- Dec 14, 1999
- 19.094
- 74.451
Hello everyone and welcome to the 20th development diary for Imperator. This time it is almost two development diaries in one. First we’ll talk about governor policies, and then we’ll delve into the north african military traditions.
Governor Policies
Every governor will when he is assigned to a province, select a policy he wants to pursue for his reign. The policy picked depend on the personality of the governor, but also on the setup of the province. Not all policies are necessarily beneficial to you as a player, so you can always overrule what policy the governor should have, but that comes at a cost in loyalty of the governor.
You can of course change policy as many times as you want in a province, as long as the governor is loyal enough before changing it, but a disloyal governor will change it to benefit himself.
Here are the current policies we have in the game.
Governor policies are designed to get indirect influence over provinces, while having a trade off, where constantly micro-managing it is not beneficial.
Of course, all are moddable, and you can make as many of these as you’d like.
North African Military Traditions
So, time to take a look at another military tradition tree, and this time the North African one, which is available to the north african & numidian culture groups, and the carthaginian culture.
They all start with the ‘Seafaring People’ tradition which gives 25% cheaper Triremes.
The first path is the ‘’Tribal Path”.
The second path is the “Naval Path”.
The third path is the “Army Path”.
Next week, we’ll talk a bit more about combat!
Governor Policies
Every governor will when he is assigned to a province, select a policy he wants to pursue for his reign. The policy picked depend on the personality of the governor, but also on the setup of the province. Not all policies are necessarily beneficial to you as a player, so you can always overrule what policy the governor should have, but that comes at a cost in loyalty of the governor.
You can of course change policy as many times as you want in a province, as long as the governor is loyal enough before changing it, but a disloyal governor will change it to benefit himself.
Here are the current policies we have in the game.
- Acquisition of Wealth - Reduces tax and commerce income by about 10% of the province, while enriching the governor.
- Religious Conversion - Adds some minor unrest, but the governor have a chance to convert the religion of a pop each month, depending on his zeal.
- Cultural Assimilation - Adds some minor unrest, but the governor have a chance to convert the culture of a pop each month, depending on his finesse.
- Bleed Them Dry - increases unrest and reduces population growth dramatically, while increasing income from the province, and also give some to the governor.
- Borderlands - Increases Manpower and Defensiveness of the province.
- Encourage Trade - Allows another import route to the province and increases commerce income, for a small decrease in loyalty.
- Social Mobility - Reduces output of citizens by 20%, while there is a chance for the governor to change the type of a pop towards a balance of citizens, slaves & freemen, depending on the governors charisma.
- Local Autonomy - Increases Happiness of pops, while reducing their output.
- Civilization Effort - Increase civilization in the province.
Governor policies are designed to get indirect influence over provinces, while having a trade off, where constantly micro-managing it is not beneficial.
Of course, all are moddable, and you can make as many of these as you’d like.
North African Military Traditions
So, time to take a look at another military tradition tree, and this time the North African one, which is available to the north african & numidian culture groups, and the carthaginian culture.
They all start with the ‘Seafaring People’ tradition which gives 25% cheaper Triremes.
The first path is the ‘’Tribal Path”.
- Born in the Saddle +15% Light Cavalry Discipline
- Man and Horse +15% Combat Bonus on Plains for Cavalry
- Sure-footed, as Wild Horses 25% Cheaper Light Cavalry
- Wild Charge Enables Cavalry Skirmish Stance
- Local Knowledge 25% less attrition.
- Call to Arms +15% Manpower
- Ululating Cry +15% Light Cavalry Offensive
The second path is the “Naval Path”.
- Phoenician Heritage +15% Offensive for Triremes
- Iberian Draft +15% Defensive for Light Infantry
- Naval Dominance +15% Defensive for Triremes
- A Life at Sea Allows Repair at Sea ability
- Noble Warlords +2.5% Loyalty for Generals
- Imposing Edifices +15% Defensiveness
- Putting our People to Work -25% Trireme Maintenance
The third path is the “Army Path”.
- Skilled Recruiters 15% cheaper mercenary maintenance
- Professional Marines +15% Trireme Morale
- The Sacred Band +15% Heavy Infantry Discipline
- Uneasy Relations More Manpower from Subjects
- The African Elephant +15% Warelephant Discipline
- Numidian Cavalry 25% Cheaper Heavy Cavalry
- Devastating Charge +15% Warelephant Morale
Next week, we’ll talk a bit more about combat!
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