A province stops producingfoodfor the rest of the country, no longer exports or imports it.

As one could guess, excluding province from paying taxes improvespublic order.

Specifically, it removes the negative impact of taxes onorder, but not increases it.

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There is nono taxescondition that gives bonus to theorder.

Additionally, one large war or crisis will be enough to change profits into loses.

Thirdly -when taxes are at level four or five, andorderin a province is at brink of collapsing.

PC

With taxes at level thirdpublic orderdepletes by four points per turn which isn’t much.

Taxes at level four causesorderto depletes by ten points, and on level five by twenty five points.

Those are enough amounts to completely destabilize situation in province in few turns.

PC

On other hand, large taxes causeorderto drop in the whole country.

In most cases, it is more profitable to lower them than exclude a single province from paying them.

Especially since taxes level has an impact ongrowth, and excluding a province does not.

PC

In other words, where is crisis, theremigrationoccurs.

So it doesn’t matter from whereimmigrantsare coming and to which faction or culture they belong.

It is important that they are immigrants.

PC

Every 1% ofimmigrationincreases province income by 1%.

It might seem it is much, but it isn’t.

It’s an amount equal to the one that can be gained by looting two not wealthy cities.

PC

More money can be gained from tributary states, and those aren’t impressive amounts as well.

When thinking about nation finances, don’t bother with them since they are not important in big picture.

Immigrants lower your publicorderas well.

Total War: Attila

The loss oforderdepends on amount of immigrants in a province.

It isn’t much so you don’t need to worry too much about it.

Corruptionsize is constant for whole country and it increases as the empire grows.

The larger the country, the greatercorruptionand thus the lower tax income.

Every 1% ofcorruptionlowers tax income by 1%.

Second, by buying the right abilities for the governor.

In case of large countries corruption can have tremendous size.

Even the best governor can’t completely eliminate it, only limit it a bit.

Sometechnologiesworks in similar manner, reducing thecorruptionin country by few percents.

Third, thanks to income fromtradingandtributary states.

Income from that source is smaller than fromtaxes, butcorruptiondoesn’t affect it.

It is one of reasons why it is a good idea to start playing with a small country.

Large, like bothempires, will be affected by large corruption since the very beginning.

In such extreme situations every technology and governor ability that reducescorruptionbecome very valuable.

Population surplusgained fromgrowthis one of rare limited resources in the game.

Each province has fourteen spots for placing buildings - six in thecapitoland four insmall cities.

After using themgrowthstops working.

It means that buildings andedictsthat increase it stops working.

You shouldn’t focus on increasinggrowth, that is placing building and givingedictsfor increasing it.

Especially if a settlement has been rebuild around year 410 or 420.

Public order affects three things -growth, taxesand the risk of rebellion.

Highorderincrease growth and tax income.

Medium level order doesn’t do anything.Orderon low level gives you some financial losses and reducesgrowth.

Lowordergives you losses even if its overall level increases.

If the order drops, then the risk of rebellion depends on its current level.

If you have on hundred or more, it takes dozens of turns for a rebellion to start.

If the level is minus 80 or lower, rebellion is a matter of few turns.

As one can guess,orderis a variable that should be increased and kept on high level.

But be ready that you will never be able to sustain increasingorderin all provinces.

Too many factors influence it, some of them random, and most negative, to do it.

Complete elimination of those is simply impossible.

First and most effective way to increaseorderis a large garrison.

Additionally, army can go to war at any moment, which will greatly lower theorder.

Army must stay in the settlement to influence order level.

The second way, which too requires large financial costs, is placing the right buildings.

Their greatest weakness, except for costs, is often great increase offoodconsumption in province.

It affects mostly buildings from thesettlementcategory, butreligionis expensive as well.

Usual effect is that with the expansion of a settlement you must buy new premises as well.

Otherwise theorderwill drop once again, this time because of lack offood.

But if you’re capable of delivering enoughmoneyandfood, then buildings can have great positive impact onorderlevel.

When combined with armies, they can raise it to a very high value.

Additionally,foodsurplus automatically increase order.

Third way is about manipulatingtaxes, internal politicsandreligion.

All those indicator have in common that are constantly changing and can cause both raise and drop oforder.

High taxes lowerorder, low raises it, just aspowerindicator.

It is important, since the change oforderfrom -2 to +2 in fact means a +4 change.

Each province has a basicfertilitylevel.

Cold and desert provinces has it low, other accordingly higher.

The greater the Western Roman Empire fertility, themore food can a province produce.

The bonus mostly affects agriculture, but breeding will profit from it as well.

It is important in case of countries in which not every province can feed itself.

In those cases the morefertileones work as a granary for the rest.

Losing them might cause food crisis in the country.

Fertilitycan be temporary lowered by burning a city or random events.

After a specific number of turns it will return to regular state.

Sewers, wells and othersanitationbuildings increasesanitationlevel.

Expansion of cities and workshops increasesqualorlevel.

As long as both indicators are on same level, you don’t have to worry.

Ifsqualorstarts to be higher thansanitation, then there is a chance fordiseaseto occur in the settlement.

Usually the chance is from 1 to 3 %, in extreme situations 5%.

Province in whichdiseasestarts gives you few percents less income from buildings and receives penalty topublic order.

Disease doesn’t affect armies stationed in a province until an information about its spreading is shown.

In such case infected army will lose many people each turn until the disease is stopped.

It will be impossible to replenish the numbers of army as well.

Because of that, it is safe to move armies to settlements which have large, stable level ofsanitation.

Especially during war, when loosing half of the army because of disease might decide about winning or losing.

There is a great probability that you move the disease with you.

Let the infected army wait in the settlement that has disease for the disease to end.

Religion affectspublic orderof the province.

The less citizens believe in the official religion, the greater loss oforder.

But high religion level doesn’t increaseorder.

If 100% citizens of province believe in the official religion, influence on theorderis none.

Additionally, some religions, likeCatholicism, have increased spreading radius.

you’re able to give one of fouredictsin a province that has a governor.

They are cost free and become active one turn after giving.

The choice of edicts should depend on situation.

Edictsare the weapon of governors, which forces you to manage them with caution.

Remember that you could have a limited amount of governors, which increase the value ofedictsgiven by them.

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