantheons|Deities]]
 +
| [[File:State religion.png|28px]] Spirits of Insight ([[Bon]] deity)
 +
| rowspan="5" |
 +
* {{green|+0.05%}} without owned [[File:Holy Site.png|28px]] [[holy site]]
 +
* {{green|+0.0625%}} with owned [[File:Holy Site.png|28px]] [[holy site]]
 +
|-
 +
|  [[File:State religion.png|28px]] Upekkha Parami ([[Buddhist]] deity)
 +
|-
 +
|  [[File:State religion.png|28px]] Maponos ([[Druidic]] deity)
 +
|-
 +
|  [[File:State religion.png|28px]] Wisdom of Bhadrabahu ([[Jain]] deity)
 +
|-
 +
|  [[File:State religion.png|28px]] Hathor ([[Kemetic]] deity)
 +
|-
 +
|rowspan="13"| [[Religion#Pantheons|Omens]]
 +
| {{icon|omen power}} Pañña Parami ([[Buddhist]] deity)
 +
| rowspan="13" |
 +
* {{green|+0.04%}} per {{icon|omen power}} '''100%''' [[omen power]] without owned [[File:Holy Site.png|28px]] [[holy site]]
 +
* {{green|+0.05%}} per {{icon|omen power}} '''100%''' [[omen power]] with owned [[File:Holy Site.png|28px]] [[holy site]]
 +
|-
 +
|  {{icon|omen power}} Eshmun ([[Canaanite]] deity)
 +
|-
 +
|  {{icon|omen power}} Attis ([[Cybelene]] deity)
 +
|-
 +
|  {{icon|omen power}} Gobannus ([[Druidic]] deity)
 +
|-
 +
|  {{icon|omen power}} Glanis ([[Druidic]] deity)
 +
|-
 +
|  {{icon|omen power}} Asklepios ([[Hellenic]] deity)
 +
|-
 +
|  {{icon|omen power}} Amaya ([[Hellenic]] deity)
 +
|-
 +
|  {{icon|omen power}} Aita ([[Hellenic]] deity)
 +
|-
 +
|  {{icon|omen power}} Goitosyrus ([[Heptadic]] deity)
 +
|-
 +
|  {{icon|omen power}} Arubani ([[Khaldic]] deity)
 +
|-
 +
|  {{icon|omen power}} Tannit ([[Megalithic]] deity)
 +
|-
 +
|  {{icon|omen power}} Guidance of the Moon ([[Ritualistic]] deity)
 +
|-
 +
|  {{icon|omen power}} Zalmoxis ([[Zalmoxian]] deity)
 +
|-
 +
| [[Treasure]]s
 +
| [[File:Treasure sarcophagus.png|28px]] Tomb of Romulus
 +
| {{green|+0.03%}}
 +
|-
 +
| rowspan="2" | [[Heritages]]
 +
| {{flag|Etruria|0}} Etruscan Heritage ([[Etruria]])
 +
| {{green|+0.02%}}
 +
|-
 +
|  Hellenistic Heritage (cultural)
 +
| {{green|+0.01%}}
 +
|-
 +
| rowspan="2" | [[Governor]]
 +
| [[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%}}
 +
|-
 +
|  {{icon|just}} Just
 +
| {{green|+0.01%}}
 +
|-
 +
| rowspan="6" | Local
 +
| [[File:Country capital.png|28px]] [[Capital]]
 +
| {{green|+0.02%}}
 +
|-
 +
|  [[File:Coordinate urban development.png|28px]] [[Urban Development]]
 +
| {{green|+0.01%}} per Level
 +
|-
 +
|  [[File:Ability road building.png|28px]] Road Network
 +
| {{green|+0.001%}} per outgoing road
 +
|-
 +
|  [[File:Ability raze city.png|28px]] Razed (unit ability)
 +
| {{red|-0.01%}}
 +
|-
 +
|  Enemy Occupation
 +
| {{red|-0.02%}}
 +
|-
 +
|  Looted
 +
| {{red|-0.03%}}
 +
|}
 +
 
 +
=== 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 [[File:Civilization.png|28px]] {{green|+1%}} local civilization level and [[File:Civilization.png|28px]] {{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]].  
 +
 
  
 
{{MechanicsNavbox}}
 
{{MechanicsNavbox}}

Revision as of 13:52, 30 June 2020

Imperator: Rome tutorial #3 - pops and cities.
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 regions.

Territory mechanics

Fixed:

  • Each territory has a given terrain type.
  • Each territory produces one item of a single type of 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:

  • Each territory has its own civilization value.
  • Each territory has a number of Population (pops) living in it.
  • Each territory can have a number of Buildings.
  • Each territory generates Unrest, affecting province loyalty.

Derivatives:

  • Each territory has its own supply limit.
  • Each port has a chance to spawn pirates in an adjacent sea zone.

Actions
These actions can be performed from the territory menu:

  • Recruitment (some units are restricted by the availability of strategic trade goods in the city's province).
  • Colonization.
  • Build.
  • View pop distribution in territory and move pop.
  • 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.

Territory categories

Settlements

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.

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). 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 output is reduced by -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 Cost and 50 Political influence.png

  • Tribal: +25%
  • Tribal Law, Infrastructure Tenets: +50%
  • Heritage, Egypt: -15%
  • Heritage, Etruria: -25%
  • Heritage, Heraclea Pontica: -25%
  • Heritage, Rural: -20%


  • local population capacity: +10
  • local building slot: +2
  • local citizen desired pop ratio: +35
  • local freemen desired pop ratio: +35
  • local slaves desired pop ratio: +25

Metropolis

When a city that is a provincial capital reaches 80 pops, can be designated as metropolis: it cost 400 Cost and 100 Political influence.png), takes 2 years to be completed and during this time the Population output is reduced by -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.

  • local population capacity: +5
  • local population capacity modifier: +25%
  • local building slot: +2
  • local pop promotion speed modifier: +10%
  • local migration attraction: +2
  • local state trade routes: +1

Provincial capital

Every province owned by a nation has a provincial capital (if a province is split over 2 nations each nation has a separate provincial capital).

Provincial capitals provide bonuses to population capacity (+25%), pop output efficiency (+10%), and migration attraction (+1.00).

Provincial capitals reap the benefits from trade and are the primary targets for slaves during conquests.

It is necessary to occupy the province capital to demand the entire province in a peace deal.

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%.

Each nation also has a national capital. All pops in the national capital have a +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

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 +0.1%, while each trireme docked in the city decreases it by -0.1%.

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.

Some pirate fleets already exist at the start of the game.

Terrain types

Name Modifiers Description
Terrain desert big.png Desert
  • Local population growth.pngLocal Population Capacity: -30%
  • Attrition.pngAttrition: +1
  • Movement Cost: +10%
  • Local Monthly Food: +1.5
Arid, sandy plains stretch as far as the eye can see in every direction.
Terrain farmland big.png Farmland
  • Local population growth.pngLocal Population Capacity: +50%
  • Slaves needed for Local Surplus: -2
  • 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.
  • Local population growth.png Local Population Capacity: -10%
  • Movement Cost: +30%
  • 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: +20%
  • Local Monthly Food: +2
This place comprises a series of shallow inclines and rolling hills.
Terrain jungle big.png Jungle
  • Local population growth.pngLocal Population Capacity: -20%
  • Supply limit.pngSupply Limit: -50%
  • Movement Cost: +50%
  • 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.
  • Local population growth.pngLocal Population Capacity: -10%
  • Supply limit.pngSupply Limit: -50%
  • Movement Cost: +50%
  • 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.
  • Local population growth.png Local Population Capacity: -20%
  • Supply limit.png Supply Limit: -50%
  • Movement Cost: +80%
  • Local Monthly Food: +1.50
Rocky, steep and treacherous, mountainous terrain can prove particularly difficult to navigate.
Terrain plains big.png Plains
  • Local Monthly Food: +3
A sparsely forested place, consisting of sweeping tracts of flat land.

Supply limit

The supply limit determines whether a given army suffers attrition. Base Supply limit.pngSupply 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:

Type Modifier Value
City feature Terrain types: Mountains / Marsh / Jungle -50%
Civilization Value +2% per point
Being the city's owner +25%
Trade goods Vegetables in the province +10%
Surplus of Vegetables in the province
(only affects the province's capital city)
+2.5% per surplus
Invention Supernumerarii (lvl 1) +10%
Fighting Season (lvl 4) +10%
Logistics Division (lvl 11) +10%
Delayed Baggage Train (lvl 15) +25%
Central Reserve (lvl 19) +25%
Diplomacy Having military access to the city +10%

Civilization value

A territory's Civilization.png civilization value represents its level of infrastructure and urbanization and is the biggest contributor to 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.

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

  • Population capacity.png Population Capacity: +0.10
  • Supply limit.png Supply Limit: +2%
  • Barbarian power.png Barbarian Growth: -0.005
  • Local migration attraction.png Migration Attraction: +0.1
  • Pop citizen happiness.png Local Citizen Happiness: +1%
  • Pop freemen happiness.png Local Freemen Happiness: +0.7%
  • Pop tribesmen happiness.png Local Tribesmen Happiness: -0.5%
Civilization Value Population capacity.png Population Capacity Supply limit.png Supply Limit Barbarian power.png Barbarian Growth Local migration attraction.png Migration Attraction Citizen Happiness Freemen Happiness Tribesmen Happiness
0%
+50% +5 +100% -0.25 +5 +50% +35% -25%
+100% +10 +200% -0.5 +10 +100% +70% -50%

Maximum civilization level

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 Maximum Increase
Base Base +10%
 Centralization.png Centralization Level +0.1% per point above 0 +10% at 100%
 Vassalized.png Tribal vassal +10%
Government Settled Tribe +10%
 Federated Tribe +15%
 Autocratic Monarchy or Democratic Republic +30%
 Other Monarchies or Republics +35%
 Empire or Imperial Cult +40%
 Athenian Republic +40%
Laws Political influence.png Rights of Man (Tribal) +5%
 Political influence.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%
 Gemstones Gemstones export bonus +2.5%
 Marble Marble province bonus +2%
 Marble Marble province surplus bonus +1% Stackable
 Glass Glass province bonus +2%
 Glass Glass province surplus bonus +1% Stackable
Heritages Flag of Icenia Icenian Heritage (Icenia) +5%
Local Coordinate urban development.png Urban Development +1% per Level Can only be added until the territory civilization value reaches 60
 Emergent Center of Civilization +5%
 Center of Civilization +10%
 Emergent Capital +10%
  • 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 nation.

Civilization change

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%
 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 Political influence.png Coin Minting Initiative (Tribal) +0.03%
Religion Religion.png Chaldean +0.01%
Deities State religion.png Spirits of Insight (Bon deity)
 State religion.png Upekkha Parami (Buddhist deity)
 State religion.png Maponos (Druidic deity)
 State religion.png Wisdom of Bhadrabahu (Jain deity)
 State religion.png Hathor (Kemetic 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 (Druidic deity)
 Omen.png Asklepios (Hellenic deity)
 Omen.png Amaya (Hellenic deity)
 Omen.png Aita (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 +0.05% 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
 Ability raze city.png Razed (unit ability) -0.01%
 Enemy Occupation -0.02%
 Looted -0.03%

Urban development

The civilization value of cities can be increased above and beyond its natural maximum by using the Coordinate urban development.png Coordinate Urban Development action, which costs Political influence.png 25 political influence and, after 2 years, will give a stackable bonus of 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 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.


Domestic policy State Characters Attributes Position Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods Food
Provinces Region Province Territories Colonization
Military Military traditions Army Siege Assault Land units Land warfare Naval warfare
Foreign policy Treaties Warfare Casus belli Diplomacy Subject nations Barbarians
Script Events Decisions Missions