Provinces and Regions

## **Region Effects (Urbanisation)**

Ancient Empires aims to emulate the diversity of population centres in the ancient world with its region effects mechanic. Just as today, in the ancient world the places people live can vary; from a vast Metropolis, a sprawling urban centre to a sparse village or farming community.

The region effects mechanic means that every region within a province has a different urbanisation level. These levels give different effects in order to make the regions more or less effective in particular areas. For example a rural region finds it easier to grow crops and so has a bonus to food due to farming, but has less infrastructure so construction is slower. Some regions have unique wonders or features that create a unique effect for that region too. You can find the effect under the "region effects" heading in the province information bar on the bottom left. Apart from the unique regions, generally there are 6 different types of region.

1. Metropolitan Region.
2. Urban region
3. Communal region
4. Rural region
5. Sparse region
6. Desolate region

### Metropolitan Region

The largest cities of the age, they are filled with both people and trade. Rome, the Eternal City, and its rival Carthage are considered Metropolises.

**Effects**

+15% income (apart from farms)

+5 squalor

+40 food penalty.

+25% native discontent and +100% public order penalty upon conquest

+20% movement range and -50% construction cost for roads.

+2 turns to building construction time

+4 unit recruitment capacity

### Urban Region

Cities; where nations come to trade and to gather. Not as large as a Metropolis but still with enough people and infrastructure to mean it still has effects on both squalor and resources.

**Effects**

+25% income (minus farms)

+3 squalor

+20 food consumption

+20% native discontent and +60% public order penalty upon conquest

+10% movement range and -30% construction cost for roads

+2 unit recruitment capacity

### Communal Region

A small town or village, suited for both people and some trade but also with space and land for farming.

**Effects**

+4 food per fertility level, +5% income from farms

+1 squalor

+15% native discontent and +20% public order penalties from conquest

-5% movement range and +10% construction cost for roads

+1 unit recruitment capacity

-1 culture influence

### Rural Region

All empires need a breadbasket and it is places such as this where that basket is grown. Typically good for farming.

**Effects**

+10 food per fertility level

-10% income, +15% income from farms

+10% native discontent

-20% movement range, +40% construction cost for roads

-4% replenishment and +10% attrition

+2 turns to building construction time

-3 culture influence

### Sparse Regions

The most out of the way and hard to get to regions, or the ones with the harshest environments. Being so difficult is sure to have an effect on the economy.

**Effects**

+2 food per fertility level

-25% income, +25% income from farms

+10% native discontent

-30% movement range and +60% construction cost for roads

-8% replenishment and +15% attrition

+4 turns to building construction time

+1 experience for cavalry recruits

-4 culture influence.

### Desolate Regions

Almost unfit for life, these areas have very little around except for space to raise horses.

**Effects**

-35% income

+10% native discontent

-35% movement range and +80% construction cost for roads

-10% replenishment and +20% attrition

+6 turns to building construction time

+3 experience for cavalry recruits

-5 culture influence

## **(Alphabetical) List of Provinces with their Regions**

**Aegyptus**

* **Alexandria**: Pharos (Metropolis) +5% income from tariffs (factionwide) +20% to campaign line of sight
* **Oxyrhynchus**:
* **Berenike**: Communal

**Aethiopia**

* **Aksum**:
* **Meroe**: Communal
* **Adulis**:

**Africa et Numidia**

* **Carthago**: Metropolitan
* **Cirta**:
* **Hadrumentum**: Communal

**Arabia Felix**

* **Zafar**: Urban
* **Eudaemon**:
* **Omanah**:

**Arabia Magna**

* **Yathrib:**
* **Adummatu:**
* **Hirta:**

**Arabia Petraea**

* **Bostra:** Rural
* **Jerusalem**: Communal
* **Aelana:** Sparse

**Ariana**

* **Hecatompylos**: Sparse
* **Tusa**: Sparse
* **Merv**: Communal

**Armenia**

* **Armavir:** Sparse
* **Payttakaran:**
* **Tushpa:** Communal

**Asia**

* **Ephesos**: Mausoleum of Halicarnassus (Communal) +3% tax rate (factionwide) -5% construction cost for buildings (factionwide)
* **Pessinous**: Sparse
* **Pergamon**: Rural

**Aspandana**

* **Aspandana**: Rural
* **Yazd:** Sparse
* **Susa**: Rural

**Baetica**

* **Corduba**:
* **Hispalis**: Communal
* **Malaca**: Communal

**Belgica et Germania Inferior**

* **Treverorum:**
* **Batavodurum:**
* **Duronum:**

**Bithynia et Pontus**

* **Ankyra:**
* **Nikomedia:**
* **Amaseia:**

**Bosporus**

* **Chersonessus**: Rural
* **Gelonus:**
* **Olbia:**

**Britannia Inferior**

* **Eborakon:**
* **Segontium:**
* **Causennae:**

**Britannia Superior**

* **Veriamon:**
* **Camulodunom**: Communal
* **Isca:**

**Caledonia et Hibernia**

* **Tuesis:** Sparse
* **Eildon:**
* **Eblana:**

**Cappadocia**

* **Mazaka:**
* **Trapezus:**
* **Melitene**:

**Carthaginensis**

* **Carthago Nova**: Urban
* **Toletum:**
* **Segobriga**:

**Caucasia**

* **Mtskheta:**
* **Gabala:**
* **Kotais:**

**Cilicia et Lycia Pamphylia**

* **Tarsus**: Communal
* **Ikonion**: Communal
* **Myra**: Sparse

**Corsica et Sardinia**

* **Caralis**: Communal
* **Adiacum**: Urban
* **Baleareis**:

**Cyrenaica**

* **Kyrene**: Rural
* **Paraetonium**: Oracle of Aman Re (Rural) -20% resistance to occupation (global) Up to +2 culture happiness bonus (factionwide)
* **Augila**:

**Dacia**

* **Apulum:**
* **Melva**: Rural
* **Petrodava**:

**Frisia**

* **Tulifurdum:**
* **Treva:**
* **Flevum:**

**Gallaecia**

* **Bracara:**
* **Brigantium**: Desolate
* **Asturica**:

**Gallia Aquitania**

* **Burdigala:**
* **Limonum**: Communal
* **Elusa**:

**Gallia Narbonensis**

* **Massalia:**
* **Narbo Martius:**
* **Vienna**:

**Germania Superior**

* **Vesontio:**
* **Octodurus:**
* **Argentorate:**

**Germania**

* **Uburzis:**
* **Lupfurdum:**
* **Aregelia:**

**Hellas**

* **Pella:** Mount Olympos (Urban) -10% native discontent (factionwide) and +4 public order when using the bread and games edict (factionwide)
* **Dyrrachium:**
* **Korinthos:** Urban

**Hercynia**

* **Casurgis:**
* **Desolated Region**
* **Budorgis:**

**Hyperborea**

* Starts the game completely desolated

**Illyricum**

* **Salona**: Communal
* **Argentaria:**
* **Segestica:**

**Italia**

* **Roma**: Metropolitan
* **Faesulae**: Urban
* **Neapolis:** Metropolitan

**Liguria et Cottiae**

* **Mediolanum:**
* **Taurasia:**
* **Recina:**

**Lugdunensis**

* **Lugdunum:**
* **Iuliobona:**
* **Turonum:**

**Lusitania**

* **Emerita:**
* **Olisipo:**
* **Serpa:**

**Magna Graecia**

* **Taras**: Communal
* **Syracusae**: Communal
* **Rhegion**: Rural

**Maka**

* **Pura:** Sparse
* **Alexandria Prophthasia**: Sparse
* **Harmosia:** Sparse

**Mauretania Caesariensis et Tingitana**

* **Tipasa**: Communal
* **Amaqdul:**
* **Tingis**: Pillars of Hercules (Rural) -5% recruitment cost for naval units +5% fleet movement range

**Media Atropatene**

* **Ecbatana**: Rural
* **Rhagae**: Communal
* **Ganzak:**

**Mediterraneus Orientalis**

* **Gortyn:** Urban
* **Rhodos:** Colossus of Rhodes (Urban) +5% income from tariffs (factionwide)
* **Salamis**: Urban

**Mesopotamia**

* **Seleucia ad Tigridem**: Metropolitan
* **Arbela**: Rural
* **Charax**: Hanging Gardens of Babylon (Sparse) +3% research rate for civil developments +2 provincial growth rate (factionwide )

**Moesia Superior**

* **Serdica:**
* **Lederata:**
* **Bylazora:**

**Osroene**

* **Edessa**: Rural
* **Antiochia Mygdonia**: Rural
* **Amida:**

**Pannonia**

* **Singidunum:**
* **Limusa:**
* **Bassiana:**

**Persis**

* **Istakhr**: Urban
* **Siraf:** Sparse
* **Karman**: Bam Citadel (Urban) +10% Siege attrition +2 turns for siege holdout +2 recruitment capacity

**Phazania**

* **Garama:**
* **Cydamus:**
* **Desolated region**

**Ponto-Caspia**

* **Anacopia:**
* **Tanais**: Sparse
* **Samandar**:

**Raetia et Noricum**

* **Vindelicum:**
* **Noreia:**
* **Luvavum:**

**Sarmatia**

* **Palteskja:**
* **Aujum**: Sparse
* **Duna**:

**Scandia**

* **Orust:**
* **Alabu**: Rural
* **Hafn**:

**Scythia**

* Starts the game completely desolated.

**Suebia**

* **Pelplin:**
* **Setidava:**
* **Rhougion:**

**Syria**

* **Antiochia epi Orontou:** Metropolitan
* **Palmyra**: Communal
* **Tyrus**: Urban

**Tarraconensis**

* **Tarraco**: Rural
* **Numantia:**
* **Andelos**:

**Thracia et Moesia Inferior**

* **Byzantion:**
* **Parthenopolis**: Rural
* **Philippopolis**:

**Transcarpathia**

* **Arheimar**: Desolate
* **Belz:**
* **Galic:**

**Transcaspia**

* **Kath:**
* **Nisa**: Sparse
* **Siahkuh**:

**Tripolitania**

* **Lepcis Magna:** Rural
* **Macomades**: Sparse
* **Tsabratan**: Sparse

**Venetia et Histria**

* **Ariminum: Communal**
* **Altinum:**
* **Patavium:**