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{{Version| | {{Version|1.5}} | ||
在英白拉多:罗马中'''省份'''作为一个行政基本单位,由众多的 '''[[领土]]''' 组成并且存在一个主流'''[[宗教]]'''.在游戏里,许多重要的机制都在省份中显示,比如 {{icon|food}} 食物, [[贸易]], 以及 {{icon|province loyalty}} 省份忠诚度 。一些外交活动比如伪造[[宣称]] 和 [[Warfare#Peace_Terms|peace term demands]](和平期限)也在省份处得以实施。 | |||
== 省份忠诚度 == | |||
{{SVersion|1.5}} | |||
每一个省份都有一个 {{icon|province loyalty}} '''省份忠诚度'''(province loyalty) 值, 代表当地对中央政府的支持程度和这个省份对于支持命令的意愿大小。不忠诚的省份会拒绝 遵守从首都的指令而且可能最终发动 [[叛乱]]或者加入一场 {{icon|civil war}} 内战 - 管理省份忠诚度是运转一个帝国的最重要的方面之一。 | |||
=== | 省份忠诚度每月根据所有省份忠诚度修正值的总和而变化。{{icon|unrest}}.不满值 - 其本身在很大程度上由人口的{{icon|happiness}}幸福感所驱动,是影响{{icon|province loyalty}}省份忠诚度的主要因素,每个地区{{icon|unrest}}不满值增加一点,{{icon|province loyalty}}忠诚度 {{red|-0.08}} ,且根据该省在该地区的{{icon|population}}人口比例进行缩放(因此,大城市对该省忠诚度的影响要比人口较少的定居点大得多)。{{icon|corruption}}省长腐败(在{{icon|corruption}}腐败度为 '''100'''时为{{icon|province loyalty}}{{red|-0.25}})以及缺乏一名省长来管理整个地区({{icon|province loyalty}}{{red|-0.35}})也会对{{icon|province loyalty}}省份忠诚度产生重大影响。减少省忠诚度损失的主要途径是解决根源问题,如派遣地区部队或增加{{icon|happiness}}民众幸福感以减少{{icon|unrest}}不满值或者更换腐败的州长。 | ||
如果处理忠诚度损失的根源问题还不够,还可以从以下方面提高{{icon|province loyalty}}省份忠诚度: | |||
* 省份长官的{{icon|loyalty}}忠诚度(从{{icon|loyalty}}'''50''' 忠诚度时的{{icon|province loyalty}}'''+0'''到 {{icon|loyalty}}'''100''' 忠诚度时的{{green|+0.20}} {{icon|province loyalty}}忠诚度) | |||
* 严酷镇压政策(每点省份长官{{icon|finesse}}智略{{icon|province loyalty}}{{green|+0.03}} , 加上{{icon|province loyalty}}{{green|+0.03}}基础值) | |||
*{{icon|military investment}}省检察官省份投资(每级{{icon|province loyalty}}{{green|+0.01}}) | |||
*{{icon|unrest}}不满值为'''0'''的地区({{icon|province loyalty}}{{green|+0.10}},根据该省在该地区的{{icon|population}}人口比例进行缩放) | |||
* various deities and omens ({{icon|province loyalty}} {{green|+0.03}} from passive modifiers, {{icon|province loyalty}} {{green|+0.04}} per {{icon|omen power}} 100% omen power for omens) | |||
* the [[File:Idea forums.png|28px]] Central Urban Spaces [[national ideas|national idea]] {{icon|province loyalty}} {{green|+0.05}}) | |||
* the {{icon|invention}} Reduced Governorship invention {{icon|province loyalty}} {{green|+0.05}}) | |||
Once a province's loyalty drops below {{red|33}}, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment. | |||
If a province's loyalty drops all the way down to {{red|0}}, it will immediately {{icon|rebellion}} [[rebellion|rebel]]. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires. | |||
== 省份首府 == | |||
{{SVersion|1.5}} | |||
{{main|领土#省份首府}} | |||
Every province has a {{icon|province capital}} '''省份首府'''(province capital) for each country that controls part of it, representing the center of the local administration. The 省份首府 gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of {{icon|enslavement efficiency}} enslaved pops. If desired, the 省份首府 can be moved during peacetime to a better location at the cost of {{icon|province loyalty}} province loyalty. | |||
== 首都省份 == | |||
The province with the country's capital is considered its ''capital province''. | |||
Every pop in the capital province has a {{icon|pop output}} {{green|+10%}} output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at {{icon|province loyalty}} '''100''' 忠诚度 regardless of any province loyalty modifiers and so will never rebel. | |||
The capital province is also where the special countrywide capital [[trade goods|trade good]] surplus bonuses are gained. As the target of the {{icon|capital trade routes}} capital trade routes modifier, which usually has contributions from the default [[Economy#Economic policies|commerce policy]] and country ranks as well as usually being the most populous province with a high population of {{icon|nobles}} nobles and {{icon|citizens}} citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported [[trade goods]]. | |||
==省份投资== | |||
{{SVersion|1.5}} | |||
Provinces can be improved repeatedly with '''省份投资'''(province investments) to improve the administration and infrastructure of the province. Province investments have a base cost of {{icon|political influence}} {{red|80}} political influence each, modified by the specific province investment cost modifiers ([[File:Price state investment military cost modifier.png|28px]] '''military provincial investment cost''', [[File:Price state investment civic cost modifier.png|28px]] '''civic provincial investment cost''', [[File:Price state investment oratory cost modifier.png|28px]] '''oratory provincial investment cost''', and [[File:Price state investment religious cost modifier.png|28px]] '''religious provincial investment cost''') that can be reduced by heritages and various {{icon|invention}} [[inventions]]. There is also a cost of {{icon|wealth}} {{red|20}} gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes '''6''' months to prepare and reduces the {{icon|local output modifier}} output of the province by {{red|1%}} during the process. The resulting effects are permanent as long as the province remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, [[State improvement events|a notification event]] will appear in the event queue. | |||
It is also possible to get {{icon|province investment}} '''free province investments''' from [[formable nations|forming nations]] and as a reward for certain [[missions]], which allows a country to make a provincial investment without spending any {{icon|pol}} political power or {{icon|wealth}} gold. Note that the 6-month duration to implement the investment still applies. | |||
All 4 types of investments can be applied to the same province, unlimited amount of times. | |||
* {{icon|military investment}} Install Provincial Procurators (Military): {{icon|province loyalty}} {{green|+0.01}} Monthly Province Loyalty and {{icon|local output modifier}} {{green|+4%}} 人口产出 | |||
* {{icon|civic investment}} Promote Infrastructure Spending (Civic): {{icon|pop cap}} {{green|+2.5%}} Population Capacity | |||
* {{icon|oratory investment}} Entice Business Investments (Oratory): {{icon|trade routes}} {{green|+1}} Local Import Routes | |||
* {{icon|religious investment}} Make Religious Endowments (Religious): {{icon|building slots}} {{green|+1}} City Building Slots | |||
{{flag|Sparta}} with the {{icon|mgr}} [[Magna Graecia (DLC)|Magna Graecia]] DLC gets 2 unique investments for the military and religious slots, replacing the usual ones: | |||
* {{icon|military investment}} Free Helots (Military): {{icon|primary culture happiness}} {{green|+2%}} Integrated Culture Happiness, {{icon|cohort recruit speed}} {{green|+5%}} Cohort Recruit Speed, and {{icon|freeman output}} {{green|+6%}} Local Freemen Output | |||
* {{icon|religious investment}} Commission Heroic Freize (Religious): {{icon|supply limit}} {{green|+4%}} Supply Limit and {{icon|citizen output}} {{green|+3%}} Local Citizen Output | |||
==总督政策== | |||
{{SVersion|1.5}} | |||
Every province can have a '''总督政策'''(governor policy) set which determines the priority of the province's administration. Governor policies allow a country to {{icon|pop output}} extract more from a province's population, deal with {{icon|unrest}} 不满值 by increasing {{icon|happiness}} population happiness or cracking down on the population, build up the {{icon|civilization}} civilization value of the province's territories, and more. | |||
When a [[governor]] is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of '''0'''). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of {{icon|pol}} {{red|10}} political power, modified by the {{icon|change governor policy cost}} '''change governor policy cost''' modifier. Changing governor policy manually also gives {{icon|tyranny}} tyranny based on the current ruler's popularity, scaling between {{icon|tyranny}} {{red|1.25}} at {{icon|popularity}} '''0''' ruler popularity to {{icon|tyranny}} {{red|0.25}} at {{icon|popularity}} '''100'''. | |||
All policy effects are modified by the governor's {{icon|civ}} [[Attributes#Finesse|Finesse]], with the values below are given for the baseline level of {{icon|civ}} '''9''' 智略. Each point of the governor's {{icon|civ}} 智略 above 9 increases the modifier by {{green|10%}}, while each point below decreases it {{red|10%}} to a minimum value of '''10%''' of the base. This is described by the equation below: | |||
: <math>\text{有效政策修正}=\frac{\text{总督智略} + 1}{10} \cdot \text{基础政策修正}</math> | |||
{| class="mildtable" | {| class="mildtable" | ||
! | ! !!政策 | ||
! | !效果 | ||
!描述 | |||
! 机会修正 | |||
|- | |- | ||
| Acquisition of Wealth || | | [[File:Policy acquisition_of_wealth.png]] | ||
|| {{Ruby|中饱私囊|Acquisition of Wealth}} | |||
|| | |||
* {{icon|local tax}} 本地税收:{{green|+10%}} | |||
* {{icon|commerce value}} 省份商业:{{green|+10%}} | |||
* {{icon|character wage modifier}} (每月本地)总督报酬:{{red|+20%}} | |||
|| {{Hover box|This policy will increase the entire province's tax and commerce income, at the cost of enriching the presiding Governor. Some nefarious characters are only interested in lining their own pockets.|''这项政策将以省收入为代价,增加省份管理者的个人财富。一些恶毒的人物只对中饱私囊感兴趣。''}} | |||
|| | |||
* {{green|+6}} 如果该总督有 {{icon|gluttonous}} 贪婪特质 | |||
* {{green|+15}} 如果该总督有少于或等于 {{icon|loyalty}} '''40''' 忠诚度 | |||
* {{green|+0.5}} 乘以该总督的 {{icon|corruption}} 腐败度 | |||
|- | |- | ||
| Religious Conversion || | | [[File:Policy religious_conversion.png]] | ||
|| {{Ruby|宗教改信|Religious Conversion}} | |||
|| | |||
* {{icon|conversion}} 人口改信速度 {{green|+3}} | |||
额外的机会每月改信人口,基于该总督的 {{icon|zeal}} 热忱 | |||
|| {{Hover box|This policy will increase the speed at which Pops in the province's territories are converted to our country's Religion. Spreading our faith makes it easier to assimilate Pops into the country's dominant Culture.|''激活时,这项政策会增加省份的不满。<br>每个月都有机会让非国教人口皈依你的国教。<br>同样的,总督的热枕会增加皈依几率。<br>值得注意的是;总督皈依的人口的数量越多,他们获得是声誉也就越多。<br>为获得最佳结果,最好让政策持续激活一段时间。<br>通常情况下,检查一个省是否仍然可以利用这一政策是有必要的。''}} | |||
|| | |||
* {{green|+0.25}} 乘以该总督的 {{icon|zeal}} 热忱 | |||
* {{green|+5}} 如果该总督有 {{icon|pious}} 虔诚特质 | |||
* {{green|+4}} 如果该总督有 {{icon|zealous}} 狂热特质 | |||
* {{red|-10}} if all territories in the province have the same dominant religion as the governor | |||
|- | |- | ||
| Cultural Assimilation || | | [[File:Policy cultural_assimilation.png]] | ||
|| {{Ruby|文化同化|Cultural Assimilation}} | |||
|| | |||
* {{icon|assimilation}} 人口同化速度 {{green|+1}} | |||
额外的机会每月同化人口,基于该总督的 {{icon|finesse}} 智略 | |||
|| {{Hover box|This policy will increase the speed at which Pops in the province's territories are assimilated into the country's dominant Culture. Converted Pops will be happier and thus more productive and less disloyal.|''该政策将使该省份中非国家主流文化人口每月都有几率转变为主流文化,同时提高省份叛乱度。你总督的智略将会提高同化几率。''}} | |||
|| | |||
* {{green|+0.5}} 乘以该总督的 {{icon|civ}} 智略 | |||
* {{green|+4}} 如果该省份有至少 {{icon|province loyalty}} '''60''' 忠诚度 and there is at least one territory whose dominant culture is not the a primary or integrated culture | |||
* {{red|×0}} 如果该总督不是与该国相同的文化 | |||
* {{red|×0}} 如果所有省份的主流文化是该国的主流文化或者已整合文化 | |||
|- | |- | ||
| Bleed Them Dry || | | [[File:Policy bleed_them_dry.png]] | ||
|| {{Ruby|榨干他们|Bleed Them Dry}} | |||
|| | |||
* {{icon|local tax}} 本地税收:{{green|+30%}} | |||
* {{icon|province loyalty}} 省份忠诚度:{{red|-0.25}} | |||
* {{icon|commerce value}} 省份商业:{{green|+20%}} | |||
* {{icon|food}} 本地每月食物修正:{{red|-25%}} | |||
|| {{Hover box|This policy will greatly increase the income of a province, at the cost of generating unrest and lowering its food output. There is a limit to how much the people can tolerate and get by on, after all.|''这项政策能大幅提高省份收入,但是会导致民众时不时迁离该省,同时也会发生人口负增长。''}} | |||
|| | |||
* {{green|+5}} 如果该总督有 {{icon|miserly}} 吝啬特质 | |||
* {{green|+5}} 如果该总督有 {{icon|shrewd}} 精明特质 | |||
* {{green|+10}} 如果该总督有至少 {{icon|corruption}} '''30''' 腐败度 | |||
* {{red|×0}} 如果该总督是 {{icon|ruler}} 统治者 | |||
* {{red|×0}} 如果该国是AI控制的 | |||
* {{red|×0}} 如果该省份有至多 {{icon|food} '''800''' 食物 | |||
|- | |- | ||
| Borderlands || | | [[File:Policy borderlands.png]] | ||
|| {{Ruby|边境|Borderlands}} | |||
|| | |||
* {{icon|manpower}} 本地人力:{{green|+25%}} | |||
* {{icon|fort defense}} 本地要塞防御:{{green|+20%}} | |||
|| {{Hover box|This policy will increase the manpower contributions of a province's Pops as well as harden its defensiveness. Ensuring a steady supply of recruits and strong fortifications are key to victory.|''这项政策鼓励重视堡垒和防御。''}} | |||
| | |||
* {{green|+10}} 如果有领土在该省份有至少 {{icon|freemen}} '''15''' 自由民 | |||
* {{green|+6 }}如果该总督有 {{icon|suspicious}} 多疑特质 | |||
* {{green|+6}} 如果该总督有 {{icon|stubborn}} 固执特质 | |||
|- | |- | ||
| Encourage Trade || | | [[File:Policy encourage_trade.png]] | ||
| {{Ruby|鼓励贸易|Encourage Trade}} | |||
| | |||
* {{icon|commerce value}} 省份商业:{{green|+25%}} | |||
* {{icon|food}} 本地每月食物修正:{{green|+10%}} | |||
| {{Hover box|This policy will increase a province's commerce income and food output by encouraging foreign traders to do business in the area. There is always money to be made if one can spot the opportunity.|''这项政策鼓励外国商人在该地区行商,能增加贸易收入和贸易路线数量。''}} | |||
| | |||
* {{green|+1}} 对于在该省份的每条 {{icon|trade routes}} 贸易路线 | |||
* {{green|+6}} 如果该总督有 {{icon|silver tongued}} 能言善辩特质 | |||
* {{green|+6}} 如果该总督有 {{icon|crafty}} 狡猾特质 | |||
* {{green|+10}} 如果该总督属于 {{icon|boni}} Boni 或者 {{icon|traditionalists}} Traditionalists party | |||
* {{green|+20}} 如果该省份的 {{icon|food}} 食物是少于或等于 '''0.3 乘以''' 其 {{icon|food capacity}} 食物容量 | |||
|- | |- | ||
| Social Mobility || | | [[File:Policy social_mobility.png]] | ||
| {{Ruby|社会流动性|Social Mobility}} | |||
| | |||
* {{icon|promotion}} 人口升级速度:{{green|+150%}} | |||
* {{icon|demotion}} 人口降级速度:{{green|+150%}} | |||
| {{Hover box|This policy will increase the speed at which Pops in a province are promoted to a higher Class, in the order of Slaves to Nobles. Encouraging a healthy distribution of trades will ensure a well rounded economy.|''这项政策每月给人民提供阶级流动机会,旨在使公民、自由民和奴隶之间保持人口平衡。''}} | |||
| | |||
* (永远不会被选用) | |||
|- | |- | ||
| | | [[File:harsh treatment.png]] | ||
|| {{ruby|严酷镇压|Harsh Treatment}} | |||
|| | |||
* {{icon|province loyalty}} 省份忠诚度:{{green|+0.3}} | |||
* {{icon|pop output}} 人口产出:{{red|-40%}} | |||
* {{icon|demotion}} 人口降级速度:{{green|+100%}} | |||
* {{icon|migration attraction}} 移民吸引力:{{red|-6}} | |||
* {{icon|migration speed}} 人口移民速度:{{green|+1}} | |||
|| {{Hover box|This policy will increase a province's Loyalty at the cost of reducing its output and encouraging Pops to emigrate away. Though it may have its costs, sometimes the best way to deal with dissent is a show of force.|''尽管这可能会让当地人口产生耗费,有时候处理不满群众的最好办法,是展示我们的武力。''}} | |||
|| | |||
* {{green|+1}} 对于每个领土有至少 {{icon|unrest}} '''1''' 不满值 | |||
* {{green|+2}} 对于每个领土有至少 {{icon|unrest}} '''3''' 不满值 | |||
* {{green|+1}} for every point of {{icon|unrest}} 不满值 in every territory with at least {{icon|unrest}} '''5''' 不满值 | |||
* {{green|+11}} 如果该省份有少于 {{icon|province loyalty}} '''40''' 忠诚度 | |||
* {{green|+9}} 如果该省份有少于 {{icon|province loyalty}} '''40''' 忠诚度并且该国是AI控制的 | |||
* {{red|×0}} 如果该省份有至少 {{icon|province loyalty}} '''40''' 忠诚度 | |||
|- | |- | ||
| Civilization Effort || | | [[File:Policy local_autonomy.png]] | ||
| {{Ruby|当地自治|Local Autonomy}} | |||
| | |||
* {{icon|pop output}} 人口产出:{{red|-40%}} | |||
* {{icon|citizen happiness}} 本地公民幸福度:{{green|+25%}} | |||
* {{icon|freeman happiness}} 本地自由民幸福度:{{green|+25%}} | |||
* {{icon|noble happiness}} 本地贵族幸福度:{{green|+12%}} | |||
* {{icon|slave happiness}} 本地奴隶幸福度:{{green|+25%}} | |||
* {{icon|tribesman happiness}} 本地部落民幸福度:{{green|+25%}} | |||
|| {{Hover box|This policy will increase the happiness of a province's Pops at the cost of greatly reducing their output in all areas. By relieving the people of their burdens, we are sure to boost their contentment.|''通过减轻该省人口的税收和劳动义务,我们肯定会提高他们的满意度。''}} | |||
|| | |||
* {{green|+1}} 对于每个领土有至少 {{icon|unrest}} '''1''' 不满值 | |||
* {{green|+2}} 对于每个领土有至少 {{icon|unrest}} '''3''' 不满值 | |||
* {{green|+1}} 对于每点的 {{icon|unrest}} 不满值,在每个领土有至少 {{icon|unrest}} '''5''' 不满值 | |||
* {{green|+5}} 如果该总督有 {{icon|submissive}} 温顺特质 | |||
* {{green|+3}} 如果该总督有 {{icon|generous}} 慷慨特质 | |||
* {{green|+3}} 如果该总督有 {{icon|kindly}} 和蔼可亲特质 | |||
* {{red|-30}} 对于 {{icon|capital}} 首都省份 | |||
|- | |||
| [[File:Policy civilization_effort.png]] | |||
|| {{Ruby|文明开化|Civilization Effort}} | |||
|| | |||
* {{icon|civilization}} 每月文明度变化:{{green|+0.05%}} | |||
额外的机会每月,基于该总督的 {{icon|finesse}} 智略,对于: | |||
* 增长 {{icon|civilization}} 文明度等级 of {{icon|barbarians}} barbarian strongholds by '''2''', if any territory in the province has at least {{icon|civilization}} '''30''' civilization value | |||
* 降级或移除一个邻接的 {{icon|barbarians}} 蛮族堡垒,if it and any territory in the province have at least {{icon|civilization}} '''35''' civilization value | |||
|| {{Hover box|This policy will increase the speed at which a province is civilized and slowly pacify any neighboring barbarian strongholds. Only infrastructure, cultural dissemination, and learning can bring enlightenment.|''通过着眼于基础设施、文化传播和学习,我们可以启蒙这个省份内的人们。<br>一旦该省的文明度足够,该政策还将在任何临近的不可通行或不宜居住地形中的蛮族定居点传播文明,缓慢安抚他们。''}} | |||
|| | |||
* {{green|+11}} 如果该总督有 {{icon|intelligent}} 聪慧特质 | |||
* {{green|+11}} 如果该总督有 {{icon|polymath}} 博学多才特质 | |||
* {{green|+20}} 如果任何邻接领土是 {{icon|barbarians}} 蛮族堡垒 | |||
* {{red|-30}} 如果该国是部落并且有少于或等于 {{icon|centralization}} '''40''' 集权度 | |||
|- | |||
| [[File:Centralize_pop.png]] | |||
| {{ruby|集中人口|Centralize Population}} | |||
| | |||
* {{icon|migration speed}} 人口移民速度:{{green|+2}} | |||
For the {{icon|province capital}} 省份首府: | |||
* {{icon|migration attraction}} 移民吸引力:{{green|+1}} | |||
For all other territories: | |||
* {{icon|migration attraction}} 移民吸引力:{{red|-5}} | |||
|| {{Hover box|This policy will encourage migration into a province's Provincial Capital and speed up the migration of local Pops, concentrating the population. A bustling metropolis is a sure sign of a prosperous province.|''繁忙的大都市是繁荣省份的必然标志。''}} | |||
|| | |||
* (永远不会被选用) | |||
|- | |||
| [[File:Decentralize_pop.png]] | |||
| {{ruby|分散人口|Decentralize Population}} | |||
| | |||
* {{icon|migration speed}} 人口移民速度:{{green|+2}} | |||
For the {{icon|province capital}} 省份首府: | |||
* {{icon|migration attraction}} 移民吸引力:{{red|-5}} | |||
For all other territories: | |||
* {{icon|migration attraction}} 移民吸引力:{{green|+1}} | |||
|| {{Hover box|This policy will encourage migration away from a province's Provincial Capital and speed up the migration of local Pops, dispersing the population. Sometimes, overpopulation cannot be solved by grain alone.|''有时候,人口过剩不能单靠粮食解决。''}} | |||
|| | |||
* (永远不会被选用) | |||
|} | |} | ||
==参考资料== | |||
== | <references /> | ||
<references/> | |||
{{MechanicsNavbox}} | {{MechanicsNavbox}} | ||
[[Category:游戏概念]] | |||
[[Category:省份机制]] | [[Category:省份机制]] | ||
[[en: | [[en:Province]] |
2022年12月2日 (五) 16:39的最新版本
在英白拉多:罗马中省份作为一个行政基本单位,由众多的 领土 组成并且存在一个主流宗教.在游戏里,许多重要的机制都在省份中显示,比如 食物, 贸易,以及 省份忠诚度 。一些外交活动比如伪造宣称 和 peace term demands(和平期限)也在省份处得以实施。
省份忠诚度
这部分内容可能已不适合当前版本,最后更新于1.5。 |
每一个省份都有一个 省份忠诚度(province loyalty) 值, 代表当地对中央政府的支持程度和这个省份对于支持命令的意愿大小。不忠诚的省份会拒绝 遵守从首都的指令而且可能最终发动 叛乱或者加入一场 内战 - 管理省份忠诚度是运转一个帝国的最重要的方面之一。
省份忠诚度每月根据所有省份忠诚度修正值的总和而变化。.不满值 - 其本身在很大程度上由人口的幸福感所驱动,是影响省份忠诚度的主要因素,每个地区不满值增加一点,忠诚度 -0.08 ,且根据该省在该地区的人口比例进行缩放(因此,大城市对该省忠诚度的影响要比人口较少的定居点大得多)。省长腐败(在腐败度为 100时为-0.25)以及缺乏一名省长来管理整个地区(-0.35)也会对省份忠诚度产生重大影响。减少省忠诚度损失的主要途径是解决根源问题,如派遣地区部队或增加民众幸福感以减少不满值或者更换腐败的州长。
如果处理忠诚度损失的根源问题还不够,还可以从以下方面提高省份忠诚度:
- 省份长官的忠诚度(从50 忠诚度时的+0到 100 忠诚度时的+0.20 忠诚度)
- 严酷镇压政策(每点省份长官智略+0.03 , 加上+0.03基础值)
- 省检察官省份投资(每级+0.01)
- 不满值为0的地区(+0.10,根据该省在该地区的人口比例进行缩放)
- various deities and omens ( +0.03 from passive modifiers, +0.04 per 100% omen power for omens)
- the Central Urban Spaces national idea +0.05)
- the Reduced Governorship invention +0.05)
Once a province's loyalty drops below 33, the province is considered disloyal and will refuse follow orders from the central government. Territories in disloyal provinces cannot be interacted with, blocking building construction, pop movement and cohort recruitment.
If a province's loyalty drops all the way down to 0, it will immediately rebel. A new state will be formed from the province (or possible a previously existing one that has been annexed), and it will either declare a independence war or join an ongoing one if there is a nearby province that has already rebelled. While the rebellion of a single province is unlikely to be successful, widespread discontent and unhappiness can be dangerous for even the strongest empires.
省份首府
这部分内容可能已不适合当前版本,最后更新于1.5。 |
- 主条目:领土#省份首府
Every province has a 省份首府(province capital) for each country that controls part of it, representing the center of the local administration. The 省份首府 gets significant bonuses and is generally the largest and most important territory in the province, determining who controls the province during a war and being one of the main recipients of enslaved pops. If desired, the 省份首府 can be moved during peacetime to a better location at the cost of province loyalty.
首都省份
The province with the country's capital is considered its capital province.
Every pop in the capital province has a +10% output modifier (stacking with the capital city and capital region modifiers). In addition, the capital province is fixed at 100 忠诚度 regardless of any province loyalty modifiers and so will never rebel.
The capital province is also where the special countrywide capital trade good surplus bonuses are gained. As the target of the capital trade routes modifier, which usually has contributions from the default commerce policy and country ranks as well as usually being the most populous province with a high population of nobles and citizens, this together means the capital province is usually the center of trade in a country with a large variety of imported trade goods.
省份投资
这部分内容可能已不适合当前版本,最后更新于1.5。 |
Provinces can be improved repeatedly with 省份投资(province investments) to improve the administration and infrastructure of the province. Province investments have a base cost of 80 political influence each, modified by the specific province investment cost modifiers ( military provincial investment cost, civic provincial investment cost, oratory provincial investment cost, and religious provincial investment cost) that can be reduced by heritages and various inventions. There is also a cost of 20 gold for every currently existing investment in the province, including others of a different type, which is not affected by the provincial investment cost modifiers. Each investment takes 6 months to prepare and reduces the output of the province by 1% during the process. The resulting effects are permanent as long as the province remains colonized and the owner isn't changed. Province investments cannot be cancelled once started, and only one investment can be made in a province at a time. Once a province investment is finished, a notification event will appear in the event queue.
It is also possible to get free province investments from forming nations and as a reward for certain missions, which allows a country to make a provincial investment without spending any political power or gold. Note that the 6-month duration to implement the investment still applies.
All 4 types of investments can be applied to the same province, unlimited amount of times.
- Install Provincial Procurators (Military): +0.01 Monthly Province Loyalty and +4% 人口产出
- Promote Infrastructure Spending (Civic): +2.5% Population Capacity
- Entice Business Investments (Oratory): +1 Local Import Routes
- Make Religious Endowments (Religious): +1 City Building Slots
斯巴达 with the Magna Graecia DLC gets 2 unique investments for the military and religious slots, replacing the usual ones:
- Free Helots (Military): +2% Integrated Culture Happiness, +5% Cohort Recruit Speed, and +6% Local Freemen Output
- Commission Heroic Freize (Religious): +4% Supply Limit and +3% Local Citizen Output
总督政策
这部分内容可能已不适合当前版本,最后更新于1.5。 |
Every province can have a 总督政策(governor policy) set which determines the priority of the province's administration. Governor policies allow a country to extract more from a province's population, deal with 不满值 by increasing population happiness or cracking down on the population, build up the civilization value of the province's territories, and more.
When a governor is assigned, they chose a random policy based on the factors listed in the Chance column (with a base chance of 0). This includes directly reassigning a governor without having a vacancy first. As long as the region has a governor, the policy can be changed at a base cost of 10 political power, modified by the change governor policy cost modifier. Changing governor policy manually also gives tyranny based on the current ruler's popularity, scaling between 1.25 at 0 ruler popularity to 0.25 at 100.
All policy effects are modified by the governor's Finesse, with the values below are given for the baseline level of 9 智略. Each point of the governor's 智略 above 9 increases the modifier by 10%, while each point below decreases it 10% to a minimum value of 10% of the base. This is described by the equation below:
- [math]\displaystyle{ \text{有效政策修正}=\frac{\text{总督智略} + 1}{10} \cdot \text{基础政策修正} }[/math]
参考资料