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(同步到官方百科14:20, 30 August 2020 Yezhanquan) |
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{{Version|1. | {{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]]. | |||
==省份 | == 省份 忠诚度 == | ||
{{SVersion|1.5}} | |||
Every province has a {{icon|province loyalty}} '''省份忠诚度'''(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}} 不满 值 - 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}} 不满值, 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}} 不满值 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''' 忠诚度 to {{icon|province loyalty}} {{green|+0.20}} at {{icon|loyalty}} '''100''' 忠诚度) | |||
* the Harsh Treatment policy ({{icon|province loyalty}} {{green|+0.03}} per governor {{icon|finesse}} 智略, 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''' 不满值 ({{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. | |||
== | == 省份 首府 == | ||
{{SVersion|1.5}} | |||
{{main|领土#省份首府}} | |||
Every province has a {{icon|province capital}} ''' 省份首府''' (province capital ) for each country that controls part of it, representing the center of the local administration. The 省份首府 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 省份首府 can be moved during peacetime to a better location at the cost of {{icon|province loyalty}} province loyalty. | |||
The | == 首都省份 == | ||
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''' 忠诚度 regardless of any province loyalty modifiers and so will never rebel. | |||
===省份 | 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]]. | ||
== 省份投资== | |||
{{SVersion|1.5}} | |||
Provinces can be improved repeatedly with ''' 省份 投资'''(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%}} 人口产出 | |||
* {{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 | |||
==总督政策== | |||
{{SVersion|1.5}} | |||
Every province can have a '''总督政策'''(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}} 不满 值 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''' 智略. Each point of the governor's {{icon|civ}} 智略 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{有效政策修正}=\frac{\text{ 总督 智略} + 1}{10} \cdot \text{基础政策修正}</math> | |||
{| class="mildtable" | {| class="mildtable" | ||
! | ! !!政策 | ||
!政策 | |||
!效果 | !效果 | ||
!描述 | !描述 | ||
! | ! 机会修正 | ||
|- | |- | ||
|[[File: | | [[File:Policy acquisition_of_wealth.png]] | ||
||{{Ruby|中饱私囊|Acquisition of Wealth}} | || {{Ruby|中饱私囊|Acquisition of Wealth}} | ||
|| | || | ||
* {{icon|local tax}} 本地 税收 :{{green|+10%}} | |||
* {{icon|commerce value}} 省份商业 :{{green|+10%}} | |||
* {{icon|character wage modifier}} ( 每月 本地) 总督报酬 :{{red|+20%}} | |||
||''这项政策将以省收入为代价,增加省份管理者的个人财富。一些恶毒的人物只对中饱私囊感兴趣。'' | || {{Hover box|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.|''这项政策将以省收入为代价,增加省份管理者的个人财富。一些恶毒的人物只对中饱私囊感兴趣。''}} | ||
|| | || | ||
*+ | * {{green|+6}} 如果 该 总督有 {{icon|gluttonous}} 贪婪特质 | ||
*+15 如果该总督 | * {{green|+15}} 如果该总督 有少于或等于 {{icon|loyalty}} '''40''' 忠诚度 | ||
*+ | * {{green|+0.5}} 乘以该总督的 {{icon|corruption}} 腐败 度 | ||
|- | |- | ||
|[[File: | | [[File:Policy religious_conversion.png]] | ||
||{{Ruby|宗教改信|Religious Conversion}} | || {{Ruby|宗教改信|Religious Conversion}} | ||
|| | || | ||
*+ | * {{icon|conversion}} 人口改信速度 {{green|+3}} | ||
*+ | 额外的机会每月改信人口,基于 该总督的 {{icon|zeal}} 热忱 | ||
*+5 如果总督有 | || {{Hover box|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.|''激活时,这项政策会增加省份的不满。<br>每个月都有机会让非国教人口皈依你的国教。<br>同样的,总督的热枕会增加皈依几率。<br>值得注意的是;总督皈依的人口的数量越多,他们获得是声誉也就越多。<br>为获得最佳结果,最好让政策持续激活一段时间。<br>通常情况下,检查一个省是否仍然可以利用这一政策是有必要的。''}} | ||
* | || | ||
* | * {{green|+0.25}} 乘以该 总督 的 {{icon|zeal}} 热忱 | ||
* {{green|+5}} 如果 该 总督有 {{icon|pious}} 虔诚特质 | |||
* {{green|+4}} 如果该总督 有 {{icon|zealous}} 狂热特质 | |||
* {{red|-10}} if all territories in the province have the same dominant religion as the governor | |||
|- | |- | ||
|[[File: | | [[File:Policy cultural_assimilation.png]] | ||
||{{Ruby|文化同化|Cultural Assimilation}} | || {{Ruby|文化同化|Cultural Assimilation}} | ||
|| | || | ||
* {{icon|assimilation}} 人口同化速度 {{green|+1}} | |||
||''该政策将使该省份中非国家主流文化人口每月都有几率转变为主流文化,同时提高省份叛乱度。你总督的智略将会提高同化几率。'' | 额外的机会每月同 化人口, 基 于 该 总督 的 {{icon|finesse}} 智略 | ||
|| {{Hover box|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.|''该政策将使该省份中非国家主流文化人口每月都有几率转变为主流文化,同时提高省份叛乱度。你总督的智略将会提高同化几率。''}} | |||
|| | || | ||
*+ | * {{green|+0.5}} 乘以该总督的 {{icon|civ}} 智略 | ||
* | * {{green|+4}} 如果该省份 有至少 {{icon|province loyalty}} '''60''' 忠诚度 and there is at least one territory whose dominant culture is not the a primary or integrated culture | ||
* {{red|×0}} 如果该总督不是与该国相同 的 文化 | |||
* {{red|×0}} 如果 所有 省份的主流文化 是 该 国 的主流文化或者已整合 文化 | |||
|- | |- | ||
|[[File: | | [[File:Policy bleed_them_dry.png]] | ||
||{{Ruby|榨干他们|Bleed Them Dry}} | || {{Ruby|榨干他们|Bleed Them Dry}} | ||
||本地 | || | ||
* {{icon|local tax}} 本地 税收:{{green|+30%}} | |||
* {{icon|province loyalty}} 省份忠诚度 :{{red|-0.25}} | |||
本地 | * {{icon|commerce value}} 省份商业 :{{green|+20%}} | ||
* {{icon|food}} 本地 每月食物修正 :{{red|-25%}} | |||
|| {{Hover box|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.|''这项政策能大幅提高省份收入,但是会导致民众时不时迁离该省,同时也会发生人口负增长。''}} | |||
||''这项政策能大幅提高省份收入,但是会导致民众时不时迁离该省,同时也会发生人口负增长。'' | |||
|| | || | ||
*+5 如果总督有 | * {{green|+5}} 如果 该 总督有 {{icon|miserly}} 吝啬特质 | ||
*+5 如果总督有 | * {{green|+5}} 如果 该 总督有 {{icon|shrewd}} 精明特质 | ||
*+10 如果该总督 | * {{green|+10}} 如果该总督 有至少 {{icon|corruption}} '''30''' 腐败 度 | ||
* | * {{red|×0}} 如果该总督是 {{icon|ruler}} 统治者 | ||
* {{red|×0}} 如果该国是AI控制的 | |||
* {{red|×0}} 如果该省份有至多 {{icon|food} '''800''' 食物 | |||
|- | |- | ||
|[[File: | | [[File:Policy borderlands.png]] | ||
||{{Ruby|边境|Borderlands}} | || {{Ruby|边境|Borderlands}} | ||
|| | || | ||
*+ | * {{icon|manpower}} 本地人力:{{green|+25%}} | ||
*+ | * {{icon|fort defense}} 本地要塞防御:{{green|+20%}} | ||
|| {{Hover box|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.|''这项政策鼓励重视堡垒和防御。''}} | |||
| | |||
* {{green|+10}} 如果 有领土在该省份有至少 {{icon|freemen}} '''15''' 自由民 | |||
* {{green|+6 }}如果该 总督有 {{icon|suspicious}} 多疑 特质 | |||
* {{green|+6}} 如果该总督有 {{icon|stubborn}} 固执特质 | |||
|- | |||
| [[File:Policy encourage_trade.png]] | |||
| {{Ruby|鼓励贸易|Encourage Trade}} | |||
| | |||
* {{icon|commerce value}} 省份商业:{{green|+25%}} | |||
* {{icon|food}} 本地每月食物修正:{{green|+10%}} | |||
| {{Hover box|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.|''这项政策鼓励外国商人在该地区行商,能增加贸易收入和贸易路线数量。''}} | |||
| | |||
* {{green|+1}} 对于在该省份的每条 {{icon|trade routes}} 贸易路线 | |||
* {{green|+6}} 如果 该 总督有 {{icon|silver tongued}} 能言善辩 特质 | |||
* {{green|+6}} 如果该总督有 {{icon|crafty}} 狡猾特质 | |||
* {{green|+10}} 如果该总督属于 {{icon|boni}} Boni 或者 {{icon|traditionalists}} Traditionalists party | |||
* {{green|+20}} 如果该省份的 {{icon|food}} 食物是少于或等于 '''0.3 乘以''' 其 {{icon|food capacity}} 食物容量 | |||
|- | |||
| [[File:Policy social_mobility.png]] | |||
| {{Ruby|社会流动性|Social Mobility}} | |||
| | |||
* {{icon|promotion}} 人口升级速度:{{green|+150%}} | |||
* {{icon|demotion}} 人口降级速度:{{green|+150%}} | |||
| {{Hover box|This policy will increase the speed at which Pops in a province are promoted to a higher Class, in the order of Slaves to Nobles. Encouraging a healthy distribution of trades will ensure a well rounded economy.|''这项政策每月给人民提供阶级流动机会,旨在使公民、自由民和奴隶之间保持人口平衡。''}} | |||
| | |||
* (永远不会被选用) | |||
|- | |- | ||
|[[File: | | [[File:harsh treatment.png]] | ||
||{{ | || {{ruby| 严酷镇压|Harsh Treatment}} | ||
|| | || | ||
* {{icon|province loyalty}} 省份忠诚度:{{green|+0.3}} | |||
||''这 | * {{icon|pop output}} 人口产出:{{red|-40%}} | ||
* {{icon|demotion}} 人口降级速度 :{{green|+100%}} | |||
* {{icon|migration attraction}} 移民吸引力:{{red|-6}} | |||
* {{icon|migration speed}} 人 口 移民速度 :{{green|+1}} | |||
|| {{Hover box|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.|''尽管 这 可 能 会让 当地人 口产生耗费,有时候处理 不 满群众的最好办法,是展示我们的武力 。''}} | |||
|| | || | ||
*+ | * {{green|+1}} 对于每个领土有至少 {{icon|unrest}} '''1''' 不满值 | ||
*+5 如果 | * {{green|+2}} 对于每个领土 有 至少 {{icon|unrest}} '''3''' 不满值 | ||
*+ | * {{green|+1}} for every point of {{icon|unrest}} 不满值 in every territory with at least {{icon|unrest}} '''5''' 不满值 | ||
* {{green|+11}} 如果 该省份 有 少于 {{icon|province loyalty}} '''40''' 忠诚度 | |||
* {{green|+9}} 如果该 省份有少 于 {{icon|province loyalty}} '''40''' 忠诚度并且该国是AI控 制 的 | |||
* {{red|×0}} 如果该省份有至少 {{icon|province loyalty}} '''40''' 忠诚度 | |||
|- | |- | ||
|[[File: | | [[File:Policy local_autonomy.png]] | ||
| {{Ruby| 当地自治|Local Autonomy}} | |||
|| | | | ||
* {{icon|pop output}} 人口 产出:{{red|-40%}} | |||
| | * {{icon|citizen happiness}} 本地公民幸福度:{{green|+25%}} | ||
* {{icon|freeman happiness}} 本地 自由民 幸福度:{{green|+25%}} | |||
* {{icon|noble happiness}} 本地贵族幸福度:{{green|+12%}} | |||
* {{icon|slave happiness}} 本地 奴隶 幸福度:{{green|+25%}} | |||
* {{icon|tribesman happiness}} 本地部落民幸福度:{{green|+25%}} | |||
|| {{Hover box|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.|''通过减轻该省 人口 的税收和劳动义务,我们肯定会提高他们的满意度 。''}} | |||
|| | || | ||
* | * {{green|+1}} 对于每个领土有至少 {{icon|unrest}} '''1''' 不 满值 | ||
* {{green|+2}} 对于每个领土有至少 {{icon|unrest}} '''3''' 不满值 | |||
* {{green|+1}} 对于每点的 {{icon|unrest}} 不满值,在每个领土有至少 {{icon|unrest}} '''5''' 不满值 | |||
* {{green|+5}} 如果该总督有 {{icon|submissive}} 温顺特质 | |||
* {{green|+3}} 如果该总督有 {{icon|generous}} 慷慨特质 | |||
* {{green|+3}} 如果该总督有 {{icon|kindly}} 和蔼可亲特质 | |||
* {{red|-30}} 对于 {{icon|capital}} 首都省份 | |||
|- | |- | ||
|[[File: | | [[File:Policy civilization_effort.png]] | ||
||{{Ruby| | || {{Ruby| 文明开化|Civilization Effort}} | ||
|| | || | ||
* {{icon|civilization}} 每月文明 度 变化 :{{green|+0.05%}} | |||
额外的机会每月,基于该总督的 {{icon|finesse}} 智略,对于: | |||
* 增长 {{icon|civilization}} 文明度等级 of {{icon|barbarians}} barbarian strongholds by '''2''', if any territory in the province has at least {{icon|civilization}} '''30''' civilization value | |||
* 降级或移除一个邻接的 {{icon|barbarians}} 蛮族堡垒,if it and any territory in the province have at least {{icon|civilization}} '''35''' civilization value | |||
|| {{Hover box|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.|''通过着眼于基础设施、文化传播和学习,我们可以启蒙这个省份内的人们。<br>一旦该省的文明度足够,该政策还将在任何临近的不可通行或不宜居住 地 形中的蛮族定居点传播文明,缓慢安抚他们。''}} | |||
|| | |||
* {{green|+11}} 如果该总督有 {{icon|intelligent}} 聪慧特质 | |||
||'' | * {{green|+11}} 如果该总督有 {{icon|polymath}} 博学多才特质 | ||
* {{green|+20}} 如果任何邻接领土是 {{icon|barbarians}} 蛮族堡垒 | |||
* {{red|-30}} 如果该国是 部落 并且有少于或等于 {{icon|centralization}} '''40''' 集权度 | |||
|- | |||
| [[File:Centralize_pop.png]] | |||
| {{ruby|集中人口|Centralize Population}} | |||
| | |||
* {{icon|migration speed}} 人口移 民 速 度:{{green|+2}} | |||
For the {{icon|province capital}} 省份首府: | |||
* {{icon|migration attraction}} 移民吸引力 :{{green|+1}} | |||
For all other territories: | |||
* {{icon|migration attraction}} 移民吸引力 :{{red|-5}} | |||
|| {{Hover box|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.|'' 繁忙的大都市是繁荣 省 份 的 必然标志 。''}} | |||
|| | || | ||
* | * (永远不会被选用) | ||
|- | |- | ||
|[[File: | | [[File:Decentralize_pop.png]] | ||
| {{ruby| 分散人口|Decentralize Population}} | |||
|| | | | ||
* {{icon|migration speed}} 人口移民速 度:{{green|+2}} | |||
For the {{icon|province capital}} 省份首府 : | |||
* | * {{icon|migration attraction}} 移民吸引力:{{red|-5}} | ||
For all other territories: | |||
* {{icon|migration attraction}} 移民吸引力:{{green|+1}} | |||
||'' | || {{Hover box|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.|''有时候 ,人 口过剩不能单靠粮食解决 。''}} | ||
|| | || | ||
* | * ( 永远不会被选用 ) | ||
|} | |} | ||
2020年9月28日 (一) 22:58的版本
A province is an administrative division of land in Imperator: Rome, formed by groupings of territories and themselves grouped into regions. Ingame, many important mechanics such as food, trade, and
territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating claims and peace term demands.
省份忠诚度
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Every province has a 省份忠诚度(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
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 不满值 - itself driven largely by
the happiness of the population - is the main factor that affects
province loyalty, with each territory giving
-0.08 loyalty for every point of
不满值, scaled according to the share of the province's
population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor
corruption (
-0.25 at
100 corruption) as well as lacking a governor to administer the region altogether (
-0.35) will also give a significant malus to
province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing
pop happiness to reduce
不满值 or by replacing corrupt governors.
If dealing with the source of loyalty loss is not enough, province loyalty can also be increased from:
- the
loyalty of the governor (scaling from
+0 at
50 忠诚度 to
+0.20 at
100 忠诚度)
- the Harsh Treatment policy (
+0.03 per governor
智略, plus
+0.03 base)
- the
Provincial Procurators province investment (
+0.01 per level)
- territories with
0 不满值 (
+0.10, scaled according to the share of the province's
population in the territory)
- various deities and omens (
+0.03 from passive modifiers,
+0.04 per
100% omen power for omens)
- the
Central Urban Spaces national idea
+0.05)
- the
Reduced Governorship invention
+0.05)
Once a province's loyalty drops below 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 0, it will immediately 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.
省份首府
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- 主条目:领土#省份首府
Every province has a 省份首府(province capital) for each country that controls part of it, representing the center of the local administration. The 省份首府 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
enslaved pops. If desired, the 省份首府 can be moved during peacetime to a better location at the cost of
province loyalty.
首都省份
The province with the country's capital is considered its capital province.
Every pop in the capital province has a +10% output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at
100 忠诚度 regardless of any province loyalty modifiers and so will never rebel.
The capital province is also where the special countrywide capital trade good surplus bonuses are gained. As the target of the capital trade routes modifier, which usually has contributions from the default commerce policy and country ranks as well as usually being the most populous province with a high population of
nobles and
citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported trade goods.
省份投资
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Provinces can be improved repeatedly with 省份投资(province investments) to improve the administration and infrastructure of the province. Province investments have a base cost of 80 political influence each, modified by the specific province investment cost modifiers (
military provincial investment cost,
civic provincial investment cost,
oratory provincial investment cost, and
religious provincial investment cost) that can be reduced by heritages and various
inventions. There is also a cost of
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
output of the province by 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, a notification event will appear in the event queue.
It is also possible to get free province investments from forming nations and as a reward for certain missions, which allows a country to make a provincial investment without spending any
political power or
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.
Install Provincial Procurators (Military):
+0.01 Monthly Province Loyalty and
+4% 人口产出
Promote Infrastructure Spending (Civic):
+2.5% Population Capacity
Entice Business Investments (Oratory):
+1 Local Import Routes
Make Religious Endowments (Religious):
+1 City Building Slots
斯巴达 with the
Magna Graecia DLC gets 2 unique investments for the military and religious slots, replacing the usual ones:
Free Helots (Military):
+2% Integrated Culture Happiness,
+5% Cohort Recruit Speed, and
+6% Local Freemen Output
Commission Heroic Freize (Religious):
+4% Supply Limit and
+3% Local Citizen Output
总督政策
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Every province can have a 总督政策(governor policy) set which determines the priority of the province's administration. Governor policies allow a country to extract more from a province's population, deal with
不满值 by increasing
population happiness or cracking down on the population, build up the
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 10 political power, modified by the
change governor policy cost modifier. Changing governor policy manually also gives
tyranny based on the current ruler's popularity, scaling between
1.25 at
0 ruler popularity to
0.25 at
100.
All policy effects are modified by the governor's Finesse, with the values below are given for the baseline level of
9 智略. Each point of the governor's
智略 above 9 increases the modifier by 10%, while each point below decreases it 10% to a minimum value of 10% of the base. This is described by the equation below:
参考资料