Province

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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 Monthly food.png food, trade, and Province loyalty territorial loyalty are handled at the provincial level, as well as certain diplomatic actions such as fabricating claims and peace term demands.

Provincial loyalty

Every province has a 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 Civil war.png 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.png Unrest - itself driven largely by Happiness.png the happiness of the population - is the main factor that affects Province loyalty province loyalty, with each territory giving Province loyalty -0.08 loyalty for every point of Unrest.png unrest, scaled according to the share of the province's Population.png population in the territory (large cities will therefore have a much greater effect on province loyalty than lightly populated settlements). Governor Corruption.png corruption (Province loyalty -0.25 at Corruption.png 100 corruption) as well as lacking a governor to administer the region altogether (Province loyalty -0.35) will also give a significant malus to Province loyalty province loyalty. The main way to reduce province loyalty loss is by tackling the source, such as assigning regional troops or increasing Happiness.png pop happiness to reduce Unrest.png unrest or by replacing corrupt governors.

If dealing with the source of loyalty loss is not enough, Province loyalty province loyalty can also be increased from:

  • the Loyalty.png loyalty of the governor (scaling from Province loyalty +0 at Loyalty.png 50 loyalty to Province loyalty +0.20 at Loyalty.png 100 loyalty)
  • the Harsh Treatment policy (Province loyalty +0.03 per governor Finesse.png finesse, plus Province loyalty +0.03 base)
  • the Military province investment Provincial Procurators province investment (Province loyalty +0.01 per level)
  • territories with Unrest.png 0 unrest (Province loyalty +0.10, scaled according to the share of the province's Population.png population in the territory)
  • various deities and omens (Province loyalty +0.03 from passive modifiers, Province loyalty +0.04 per Omen.png 100% omen power for omens)
  • the Idea forums.png Central Urban Spaces national idea Province loyalty +0.05)
  • the Invention.png Reduced Governorship invention Province loyalty +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 Unrest.png 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

主条目:Province capital

Every province has a 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 Enslavement efficiency.png enslaved pops. If desired, the province capital can be moved during peacetime to a better location at the cost of 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 Population output +10% output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at 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 good surplus bonuses are gained. As the target of the Global capital trade routes.png 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 Pop noble.png nobles and Pop citizen.png 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

Provinces can be improved repeatedly with province investments to improve the administration and infrastructure of the province. Province investments have a base cost of Political influence.png 80 political influence each, modified by the specific province investment cost modifiers (Price state investment military cost modifier.png military provincial investment cost, Price state investment civic cost modifier.png civic provincial investment cost, Price state investment oratory cost modifier.png oratory provincial investment cost, and Price state investment religious cost modifier.png religious provincial investment cost) that can be reduced by heritages and various Invention.png inventions. There is also a cost of Wealth 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 Local output 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 Province investment 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 influence.png political power or 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.

  • Military province investment Install Provincial Procurators (Military): Province loyalty +0.01 Monthly Province Loyalty and Local output +4% Population Output
  • Civic province investment Promote Infrastructure Spending (Civic): Population capacity +2.5% Population Capacity
  • Oratory province investment Entice Business Investments (Oratory): Global state trade routes.png +1 Local Import Routes
  • Religious province investment Make Religious Endowments (Religious): Local building slot.png +1 City Building Slots

斯巴达的国旗 斯巴达 with the Magna Graecia (DLC).png Magna Graecia DLC gets 2 unique investments for the military and religious slots, replacing the usual ones:

  • Military province investment Free Helots (Military): Integrated culture happiness +2% Integrated Culture Happiness, 大队招募速度 +5% Cohort Recruit Speed, and Freeman output +6% Local Freemen Output
  • Religious province investment Commission Heroic Freize (Religious): Supply limit.png +4% Supply Limit and Pop citizen output.png +3% Local Citizen Output

Governor policies

Every province can have a governor policy set which determines the priority of the province's administration. Governor policies allow a country to Population output extract more from a province's population, deal with Unrest.png unrest by increasing Happiness.png population happiness or cracking down on the population, build up the Civilization.png 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 Political influence.png 10 political power, modified by the Change governor policy cost change governor policy cost modifier. Changing governor policy manually also gives Tyranny tyranny based on the current ruler's popularity, scaling between Tyranny 1.25 at Popularity.png 0 ruler popularity to Tyranny 0.25 at Popularity.png 100.

All policy effects are modified by the governor's Civic power.png Finesse, with the values below are given for the baseline level of Civic power.png 9 finesse. Each point of the governor's Civic power.png 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]
Policy Effect Description Chance modifier
Policy acquisition of wealth.png Acquisition of Wealth
  • Tax income.png Local tax: +10%
  • Commerce value.png Province commerce: +10%
  • Monthly wage on character modifier.png Governor wage: +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.
  • +6 if the governor has the 贪婪 gluttonous trait
  • +15 if the governor has less than or equal to Loyalty.png 40 loyalty
  • +0.5 times the governor's Corruption.png corruption
Policy religious conversion.png Religious Conversion
  • Policy religious conversion.png Conversion speed +3

Additional chance to convert pops each month, based on the governor's zeal修正 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.
  • +0.25 times the governor's zeal修正 zeal
  • +5 if the governor has the 虔诚 pious trait
  • +4 if the governor has the 狂热 zealous trait
  • -10 if all territories in the province have the same dominant religion as the governor
Policy cultural assimilation.png Cultural Assimilation
  • Pop assimilation.png Assimilation speed +1

Additional chance to assimilate pops each month, based on the governor's Finesse.png 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.
  • +0.5 times the governor's Civic power.png finesse
  • +4 if the province has at least Province loyalty 60 loyalty and there is at least one territory whose dominant culture is not the a primary or integrated culture
  • ×0 if the governor is not the same culture as the country
  • ×0 if the dominant culture of all provinces are either the primary culture or an integrated culture of the country
Policy bleed them dry.png Bleed Them Dry
  • Tax income.png Local tax: +30%
  • Province loyalty Local provincial loyalty: -0.25
  • Commerce value.png Province commerce: +20%
  • Monthly food.png Local Monthly Food Modifer: -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.
  • +5 if the governor has the Miserly miserly trait
  • +5 if the governor has the Miserly shrewd trait
  • +10 if the governor has at least Corruption.png 30 corruption
  • ×0 if the governor is the Leader.png ruler
  • ×0 if the country is AI-controlled
  • ×0 if the province has at most {{icon|food} 800 food
Policy borderlands.png Borderlands
  • Manpower.png Local manpower: +25%
  • Fort defense.png Local fort defense: +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.
  • +10 if there is a territory in the province with at least Freemen 15 freemen
  • +6 if the governor has the 多疑 suspicious trait
  • +6 if the governor has the 固执 stubborn trait
Policy encourage trade.png Encourage Trade
  • Commerce value.png Province commerce: +25%
  • Monthly food.png Local Monthly Food Modifier: +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.
  • +1 for each Global state trade routes.png trade route in the province
  • +6 if the governor has the 能言善辩 silver tongued trait
  • +6 if the governor has the 狡猾 crafty trait
  • +10 if the governor belongs to the Boni Boni or Party traditionalist.png Traditionalists party
  • +20 if the province's Monthly food.png food is less than or equal to 0.3 times its Global food capacity.png food capacity
Policy social mobility.png Social Mobility
  • Local pop promotion speed.png Pop promotion speed: +150%
  • Local pop demotion speed.png Pop demotion speed: +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)
Harsh treatment.png Harsh Treatment
  • Province loyalty Local provincial loyalty: +0.3
  • Population output Population output: -40%
  • Local pop demotion speed.png Pop demotion speed: +100%
  • Migration attraction Migration attraction: -6
  • Migration speed Pop migration speed: +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.
  • +1 for every territory with at least Unrest.png 1 unrest
  • +2 for every territory with at least Unrest.png 3 unrest
  • +1 for every point of Unrest.png unrest in every territory with at least Unrest.png 5 unrest
  • +11 if the province has less than Province loyalty 40 loyalty
  • +9 if the province has less than Province loyalty 40 loyalty and the country is AI-controlled
  • ×0 if the province has at least Province loyalty 40 loyalty
Policy local autonomy.png Local Autonomy
  • Population output Population output: -40%
  • Pop citizen happiness.png Local citizen happiness: +25%
  • Freeman happiness Local freeman happiness: +25%
  • Noble happiness Local noble happiness: +12%
  • Slave happiness Local slave happiness: +25%
  • Tribesman happiness Local tribesman happiness: +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.
  • +1 for every territory with at least Unrest.png 1 unrest
  • +2 for every territory with at least Unrest.png 3 unrest
  • +1 for every point of Unrest.png unrest in every territory with at least Unrest.png 5 unrest
  • +5 if the governor has the 温顺 submissive trait
  • +3 if the governor has the 慷慨 generous trait
  • +3 if the governor has the 和蔼可亲 kindly trait
  • -30 for the Country capital.png capital province
Policy civilization effort.png Civilization Effort
  • Civilization.png Local monthly civilization: +0.05%

Additional chance each month, based on governor Finesse.png finesse, to:

  • Increase the Civilization.png civilization level of Barbarian power.png barbarian strongholds by 2, if any territory in the province has at least Civilization.png 30 civilization value
  • Downgrade or remove an adjacent Barbarian power.pngbarbarian stronghold, if it and any territory in the province have at least Civilization.png 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.
  • +11 if the governor has the 聪慧 intelligent trait
  • +11 if the governor has the 博学多才 polymath trait
  • +20 if any adjacent territory is a Barbarian power.png barbarian stronghold
  • -30 if the country is tribal and has less than or equal to Centralization.png 40 centralization
Centralize pop.png Centralize Population
  • Migration speed Pop migration speed: +2

For the Province capital province capital:

  • Migration attraction Migration attraction: +1

For all other territories:

  • Migration attraction Migration attraction: -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)
Decentralize pop.png Decentralize Population
  • Migration speed Pop migration speed: +2

For the Province capital province capital:

  • Migration attraction Migration attraction: -5

For all other territories:

  • Migration attraction Migration attraction: +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)
国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置