小 (→游戏中的历史文化名城) |
小 (→游戏中的历史文化名城) |
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在决议或事件中检查了这些城市的ID。 | 在决议或事件中检查了这些城市的ID。 | ||
{{multiColumn| | {{multiColumn| | ||
* <section begin=1/>{{Ruby|罗马|Roma}}(1)<section end=1/> | |||
* <section begin=3/>{{Ruby|拉维尼翁|Lavinium}}(3)<section end=3/> | |||
* <section begin=7/>{{Ruby|涅亚波利斯|Neapolis}}(7)<section end=7/> | |||
* <section begin=9/>{{Ruby|庞贝|Pompeii}}(9)<section end=9/> | |||
* <section begin=10/>{{Ruby|萨勒纳|Salerna}}(10)<section end=10/> | |||
* <section begin=15/>{{Ruby|奥斯蒂亚|Ostia}}(15)<section end=15/> | |||
* <section begin=23/>{{Ruby|纳尔尼亚|Narnia}}(23)<section end=23/> | |||
* <section begin=38/>{{Ruby|西蓬同|Sipontum}}(38)<section end=38/> | |||
* <section begin=42/>{{Ruby|维努西亚|Venusia}}(42)<section end=42/> | |||
* <section begin=43/>{{Ruby|孔普萨|Compsa}}(43)<section end=43 | |||
|6}} | |6}} | ||
2019年6月4日 (二) 21:37的最新版本
在《英白拉多:罗马》中,城市(City)是土地的最小单位。几个城市组成省份,而几个省份组成区域。
城市机制
- 固定值
- 每个城市有一种给定的地形类型。
- 每个城市 produces one item of a single type of trade good for its province.
- 每个城市有一种文化和宗教;Newborn pops start with them, otherwise these are completely irrelevant.
- 沿海城市能有一个港口。
- 每个国家有一个固定的国都。
- Starting civilization value, starting number of pops including their social group, culture and religion, etc.
- 一些城市有特殊的 unique modifiers. See Unique City Modifiers
- 变量
- 在一个省份中人口最密集的城市 at a given time 是首府。
- 每个城市有其自身的文明值.
- 每个城市有许多的人口生活在其中。
- 每个城市能有许多建筑。
- 每个城市generates 不满值,影响省份忠诚度。
- 衍生值
- 每个城市有its own 补给上限.
- Each port city has a chance to spawn pirates in an adjacent sea zone.
- 行动
这些行动能从城市菜单执行:
- Pop promotion, 文化同化, conversion, and movement.
- 大队 recruitment (some units are restricted by the availability of strategic trade goods in the city's province).
- 殖民。
首都城市
The most populous city in a province is its capital city (indicated by a marble column icon on the map) and reaps the benefits of trade good surpluses in the province. Occupying a province's capital city is necessary to demand the entire province in a peace deal.
Each 国家 also has a fixed national capital (indicated by a marble column with a golden wreath underneath it on the map), which is always the capital city of its province, regardless of population. All pops in the national capital have a +25% output modifier (stacking with the capital province and region modifiers), and the city also has +0.15% population growth (stacking with the capital province modifier).
港口城市与海盗
Port cities (indicated by a lighthouse icon on the map) are the only cities were triremes can dock and be recruited. Locations of port cities are fixed.
Each port city has a monthly chance to spawn pirates in an adjacent sea zone, based on the number of trade routes (both incoming and outgoing) in the city's province. Each trade route beyond the first increases the chance by +0.1%, while each trireme docked in the city decreases it by -0.1%.
If pirates spawn, they will be a universally hostile fleet, which will blockade all port cities adjacent to their sea zone, lowering commerce income in their provinces.
Some pirate fleets already exist at the start of the game.
地形类型
名称 | 修正 | 描述 | |
---|---|---|---|
沙漠 Desert |
一望无际的干旱的沙质平原。 | ||
农田 Farmland |
小群田地、果园和放牧牲畜点缀着这片美丽的耕地。 | ||
森林 Forest |
树木繁茂的地区,这样的森林往往是过路军队的障碍。 | ||
丘陵 Hills |
该地区由连绵起伏的丘陵组成。 | ||
丛林 Jungle |
青翠潮湿的丛林,充满茂密的植被,不习惯的人难以穿行其中。 | ||
沼泽 Marsh |
沼泽地渍水且往往很危险,难以通过,更难以居住。 | ||
山地 Mountains |
陡峭、危险、岩石较多的山岭地区,难以通过。 | ||
平原 Plains |
无 | 一个树木稀疏的地区,由大片平坦的土地组成。 | |
海洋 Ocean |
无 | 由平静、剔透的海水和滚滚海浪组成,海洋承载着古代世界的命脉:贸易。 |
补给上限
Base Supply Limit is 5 + 0.5 per pop in the city. It is then multipled by Supply Limit Efficiency, the base value of which is 100%, and which can be further modified by the following:
类型 | 修正 | 值 |
---|---|---|
City feature | 地形类型: Mountains / Marsh / Jungle | -50% |
Civilization Value | +2% per point | |
Being the city's owner | +25% | |
Trade goods | Vegetables in the province | +10% |
Surplus of Vegetables in the province (only affects the province's capital city) |
+2.5% per surplus | |
Invention | Supernumerarii (lvl 1) | +10% |
Fighting Season (lvl 4) | +10% | |
Logistics Division (lvl 11) | +10% | |
Delayed Baggage Train (lvl 15) | +25% | |
Central Reserve (lvl 19) | +25% | |
Diplomacy | Having military access to the city | +10% |
Civilization value
A city's civilization value represents its level of infrastructure and urbanization and is the biggest contributor to pop happiness.
The current civilization value of the capital determines whether a state can change its type of government.
The Civilization value adjusts automatically per month. Its rate of growth can be affected by modifiers given by e.g. laws or inventions. The maximum possible civilization value a city can have is determined by the state the city belongs to. All owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your capital.
A city's Civilization Value scales between 0 and 100, with each point granting the following local effects:
- Citizen Happiness: +1%
- Freemen Happiness: +0.7%
- Tribesmen Happiness: -0.5%
- Barbarian Growth: -0.005
- Population Growth: +0.5%
- Supply Limit: +0.02
Civilization Value | Citizen Happiness | Freemen Happiness | Tribesmen Happiness | Barbarian Growth | Population Growth | Supply Limit |
---|---|---|---|---|---|---|
0 | ||||||
+50 | +50% | +35% | -25% | -0.25 | +25% | +10 |
+100 | +100% | +70% | -50% | -0.5 | +50% | +20 |
The Civilization Value grows naturally over time more or less quickly depending on your laws and inventions, among others. It is limited, however, by a cap dependent on several factors. Civilization will not grow past this threshold, and if the limit falls below the current Civilization Value, it will decrease monthly at a fixed rate of -1% until it meets the cap again.
Source | Civilization Cap | Maximum Increase | Scope |
---|---|---|---|
Base | +10% | Country | |
Settled Tribe Gov Bonus | +10% | Country | |
Federated Tribe | +15% | Country | |
Monarchy or Republic | +30% | Country | |
Centralization Level | +0.1% per Point | +10% at 100% | Country |
Oratory Advance | +2% per Advance Level | +40% at Level 20 | Country |
State Religion National Idea | +10% | Country | |
Gemstones Surplus in Capital | +5% per Surplus | Country | |
Gemstones Export Bonus | +2.5% | Country | |
Marketplace | +1% per Level | City | |
Emergent Center of Civilization | +5% | City | |
Center of Civilization | +10% | City | |
Emergent Capital | +10% | City |
- It is important to note that the Settled Tribe Government Bonus is exclusive with the State Religion National Idea due to the lack of Religious National Idea Slot in this Government.
- Government bonuses are, of course, exclusive to each other.
- The Centers of Civilization and Emergent Capital modifiers are obtained in the Capital City by forming regional tags (ex: Saxonia, Gaul, Albion...)
参考资料
游戏中的历史文化名城
在决议或事件中检查了这些城市的ID。
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