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Province
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{{Version|1.5}} A '''province''' is an administrative division of land in ''Imperator: Rome'', formed by groupings of '''[[territories]]''' and themselves grouped into '''[[region]]s'''. Ingame, many important mechanics such as {{icon|food}} food, [[trade]], and {{icon|province loyalty}} territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating [[claim]]s and [[Warfare#Peace_Terms|peace term demands]]. == Provincial loyalty == {{SVersion|1.5}} Every province has a {{icon|province loyalty}} '''province loyalty''' value, representing the local level of support for the central government and the willingness of the province to follow its orders. Disloyal provinces will refuse to follow orders from the capital and may eventually revolt in a [[rebellion]] or join a {{icon|civil war}} civil war - managing the loyalty of provinces is one of the most important aspects of running an empire. Province loyalty changes monthly depending on the sum of all province loyalty modifiers. A {{icon|unrest}} Unrest - itself driven largely by {{icon|happiness}} the happiness of the population - is the main factor that affects {{icon|province loyalty}} province loyalty, with each territory giving {{icon|province loyalty}} {{red|-0.08}} loyalty for every point of {{icon|unrest}} unrest, scaled according to the share of the province's {{icon|population}} population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor {{icon|corruption}} corruption ({{icon|province loyalty}} {{red|-0.25}} at {{icon|corruption}} '''100''' corruption) as well as lacking a governor to administer the region altogether ({{icon|province loyalty}} {{red|-0.35}}) will also give a significant malus to {{icon|province loyalty}} province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing {{icon|happiness}} pop happiness to reduce {{icon|unrest}} unrest or by replacing corrupt governors. If dealing with the source of loyalty loss is not enough, {{icon|province loyalty}} province loyalty can also be increased from: * the {{icon|loyalty}} loyalty of the governor (scaling from {{icon|province loyalty}} '''+0''' at {{icon|loyalty}} '''50''' loyalty to {{icon|province loyalty}} {{green|+0.20}} at {{icon|loyalty}} '''100''' loyalty) * the Harsh Treatment policy ({{icon|province loyalty}} {{green|+0.03}} per governor {{icon|finesse}} finesse, plus {{icon|province loyalty}} {{green|+0.03}} base) * the {{icon|military investment}} Provincial Procurators province investment ({{icon|province loyalty}} {{green|+0.01}} per level) * territories with {{icon|unrest}} '''0''' unrest ({{icon|province loyalty}} {{green|+0.10}}, scaled according to the share of the province's {{icon|population}} population in the territory) * various deities and omens ({{icon|province loyalty}} {{green|+0.03}} from passive modifiers, {{icon|province loyalty}} {{green|+0.04}} per {{icon|omen power}} 100% omen power for omens) * the [[File:Idea forums.png|28px]] Central Urban Spaces [[national ideas|national idea]] {{icon|province loyalty}} {{green|+0.05}}) * the {{icon|invention}} Reduced Governorship invention {{icon|province loyalty}} {{green|+0.05}}) Once a province's loyalty drops below {{red|33}}, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment. If a province's loyalty drops all the way down to {{red|0}}, it will immediately {{icon|rebellion}} [[rebellion|rebel]]. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires. == Province capital == {{SVersion|1.5}} {{main|Province capital}} Every province has a {{icon|province capital}} '''province capital''' for each country that controls part of it, representing the center of the local administration. The province capital gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of {{icon|enslavement efficiency}} enslaved pops. If desired, the province capital can be moved during peacetime to a better location at the cost of {{icon|province loyalty}} province loyalty. == Capital province == The province with the country's capital is considered its ''capital province''. Every pop in the capital province has a {{icon|pop output}} {{green|+10%}} output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at {{icon|province loyalty}} '''100''' loyalty regardless of any province loyalty modifiers and so will never rebel. The capital province is also where the special countrywide capital [[trade goods|trade good]] surplus bonuses are gained. As the target of the {{icon|capital trade routes}} capital trade routes modifier, which usually has contributions from the default [[Economy#Economic policies|commerce policy]] and country ranks as well as usually being the most populous province with a high population of {{icon|nobles}} nobles and {{icon|citizens}} citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported [[trade goods]]. ==Provincial investments== {{SVersion|1.5}} Provinces can be improved repeatedly with '''province investments''' to improve the administration and infrastructure of the province. Province investments have a base cost of {{icon|political influence}} {{red|80}} political influence each, modified by the specific province investment cost modifiers ([[File:Price state investment military cost modifier.png|28px]] '''military provincial investment cost''', [[File:Price state investment civic cost modifier.png|28px]] '''civic provincial investment cost''', [[File:Price state investment oratory cost modifier.png|28px]] '''oratory provincial investment cost''', and [[File:Price state investment religious cost modifier.png|28px]] '''religious provincial investment cost''') that can be reduced by heritages and various {{icon|invention}} [[inventions]]. There is also a cost of {{icon|wealth}} {{red|20}} gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes '''6''' months to prepare and reduces the {{icon|local output modifier}} output of the province by {{red|1%}} during the process. The resulting effects are permanent as long as the province remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, [[State improvement events|a notification event]] will appear in the event queue. It is also possible to get {{icon|province investment}} '''free province investments''' from [[formable nations|forming nations]] and as a reward for certain [[missions]], which allows a country to make a provincial investment without spending any {{icon|pol}} political power or {{icon|wealth}} gold. Note that the 6-month duration to implement the investment still applies. All 4 types of investments can be applied to the same province, unlimited amount of times. * {{icon|military investment}} Install Provincial Procurators (Military): {{icon|province loyalty}} {{green|+0.01}} Monthly Province Loyalty and {{icon|local output modifier}} {{green|+4%}} Population Output * {{icon|civic investment}} Promote Infrastructure Spending (Civic): {{icon|pop cap}} {{green|+2.5%}} Population Capacity * {{icon|oratory investment}} Entice Business Investments (Oratory): {{icon|trade routes}} {{green|+1}} Local Import Routes * {{icon|religious investment}} Make Religious Endowments (Religious): {{icon|building slots}} {{green|+1}} City Building Slots {{flag|Sparta}} with the {{icon|mgr}} [[Magna Graecia (DLC)|Magna Graecia]] DLC gets 2 unique investments for the military and religious slots, replacing the usual ones: * {{icon|military investment}} Free Helots (Military): {{icon|primary culture happiness}} {{green|+2%}} Integrated Culture Happiness, {{icon|cohort recruit speed}} {{green|+5%}} Cohort Recruit Speed, and {{icon|freeman output}} {{green|+6%}} Local Freemen Output * {{icon|religious investment}} Commission Heroic Freize (Religious): {{icon|supply limit}} {{green|+4%}} Supply Limit and {{icon|citizen output}} {{green|+3%}} Local Citizen Output ==Governor policies== {{SVersion|1.5}} Every province can have a '''governor policy''' set which determines the priority of the province's administration. Governor policies allow a country to {{icon|pop output}} extract more from a province's population, deal with {{icon|unrest}} unrest by increasing {{icon|happiness}} population happiness or cracking down on the population, build up the {{icon|civilization}} civilization value of the province's territories, and more. When a [[governor]] is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of '''0'''). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of {{icon|pol}} {{red|10}} political power, modified by the {{icon|change governor policy cost}} '''change governor policy cost''' modifier. Changing governor policy manually also gives {{icon|tyranny}} tyranny based on the current ruler's popularity, scaling between {{icon|tyranny}} {{red|1.25}} at {{icon|popularity}} '''0''' ruler popularity to {{icon|tyranny}} {{red|0.25}} at {{icon|popularity}} '''100'''. All policy effects are modified by the governor's {{icon|civ}} [[Attributes#Finesse|Finesse]], with the values below are given for the baseline level of {{icon|civ}} '''9''' finesse. Each point of the governor's {{icon|civ}} finesse above 9 increases the modifier by {{green|10%}}, while each point below decreases it {{red|10%}} to a minimum value of '''10%''' of the base. This is described by the equation below: : <math>\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}</math> {| class="mildtable" ! !! Policy ! Effect ! Description ! Chance modifier |- | [[File:Policy acquisition_of_wealth.png]] || Acquisition of Wealth || * {{icon|local tax}} Local tax: {{green|+10%}} * {{icon|commerce value}} Province commerce: {{green|+10%}} * {{icon|character wage modifier}} Governor wage: {{red|+20%}} || ''This policy will increase the entire province's tax and commerce income, at the cost of enriching the presiding Governor. Some nefarious characters are only interested in lining their own pockets.'' || * {{green|+6}} if the governor has the {{icon|gluttonous}} gluttonous trait * {{green|+15}} if the governor has less than or equal to {{icon|loyalty}} '''40''' loyalty * {{green|+0.5}} times the governor's {{icon|corruption}} corruption |- | [[File:Policy religious_conversion.png]] || Religious Conversion || * {{icon|conversion}} Conversion speed {{green|+3}} Additional chance to convert pops each month, based on the governor's {{icon|zeal}} zeal || ''This policy will increase the speed at which Pops in the province's territories are converted to our country's Religion. Spreading our faith makes it easier to assimilate Pops into the country's dominant Culture.'' || * {{green|+0.25}} times the governor's {{icon|zeal}} zeal * {{green|+5}} if the governor has the {{icon|pious}} pious trait * {{green|+4}} if the governor has the {{icon|zealous}} zealous trait * {{red|-10}} if all territories in the province have the same dominant religion as the governor |- | [[File:Policy cultural_assimilation.png]] || Cultural Assimilation || * {{icon|assimilation}} Assimilation speed {{green|+1}} Additional chance to assimilate pops each month, based on the governor's {{icon|finesse}} finesse || ''This policy will increase the speed at which Pops in the province's territories are assimilated into the country's dominant Culture. Converted Pops will be happier and thus more productive and less disloyal.'' || * {{green|+0.5}} times the governor's {{icon|civ}} finesse * {{green|+4}} if the province has at least {{icon|province loyalty}} '''60''' loyalty and there is at least one territory whose dominant culture is not the a primary or integrated culture * {{red|×0}} if the governor is not the same culture as the country * {{red|×0}} if the dominant culture of all provinces are either the primary culture or an integrated culture of the country |- | [[File:Policy bleed_them_dry.png]] || Bleed Them Dry || * {{icon|local tax}} Local tax: {{green|+30%}} * {{icon|province loyalty}} Local provincial loyalty: {{red|-0.25}} * {{icon|commerce value}} Province commerce: {{green|+20%}} * {{icon|food}} Local Monthly Food Modifer: {{red|-25%}} || ''This policy will greatly increase the income of a province, at the cost of generating unrest and lowering its food output. There is a limit to how much the people can tolerate and get by on, after all.'' || * {{green|+5}} if the governor has the {{icon|miserly}} miserly trait * {{green|+5}} if the governor has the {{icon|miserly}} shrewd trait * {{green|+10}} if the governor has at least {{icon|corruption}} '''30''' corruption * {{red|×0}} if the governor is the {{icon|ruler}} ruler * {{red|×0}} if the country is AI-controlled * {{red|×0}} if the province has at most {{icon|food} '''800''' food |- | [[File:Policy borderlands.png]] || Borderlands || * {{icon|manpower}} Local manpower: {{green|+25%}} * {{icon|fort defense}} Local fort defense: {{green|+20%}} | ''This policy will increase the manpower contributions of a province's Pops as well as harden its defensiveness. Ensuring a steady supply of recruits and strong fortifications are key to victory.'' | * {{green|+10}} if there is a territory in the province with at least {{icon|freemen}} '''15''' freemen * {{green|+6 }}if the governor has the {{icon|suspicious}} suspicious trait * {{green|+6}} if the governor has the {{icon|stubborn}} stubborn trait |- | [[File:Policy encourage_trade.png]] | Encourage Trade | * {{icon|commerce value}} Province commerce: {{green|+25%}} * {{icon|food}} Local Monthly Food Modifier: {{green|+10%}} | ''This policy will increase a province's commerce income and food output by encouraging foreign traders to do business in the area. There is always money to be made if one can spot the opportunity.'' | * {{green|+1}} for each {{icon|trade routes}} trade route in the province * {{green|+6}} if the governor has the {{icon|silver tongued}} silver tongued trait * {{green|+6}} if the governor has the {{icon|crafty}} crafty trait * {{green|+10}} if the governor belongs to the {{icon|boni}} Boni or {{icon|traditionalists}} Traditionalists party * {{green|+20}} if the province's {{icon|food}} food is less than or equal to '''0.3 times''' its {{icon|food capacity}} food capacity |- | [[File:Policy social_mobility.png]] | Social Mobility | * {{icon|promotion}} Pop promotion speed: {{green|+150%}} * {{icon|demotion}} Pop demotion speed: {{green|+150%}} | ''This policy will increase the speed at which Pops in a province are promoted to a higher Class, in the order of Slaves to Citizens. Encouraging a healthy distribution of trades will ensure a well rounded economy.'' | * (Never) |- | [[File:harsh treatment.png]] || Harsh Treatment || * {{icon|province loyalty}} Local provincial loyalty: {{green|+0.3}} * {{icon|pop output}} Population output: {{red|-40%}} * {{icon|demotion}} Pop demotion speed: {{green|+100%}} * {{icon|migration attraction}} Migration attraction: {{red|-6}} * {{icon|migration speed}} Pop migration speed: {{green|+1}} || ''This policy will increase a province's Loyalty at the cost of reducing its output and encouraging Pops to emigrate away. Though it may have its costs, sometimes the best way to deal with dissent is a show of force.'' || * {{green|+1}} for every territory with at least {{icon|unrest}} '''1''' unrest * {{green|+2}} for every territory with at least {{icon|unrest}} '''3''' unrest * {{green|+1}} for every point of {{icon|unrest}} unrest in every territory with at least {{icon|unrest}} '''5''' unrest * {{green|+11}} if the province has less than {{icon|province loyalty}} '''40''' loyalty * {{green|+9}} if the province has less than {{icon|province loyalty}} '''40''' loyalty and the country is AI-controlled * {{red|×0}} if the province has at least {{icon|province loyalty}} '''40''' loyalty |- | [[File:Policy local_autonomy.png]] | Local Autonomy | * {{icon|pop output}} Population output: {{red|-40%}} * {{icon|citizen happiness}} Local citizen happiness: {{green|+25%}} * {{icon|freeman happiness}} Local freeman happiness: {{green|+25%}} * {{icon|noble happiness}} Local noble happiness: {{green|+12%}} * {{icon|slave happiness}} Local slave happiness: {{green|+25%}} * {{icon|tribesman happiness}} Local tribesman happiness: {{green|+25%}} || ''This policy will increase the happiness of a province's Pops at the cost of greatly reducing their output in all areas. By relieving the people of their burdens, we are sure to boost their contentment.'' || * {{green|+1}} for every territory with at least {{icon|unrest}} '''1''' unrest * {{green|+2}} for every territory with at least {{icon|unrest}} '''3''' unrest * {{green|+1}} for every point of {{icon|unrest}} unrest in every territory with at least {{icon|unrest}} '''5''' unrest * {{green|+5}} if the governor has the {{icon|submissive}} submissive trait * {{green|+3}} if the governor has the {{icon|generous}} generous trait * {{green|+3}} if the governor has the {{icon|kindly}} kindly trait * {{red|-30}} for the {{icon|capital}} capital province |- | [[File:Policy civilization_effort.png]] || Civilization Effort || * {{icon|civilization}} Local monthly civilization: {{green|+0.05%}} Additional chance each month, based on governor {{icon|finesse}} finesse, to: * Increase the {{icon|civilization}} civilization level of {{icon|barbarians}} barbarian strongholds by '''2''', if any territory in the province has at least {{icon|civilization}} '''30''' civilization value * Downgrade or remove an adjacent {{icon|barbarians}}barbarian stronghold, if it and any territory in the province have at least {{icon|civilization}} '''35''' civilization value || ''This policy will increase the speed at which a province is civilized and slowly pacify any neighboring barbarian strongholds. Only infrastructure, cultural dissemination, and learning can bring enlightenment.'' || * {{green|+11}} if the governor has the {{icon|intelligent}} intelligent trait * {{green|+11}} if the governor has the {{icon|polymath}} polymath trait * {{green|+20}} if any adjacent territory is a {{icon|barbarians}} barbarian stronghold * {{red|-30}} if the country is tribal and has less than or equal to {{icon|centralization}} '''40''' centralization |- | [[File:Centralize_pop.png]] | Centralize Population | * {{icon|migration speed}} Pop migration speed: {{green|+2}} For the {{icon|province capital}} province capital: * {{icon|migration attraction}} Migration attraction: {{green|+1}} For all other territories: * {{icon|migration attraction}} Migration attraction: {{red|-5}} || ''This policy will encourage migration into a province's Provincial Capital and speed up the migration of local Pops, concentrating the population. A bustling metropolis is a sure sign of a prosperous province.'' || * (Never) |- | [[File:Decentralize_pop.png]] | Decentralize Population | * {{icon|migration speed}} Pop migration speed: {{green|+2}} For the {{icon|province capital}} province capital: * {{icon|migration attraction}} Migration attraction: {{red|-5}} For all other territories: * {{icon|migration attraction}} Migration attraction: {{green|+1}} || ''This policy will encourage migration away from a province's Provincial Capital and speed up the migration of local Pops, dispersing the population. Sometimes, overpopulation cannot be solved by grain alone.'' || * (Never) |} {{MechanicsNavbox}}
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