- 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 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.
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 city's civilization value represents its level of infrastructure and urbanization and is the biggest contributor to pop happiness.
The current civilization value of the capital determines whether a state can change its type of government.
The Civilization value adjusts automatically per month. Its rate of growth can be affected by modifiers given by e.g. laws or inventions. The 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.
A city's Civilization Value scales between 0 and 100, with each point granting the following local effects:
- Citizen Happiness: +1%
- Freemen Happiness: +0.7%
- Tribesmen Happiness: -0.5%
- Barbarian Growth: -0.005
- Supply Limit: +0.02
- Population Capacity: +0.1
- Migration Attraction: +0.1
|Civilization Value||Citizen Happiness||Freemen Happiness||Tribesmen Happiness||Barbarian Growth||Population Capacity||Supply Limit|
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 -1% until it meets the cap again.
|Scope||Source||Civilization Cap||Maximum Increase|
|Settled Tribe Gov Bonus||+10%|
|Autocratic Monarchy or Democratic Republic||+30%|
|Monarchies or Republics||+35%|
|Empire or Imperial cult||+40%|
|Centralization Level||+0.1% per Point||+10% at 100%|
|Oratory Advance||+2% per Advance Level||+40% at Level 20|
|State Religion National Idea||+5%|
|Rights of Man or Rights of Birth Code of Rights Tribal Law||+5%|
|Provincial||Gemstones Surplus in Capital||+5%||Unique|
|Gemstones Export Bonus||+2.5%||Unique|
|Marble Provincial Bonus||+2%||Unique|
|Marble Provincial Surplus Bonus||+1%||Stackable|
|Glass Provincial Bonus||+2%||Unique|
|Glass Provincial Surplus Bonus||+1%||Stackable|
|Local||Urban Development||+1% per Level||Stacks until the general Civilization of the Territory 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 obtained in the Capital Territory by forming regional tags (ex: Saxonia, Gaul, Albion...)