Province (Zoroaster)

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This article is imported from the Zoroaster wiki. See the import log for details.

Income 0-10 chests of Gold per season
Manpower 0-10 free unit maintenance and manpower points each season
Ancient Ruins 0-10 % chance to find an Artifact each season

Max 10 each


Minions[edit | edit source]

All benefits are listed under each Minion and are level-dependent. All requirements use level and rank units. Starting province total minion rating is 18.

There are 25 types of minions, each with a maximum level of 10.


Office Requirements Benefits Notes
Assassin, Imperial Imperial Assassin X Crime, Rebellion. Allows assasinations with a cost equal to lvl in COGs. .
Blackguard, Imperial Imperial Blackguard X Allows assassinations against devout Deva. Crime, Rebellion. .
Captain, Army BA +X, Battle X+3. Leads Army. .
Captain, Caravan Knowledge (Nobility & Royalty) (X+3)/2, BA +3X/4. Trade Routes. Requires Imperial Road X, and X Trade Partners.
Captain, Fire Brigade Knowledge (Architecture & Engineering) (X+3)/2. Loyalty. .
Captain, Guard BA +X, Knowledge (Law) (X+3)/2 Law. .
Captain, Palace Guard BA X+2, Knowledge (Local) (X+3)/2 Defense. .
Courier, Imperial Imperial Courier X Courier service. Requires Imperial Road.
Engineer, Imperial Knowledge (Architecture & Engineering) X+3, Knowledge (Mathematics) X+3, Profession (Siege Engineer) X+3 Builds Imperial Roads. .
Guild Master Profession (merchant) (X+3)/2, Knowledge (Nobility & Royalty) (X+3)/2, Craft X+3 Income. .
Harbor Master Profession (sailor) X+3, Knowledge (law) (X+3)/2. Income, Manpower. .
Head Master Literacy, Knowledge (Research) (X+3)/2, Any 3 Knowledges (X+3)/2, Eastern , Western. Recruitment. .
Librarian Literacy, Knowledge (Research) X+3, 4 Languages. Recruitment. .
Magistrate, Imperial Knowledge (Law) X+3, Knowledge (Nobility & Royalty) X+3, Knowledge (Religion) X+3 Law. .
Majordomo Diplomacy X+3, Knowledge (Nobility & Royalty) X+3 May perform Diplomatic Actions. .
Mastermind Mastermind X Crime. .
Monk, Enlightened Enlightened Monk X+1 Loyalty. Requires Imperial Monk.
Monk, Imperial Imperial Monk X+1. Allows Imperial Monk training. Income. .
Opposition Leader Perform (Oration) X+3 Rebellion. .
Overseer Profession (miner) X+3 Income. Requires Imperial Road or Harbor Master, and Guild Master.
Physician, Imperial Craft (Alchemy) X+3, Heal X+3, Profession (Masseur) X+3 Loyalty, Manpower. Requires Librarian.
Sorcerer Sorcerer X+1 Allows Sorcerer training. .
Stable Master Ride X+4, Profession (Stablehand) X+4 Allows Cavalry training. .
Veteran Officer Fighter X+1 Allows Fighter training. .
Wu Jen Wu Jen X+1. Allows Wu Jen training. .

Key[edit | edit source]

X is rating of Minion.

  • Allows Y tranining: Allows the training of X lvl 1 of class Y (or troop Y) per season. Cost X COGs.
  • Defense: X*X lvl 1 Nobles protect the palace.
  • Income: Provides X Income.
  • Law: Lowers crime in province by X.
  • Leads Army: May lead an army with a size of X*X units in battle.
  • Loyalty: Raises Loyalty in province by X.
  • Loyalty: Raises Loyalty of province by X.
  • Manpower: Provides X Manpower
  • May perform Diplomatic Actions: May do X down-time actions per season.
  • Rebellion: Lowers target province Loyalty by X.
  • Requires Y: Y is required at lvl 1, before X may be used.
  • Trade Routes: Raises Income by 1+2+… …+X, where X is number of Trading partners with Trade Route, and province rating of Trade Route.


See DoingTheMath for notes on calculationg the requirements.

Acquiring new minions[edit | edit source]

The standard cost of acquiring a new minion is equal to ten times his minion level in Chests of gold.

Training Troops[edit | edit source]

Militia may be turned into Fighters by paying 1 Chest of gold per 100 Militia. Fighters may be turned into Cavalry by paying 1 CoG per 10 Fighters turned into Cavalry. Veteran Officer and Stable Master limit the amount trained each season.

Training Minions[edit | edit source]

Training a minion costs 10 COGs minus (librarian and headmaster level)/2 available. You may only raise a minion's level by one every eight seasons, up to the available university level.

Training Nobles[edit | edit source]

Any noble may be trained at one of the facilities that train character classes. This takes one season and allows progression in that class.

Income[edit | edit source]

Every season a number of chests of gold are received equal to Income. These may be used to buy minions, pay upkeep and hire mercenaries.

Loyalty[edit | edit source]

Loyalty is equal to 10+Loyalty+Law-Crime-Rebellionx2. Not taxing the farmers increases the loyalty by 10, but reduces the Income of the province to 0.

Corruption[edit | edit source]

If Loyalty drops below 10, Corruption takes its toll. For every point of Loyalty below 10, You get 1 point of Corruption that has an automatic upkeep of 1 CoG per season.

Crime[edit | edit source]

Minions that cause Crime also provide an unsure mean of Income. Roll a d20 and add the Income of the province they are stationed in. Any result higher than 20 yields result-20 Income.

Building Imperial Roads[edit | edit source]

You may build an Imperial Road with a Rating of X by paying X COGs and using an Imperial Engineer with a rating of X. If the road isn't maintained by an Imperial Engineer with a level of X every eight seasons, it loses 1 point of rating.

Upkeep[edit | edit source]

Unit Upkeep
1000 Militia 1 Chest
100 Fighters 1 Chest
100 Mercenary Fighters 2 Chests
10 Cavalry 1 Chest
10 Mercenary Cavalry 2 Chests
Noble 1 Chest
Minion 1 Chest
10 Siege Engines 1 Chest
Corruption 1 Chest/Corruption

Rebellion[edit | edit source]

If Loyalty drops below 0, roll a d20 each season, adding Loyalty. If the roll is 0 or less, rebellion ensues. Manpower number of Militia units try to usurp your divine rights.


Minion'sMinions

DoingTheMath