Recapping on my earlier post, governors can produce dynasty/family specific dimensions to control and influence in that province, and the way you assign governors could play a role in politics: we can utilize the limited pool of candidates for the role of Statesmen/Governors, and Generals can also be governors but obviously carry drawbacks, like the tradeoff of military benefits as opposed to economic. Really, the basic concept would be the same as that in Rome1: your people assigned as governors will be adept at civil affairs, while generals are the guys that do the conquests. You CAN use your governor as a general in the event of attack, but of course he will lack traits and such to be as effective as your actual field generals.
Who gets assign as governor can also be determined by things like Gravitas and your influence: Gravitas therefore becomes the equivalent of Rome1's Influence/ Management trait rating and will have an effect on the province's sentiments, and also play a role in advancing your family's standing globally. So a governor with good Gravitas will not only be a local boon to the province, but will increase the standing of the family in politics as well; conversely bad generals with low gravitas could cause unrest and be an embarrassment to the family. So what happens is you make calculated risks when you throw governors not of your family into certain settlemnts: for a tradeoff in increased unrest you could potentially send them into political quagmires by their poor governance in cities: the game then could cause Dilemma events to oust the governor and install a new one, and if you do things right, you pull out a terrible governor of another family and install one from your own, exploiting the situation. This of course can go both ways, as your own governor may become so problematic that you would have to risk losing standing by installing another, better governor. To prevent abuse, switching governors too much and too quickly will negatively impact both standing and unrest for no one's benefit.
Public perception and their relatonship with governors could also play a role in civil war- the governor is basically the representative of his family back home, so if a city is happy with their governor once civil war strikes, those cities will side with that family, not yours. Naturally, you would want as many of your best cities to stay on your side, which may not always be possible. The way civil war occurs would then be much like a rebellion in, namely that of the Barons' revolt system in Britannia: a few cities secede, and they become pockets or blocs of resistance to your own family. The "large stacks appearing next to one city" is thrown out, and rather than an explosion of civil war the situation flowers up.
Even own armies can play a part in this: since you have can only so many candidates for positions in a family, you have to juggle between who contols armies and who controls cities: Too many of your members being generals might mean you get more armies to control, but also leaves you with few cities- likewise too many of your family members as governors will leave you with few armies to deal with the revolting legions out there. A good balance and careful political strategy would ensure that you control the necessary provinces as well as enough armies to take out whoever took the wrong side.
You can even take things further and have the opposition consist either of the Senate or a rogue family that lost too much standing: this happened on rare occasion in RTW.




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