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province-attributes [2022/12/12 15:52] cactusowl more deets on the nomnoms |
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[2023/10/12 02:39] (current) fenrir Transcribed the Pymous summary on seas into the table; if this is out-of-date, then oops |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 [[Scout reports|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 ===== | ||
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| {{: | | {{: | ||
| Cave Forest | | Cave Forest | ||
- | | {{: | + | | {{: |
- | | {{: | + | | {{: |
| Gorge | -25% | | Gorge | -25% | ||
| Kelp Forest | | Kelp Forest | ||
- | 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' | + | 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 | ^ Terrain | ||
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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 ===== |