Government buildings
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Upon conquering a province, a government building must be constructed in order to be able to construct any other buildings or recruit any troops at all. There are different levels of government buildings:

- Client kingdom/Allied state/Tributary (takes 2 turns) - by making the province population a tributary client kingdom, a conqueror can quickly establish some kind of control over the province without upsetting the local population too much. However, as a protector of a client kingdom, your influence is restricted to supporting a few building projects which may make the local population happy, but the population will be only reluctantly want to be recrutied to your armies, and then only to fight as a militia of questionable loyalty and morale. However this system also gives you access to some local specialist troops\n\nIn the long term, this lack of stricter control can turn into rioting and revolt, as the local population often keeps the feeling of being a distinct group from your own population, and will try to seek indepence again. The lack of control and the limited influence of your own culture in the province also prevents any larger migration of own settlers to the region.\n\nTherefore, a client kingdom government form is preferably only installed temporarily when there's a shortage of time or money. (+5 happiness)
* Game consequences: you can build temples and recruit some local troops if there's a population building of another population in the province, but no own troop types can be recruited

- Earldom government/Duchy government/Local government (takes 8 turns) - inserting a government consisting of men of your own nationality increases the control over the region. With a local government such as this in the province, you can control most building projects, and even train a local militia force of farily good quality. As the own control increases, so does the amount of settlers moving to the province, resulting in your culture being spread to the province. These settlers help assimilating the local population, and are often more loyal than the locals, and thus form a buffer against revolts, and also encourage recruitment to local auxiliary or local militia regiments. Indeed, in a properly governed province the recruiting possibilities are vastly increased compared to in a client kingdom. By the time this government has been installed, enough of the local population will also most have calmed down sufficiently to accept their new leadership and even become available for recruiting to your armies. (+-0 happiness)
* Game consequences: you can build temples and many other happiness buildings also. You can improve barracks and other buildings. You can recruit local troops if there's a government building of another population in the province, but still very few own troop types.

- Imperial/royal government (takes 20 turns). Installing a government of men close to and loyal to the ruler of the nation gives ultimate and total control over a province. While this often results in discrimination of local minority cultures and is likely to result in revolts, in the long term this government form compensates that by allowing more public order and happiness buildings to be constructed. Another consequence of installing this type of government, is that a vast number of settlers of your own culture will come to the province. The consequence of increased control and number of settlers is that some of the best units of your culture can be increased in large numbers here. (-5 or 10% happiness, but unlocks happiness buildings for a total of around +30% happiness in return)
* Game consequences: all happiness buildings are unlocked, so in the long run you can improve loyalty and public order a lot more than with any of the other government types. You can recruit all of your own troop types and local militia if there's a population building of another population in the province.

Not all provinces can be completely assimilated. If you're conquering provinces too far from your homelands it's less likely they'll be able to be assimilated completely with the higher levels of government buildings.

Pagan factions only have one level of government building. When these factions are Christianized, they will get all the government levels.
- Pagan government - Installing a pagan government in a settlement reinforces control over it and gives the ruler good control over the resources of the settlement. (takes 3 turns)

Recruiting local troops
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If a government building of another faction is present in a province, you can recruit troops of that ethnicity. For example if there's a slavic government building in a province you conquer as a frankish faction, you'll be to recruit slavic troops, and if you build your own government building too you'll be able to recruit frankish troops as well. Therefore you're not supposed to tear down the government buildings of others.

Some units will only be available in a few provinces. These are for example Norman knights, Abbyssinian guard and others.

Vassals
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Some factions can implement a feudal system for their provinces. Constructing a building called "feudalize province" will feudalize a province. The benefits are unlocking of fairly cheap, but not top-quality, feudal troops, and handing over unrest problems for the vassal to deal with, while the vassal takes much of the tax money for himself. Apart from the penalty to both taxes and trade, all further construction of buildings in the province is locked until the "feudalize province" building is destroyed again. The building doesn't cost much and only takes 1 turn to build, so it's possible to build and destroy it when you need to, but retaking control over a feudalized province might be difficult. Plus you're required to have installed an imperial/royal government in order to be able to feudalize a province in this way. For some factions, especially the frankish ones, the feudalization is important and will unlock some very useful troops, while for others it'll be less useful.

Troops unlocked after events
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Some troops will only be available after certain events have occurred. One thing to hunt for will be the crusader units, which will be unlocked after you capture Jerusalem and achieve a few other, quite difficult, goals.

Troop buildings
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- barracks - very expensive building, for training of most units. Has got several levels.
- siege engineer - unlocks siege equipment. Has got several levels.