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: