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Difference between revisions of "Provinces"

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[[File:LockedMobilisation.png|thumb|right|100px]]
 
[[File:LockedMobilisation.png|thumb|right|100px]]
Annexed cities remove the morale cap of an Occupied City and allow you to start mobilising units. As a result of this increase in Morale, also earns you a higher population rate and better resource gathering.  
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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%.
 
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To Annex a city, select it in your construction list.
 
To Annex a city, select it in your construction list.
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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.
 
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<li> Investment in infrastructure, the construction of bunkers and hospitals, and garrisoned units will gradually increases population morale.
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<li> Investment in infrastructure, the construction of bunkers and hospitals, and garrisoned units will gradually increase population morale.
 
<li> Wars with multiple nations, poor diplomatic relations, and a lack of basic supplies will have a negative impact.
 
<li> Wars with multiple nations, poor diplomatic relations, and a lack of basic supplies will have a negative impact.
 
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Some factors that affect your population's morale include:
 
Some factors that affect your population's morale include:
 
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<li> 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 a impact on population morale. [Click on the 'i' button next to Production Per Day on the [[User Interface #E - Army bar/Province bar|province bar]] to view the upkeep of the city.
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<li> 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 [[User Interface #E - Army bar/Province bar|province bar]] to view the upkeep of the city.
 
<li> [[#Distance to Headquarters|Distance to headquarters]] (or capital)
 
<li> [[#Distance to Headquarters|Distance to headquarters]] (or capital)
 
<li> War - Nobody likes war. Being at war with too many countries has a significant impact on population morale.
 
<li> War - Nobody likes war. Being at war with too many countries has a significant impact on population morale.

Revision as of 00:39, 13 February 2019

Provinces

Highlighted Province

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.

Province Concstuction List
  • 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

City construction list

Cities have the largest strategic value as they are worth a lot of Victory Points, which even increase further as a city's population grows.

  • 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.

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.

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

LockedMobilisation.png

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.

AnnexCity.png

City Nationalization

NATIONALIZE ICON BIG.png

Converts a Conquered City into a Homeland City, producing resources and mobilizing 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 more than 6 cities 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.

  • Unlocks mobilization of units in the city
  • Increases the city's base resource production to 100%
  • takes 9+ hours (depending on morale may be up to 12)

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.

  • Investment in infrastructure, the construction of bunkers and hospitals, and garrisoned units will gradually increase population morale.
  • Wars with multiple nations, poor diplomatic relations, 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

Population Morale Overlay - from negative (red) to positive (green)

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.
  • 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 (or capital)
  • War - Nobody likes war. Being at war with too many countries has a significant impact on population morale.
  • Morale of neighbouring provinces - A revolutionist mood can spread across province borders, including those of neighbouring countries.
  • Enemy armies - If hostile troops invade your territory, it will have a negative impact on your people's morale.

Distance to Headquarters

Capital City

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 construct buildings that boost morale.
  • You can designate a new city as your capital.
  • If your capital is conquered by another player or rogue faction, all your provinces lose 20% morale, and the global morale cap is knocked down to 40%.

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
Terrain openground.png
Open Ground A light vegetation which favors mobile warfare. Most units have maximum speed on this kind of terrain.
Terrain mountains.png
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.
Terrain forest.png
Forest Medium vegetation that while reducing movement of units also provides defensive options in the form of ample cover.
Terrain urban.png
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.
Terrain suburban.png
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.
Terrain jungle.png
Jungle Dense and difficult vegetation, reduces movement in troops. Favors infantry. Most units, and especially the armored units, have minimal speed on this terrain.
Terrain tundra.png
Tundra Arctic terrain that disfavors infantry.
Terrain desert.png
Desert Arid terrain that favors mobile warfare.
Terrain highseas.png
High Seas Open sea marked with large rolling waves.
Terrain coastalwaters.png
Coastal Waters Coastal waters marked with easily navigable waves.