Difference between revisions of "Territories"
(→Supply limit: Added see also links)
m (→Maximum civilization level: Fixed missing cell)
|Line 358:||Line 358:|
| [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] (Religious)
| [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] (Religious)
Revision as of 18:35, 16 July 2020
- 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.
- 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.
- Each territory has its own supply limit.
- Each port has a chance to spawn pirates in an adjacent sea zone.
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).
- 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.
Please help with verifying or updating this section. It was last verified for version 1.3.
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.
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.
- 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
When a city that is a provincial capital reaches 80 pops, can be designated as metropolis: it cost 400 and 100 ), 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
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:
- +10% Supply Limit
- +0.02% Monthly Civilization Change
- +10% Population Output
- +2% Local Citizen Desired Ratio
- +2% Local Freeman Desired Ratio
- +5% Local Citizen Happiness
- +35% Population Capacity
- +1 City Building Slots
- +0.25% Pop Promotion Speed
- +2 Migration Attraction
- +20% Pop Conversion Speed
- +20% Pop Assimilation Speed
- +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, particularly if 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.
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 extra warscore and provides bonus war enthusiasm for countries that still control their capitals, as well as being the primary target enslaved pops to be sent to - slaves will generally not go to other territories in significant numbers unless the capital territory has reached its population capacity. The capital is also the point from which 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 culture and religion in a loyal province as long as the country is not at war. The cost is 50 + 5 times the difference in population between the current capital and the new capital in political influence, with a minimum cost of 80 and a maximum of 250. This means that it is much cheaper to move the capital to a more populated territory than vice versa.
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.
The supply limit determines whether a given army suffers attrition. Base 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:
|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%|
A territory's 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: +0.10
- Supply Limit: +2%
- Barbarian Growth: -0.005
- Migration Attraction: +0.1
- Local Citizen Happiness: +1%
- Local Freemen Happiness: +0.7%
- Local Tribesmen Happiness: -0.5%
|Civilization Value||Population Capacity||Supply Limit||Barbarian Growth||Migration Attraction||Citizen Happiness||Freemen Happiness||Tribesmen Happiness|
Maximum civilization level
Each territory has a maximum possible civilization value, which is the sum of its owner's country civilization level and any province or territory-specific modifiers to 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 Oratory Advances, and positive centralization for tribal nations. Local modifiers can increase the civilization level of certain territories, particularly the capital, much higher than the country-wide value and is mostly given from decision modifiers (especially when creating formable nations) and coordinating urban development.
All static sources of maximum civilization level are listed below.
|Type||Modifier||Civilization Cap||Maximum Increase|
|Centralization Level||+0.1% per point above 0||+10% at 100%|
|Autocratic Monarchy or Democratic Republic||+30%|
|Other Monarchies or Republics||+35%|
|Empire or Imperial Cult||+40%|
|Laws||Rights of Man (Tribal)||+5%|
|Rights of Birth (Tribal)||+5%|
|National ideas||State Religion (Religious)||+5%|
|Technology||Oratory Advances||+2% per Level|
|Trade goods||Gemstones capital surplus||+5%|
|Gemstones export bonus||+2.5%|
|Marble province bonus||+2%|
|Marble province surplus bonus||+1%||Stackable|
|Glass province bonus||+2%|
|Glass province surplus bonus||+1%||Stackable|
|Heritages||Icenian Heritage (Icenia)||+5%|
|Local||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%|
- 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.
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 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||Monthly Civilization Change|
|Barbarian power||-0.025% per point|
|National ideas||State Religion (Religious)||+0.02%|
|Inventions||Recording Tradition (Religious Tech 5)||+0.01%|
|Scribae (Religious Tech 20)||+0.01%|
|Laws||Coin Minting Initiative (Tribal)||+0.03%|
|Deities||Spirits of Insight (Bon deity)|
|Upekkha Parami (Buddhist deity)|
|Maponos (Druidic deity)|
|Wisdom of Bhadrabahu (Jain deity)|
|Hathor (Kemetic deity)|
|Omens||Pañña Parami (Buddhist deity)|
|Eshmun (Canaanite deity)|
|Attis (Cybelene deity)|
|Gobannus (Druidic deity)|
|Glanis (Druidic deity)|
|Asklepios (Hellenic deity)|
|Amaya (Hellenic deity)|
|Aita (Hellenic deity)|
|Goitosyrus (Heptadic deity)|
|Arubani (Khaldic deity)|
|Tannit (Megalithic deity)|
|Guidance of the Moon (Ritualistic deity)|
|Zalmoxis (Zalmoxian deity)|
|Treasures||Tomb of Romulus||+0.03%|
|Heritages||Etruscan Heritage (Etruria)||+0.02%|
|Hellenistic Heritage (cultural)||+0.01%|
|Governor||Civilization Effort||+0.05% per 10 finesse of the governor, plus a base of +0.005%|
|Urban Development||+0.01% per Level|
|Road Network||+0.001% per outgoing road|
|Razed (unit ability)||-0.01%|
The civilization value of cities can be increased above and beyond its natural maximum by using the Coordinate Urban Development action, which costs 25 political influence and, after 2 years, will give a stackable bonus of +1% local civilization level and +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.