(同步到官方百科20:05, 13 May 2019 SolSys) |
无编辑摘要 |
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{{Version|1. | {{Version|1.4}} | ||
Both '''buildings''' and populations units are tied to [[Territories]]. [[Population|Population units]] are the basic generator of research points, commerce value points, manpower (points) and base tax points. '''Buildings''' then add modifiers to the points generated by the pops to obtain the total generated amount. The total amount of possible buildings in a city depend on the amount of pops living in it. | |||
Both | |||
The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free. | The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free. | ||
==Building | == Buildings == | ||
{| class="mildtable | {{SVersion|1.5}} | ||
'''Military''' | |||
{| class="mildtable" | |||
! !! Building | |||
! Province modifiers | |||
! Territory | |||
|- id = "Training Camp" | |||
| {{icon|training camp|50px}} || Training Camp | |||
| | |||
* {{icon|manpower|28px}} {{green|+10%}} Local manpower | |||
|City | |||
|- id = "Fortress" | |||
| {{icon|fortress|50px}} || Fortress | |||
| | |||
* {{icon|fort level}} {{green|+1}} Fort level | |||
|City/Settlement | |||
|- id = "Foundry" | |||
| {{icon|foundry|50px}} || Foundry | |||
| | |||
* {{icon|starting experience}} {{green|+5%}} Starting experience | |||
* {{icon|local output modifier}} {{green|+1%}} Population output | |||
|City | |||
|} | |||
'''Economic/Management''' | |||
{| class="mildtable" | |||
! !! Building | |||
! Province modifiers | |||
! Territory | |||
|- id = "Market" | |||
| {{icon|market|50px}} || Market | |||
| | |||
* {{icon|base trade routes}} {{green|+2.5%}} Local base trade routes | |||
|City | |||
|- id = "Tax Office" | |||
| {{icon|tax office|50px}} || Tax Office | |||
| | |||
* {{icon|national tax}} {{green|+10%}} Local tax | |||
|City | |||
|- id = "Academy" | |||
| {{icon|academy|50px}} || Academy | |||
| | |||
* {{icon|research points}} {{green|+7.50%}} Local research points | |||
* {{icon|noble ratio}} {{green|+1%}} Local noble desired ratio | |||
|City | |||
|} | |||
'''Population''' | |||
{| class="mildtable" | |||
! !! Building | ! !! Building | ||
! Province modifiers | ! Province modifiers | ||
! Territory | |||
|- id = "Granary" | |||
| {{icon|granary|50px}} || Granary | |||
| | |||
* {{icon|food capacity}} {{green|+200}} Provincial food capacity | |||
|City | |||
|- id = "Library" | |||
| {{icon|library|50px}} || Library | |||
| | |||
*{{icon|noble happiness}} {{green|+4%}} Local noble happiness | |||
*{{icon|noble ratio}} {{green|+2%}} Local noble desired ratio | |||
|City | |||
|- id = "Court of Law" | |||
| {{icon|court of law|50px}} || Court of Law | |||
| | |||
*{{icon|citizen happiness}} {{green|+3%}} Local citizen happiness | |||
*{{icon|citizen ratio}} {{green|+6%}} Local citizen desired ratio | |||
|City | |||
|- id = "Forum" | |||
| {{icon|forum|50px}} || Forum | |||
| | |||
*{{icon|freeman happiness}} {{green|+3%}} Local freemen happiness | |||
*{{icon|freeman ratio}} {{green|+6%}} Local freemen desired ratio | |||
|City | |||
|- id = "Mill" | |||
| {{icon|mill|50px}} || Mill | |||
| | |||
*{{icon|slave output}} {{green|+3%}} Local slave output | |||
*{{icon|slave happiness}} {{green|+4%}} Local slave happiness | |||
*{{icon|slave ratio}} {{green|+6%}} Local slave desired ratio | |||
|City | |||
|- id = "Temple" | |||
| {{icon|temple|50px}} || Temple | |||
| | |||
*{{icon|state religion happiness}} {{green|+3%}} State religion happiness | |||
*{{icon|conversion}} {{green|+1.00}} Pop conversion speed | |||
|City | |||
|- id = "Theater" | |||
| {{icon|theater|50px}} || Theater | |||
| | |||
*{{icon|primary culture happiness}} {{green|+3%}} Integrated culture happiness | |||
*{{icon|assimilation}} {{green|+1.00}} Pop assimilation speed | |||
|City | |||
|- id = "Aqueduct" | |||
| {{icon|aqueduct|50px}} || Aqueduct | |||
| | |||
*{{icon|pop cap|28px}} {{green|+4}} Population capacity | |||
|City | |||
|- | |- | ||
| | |} | ||
'''Settlement Only''' | |||
{| class="mildtable" | |||
! !! Building | |||
! Requirements | |||
! Province modifiers | |||
! Territory | |||
|- id = "Barracks" | |||
| {{icon|barracks|50px}} || Barracks | |||
| None | |||
| | |||
* {{icon|pop cap|28px}} {{green|+20%}} Population capacity | |||
* {{icon|manpower|28px}} {{green|+20%}} Local manpower | |||
* {{icon|freeman happiness}} {{green|+8%}} Local freemen happiness | |||
* {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio | |||
|Settlement | |||
|- id = "Slave Estate" | |||
| {{icon|slave estate|50px}} || Slave Estate | |||
| none | |||
| | |||
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity | |||
*{{icon|food}} {{green|+50%}} Local monthly food modifier | |||
*{{icon|slave output}} {{green|+30%}} Local slave output | |||
|Settlement | |||
|- id = "Mine" | |||
| {{icon|mine|50px}} || Mine | |||
| Produces {{icon|Base Metals}}, {{icon|Iron}}, {{icon|Marble}}, {{icon|Precious Metals}}, or {{icon|Stone}} | |||
| | | | ||
* {{icon| | *{{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
* {{icon| | *{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | ||
* {{green|+ | |Settlement | ||
|- | |- id = "Farming Settlement" | ||
| | | {{icon|farming settlement|50px}} || Farming Settlement | ||
| {{icon| | | Produces {{icon|Fish}}, {{icon|Grain}}, {{icon|Livestock}} or {{icon|Vegetables}} | ||
|- | | | ||
| | *{{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
| {{green|+ | *{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | ||
*{{icon|food}} {{green|+50%}} Local monthly food modifier | |||
|Settlement | |||
|- id = "Tribal Settlement" | |||
| {{icon|tribal settlement|50px}} || Tribal Settlement | |||
| None | |||
| | |||
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity | |||
*{{icon|tribesman output}} {{green|+30%}} Local tribesmen output | |||
*{{icon|tribesman happiness}} {{green|+8%}} Local tribesmen happiness | |||
|Settlement | |||
|- id = "Provincial Legation" | |||
| {{icon|provincial legation|50px}} || Provincial Legation | |||
| None | |||
| | |||
*{{icon|migration speed}} {{green|+75%}} Pop migration speed | |||
*{{icon|assimilation}} {{green|+0.20}} Pop assimilation speed | |||
|Settlement | |||
|- | |- | ||
|} | |} | ||
== Territory building limit == | |||
{{icon|building slots}} The number of buildings that can be built in any particular territory is limited by that territory's number of '''building slots'''. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. Territories that have more buildings than their number of permitted slots, for instance after losing population during a sack, any buildings over the limit will be lost. | |||
{{icon|settlement}} Settlements get 1 building slot and this cannot be increased. When settlements are upgraded to {{icon|city}} cities, they get a base of 2 extra building slots and an additional 1 for every {{icon|population}} 10 pops in the city. If the city is further upgraded to a {{icon|metropolis}} metropolis there is now 4 extra building slots instead of 2. | |||
==Roads== | ==Roads== | ||
[[File:Roads.png|thumb|right|Roads built by a Roman army.]] | [[File:Roads.png|thumb|right|Roads built by a Roman army.]] | ||
Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear. A territory where road network is built will also receive a bonus of 2.5% to conversion and assimilation speed, as well as a 0.25 bonus to migration attraction. | |||
Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear. | |||
There are two ways to build roads, one for countries with any [[military traditions]] other than Italic traditions. The other is for countries with the [[Italic traditions]]. | There are two ways to build roads, one for countries with any [[military traditions]] other than Italic traditions. The other is for countries with the [[Italic traditions]]. | ||
===Regular roads=== | ===Regular roads=== | ||
Most countries need at least {{icon|civ}} 5 [[Technology#Civic advances|civic advances]]. | |||
Building a road is a toggle button on the interface, which can be activated if the following are all true: | |||
* | * The army has at least 10 [[land units|cohorts]]. | ||
* | * The army is not in combat, moving, sieging, or exiled. | ||
* The army is in a territory that is owned and not occupied. | |||
* The army either has no commander, or its commander is loyal (defined as {{icon|loyalty}} 34 loyalty or higher). | |||
* | |||
* | |||
If these requirements are met, the army's owner can | If these requirements are met, the army's owner can then move the army to another territory, which is either owned and not occupied, or uncolonized. When the army arrives in that other territory, if those territories don't already have a road between them, the road will be built at the cost of {{icon|treasury}} 50 gold. | ||
While the road is being built, the following modifiers are applied to the army: | While the road is being built, the following modifiers are applied to the army: | ||
*Army | *Army movement without roads: {{red| −70%}} | ||
*Army | *Army maintenance cost: {{red|+120%}} (for a total of 220% regular maintenance cost) | ||
*Morale | *Morale: {{red| −20%}} | ||
The toggle will be turned off if the army is ineligible to build roads, if the country doesn't have enough money to build a road, or it ends up in a territory it can't build any more roads from. | |||
===Roman roads=== | ===Roman roads=== | ||
Countries with | Countries with Italic military traditions have to pick ''Roman Roads'' from the [[Italic traditions#Roman path|Roman path]]. Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 [[land units|cohorts]]. All other conditions are identical. | ||
The mechanic for building the roads is the same, but the cost is lower, at only {{icon|cost}} 25 gold per province. | |||
The mechanic for building the roads is the same, but the cost | |||
While the road is being built, the following modifiers are applied to the army: | While the road is being built, the following modifiers are applied to the army: | ||
*Army movement without roads: {{red|- | *Army movement without roads: {{red|-70%}} | ||
== Border forts == | |||
A country with the Italic military tradition “Castra” (from the Roman path) can have an army build a '''border fort'''. An army can do this if the following are all true: | |||
*The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher). | |||
*The army is not in combat, moving, sieging, or exiled. | |||
*The army has at least 5 cohorts, including at least one that is not loyal to anyone. | |||
*The territory the army is in: | |||
**Doesn't already have a fort; | |||
**Is uncolonized or borders foreign territory; | |||
**Has a free building slot; | |||
**Borders an owned and unoccupied territory; and | |||
**Is not next to any other owned territory with a fort in it. | |||
When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower, then builds a fort in the territory. The country then gains ownership of the province if it wasn't already owned, in which case it also gains a {{icon|freemen}} Freemen pop of primary culture and religion. Finally, one random cohort becomes loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains {{icon|tyranny}} {{red|1}} tyranny instead. | |||
[[Category:经济]] | |||
{{economy navbox}} | {{economy navbox}} | ||
{{MechanicsNavbox}} | {{MechanicsNavbox}} | ||
[[en:Buildings]] | [[en:Buildings]] |
2020年9月8日 (二) 01:33的版本
Both buildings and populations units are tied to Territories. Population units are the basic generator of research points, commerce value points, manpower (points) and base tax points. Buildings then add modifiers to the points generated by the pops to obtain the total generated amount. The total amount of possible buildings in a city depend on the amount of pops living in it.
The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.
Buildings
![]() |
这部分内容可能已不适合当前版本,最后更新于1.5。 |
Military
Building | Province modifiers | Territory | |
---|---|---|---|
![]() |
Training Camp | City | |
![]() |
Fortress | City/Settlement | |
![]() |
Foundry | City |
Economic/Management
Building | Province modifiers | Territory | |
---|---|---|---|
![]() |
Market | City | |
![]() |
Tax Office | City | |
![]() |
Academy | City |
Population
Building | Province modifiers | Territory | |
---|---|---|---|
![]() |
Granary | City | |
![]() |
Library | City | |
![]() |
Court of Law | City | |
![]() |
Forum | City | |
![]() |
Mill | City | |
![]() |
Temple | City | |
![]() |
Theater | City | |
![]() |
Aqueduct | City |
Settlement Only
Territory building limit
The number of buildings that can be built in any particular territory is limited by that territory's number of building slots. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. Territories that have more buildings than their number of permitted slots, for instance after losing population during a sack, any buildings over the limit will be lost.
Settlements get 1 building slot and this cannot be increased. When settlements are upgraded to
cities, they get a base of 2 extra building slots and an additional 1 for every
10 pops in the city. If the city is further upgraded to a
metropolis there is now 4 extra building slots instead of 2.
Roads
Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear. A territory where road network is built will also receive a bonus of 2.5% to conversion and assimilation speed, as well as a 0.25 bonus to migration attraction.
There are two ways to build roads, one for countries with any military traditions other than Italic traditions. The other is for countries with the Italic traditions.
Regular roads
Most countries need at least 5 civic advances.
Building a road is a toggle button on the interface, which can be activated if the following are all true:
- The army has at least 10 cohorts.
- The army is not in combat, moving, sieging, or exiled.
- The army is in a territory that is owned and not occupied.
- The army either has no commander, or its commander is loyal (defined as
34 loyalty or higher).
If these requirements are met, the army's owner can then move the army to another territory, which is either owned and not occupied, or uncolonized. When the army arrives in that other territory, if those territories don't already have a road between them, the road will be built at the cost of 50 gold.
While the road is being built, the following modifiers are applied to the army:
- Army movement without roads: −70%
- Army maintenance cost: +120% (for a total of 220% regular maintenance cost)
- Morale: −20%
The toggle will be turned off if the army is ineligible to build roads, if the country doesn't have enough money to build a road, or it ends up in a territory it can't build any more roads from.
Roman roads
Countries with Italic military traditions have to pick Roman Roads from the Roman path. Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 cohorts. All other conditions are identical.
The mechanic for building the roads is the same, but the cost is lower, at only 25 gold per province.
While the road is being built, the following modifiers are applied to the army:
- Army movement without roads: -70%
Border forts
A country with the Italic military tradition “Castra” (from the Roman path) can have an army build a border fort. An army can do this if the following are all true:
- The army has a loyal commander (defined as
34 loyalty or higher).
- The army is not in combat, moving, sieging, or exiled.
- The army has at least 5 cohorts, including at least one that is not loyal to anyone.
- The territory the army is in:
- Doesn't already have a fort;
- Is uncolonized or borders foreign territory;
- Has a free building slot;
- Borders an owned and unoccupied territory; and
- Is not next to any other owned territory with a fort in it.
When the ability is activated, the country loses 3000 manpower, then builds a fort in the territory. The country then gains ownership of the province if it wasn't already owned, in which case it also gains a
Freemen pop of primary culture and religion. Finally, one random cohort becomes loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains
1 tyranny instead.