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province-attributes [2021/09/14 23:42] dude Fix broken wrap tag |
province-attributes [2023/10/12 02:39] (current) fenrir Transcribed the Pymous summary on seas into the table; if this is out-of-date, then oops |
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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). | 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 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. For more information about how much information you will receive on any given province, see Scouting and Scrying on page [37]. The province attributes shown in the main province screen break down as follows: | + | 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 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 [[province-attributes# | + | [[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 [[province-attributes# |
- | There is a major distinction between land and underwater provinces. | + | There is a major distinction between land and [[underwater]] provinces. |
**EFFECTS TO BE DISCUSSED/ | **EFFECTS TO BE DISCUSSED/ | ||
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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) | 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 | + | ^ Province Type ^ Population modifier |
- | | Plains | + | | Plains |
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
- | | Fresh waters | + | | Fresh waters |
- | | {{: | + | | {{: |
- | | Cave Forest | + | | Cave Forest |
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
- | | Gorge | -25% | + | | Gorge | -25% |
- | | Kelp Forest | + | | Kelp Forest |
+ | |||
+ | ¹//Seas 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 " | ||
+ | |||
+ | 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' | ||
+ | |||
+ | ^ Terrain | ||
+ | | Wastes | ||
+ | | Swamps | ||
+ | | Mountains | 3rd | 1st | | ||
+ | | Cave Forests | 4th | 2nd | | ||
+ | | Caves | 5th | 3rd | | ||
+ | | Highlands | 6th | 4th | | ||
+ | | Forests | ||
+ | |||
===== Population ===== | ===== Population ===== | ||
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</ | </ | ||
- | Default capital populations at game start are randomised between 10 * (2950 + closed d100), so between 29500 and 30500. | + | |
+ | ==== Capital Population ==== | ||
+ | See [[Capital]]. | ||
===== Income ===== | ===== Income ===== | ||
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* **Income = Modified Income / (1 + (unrest * 0.02).** | * **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. | + | If a province cannot trace an unbroken line of friendly provinces back to a friendly |
Note: Speaking of taxation, note that while the process of income collection is referred to as taxation here, there is no explicit " | Note: Speaking of taxation, note that while the process of income collection is referred to as taxation here, there is no explicit " | ||
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* Shields repair | * Shields repair | ||
- | ===== Recruitments | + | ===== 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/ | ||
+ | |||
+ | Therefore, the complete formula for recruitment points in a given province is : | ||
+ | |||
+ | <WRAP box round> | ||
+ | ROUND(IF[Population> | ||
+ | </ | ||
===== Dominion ===== | ===== Dominion ===== | ||
==== Dominion Scales ==== | ==== Dominion Scales ==== | ||
+ | |||
+ | For more details, see [[Scales]]. | ||
+ | |||
^ Scale ^ Name ^ Effects per scale ^ | ^ Scale ^ Name ^ Effects per scale ^ | ||
|{{order}}|Order|[[Province Attributes# | |{{order}}|Order|[[Province Attributes# | ||
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{{misc: | {{misc: | ||
- | For more details see [[Unrest]]. | + | For more details, see [[Unrest]]. |
===== Supplies ===== | ===== Supplies ===== | ||
- | ==== Supply Usage==== | + | 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 Warrior??s 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' | ||
+ | |||
+ | This mostly has an impact on: | ||
+ | |||
+ | * Anyone attacking into [[popkill]] nations like [[ermor-ma|MA Ermor]] | ||
+ | * Anyone fielding absolutely giant armies far from their bases | ||
+ | * Armies moving through isolated very low population provinces (small swamps/ | ||
+ | * Those nations that are particularly gluttonous like [[ashdod-ma|Ashdod]] | ||
===== Defense ===== | ===== Defense ===== | ||
+ | |||
+ | For more details, see [[Province Defense]]. | ||
===== Corpses ===== | ===== Corpses ===== | ||
+ | |||
+ | For more details, see [[Corpses]]. | ||