User Guide
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decline, including very low stability or the
province being under siege by an enemy.
The tool tip will display a detailed list of
any factors that are affecting the population
growth in the province.
• Supply Limit:
Each province is able to feed
and support a limited number of active
armed forces. Each factor of the displayed
supply limit allows the province to feed and
supply 1,000 men in an active army located
in that province. The supply limit depends
on the base supply value of the province, its
production, the terrain, and the level of for-
tification (if any). Forces from other coun-
tries cannot avail themselves of the full sup-
ply capabilities of a province. An ally’s army
can be supported up to about 80% of this
value, and an enemy army is able to forage
for only a minimal amount of supply from
the countryside.
• Max. Attrition:
This reflects how rapidly
an army will lose men if it exceeds the prov-
ince’s supply limit, and depends primarily
on the terrain and its level of military tech-
nology. The value shown is the maximum
percentage of the total force that can be
lost due to monthly attrition while it still
exceeds the supply limit.
• Revolt Risk:
This is the provincial equiva-
lent of stability and is very closely tied to
your country’s stability. Any positive revolt
risk value indicates that there is a risk that
this province may rebel against your coun-
try. As revolt risk rises, the province will gen-
erate less tax income than it would if there
was no risk of rebellion. If the population of
the province revolts, an army of rebels will
appear and attempt to capture the province.
If you fail to stop them from gaining con-
trol of the province, the province will then
either defect and declare allegiance to an
adjacent country, or they may declare inde-
pendence and attempt to survive as a new
independent country. The revolt risk is de-
termined by your country’s current stability,
as well as other factors such as whether your
realm is tolerant of the province’s religion,
and whether it is culturally aligned to your
rule. There are province improvements that
will alter this value, as well as several ran-
dom and historical events that may increase
or reduce the revolt risk for a period of time.
Revolt risk is also heavily influenced by
war. The longer your country remains at
war, the higher the revolt risk will rise. If
the province is captured by an enemy, it will
rise considerably further. Once the war is
concluded, the revolt risk will slowly recede
back to its base peacetime level.
• Culture:
This is one of the factors that in-
fluence a province’s revolt risk. As we’ll see
when we look at your domestic affairs, each
country has a primary state culture and may
have one or more cultures that it considers
to be acceptable. If the province’s culture
is accepted, there will be no penalty. If the
culture is different, the risk of rebellion will
be greater and the province will contribute
somewhat less to your income.
• Manpower:
This is the amount of man-
power that the province contributes to your
country’s manpower pool. Manpower isn’t
used directly from the province, but rather
on a national level. The manpower of the
province is based primarily on its popula-
tion, although there are other things that
may increase its value, including your do-
mestic policies and national ideas.
• Capital:
This is strictly for historical in-
terest and has no effect on game play. The
names chosen for many of the game’s prov-
inces are often not the same as the name of
the most important city in that area, so we
include that city’s name here for in case you
are curious.
• Garrison:
If the province has a fortification
of any size, the number of troops currently
garrisoning it will determine how long an
enemy must besiege the province before it
is captured. If the enemy attempts to storm
the walls, the garrison will rally to defend
the city. Larger fortifications can house