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Provinces and terrain
Population, output, development, terrain and forts.A province has people, an economic output (its share of national GDP), a level of development, infrastructure that speeds movement, optional forts, a terrain type and unrest. Its owner holds it by right; its controller holds it by force – the two differ under occupation.
Terrain
| Terrain | Movement | Defence |
|---|---|---|
| plains | 100% | ×1.00 |
| urban | 90% | ×1.40 |
| highlands | 80% | ×1.15 |
| forest | 75% | ×1.15 |
| hills | 70% | ×1.25 |
| desert | 70% | ×1.05 |
| marsh | 60% | ×1.30 |
| tundra | 60% | ×1.10 |
| mountains | 45% | ×1.60 |
Building
From a province's Build tab you can raise development (more output), infrastructure (faster armies) and forts (stronger defence, slower sieges). Automatic development in Economy spends part of every week's surplus on the best projects.
War damage and unrest
Provinces on an active front lose people and output and pile up war damage, which heals slowly in peace. Unrest rises with high taxes, occupation, disasters and plots; it feeds rebel movements.
Map & Might Wiki · game data from the October 2026 scenario · Back to the game