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 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)
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
The population has an effect on:
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
If the province has unrest, this number is Final
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
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.
Examples:
Resource amount is affected by (list):
Resource has an impact on:
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 :
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)
For more details, see Scales.
Scale | Name | Effects per scale |
---|---|---|
Order | Income +3%, Unrest reduction +1%, Recruitment points +10%, Resources +3%, Events -2% | |
Turmoil | Income -3%, Unrest reduction -1%, Recruitment points -10%, Resources -3%, Events +2% | |
Productivity | Income +3%, Resources +15% | |
Sloth | Income -3%, Resources -15% | |
Heat | ||
Cold | ||
Growth | Income +2%, Supplies +10%, Population increases each turn by 0.2% | |
Death | Income -2%, Supplies -10%, Population decreases each turn by 0.2% | |
Luck | Events +5%, Luck +10% | |
Misfortune | Events +5%, Luck -10% | |
Magic | +1RP for all mages, spells in battle cost 10% less fatigue | |
Drain | -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:
For more details, see Province Defense.
For more details, see Corpses.