无编辑摘要 |
(同步到官方百科14:43, 16 September 2020 DC123456789) |
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{{Version|1. | {{Version|1.5}} | ||
[[Territories]] can be upgraded with a variety of '''infrastructure''' to improve the {{icon|pop output}} output and {{icon|happiness}} happiness of their pops, as well as its accessibility and defensibility, at the cost of {{icon|wealth}} gold. Investing in infrastructure can significantly improve a country's {{icon|wealth}} income, {{icon|manpower}} manpower, {{icon|research points}} research, and more, and is generally most effective in more highly populated territories. | |||
== Buildings == | == Buildings == | ||
{{SVersion|1.5}} | {{SVersion|1.5}} | ||
A wide variety of different '''buildings''' can be built in [[territories]] to give a wide variety of local modifiers, such as improving pop {{icon|pop output}} output and {{icon|happiness}} happiness, adjusting the ratio of pop classes, driving {{icon|assimilation}} assimilation and {{icon|conversion}} conversion, increasing the local {{icon|pop cap}} population capacity, adding {{icon|fort level}} fortifications to the area, and more. The buildings available depend on the territory's [[territory rank|rank]], with different sets available to {{icon|settlement}} settlements and {{icon|city}} cities/{{icon|metropolis}} metropolises; some of the {{icon|settlement}} settlement buildings are also restricted based on the [[trade goods|trade good]] that the territory produces. | |||
Every building has an associated {{icon|wealth}} gold cost and {{icon|time}} build time, which are modified by the {{icon|build cost}} '''build cost''' and {{icon|build time}} '''build time''' modifiers, respectively. Each territory can only build one building at a time, though it is possible to make a queue of buildings to construct. Once it is built, buildings do not cost any maintenance or upkeep. Any building in any owned territory can be torn down instantly at any time, which returns '''1/4th''' of the its {{icon|build cost}} build cost to the treasury (regardless of when or by whom the building was built). | |||
'''Military''' | '''Military''' | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! Building | ! !! Building | ||
! Province modifiers | ! Province modifiers | ||
! Territory | ! {{icon|cost}} Cost | ||
! {{icon|time}} Time | |||
! Territory rank | |||
|- id = "Training Camp" | |- id = "Training Camp" | ||
| {{icon|training camp|50px}} || Training Camp | | {{icon|training camp|50px}} || Training Camp | ||
| | | | ||
* {{icon|manpower|28px}} {{green|+10%}} Local manpower | * {{icon|manpower|28px}} {{green|+10%}} Local manpower | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
|- id = "Fortress" | |- id = "Fortress" | ||
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| | | | ||
* {{icon|fort level}} {{green|+1}} Fort level | * {{icon|fort level}} {{green|+1}} Fort level | ||
| '''100''' | |||
| 915 days | |||
|City/Settlement | |City/Settlement | ||
|- id = "Foundry" | |- id = "Foundry" | ||
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* {{icon|starting experience}} {{green|+5%}} Starting experience | * {{icon|starting experience}} {{green|+5%}} Starting experience | ||
* {{icon|local output modifier}} {{green|+1%}} Population output | * {{icon|local output modifier}} {{green|+1%}} Population output | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
|} | |} | ||
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! !! Building | ! !! Building | ||
! Province modifiers | ! Province modifiers | ||
! Territory | ! {{icon|cost}} Cost | ||
! {{icon|time}} Time | |||
! Territory rank | |||
|- id = "Market" | |- id = "Market" | ||
| {{icon|market|50px}} || Market | | {{icon|market|50px}} || Market | ||
| | | | ||
* {{icon|base trade routes}} {{green|+2.5%}} Local base trade routes | * {{icon|base trade routes}} {{green|+2.5%}} Local base trade routes | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
|- id = "Tax Office" | |- id = "Tax Office" | ||
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| | | | ||
* {{icon|national tax}} {{green|+10%}} Local tax | * {{icon|national tax}} {{green|+10%}} Local tax | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
|- id = "Academy" | |- id = "Academy" | ||
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* {{icon|research points}} {{green|+7.50%}} Local research points | * {{icon|research points}} {{green|+7.50%}} Local research points | ||
* {{icon|noble ratio}} {{green|+1%}} Local noble desired ratio | * {{icon|noble ratio}} {{green|+1%}} Local noble desired ratio | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
|} | |} | ||
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! !! Building | ! !! Building | ||
! Province modifiers | ! Province modifiers | ||
! Territory | ! {{icon|cost}} Cost | ||
! {{icon|time}} Time | |||
! Territory rank | |||
! Requirements | |||
|- id = "Granary" | |- id = "Granary" | ||
| {{icon|granary|50px}} || Granary | | {{icon|granary|50px}} || Granary | ||
| | | | ||
* {{icon|food capacity}} {{green|+200}} Provincial food capacity | * {{icon|food capacity}} {{green|+200}} Provincial food capacity | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Library" | |- id = "Library" | ||
| {{icon|library|50px}} || Library | | {{icon|library|50px}} || Library | ||
| | | | ||
*{{icon|noble happiness}} {{green|+4%}} Local noble happiness | *{{icon|noble happiness}} {{green|+4%}} Local noble happiness | ||
*{{icon|noble ratio}} {{green|+2%}} Local noble desired ratio | *{{icon|noble ratio}} {{green|+2%}} Local noble desired ratio | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Court of Law" | |- id = "Court of Law" | ||
| {{icon|court of law|50px}} || Court of Law | | {{icon|court of law|50px}} || Court of Law | ||
| | | | ||
*{{icon|citizen happiness}} {{green|+3%}} Local citizen happiness | *{{icon|citizen happiness}} {{green|+3%}} Local citizen happiness | ||
*{{icon|citizen ratio}} {{green|+6%}} Local citizen desired ratio | *{{icon|citizen ratio}} {{green|+6%}} Local citizen desired ratio | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Forum" | |- id = "Forum" | ||
| {{icon|forum|50px}} || Forum | | {{icon|forum|50px}} || Forum | ||
| | | | ||
*{{icon|freeman happiness}} {{green|+3%}} Local freemen happiness | *{{icon|freeman happiness}} {{green|+3%}} Local freemen happiness | ||
*{{icon|freeman ratio}} {{green|+6%}} Local freemen desired ratio | *{{icon|freeman ratio}} {{green|+6%}} Local freemen desired ratio | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Mill" | |- id = "Mill" | ||
| {{icon|mill|50px}} || Mill | | {{icon|mill|50px}} || Mill | ||
| | | | ||
*{{icon|slave output}} {{green|+3%}} Local slave output | *{{icon|slave output}} {{green|+3%}} Local slave output | ||
*{{icon|slave happiness}} {{green|+4%}} Local slave happiness | *{{icon|slave happiness}} {{green|+4%}} Local slave happiness | ||
*{{icon|slave ratio}} {{green|+6%}} Local slave desired ratio | *{{icon|slave ratio}} {{green|+6%}} Local slave desired ratio | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Temple" | |- id = "Temple" | ||
| {{icon|temple|50px}} || Temple | | {{icon|temple|50px}} || Temple | ||
| | | | ||
*{{icon|state religion happiness}} {{green|+3%}} State religion happiness | *{{icon|state religion happiness}} {{green|+3%}} State religion happiness | ||
*{{icon|conversion}} {{green|+1.00}} Pop conversion speed | *{{icon|conversion}} {{green|+1.00}} Pop conversion speed | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Theater" | |- id = "Theater" | ||
| {{icon|theater|50px}} || Theater | | {{icon|theater|50px}} || Theater | ||
| | | | ||
*{{icon|primary culture happiness}} {{green|+3%}} Integrated culture happiness | *{{icon|primary culture happiness}} {{green|+3%}} Integrated culture happiness | ||
*{{icon|assimilation}} {{green|+1.00}} Pop assimilation speed | *{{icon|assimilation}} {{green|+1.00}} Pop assimilation speed | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
|- id = "Aqueduct" | |- id = "Aqueduct" | ||
| {{icon|aqueduct|50px}} || Aqueduct | | {{icon|aqueduct|50px}} || Aqueduct | ||
| | | | ||
*{{icon|pop cap|28px}} {{green|+4}} Population capacity | *{{icon|pop cap|28px}} {{green|+4}} Population capacity | ||
| '''50''' | |||
| 180 days | |||
|City | |City | ||
| | |||
* Has at least {{icon|civilization}} '''30''' civilization value | |||
|- | |- | ||
|} | |} | ||
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{| class="mildtable" | {| class="mildtable" | ||
! !! Building | ! !! Building | ||
! Province modifiers | |||
! {{icon|cost}} Cost | |||
! {{icon|time}} Time | |||
! Territory rank | |||
! Requirements | ! Requirements | ||
|- id = "Barracks" | |- id = "Barracks" | ||
| {{icon|barracks|50px}} || Barracks | | {{icon|barracks|50px}} || Barracks | ||
| | | | ||
* {{icon|pop cap|28px}} {{green|+20%}} Population capacity | * {{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
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* {{icon|freeman happiness}} {{green|+8%}} Local freemen happiness | * {{icon|freeman happiness}} {{green|+8%}} Local freemen happiness | ||
* {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio | * {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio | ||
| '''120''' | |||
| 180 days | |||
|Settlement | |Settlement | ||
| None | |||
|- id = "Slave Estate" | |- id = "Slave Estate" | ||
| {{icon|slave estate|50px}} || Slave Estate | | {{icon|slave estate|50px}} || Slave Estate | ||
| | | | ||
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity | *{{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
*{{icon|food}} {{green|+50%}} Local monthly food modifier | *{{icon|food}} {{green|+50%}} Local monthly food modifier | ||
*{{icon|slave output}} {{green|+30%}} Local slave output | *{{icon|slave output}} {{green|+30%}} Local slave output | ||
| '''120''' | |||
| 730 days | |||
|Settlement | |Settlement | ||
| None | |||
|- id = "Mine" | |- id = "Mine" | ||
| {{icon|mine|50px}} || Mine | | {{icon|mine|50px}} || Mine | ||
| | | | ||
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity | *{{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | *{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | ||
| '''120''' | |||
| 730 days | |||
|Settlement | |Settlement | ||
| Produces {{icon|Base Metals}}, {{icon|Iron}}, {{icon|Marble}}, {{icon|Precious Metals}}, or {{icon|Stone}} | |||
|- id = "Farming Settlement" | |- id = "Farming Settlement" | ||
| {{icon|farming settlement|50px}} || Farming Settlement | | {{icon|farming settlement|50px}} || Farming Settlement | ||
| | | | ||
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity | *{{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | *{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus | ||
*{{icon|food}} {{green|+50%}} Local monthly food modifier | *{{icon|food}} {{green|+50%}} Local monthly food modifier | ||
| '''120''' | |||
| 730 days | |||
|Settlement | |Settlement | ||
| Produces {{icon|Fish}}, {{icon|Grain}}, {{icon|Livestock}} or {{icon|Vegetables}} | |||
|- id = "Tribal Settlement" | |- id = "Tribal Settlement" | ||
| {{icon|tribal settlement|50px}} || Tribal Settlement | | {{icon|tribal settlement|50px}} || Tribal Settlement | ||
| | | | ||
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity | *{{icon|pop cap|28px}} {{green|+20%}} Population capacity | ||
*{{icon|tribesman output}} {{green|+30%}} Local tribesmen output | *{{icon|tribesman output}} {{green|+30%}} Local tribesmen output | ||
*{{icon|tribesman happiness}} {{green|+8%}} Local tribesmen happiness | *{{icon|tribesman happiness}} {{green|+8%}} Local tribesmen happiness | ||
| '''120''' | |||
| 730 days | |||
|Settlement | |Settlement | ||
| None | |||
|- id = "Provincial Legation" | |- id = "Provincial Legation" | ||
| {{icon|provincial legation|50px}} || Provincial Legation | | {{icon|provincial legation|50px}} || Provincial Legation | ||
| | | | ||
*{{icon|migration speed}} {{green|+75%}} Pop migration speed | *{{icon|migration speed}} {{green|+75%}} Pop migration speed | ||
*{{icon|assimilation}} {{green|+0.20}} Pop assimilation speed | *{{icon|assimilation}} {{green|+0.20}} Pop assimilation speed | ||
| '''120''' | |||
| 180 days | |||
|Settlement | |Settlement | ||
| None | |||
|- | |- | ||
|} | |} | ||
== | === Building slots === | ||
{{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|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 | {{icon|settlement}} Settlements always have '''1''' building slot and this cannot be increased, so they can only ever have a single building. 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 the base number of building slots is increased to '''4'''. Other important sources of building slots include: | ||
* {{green|+1}} for the {{icon|capital}} country capital | |||
* {{green|+1}} for {{icon|holy site}} holy sites | |||
* {{green|+1}} for all {{icon|city}} cities with the {{icon|invention}} Urban Planning invention ({{icon|civ}} Civic Advances 18) | |||
* {{green|+1}} for all {{icon|city}} cities with the {{icon|military tradition}} Legacy of the Builders military tradition ([[Levantine and Arabian traditions]]) | |||
==Roads== | ==Roads== | ||
{{SVersion|1.5}} | |||
[[File:Roads.png|thumb|right|Roads built by a Roman army.]] | [[File:Roads.png|thumb|right|Roads built by a Roman army.]] | ||
Roads | {{icon|road}} '''Roads''' can be built by {{icon|army}} armies to connect two adjacent [[territories]] at the cost of {{icon|wealth}} gold, reducing the {{icon|movement cost}} movement cost by '''50%''' and effectively doubling the army movement speed between them, making them highly desirable for larger empires that would benefit from being able to move armies between their provinces more quickly. In addition to the army movement bonuses, connecting a territory to the road network also gives a minor boost to development, [[trade]], and pop mobility, making them useful to build in highly populated developed territories as well as connecting frontier areas. Roads also appear graphically on the map as the network is built and extended, generally being most prominent on the terrain mapmode; if a road is built over a river, a bridge will appear. Unlike with buildings, roads are not associated with individual territories, but instead with pairs of adjacent territories (including possibly those connected over a strait); it is therefore possible (and common) for a territory to be a part of multiple different road segments. For every road connecting a territory to one of its adjacent territories, a territory will get the following stackable modifiers: | ||
* {{icon|civilization}} {{green|+0.001%}} Monthly Civilization Change | |||
* {{icon|conversion}} {{green|+2.5%}} Pop Conversion Speed | |||
* {{icon|assimilation}} {{green|+2.5%}} Pop Assimilation Speed | |||
* {{icon|promotion}} {{green|+2.5%}} Pop Promotion Speed | |||
* {{icon|demotion}} {{green|+1%}} Pop Demotion Speed | |||
* {{icon|migration attraction}} {{green|+0.05}} Migration Attraction | |||
* {{icon|migration speed}} {{green|+0.05}} Pop Migration Speed | |||
* {{icon|base trade routes}} {{green|+0.05%}} Local Base Trade Routes Modifier | |||
There are two ways to build roads | There are two ways to build roads - one for countries with {{icon|military tradition}} [[Italic traditions]], and one for countries with any other military tradition set. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated. | ||
===Regular roads=== | ===Regular roads=== | ||
Most countries need at least {{icon|civ}} 5 [[Technology#Civic advances|civic advances]]. | Most countries need to reach at least {{icon|civ}} Level '''5''' of [[Technology#Civic advances|civic advances]] to begin building roads. | ||
Roads can be built using the {{icon|build road}} '''Build Road''' unit ability toggle, which can be activated if all of the following conditions are met: | |||
* The army has at least 10 [[land units|cohorts]] | * The unit is an {{icon|army}} army | ||
* The army is not in combat, moving | * The army has at least {{icon|army size}} '''10''' [[land units|cohorts]] | ||
* The army is in a territory that is owned | * The army is not in combat, moving, or exiled | ||
* The army either has no commander, or its commander is loyal ( | * The army is in a territory that is owned by the current country, or by one of its {{icon|subject}} subjects | ||
* The army either has no commander, or its commander is loyal (i.e. has at least {{icon|loyalty}} '''34''' loyalty) | |||
When the {{icon|build road}} build road toggle is on, road construction will begin when the unit moves from one territory to another, as long as both territories either owned and controlled by the army's owner or one of their {{icon|subject}} subjects, or are uncolonized. When the army arrives in that other territory, if those territories do not already have a road between them, the road will be instantly built at a base cost of {{icon|treasury}} {{red|50}} gold. This cost is affected by the {{icon|road cost}} '''build roads cost''', given only as a {{green|-25%}} modifier from the {{icon|invention}} Gromatici invention ({{icon|civ}} Civic Advances 15). | |||
While | While{{icon|build road}} building roads, the following modifiers are applied to the army: | ||
* | * {{icon|morale}} {{red| −25%}} Morale of Armies | ||
* | * {{icon|movement speed without road}} {{red| −70%}} Army movement without roads | ||
* | * {{icon|army maintenance}} {{red|+120%}} Army maintenance cost | ||
The toggle will be turned off if the army | The toggle will be turned off if the army becomes ineligible to build roads, or if the army finishes moving to a new territory without a road on the traversed connection and the country does not have enough money to build a road. | ||
===Roman roads=== | === Roman roads === | ||
Countries with Italic military traditions | Countries with {{icon|military tradition}} [[Italic traditions|Italic military traditions]] need to pick the '''Roman Roads''' tradition from the [[Italic traditions#Roman path|Roman path]] to unlock road construction, even if they have already meet the requirements for normal road construction. Otherwise, {{icon|build road}} building Roman roads is largely the same as building regular roads, with the main differences that the road-building army can be smaller, requiring only {{icon|army size}} '''5''' [[land units|cohorts]], and that each road costs only {{icon|cost}} {{red|25}} gold per territory connection. However, note that this cost is '''not''' affected by the {{icon|road cost}} build roads cost modifier. | ||
As well, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty: | |||
* {{icon|movement speed without road}} {{red|−70%}} Army movement without roads | |||
== Forts == | |||
{{SVersion|1.5}} | |||
{{see also|Siege}} | |||
{{icon|fort}} '''Forts''' can be built in territories to block the advance of enemy armies and protect important cities and strategic points from being easily captured. The size of a fort is determined by its {{icon|fort level}} '''fort level''', with '''1''' as the minimum and 0 indicating the lack of a fort in the territory; all {{icon|capital}} country capitals start with {{icon|fort level}} '''1''' fort level by default, and every {{icon|fortress}} fortress building adds {{icon|fort level}} '''1''' further fort level. Note that this means that {{icon|settlement}} settlements are generally restricted to a {{icon|fort level}} fort level of 1, with only {{icon|city}} cities and {{icon|metropolis}} metropolises able to support larger forts. Each fort level gives {{red|-1}} to siege progress and provide the base {{icon|garrison}} '''garrison''' of '''1000''' per fort level, adjusted by the {{icon|garrison size}} '''garrison size''' modifier. An besieging army needs to be at least '''4''' times as large as the garrison to begin a siege, and when a fortress falls (or a new fort level is built), its {{icon|garrison}} garrison will need to be replenished at a rate of '''10%''' of the max garrison per month. Forts with a high fort level will therefore need both a large commitment of forces and a significant amount of waiting to successfully take, and can be a potent defensive measure at important chokepoints. | |||
== Border forts == | In addition to the opportunity cost of taking up a building slot, every {{icon|fort}} fort also costs a base of {{icon|wealth}} {{red|0.50}} gold in maintenance each month, adjusted by the {{icon|fort maintenance}} '''fort maintenance''' modifier. Fortifications are therefore quite costly, particularly for smaller countries, and it is often a good idea to remove extraneous forts that no longer serve any menaningful defensive purpose if the maintenance costs are becoming an issue. | ||
A country with the Italic military tradition | |||
*The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher). | One of the main effects of a {{icon|fort}} fort is that it prevents enemy armies from being able to occupy the territory after the base occupation time of 15 days, but instead requires the attacker to successfully [[siege]] or [[assault]] the {{icon|fort}} fort before the territory can be occupied. In addition, {{icon|fort}} forts exert an '''zone of control''' over the adjacent territories, restricting enemy movement and controlling nearby territories. An {{icon|army}} army that enters a hostile zone of control will not be able to progress further, and must instead either proceed to the {{icon|fort}} fort and besiege it or return to the territory they came from - in this way, a line of {{icon|fort}} forts one or two territories apart can completely block an enemy army from progressing past it, and can be useful along contested frontiers or to protect valuable core areas. As well, any hostile territory within a zone of control of a {{icon|fort}} fort that is not being besieged will have occupation progress as though an army was occupying it, unless an army on the same side as the current controller is currently in the territory; if a territory lies in the zones of control of multiple hostile forts, it will continually switch occupation every several days between each side. Territories within a friendly zone of control will also not lose {{icon|civilization}} civilization value when occupied by {{icon|barbarians}} barbarians, making them useful to build near barbarian strongholds. Zone of controls are fully active for not only owned and controlled forts within the country, but also controlled forts within enemy nations, making it possible for a counteroffensive into previously occupied territory to be blocked by a country's own occupied forts. | ||
*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. | === Border forts === | ||
*The territory the army is in: | {{see also|Colonization}} | ||
**Doesn't already have a | A country with the {{icon|military tradition}} [[Italic traditions|Italic military tradition]] '''Castra''' (from the Roman path) can have an army build a {{icon|border fort}} '''border fort''' in an owned frontier or neighbouring uncolonized territory. An army can do this action if it meets all the following conditions: | ||
**Is uncolonized or borders foreign territory | * The unit is an {{icon|army}} army | ||
**Has a free building slot | * The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher). | ||
**Borders an owned and | * The army is not in combat, moving, sieging, or exiled. | ||
**Is not next to any other owned territory with a | * The army has at least {{icon|army size}} '''5''' cohorts, including at least one that is not {{icon|cohort loyalty}} loyal to anyone. | ||
* The territory the army is in: | |||
** Doesn't already have a {{icon|fortress}} fortress | |||
** Is uncolonized, or owned by the current country and borders a foreign (not uncolonized) territory | |||
** Has a free {{icon|building slots}} building slot | |||
** Borders an owned and controlled territory | |||
** Is not next to any other owned territory with a {{icon|fortress}} fortress | |||
When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower | When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower and builds a {{icon|fortress}} fortress in the territory. The country then gains ownership of the province if it was previously uncolonized, in which case the territory will also gain a {{icon|freemen}} freeman pop of the primary culture and religion. Finally, one random cohort becomes {{icon|cohort loyalty}} 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. This ability can notably be used to [[colonization|colonize]] territories even if there is no neighbouring territory with a dominant integrated culture and state religion. | ||
[[Category:经济]] | [[Category:经济]] |
2020年9月28日 (一) 23:22的版本
Territories can be upgraded with a variety of infrastructure to improve the output and happiness of their pops, as well as its accessibility and defensibility, at the cost of gold. Investing in infrastructure can significantly improve a country's income, manpower, research, and more, and is generally most effective in more highly populated territories.
Buildings
这部分内容可能已不适合当前版本,最后更新于1.5。 |
A wide variety of different buildings can be built in territories to give a wide variety of local modifiers, such as improving pop output and happiness, adjusting the ratio of pop classes, driving assimilation and conversion, increasing the local population capacity, adding fortifications to the area, and more. The buildings available depend on the territory's rank, with different sets available to settlements and cities/ metropolises; some of the settlement buildings are also restricted based on the trade good that the territory produces.
Every building has an associated gold cost and build time, which are modified by the build cost and build time modifiers, respectively. Each territory can only build one building at a time, though it is possible to make a queue of buildings to construct. Once it is built, buildings do not cost any maintenance or upkeep. Any building in any owned territory can be torn down instantly at any time, which returns 1/4th of the its build cost to the treasury (regardless of when or by whom the building was built).
Military
Building | Province modifiers | Cost | Time | Territory rank | |
---|---|---|---|---|---|
Training Camp | 50 | 180 days | City | ||
Fortress | 100 | 915 days | City/Settlement | ||
Foundry | 50 | 180 days | City |
Economic/Management
Building | Province modifiers | Cost | Time | Territory rank | |
---|---|---|---|---|---|
Market | 50 | 180 days | City | ||
Tax Office | 50 | 180 days | City | ||
Academy | 50 | 180 days | City |
Population
Settlement Only
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.
Settlements always have 1 building slot and this cannot be increased, so they can only ever have a single building. 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 the base number of building slots is increased to 4. Other important sources of building slots include:
- +1 for the country capital
- +1 for holy sites
- +1 for all cities with the Urban Planning invention ( Civic Advances 18)
- +1 for all cities with the Legacy of the Builders military tradition (Levantine and Arabian traditions)
Roads
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Roads can be built by armies to connect two adjacent territories at the cost of gold, reducing the movement cost by 50% and effectively doubling the army movement speed between them, making them highly desirable for larger empires that would benefit from being able to move armies between their provinces more quickly. In addition to the army movement bonuses, connecting a territory to the road network also gives a minor boost to development, trade, and pop mobility, making them useful to build in highly populated developed territories as well as connecting frontier areas. Roads also appear graphically on the map as the network is built and extended, generally being most prominent on the terrain mapmode; if a road is built over a river, a bridge will appear. Unlike with buildings, roads are not associated with individual territories, but instead with pairs of adjacent territories (including possibly those connected over a strait); it is therefore possible (and common) for a territory to be a part of multiple different road segments. For every road connecting a territory to one of its adjacent territories, a territory will get the following stackable modifiers:
- +0.001% Monthly Civilization Change
- +2.5% Pop Conversion Speed
- +2.5% Pop Assimilation Speed
- +2.5% Pop Promotion Speed
- +1% Pop Demotion Speed
- +0.05 Migration Attraction
- +0.05 Pop Migration Speed
- +0.05% Local Base Trade Routes Modifier
There are two ways to build roads - one for countries with Italic traditions, and one for countries with any other military tradition set. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated.
Regular roads
Most countries need to reach at least Level 5 of civic advances to begin building roads.
Roads can be built using the Build Road unit ability toggle, which can be activated if all of the following conditions are met:
- The unit is an army
- The army has at least 10 cohorts
- The army is not in combat, moving, or exiled
- The army is in a territory that is owned by the current country, or by one of its subjects
- The army either has no commander, or its commander is loyal (i.e. has at least 34 loyalty)
When the build road toggle is on, road construction will begin when the unit moves from one territory to another, as long as both territories either owned and controlled by the army's owner or one of their subjects, or are uncolonized. When the army arrives in that other territory, if those territories do not already have a road between them, the road will be instantly built at a base cost of 50 gold. This cost is affected by the build roads cost, given only as a -25% modifier from the Gromatici invention ( Civic Advances 15).
While building roads, the following modifiers are applied to the army:
The toggle will be turned off if the army becomes ineligible to build roads, or if the army finishes moving to a new territory without a road on the traversed connection and the country does not have enough money to build a road.
Roman roads
Countries with Italic military traditions need to pick the Roman Roads tradition from the Roman path to unlock road construction, even if they have already meet the requirements for normal road construction. Otherwise, building Roman roads is largely the same as building regular roads, with the main differences that the road-building army can be smaller, requiring only 5 cohorts, and that each road costs only 25 gold per territory connection. However, note that this cost is not affected by the build roads cost modifier.
As well, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty:
Forts
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- 参见:Siege
Forts can be built in territories to block the advance of enemy armies and protect important cities and strategic points from being easily captured. The size of a fort is determined by its fort level, with 1 as the minimum and 0 indicating the lack of a fort in the territory; all country capitals start with 1 fort level by default, and every fortress building adds 1 further fort level. Note that this means that settlements are generally restricted to a fort level of 1, with only cities and metropolises able to support larger forts. Each fort level gives -1 to siege progress and provide the base garrison of 1000 per fort level, adjusted by the garrison size modifier. An besieging army needs to be at least 4 times as large as the garrison to begin a siege, and when a fortress falls (or a new fort level is built), its garrison will need to be replenished at a rate of 10% of the max garrison per month. Forts with a high fort level will therefore need both a large commitment of forces and a significant amount of waiting to successfully take, and can be a potent defensive measure at important chokepoints.
In addition to the opportunity cost of taking up a building slot, every fort also costs a base of 0.50 gold in maintenance each month, adjusted by the fort maintenance modifier. Fortifications are therefore quite costly, particularly for smaller countries, and it is often a good idea to remove extraneous forts that no longer serve any menaningful defensive purpose if the maintenance costs are becoming an issue.
One of the main effects of a fort is that it prevents enemy armies from being able to occupy the territory after the base occupation time of 15 days, but instead requires the attacker to successfully siege or assault the fort before the territory can be occupied. In addition, forts exert an zone of control over the adjacent territories, restricting enemy movement and controlling nearby territories. An army that enters a hostile zone of control will not be able to progress further, and must instead either proceed to the fort and besiege it or return to the territory they came from - in this way, a line of forts one or two territories apart can completely block an enemy army from progressing past it, and can be useful along contested frontiers or to protect valuable core areas. As well, any hostile territory within a zone of control of a fort that is not being besieged will have occupation progress as though an army was occupying it, unless an army on the same side as the current controller is currently in the territory; if a territory lies in the zones of control of multiple hostile forts, it will continually switch occupation every several days between each side. Territories within a friendly zone of control will also not lose civilization value when occupied by barbarians, making them useful to build near barbarian strongholds. Zone of controls are fully active for not only owned and controlled forts within the country, but also controlled forts within enemy nations, making it possible for a counteroffensive into previously occupied territory to be blocked by a country's own occupied forts.
Border forts
- 参见:Colonization
A country with the Italic military tradition Castra (from the Roman path) can have an army build a border fort in an owned frontier or neighbouring uncolonized territory. An army can do this action if it meets all the following conditions:
- The unit is an army
- 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:
When the ability is activated, the country loses 3000 manpower and builds a fortress in the territory. The country then gains ownership of the province if it was previously uncolonized, in which case the territory will also gain a freeman pop of the 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. This ability can notably be used to colonize territories even if there is no neighbouring territory with a dominant integrated culture and state religion.