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.
Provincial loyalty
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Every province has a 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 Unrest - 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
unrest, 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
unrest 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 loyalty to
+0.20 at
100 loyalty)
- the Harsh Treatment policy (
+0.03 per governor
finesse, plus
+0.03 base)
- the
Provincial Procurators province investment (
+0.01 per level)
- territories with
0 unrest (
+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.
Province capital
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- 主条目:Province capital
Every province has a 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
enslaved pops. If desired, the province capital can be moved during peacetime to a better location at the cost of
province loyalty.
Capital province
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 loyalty 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.
Provincial investments
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Provinces can be improved repeatedly with 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% Population Output
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
Governor policies
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Every province can have a 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
unrest 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 finesse. Each point of the governor's
finesse 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:
- [math]\displaystyle{ \text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier} }[/math]