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Province Attributes

When a province is selected, you can see its attributes in a box in the upper left corner of the screen, provided that you have some way of gaining this information (either through scouts or the proximity of friendly provinces). If you don't have any way to gather this information, all you'll get is the map number of the province. You'll always be able to tell which type of terrain a province has, even if it is on the opposite side of the map. Most information about a province will be unavailable unless you actually own it (it is friendly to you, displaying your national flag).

If you have dominion over a province, you will be able to see its income and name, even if you do not control it. Once you have scouted a province, the province name is remembered and you can always see it even if you do not have friendly units in it.

Terrain type

Terrain is shown in the upper right of the province info box. It is very important to determining how valuable that province will be in terms of income, resources, supply, and magic sites. Farmland tends to have high population (and therefore income) but low resources and few magic sites. Mountains tend to be just the opposite. Mountains, forests, swamps, caves and especially wastes are more likely to contain magic sites. Terrain also allows or restricts multi-province movement. See the section on Movement.

There is a major distinction between land and underwater provinces. Underwater provinces cannot be entered by units without a special ability that allows it (such as amphibious, aquatic, or water-breathing), they do not contribute resources to fortresses on land and cannot be crossed by flying units. Units with sailing may cross water provinces, but may not remain there at the end of a turn.

EFFECTS TO BE DISCUSSED/PRESENTED: (in table format or other options)

  • Movement Cost
  • Province number (in map files)
  • Corresponding population number modifier

Note: Mountains / Highlands need to be clarified: illwinter switched in some patch how it worked ( Border mountained are now mountaines, and Moutains became Highlands. TO BE CONFIRMED PLEASE)

Province Type Population modifier Resource Modifier Map Movement cost Magic sites probability modifier ID (modding)
Plains Base Pop Base amounts 3 0 0
Forest -25% +75% 5 + 128
Swamps -70% No modifier 7 ++ 32
Waste -75% No modifier 5 + 64
Mountains -50% x2 multiplier no modifier + 4194304
Highlands -40% +50% 6 0 16
Farms +50% x1/2 multiplier no modifier - 256
Fresh waters +20% No modifier no modifier 0 8
Cave -60% +100% 6 + 4096
Cave Forest -20% +100% ? ? ?
Sea -12.5%¹ ? 5 0 4
Deep Sea -25%¹ ? ? ? 2048
Gorge -25% ? ? ? ?
Kelp Forest +25% ? ? ? ?

¹Seas and Deep Seas work rather differently from the other province types. For one, Gorges and Kelp Forests can only appear inside of them. On top of that, they have far-higher population variance than "dry" provinces. While "dry" provinces may end up with between 75% and 125% of the base population (a 25% variance), Deep Seas may end up with between 25% and 125% of the base population (a 50% variance), and Seas may end up with between 25% and 150% of the base population (a 62.5% variance).

Note that a priority system is used to determine which terrain type actually applies its population, resource, and magic site probability modifiers in a province; only one of the terrain types listed below will have an effect in each province, unless the terrain type doesn't have an effect in that category, in which case another terrain type gets to apply for that. If something isn't listed below, it will always have an effect; for example, Mountains and Farms effectively cancel each other out, while a Forest province with Mountains doesn't have anymore Resources in it than a Plains province with Mountains. Gorge and Kelp Forest modifiers stack with those on Seas and Deep Seas.

Terrain Population Priority Resource Priority
Wastes 1st Not counted
Swamps 2nd Not counted
Mountains 3rd 1st
Cave Forests 4th 2nd
Caves 5th 3rd
Highlands 6th 4th
Forests 7th 5th


Population determines income, and is affected by many factors: Growth/Death scales, patrolling, dominion, pillaging, and random events. The population in a province sets the base income from that province:

We should list all factors that modify population number in a province and the maths behind

  • Unrest reduction 1 point = -10pop
  • Pillage
  • Raid
  • Dominion Scales

The population has an effect on:

  • Income
  • Recruitment points

Capital Population

See Capital.


A province contributes its income rating to the owner's treasury every turn. Income accumulates in the treasury. The number shown is after all modifications. Income is determined by multiple factors, including population, dominion scales, fortress administration, and unrest. The basic formula is

  • Income base = Population / 100.
  • Modified Income = (Population / 100) * (dominion scale modifiers) * (1 +fort administration / 200).

If the province has unrest, this number is Final

  • Income = Modified Income / (1 + (unrest * 0.02).

If a province cannot trace an unbroken line of friendly provinces back to a friendly fort, it does not produce income that turn. Taxation requires communication.

Note: Speaking of taxation, note that while the process of income collection is referred to as taxation here, there is no explicit "taxation" mechanism or button in the game. This is a change from previous Dominions games, where you could set the level of taxation in each individual province. This is no longer the case. Taxation back then was not so easy.

Full income formula FLOOR(FLOOR(FLOOR(FLOOR(FLOOR(FLOOR(FLOOR(population/100+sites_events)(1+admin/200))(1+order_mod))(1+growth_mod))(1+prod_mod))(1+heat_mod))/(1+0.02unrest))


The resource value of a province, representing raw materials needed to make weapons and armor. Resources are reduced by unrest, like income. Resources are collected by forts from neighboring provinces. A province only produces half of its potential resources for use in that province unless it contains a fort. The number shown is the number actually being produced, not the potential.

Note that in the capsule screen, resources are displayed as hammers. As a province’s resources are allocated to recruitment, the hammers in the capsule screen are progressively greyed out.

Resource availability in a province is reduced by unrest according to the formula

  • Resource % = 100 / (100 + unrest)

Thus, an unrest level of 100 means a province produces only one half of its normal resources. Furthermore, no units may be recruited in a province with an unrest level of 100 or greater.

Building a fort in a province greatly increases the number of resources available there. A fort draws resources from adjacent owned provinces according to it's administration rating. If multiple forts draw from a single province first the relative allocation for the province itself is reduced to feed all forts, if they draw >100% the contribution to each is reduced proportionally to not make the province "magically" produce more resources.


  • Say a province produces 10 resources. That means its resource potential is 20 resources. A fort in an adjacent province with administration rating draws 30% of those to itself. 50% + 30% is still below 100% so no shortage here, that means the province stil produces 10 resources and the fort gets a bonus of 6 resources.
  • 2 forts with 40% Admin are adjacent to a province which (without the forts) would produce 100 resources, so has 200 resource potential. 40%(fort) + 40%(fort) + 50%(province itself) = 130%, so the allocation of resources to the province itself get's reduced to 20%. That means the province produces 40 resources and both forts get an additional 80 resurces.

Resource amount is affected by (list):

  • Province type
  • Unrest
  • Forts and some magic sites
  • Special units
  • Dominion Scale (Order/Turmoil/Productivity/Sloth)

Resource has an impact on:

  • Units recruitment
  • Fort strategic location (forts gather nearby ressources)
  • Shields repair

Recruitment and commander points

The recruitment and commander points are spent to recruit (respectively) units and commanders in a province.

The number of commander points are equal to the commander bonus of the fort (if any), plus 1. The number of recruitment points is first determined by the population of the province, as follows :

  • From 0 to 5000 pop, each 100 pop adds 1 recruitment point (with a minimum of 10)
  • From 5000 to 10000 pop, each 200 pop adds 1 recruitment point
  • Above 10000, each 400 pop adds 1 recruitment point

Then, this number is modified by the fortification recruitment bonus (if any) and the order/turmoil scale modifier. Finally, the commander points are substracted from the total.

Therefore, the complete formula for recruitment points in a given province is :

ROUND(IF[Population>10000;10+50+25+[(Population-10000)/400);IF[Population>5000;10+50+((Population-5000)/200);10+(Population/100)]]*(1+0,01*Fort recruitment bonus)*(1+0,1*Order scale)]-(1+Commander bonus)


Dominion Scales

For more details, see Scales.

Scale Name Effects per scale
Order scalesOrderIncome +3%, Unrest reduction +1%, Recruitment points +10%, Resources +3%, Events -2%
Turmoil scalesTurmoilIncome -3%, Unrest reduction -1%, Recruitment points -10%, Resources -3%, Events +2%
Productivity scalesProductivityIncome +3%, Resources +15%
Sloth scalesSlothIncome -3%, Resources -15%
Heat scalesHeat
Cold scalesCold
Growth scalesGrowthIncome +2%, Supplies +10%, Population increases each turn by 0.2%
Death scalesDeathIncome -2%, Supplies -10%, Population decreases each turn by 0.2%
Luck scalesLuckEvents +5%, Luck +10%
Misfortune scalesMisfortuneEvents +5%, Luck -10%
Magic scalesMagic+1RP for all mages, spells in battle cost 10% less fatigue
Drain scalesDrain-1RP for all mages, spells in battle cost 10% morefatigue


Unrest in a province causes a variety of effects, which are detrimental in most situations. In particular, province Income and Resources are reduced.

For more details, see Unrest.


Supplies are a generalization of food and other essentials that units consume.

Each turn, every unit consumes supplies according to their supply size. One regular human soldier consumes 1 point of supplies, although some notably gluttonous units like Rephaite Warriors consume far more. Some units need not eat, and others (usually nature mages or items crafted by them), provide a supply bonus.

The amount of supplies in a province is determined by population and scales: provinces with Growth scales and high population have a lot of supply, while provinces with Death scales and low population may have almost none. Provinces near friendly forts have extra supply; this is an abstraction of an army in the field receiving food from a nearby base.

If an army doesn't have enough supply to feed everyone, some of its troops will starve and get -4 morale. If an army runs a supply deficit for two successive turns, some of it will become diseased. Commanders will never starve or be diseased (they carry cans of Spam with them).

This mostly has an impact on:

  • Anyone attacking into popkill nations like MA Ermor
  • Anyone fielding absolutely giant armies far from their bases
  • Armies moving through isolated very low population provinces (small swamps/wastes)
  • Those nations that are particularly gluttonous like Ashdod


For more details, see Province Defense.


For more details, see Corpses.

province-attributes.txt · Last modified: 2023/10/12 02:39 by fenrir