Explanation of Subordinates

In Paths of Civilization, polities can enter into vassal and liege and various other forms of master-servant relationships. Oft times these "Subordinates" provide various bonuses and do tasks for their masters, though each type invariably comes with their own specific problems. Each subordinate takes up a subordinate slot.

Colony
Created by us, directly under us. Tend to be loyal, and have a similar culture. Tends to expand via settlement actions, creates trade goods, and currently provides one econ per turn.

Vassal Colony
Unique case (probably) to Txolla. Somewhere between vassal and colony

Free City
True City, generally within or near our empire. Have "Trouble" level, and no loyalty or dependence. In addition to the benefits provided by true cities, it generates one culture per turn, provides an ai-controlled passive policy, and drains one less econ per turn. After a free city is created, it is removed from the true city econ expansion requirement track.

Mercenary Company
An expensive army that can be deployed more flexibly than the primary army, including to other nations, if needed. It has no dependence, due to not controlling land. While serving the home state, it can be paid like regular Martial, which returns its martial to the civilization stat pool, or separately, which drains two wealth per turn but does not apply toward the Safe Martial cap. If lent to another nation, generates one wealth per turn instead of draining it.

In special cases, a a mercenary company can be used to generate goodwill(diplomacy) in lieu of being paid.

March
A military province placed on the borders, meant to defend against nearby threats and make military innovations.

Trading Post
Outpost devoted to trade. Can be paired with a saltern to generate one wealth per turn. Once fully matured, gains one diplo per turn. In early turns tends to be vulnerable to attack, due to starting with over cap dependence. Cannot expand, but can evolve into a colony after it has matured. Tends to take trade-related options.

Vassal
Generally, a formerly independent polity that for some reason now swears loyalty. Tends to have different cultures and are more independent. Can expand via independent conquest or via new settlements. Provides one econ per turn.

Trading Company
Probably locked behind Age Of Sail technologies and societies, may give a wealth drip or other resource