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-The easiest is to keep a Lord garrisoned in a city in that province. Military Presence gives a nice bonus, and if the Lord has any followers or traits that boost public order that will be applied as well.
-Make sure enemies are not raiding your territory, as they can reduce public order. There's some heroes that also passively lower it when hanging out in your turf.
-Each race has buildings to raise public order, check the building tab for your race's version.
-Buildings that improve 'untainted' can help lower corruption and indirectly help with public order.
Unless lizardmen are different, generally there is no effect from having Public Order be from 100 to -99. The only thing that happens is a rebellion at -100 public order, so if it isn't getting worse don't worry too much if it is hanging in the negatives.
Wel i get:
+5 from military pesence
+1 from difficulty
-30 from conquer (only next round)
-9 from instability of the province (-1 per round)
-4 from taxes
-2 from devastation
i hope i translated everything correctly
There are buildings that grant public order. In the long run it's the cheapest and most effective way to manage it.
There are some technologies that grant public order (usually just 1-2 points).
Lords and heroes can take a skill that increases order in the province they're in (they don't need to be inside the settlement). A lord actually waiting inside a settlement with a big military can also help a lot (you do have to be inside the settlement here).
A usual strategy is to simply let a recently conquered province rebel. Once it happens, you get +20 to order every turn for a few turns (the rebellion grows, however as the troublemakers go join the rebellion). You then smash the rebellion and garrison the lord in the city to build up public order for a bit and let the conquer penalty go down. You then build a order building in the capital to help keep control in the long term, and you can move your lord away at this point.
If you control the province capital, the rebellion will ALWAYS attack it. Most level 3 capitals with the defensive building will easily handle the rebellion. A viable strategy in those is simply to let the rebellion happen and play the defensive siege. Don't do this with your faction capital though (you lose all your trade agreement income, which is bad).
hope it helped