as of now, territories are grouped in default provinces, and provinces are collected in default regions to which you appoint a governor. this leads to two problems:
1. if you conquer even a single territory in a neighboring region, you must appoint governor -- which is a bit ridiculous at times
2. you loose some of the political and administrative significance that went with the establishment of (roman) provinces
I propose to introduce the creation of governorship implemented like this:
1. after a given threshold of territories (or, even better, pops), the player gets a decision that establishes a governorship ("provincia"), paying a given amount of political influence and/or gold (just like cities and metropolis)
2. the player selects which provinces (or territories, if we want to be more granular) will make up the new governorship -- possibly using the interface of the peace deals
3. to avoid "abuse" one should have a minimum and a maximum size -- I think the size should be in terms of pops (I would accept territories too, but pops make more sense --- see this post by @Chlodio)
mechanics/modifiers
I think the two biggest advantages from establishing a governorship ("provincia") should be in terms of unrest/happiness and tax revenues. so for instance:
1. the isolated province loyalty modifier could be erased if the province is within a governorship (or even be supplanted by a small bonus)
2. unrest could be reduced by 20-30%
3. taxes or population output could be increased by 10-20%
as I imagine it, adding this feature of establishing governorships would replicate the historical process pretty well: the biggest incentives would be to create ones when you conquer a huge chunk of territory inhabited mostly by unintegrated peoples, where unrest and disloyalty may be a problem and/or in rich regions where it is worth to invest in order to extract more revenues
lastly: after you define threshold of pops/territories above which the "establish governor" decision is available, then I would eliminate already existing governorships from the count
1. if you conquer even a single territory in a neighboring region, you must appoint governor -- which is a bit ridiculous at times
2. you loose some of the political and administrative significance that went with the establishment of (roman) provinces
I propose to introduce the creation of governorship implemented like this:
1. after a given threshold of territories (or, even better, pops), the player gets a decision that establishes a governorship ("provincia"), paying a given amount of political influence and/or gold (just like cities and metropolis)
2. the player selects which provinces (or territories, if we want to be more granular) will make up the new governorship -- possibly using the interface of the peace deals
3. to avoid "abuse" one should have a minimum and a maximum size -- I think the size should be in terms of pops (I would accept territories too, but pops make more sense --- see this post by @Chlodio)
mechanics/modifiers
I think the two biggest advantages from establishing a governorship ("provincia") should be in terms of unrest/happiness and tax revenues. so for instance:
1. the isolated province loyalty modifier could be erased if the province is within a governorship (or even be supplanted by a small bonus)
2. unrest could be reduced by 20-30%
3. taxes or population output could be increased by 10-20%
as I imagine it, adding this feature of establishing governorships would replicate the historical process pretty well: the biggest incentives would be to create ones when you conquer a huge chunk of territory inhabited mostly by unintegrated peoples, where unrest and disloyalty may be a problem and/or in rich regions where it is worth to invest in order to extract more revenues
lastly: after you define threshold of pops/territories above which the "establish governor" decision is available, then I would eliminate already existing governorships from the count
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