Difference between revisions of "Provinces"
From Conflict of Nations Wiki
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The size of a province's population determines the base production rate of its resources. Buildings that boost economic output base their gains on this rate. Population size also indicates how many [[Victory|Victory Points]] a province is worth. The greater the population, the greater the number of Victory Points. | The size of a province's population determines the base production rate of its resources. Buildings that boost economic output base their gains on this rate. Population size also indicates how many [[Victory|Victory Points]] a province is worth. The greater the population, the greater the number of Victory Points. | ||
<ul> | <ul> | ||
− | <li> | + | <li> Population growth is affected by morale. |
− | <li> Wars with multiple nations | + | <li> Hospitals directly increase population growth. |
+ | <li> Wars with multiple nations and a lack of basic supplies will have a negative impact. | ||
</ul> | </ul> | ||
</div> | </div> | ||
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<li> Morale of a province directly affects its resource production rate, unit mobilization times, and construction time of buildings. | <li> Morale of a province directly affects its resource production rate, unit mobilization times, and construction time of buildings. | ||
<li> If a province has a low morale level, its output of resources is significantly reduced. | <li> If a province has a low morale level, its output of resources is significantly reduced. | ||
− | <li> You can construct buildings that boost morale. | + | <li> You can construct buildings that boost morale. Investment in infrastructure, the construction of bunkers and hospitals will gradually increase population morale. |
<li> The most dramatic outcome of low morale is [[Insurgents|insurgency]]. In order to counter population uprisings, leave a unit behind to boost morale. | <li> The most dramatic outcome of low morale is [[Insurgents|insurgency]]. In order to counter population uprisings, leave a unit behind to boost morale. | ||
</ul> | </ul> |
Revision as of 05:49, 13 February 2019
Contents
Provinces
Provinces are the life of your strategic conquest, and will prove to be useful as outposts, airbases, navy bases and more. They have attributes such as Population, Morale, Production, and Terrain Type.
- Capturing and holding a province adds to your total Victory Points. In order to capture a province, your units must occupy its center-point (the point where roads usually form a junction). Note that only units that have the 'Capture and Occupy' ability will be able to do this, i.e. most infantry excluding Special Forces.
- Some provinces contain resources that you harvest by building Local Industry. These resources spawn randomly when a new game is created.
- Units that are stationed on a province's center-point receive an entrechment bonus that can be further increased through the construction of certain buildings.
- Provinces without cities on their center-point have their own construction list.
Cities
Cities have the largest strategic value as they are worth a lot of Victory Points, which is dependent on the city's population.
- Capture a city just like you would any other province. In this case, the city represents the province's center-point.
- Homeland cities and annexed cities are the biggest source for resources.
- Cities provide a better entrechment bonus to defending troops, compared to normal provinces, and have more buildings in their construction list that further increase it (provinces have 25% less entrechment bonus than cities).
Homeland City
Homeland cities are cities that you own at the start of a campaign. These cities have the best starting attributes, with high morale and population, so keep a good eye on them.
You can convert a Conquered City into a Homeland City, enabling you to produce resources and mobilize units at full capacity. If you have less than 6 cities at game start, you will be allowed to convert any future conquered city up to the limit of 6. If you have 6 or more at game start, you will only be able to create Homeland Cities if your current Homeland City count is lower than your initial starting city count.
Occupied City
As you conquer new cities, the local population will not appreciate your invasion into their homeland. The maximum morale cap will be lower compared to annexed and homeland cities, and you will not be able to mobilize units. You can, however, construct buildings.
Annexed City
Annexed cities remove the morale cap of an Occupied City and allow you to start mobilising units. Also, annexation increases resource production from 25% to 50%.
To Annex a city, select it in your construction list.
Population
The size of a province's population determines the base production rate of its resources. Buildings that boost economic output base their gains on this rate. Population size also indicates how many Victory Points a province is worth. The greater the population, the greater the number of Victory Points.
- Population growth is affected by morale.
- Hospitals directly increase population growth.
- Wars with multiple nations and a lack of basic supplies will have a negative impact.
WMD Contamination
WMD missile attacks will contaminate the target province, which damages unprotected units and population over time. You have to manually decontaminate affected provinces by selecting the contaminated province and selecting the 'Decontaminate' option.
Contamination has a number of effects on the province, including preventing mobilization, preventing population growth and stopping airstrips from being used.
Morale
Morale plays a vital role in your nation's efficiency. It increases/decreases over time and is influenced by several factors. The morale for each province is updated with every in- game day-change. You can gain an overview of your provinces' morale by toggling the Population Morale overlay via the Settings & Info Panel.
- Morale of a province directly affects its resource production rate, unit mobilization times, and construction time of buildings.
- If a province has a low morale level, its output of resources is significantly reduced.
- You can construct buildings that boost morale. Investment in infrastructure, the construction of bunkers and hospitals will gradually increase population morale.
- The most dramatic outcome of low morale is insurgency. In order to counter population uprisings, leave a unit behind to boost morale.
Some factors that affect your population's morale include:
- Availability of Resources - Citizens need certain goods to be efficient members of society. Make sure your population's basic needs are met. These are 'Supplies' and 'Money', should these be in red, or zero - there will be an impact on population morale. [Click on the 'i' button next to Production Per Day on the province bar to view the upkeep of the city.
- Distance to headquarters
- War - Nobody likes war. Being at war with other countries has a negative impact on population morale.
- Morale of neighboring provinces - A revolutionist mood can spread across province borders, including those of neighboring countries.
- Enemy armies - Combat in your territory will have a negative impact on your people's morale, including artillery attacks on your cities and provinces. Also, neighboring enemy provinces also have a negative impact on your morale.
- Enemy agents might also reduce your morale
- Killing civilians (population damage) reduces morale significantly.
Distance to Headquarters
Your nation's capital is a significant factor for morale across provinces.
- The greater the distance between a province and your capital, the greater the negative impact on that province's morale will be.
- You can designate a new city as your capital which will boost morale performance by 25% to nearby cities and provinces.
- If your capital is conquered by another player or rogue faction, all your provinces lose 20% morale, and the max morale will have a debuff of 25%.
Terrain
Each province has a terrain type which can be seen through the terrain overlay or province bar. There are ten types of terrain that will directly influence your unit's attributes.
Terrain Types
Check out the Terrain Modifiers section to see how terrain affects your units' attributes.
Terrain Icon | Terrain Type | Description |
---|---|---|
Open Ground | A light vegetation which favors mobile warfare. Most units have maximum speed on this kind of terrain. | |
Mountains | Extremely rugged terrain that causes dramatic effects upon unit movement. Most units, and especially the armored units, have minimum speed on this kind of terrain. | |
Forest | Medium vegetation that while reducing movement of units also provides defensive options in the form of ample cover. | |
Urban | Dense civilian population with tightly constructed buildings. Favors defense and disfavors heavy armor such as tanks. Units are usually very slow in this kind of terrain. | |
Suburban | Dense civilian population with tightly constructed buildings. Favors defense and disfavors heavy armor such as tanks. Units are usually very slow in this kind of terrain. | |
Jungle | Dense and difficult vegetation, reduces movement in troops. Favors infantry. Most units, and especially the armored units, have minimal speed on this terrain. | |
Tundra | Arctic terrain that disfavors infantry. | |
Desert | Arid terrain that favors mobile warfare. | |
High Seas | Open sea marked with large rolling waves. | |
Coastal Waters | Coastal waters marked with easily navigable waves. |