小无编辑摘要 |
小无编辑摘要 |
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在[[领土]]中可以建造各种不同的建筑可以提供各种local modifiers,比如提高人口 {{icon|pop output}} 产出和{{icon|happiness}} 幸福度,调整人口中各阶级的比例,推动{{icon|assimilation}} 同化和{{icon|conversion}}改信,增加{{icon|pop cap}}当地人口容量, 增加区域的{{icon|fort level}}要塞和{{icon|port}} 港口等。领土可建造的建筑取决于领土的[[territory rank|级别]],如 {{icon|settlement}} 定居点、{{icon|city}} 城市、{{icon|metropolis}} 都会,其中一些 {{icon|settlement}} 定居点建筑会受到领土生产的[[贸易品]]的限制。 | 在[[领土]]中可以建造各种不同的建筑可以提供各种local modifiers,比如提高人口 {{icon|pop output}} 产出和{{icon|happiness}} 幸福度,调整人口中各阶级的比例,推动{{icon|assimilation}} 同化和{{icon|conversion}}改信,增加{{icon|pop cap}}当地人口容量, 增加区域的{{icon|fort level}}要塞和{{icon|port}} 港口等。领土可建造的建筑取决于领土的[[territory rank|级别]],如 {{icon|settlement}} 定居点、{{icon|city}} 城市、{{icon|metropolis}} 都会,其中一些 {{icon|settlement}} 定居点建筑会受到领土生产的[[贸易品]]的限制。 | ||
每座建筑都有相应的 {{icon|wealth}} 建筑成本及 {{icon|time}} 建筑时间,可由{{icon|build cost}} ''' | 每座建筑都有相应的 {{icon|wealth}} 建筑成本及 {{icon|time}} 建筑时间,可由{{icon|build cost}} '''gold cost 和'''{{icon|build time}} '''build time''' modifiers进行改变, 每个领土一次只能建造一座建筑,但可以排队建造多座建筑。建筑建造完成后,不需要支付任何维护费用。任何所拥有领土中的建筑都可以随时立即拆除,并将{{icon|build cost}}建筑成本的'''1/4'''金钱返回国库(受{{icon|build cost}}'''build cost''' modifiers的影响),无论建筑是何时建成的或由谁建造的。一些[[事件]]和[[任务]]结果可能会在领土中自动建造一座建筑。 | ||
''' | '''<big>共用</big>''' | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! | ! !! '''建筑''' | ||
! | ! 省份效果 | ||
! {{icon|cost}} | ! {{icon|cost}} 花费 | ||
! {{icon|time}} | ! {{icon|time}} 时间 | ||
! | ! 注释 | ||
|- id = "Fortress" | |- id = "Fortress" | ||
| {{icon|fortress|50px}} || | | {{icon|fortress|50px}} || 要塞 | ||
| | | | ||
* {{icon|manpower}} {{red|-5%}} | * {{icon|manpower}} {{red|-5%}} 人力 | ||
* {{icon|fort level}} {{green|+1}} | * {{icon|fort level}} {{green|+1}} 堡垒级别 | ||
* {{icon|fort defense}} {{green|+5%}} | * {{icon|fort defense}} {{green|+5%}} 本地要塞防御 | ||
* {{icon|civilization}} {{green|+1%}} | * {{icon|civilization}} {{green|+1%}} 本地文明度等级 | ||
| '''150''' | | '''150''' | ||
| 720 | | 720 日 | ||
| | | 将领土的 {{icon|fort level}} 堡垒等级提高 1 级。 | ||
请参阅 {{icon|fort}} [[ 要塞]] 以了解其他效果。<br> 费用同时受到 {{icon|fort cost}} '''Fortress Building Cost''' modifier 的影响. | |||
|- id = "Port" | |- id = "Port" | ||
| {{icon|port building|50px}} || | | {{icon|port building|50px}} || 港口 | ||
| | | | ||
* {{icon|population capacity}} {{green|+1}} | * {{icon|population capacity}} {{green|+1}} 人口容量 | ||
* {{icon|ship recruit speed}} {{green|+15%}} | * {{icon|ship recruit speed}} {{green|+15%}} 船只招募速度 | ||
* {{icon|migration attraction}} {{green|+0.1}} | * {{icon|migration attraction}} {{green|+0.1}} 移民吸引力 | ||
* {{icon|migration speed}} {{green|+0.1}} | * {{icon|migration speed}} {{green|+0.1}} 人口移民速度 | ||
| '''150''' | | '''150''' | ||
| 180 | | 180 日 | ||
| | | 只能建在沿海地区 {{icon|coast}} 或游戏开始时已经存在港口的地方。 | ||
将领土的 {{icon|port}} 港口等级提高 1 级。<br> 请参阅 {{icon|port}}[[ 港口]] 以了解其他效果 | |||
|} | |} | ||
''' | '''<big>城市/ 都会建筑限制</big>''' | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! | ! !! 建筑 | ||
| 省份效果 | |||
! {{icon|cost}} | ! {{icon|cost}} 花费 | ||
! {{icon|time}} | ! {{icon|time}} 时间 | ||
! | ! '''注释''' | ||
|- id = "Aqueduct" | |- id = "Aqueduct" | ||
| {{icon|aqueduct|50px}} || | | {{icon|aqueduct|50px}} || 渡槽 | ||
| | | | ||
*{{icon|pop cap}} {{green|+4}} | *{{icon|pop cap}} {{green|+4}} 人口容量 | ||
| '''150''' | | '''150''' | ||
| 180 | | 180 日 | ||
| | | | ||
需要至少 {{icon|civilization}} '''30''' 文明度等级 | |||
|- id = "Granary" | |- id = "Granary" | ||
| {{icon|granary|50px}} || | | {{icon|granary|50px}} || 谷仓 | ||
| | | | ||
* {{icon|civilization}} {{green|+2%}} | * {{icon|civilization}} {{green|+2%}} 本地文明度等级 | ||
* {{icon|food capacity}} {{green|+200}} | * {{icon|food capacity}} {{green|+200}} 省份食物数量 | ||
| '''100''' | | '''100''' | ||
| 180 | | 180 日 | ||
| | | | ||
|- id = "Library" | |- id = "Library" | ||
| {{icon|library|50px}} || | | {{icon|library|50px}} || 图书馆 | ||
| | | | ||
* {{icon|research points}} {{green|+5%}} | * {{icon|research points}} {{green|+5%}} 本地研究点 | ||
* {{icon|civilization}} {{green|+2%}} | * {{icon|civilization}} {{green|+2%}} 本地文明度等级 | ||
* {{icon|conversion}} {{green|+2.5%}} | * {{icon|conversion}} {{green|+2.5%}} 人口改信速度 | ||
| '''100''' | | '''100''' | ||
| 180 | | 180 日 | ||
| | | | ||
|- id = "Market" | |- id = "Market" | ||
| {{icon|market|50px}} || | | {{icon|market|50px}} || 市场 | ||
| | | | ||
* {{icon|civilization|28px}} {{green|+2%}} | * {{icon|civilization|28px}} {{green|+2%}} 本地文明度等级 | ||
* {{icon|assimilation}} {{green|+2.5%}} | * {{icon|assimilation}} {{green|+2.5%}} 人口同化速度 | ||
* {{icon|base trade routes}} {{green|+2.5%}} | * {{icon|base trade routes}} {{green|+2.5%}} 当地基础贸易路线 | ||
| '''100''' | | '''100''' | ||
| 180 | | 180 日 | ||
| | | | ||
|- id = "Training Camp" | |- id = "Training Camp" | ||
| {{icon|training camp|50px}} || | | {{icon|training camp|50px}} || 训练营 | ||
| | | | ||
* {{icon|manpower}} {{green|+10%}} | * {{icon|manpower}} {{green|+10%}} 本地人力 | ||
* {{icon|civilization}} {{green|+2%}} | * {{icon|civilization}} {{green|+2%}} 本地文明度等级 | ||
| '''100''' | | '''100''' | ||
| 180 | | 180 日 | ||
| | | | ||
|- id = "Tax Office" | |- id = "Tax Office" | ||
| {{icon|tax office|50px}} || | | {{icon|tax office|50px}} || 税务所 | ||
| | | | ||
* {{icon|national tax}} {{green|+10%}} | * {{icon|national tax}} {{green|+10%}} 本地税收 | ||
* {{icon|civilization}} {{green|+2%}} | * {{icon|civilization}} {{green|+2%}} 本地文明度等级 | ||
| '''100''' | | '''100''' | ||
| 180 | | 180 日 | ||
| | | | ||
|- id = "Earthworks" | |- id = "Earthworks" | ||
| {{icon|earthworks|50px}} || | | {{icon|earthworks|50px}} || 土垒 | ||
| | | | ||
* {{icon|pop cap}} {{red|-10%}} | * {{icon|pop cap}} {{red|-10%}} 人口容量 | ||
* {{icon|fort defense}} {{green|+25%}} | * {{icon|fort defense}} {{green|+25%}} 本地要塞防御 | ||
* {{icon|attrition}} {{green|+1.00}} | * {{icon|attrition}} {{green|+1.00}} 敌方损耗 | ||
* {{icon|combat width}} {{red|-3.00}} | * {{icon|combat width}} {{red|-3.00}} 战场宽度 | ||
| '''150''' | | '''150''' | ||
| 1440 | | 1440 日 | ||
| | | 每个领土只能建造一个。 <br>Requires the {{icon|invention}} Fortified Camps {{icon|mil}} Martial invention<br>Requires at least {{icon|fort level}} 1 fort level. | ||
|- id = "Foundry" | |- id = "Foundry" | ||
| {{icon|foundry|50px}} || | | {{icon|foundry|50px}} || 铸造厂 | ||
| | | | ||
* {{icon|local tax}} {{green|+25%}} | * {{icon|local tax}} {{green|+25%}} 本地税收 | ||
* {{icon|research points}} {{green|+25%}} | * {{icon|research points}} {{green|+25%}} 本地研究点 | ||
* {{icon|civilization}} {{green|+5%}} | * {{icon|civilization}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|slaves for surplus}} {{green|-4}} | * {{icon|slaves for surplus}} {{green|-4}} 本地盈余所需奴隶 | ||
| '''300''' | | '''300''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造一个。 <br>Requires the {{icon|invention}} Blacksmith Apprentices {{icon|mil}} Martial invention. | ||
|- id = "Temple" | |- id = "Temple" | ||
| {{icon|temple|50px}} || | | {{icon|temple|50px}} || 大神殿 | ||
| | | | ||
* {{icon|province loyalty}} {{green|+0.05}} | * {{icon|province loyalty}} {{green|+0.05}} 领土的省份忠诚度 | ||
* {{icon|state religion happiness}} {{green|+10%}} | * {{icon|state religion happiness}} {{green|+10%}} 国教幸福度 | ||
* {{icon|civilization|28px}} {{green|+5%}} | * {{icon|civilization|28px}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|conversion}} {{green|+2.00}} | * {{icon|conversion}} {{green|+2.00}} 人口改信速度 | ||
| '''300''' | | '''300''' | ||
| 360 | | 360 日 | ||
| | | 每个领土只能建造一个。 <br>Requires the {{icon|invention}} Open Religion {{icon|rel}} Religious invention. | ||
|- id = "Theater" | |- id = "Theater" | ||
| {{icon|theater|50px}} || | | {{icon|theater|50px}} || 大剧院 | ||
| | | | ||
* {{icon|province loyalty}} {{green|+0.05}} | * {{icon|province loyalty}} {{green|+0.05}} 领土的省份忠诚度 | ||
* {{icon|primary culture happiness}} {{green|+10%}} | * {{icon|primary culture happiness}} {{green|+10%}} 领土的省份忠诚度 | ||
* {{icon|civilization|28px}} {{green|+5%}} | * {{icon|civilization|28px}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|assimilation}} {{green|+2.00}} | * {{icon|assimilation}} {{green|+2.00}} 人口同化速度 | ||
| '''300''' | | '''300''' | ||
| 360 | | 360 日 | ||
| | | 每个领土只能建造一个。 <br>Requires {{icon|invention}} Gradual Economic Integration {{icon|ora}} Oratory invention. | ||
|- id = "Academy" | |- id = "Academy" | ||
| {{icon|academy|50px}} || | | {{icon|academy|50px}} || 学院 | ||
| | | | ||
* {{icon|civilization}} {{green|+3%}} | * {{icon|civilization}} {{green|+3%}} 本地文明度等级 | ||
* {{icon|civilization}} {{green|+0.01%}} | * {{icon|civilization}} {{green|+0.01%}} 本地文明度变化 | ||
* {{icon|noble happiness}} {{green|+4%}} | * {{icon|noble happiness}} {{green|+4%}} 本地贵族幸福度 | ||
* {{icon|noble ratio}} {{green|+5%}} | * {{icon|noble ratio}} {{green|+5%}} 本地贵族期望比例 | ||
| '''150''' | | '''150''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造三个。 | ||
|- id = "Court of Law" | |- id = "Court of Law" | ||
| {{icon|court of law|50px}} || | | {{icon|court of law|50px}} || 法院 | ||
| | | | ||
* {{icon|province loyalty}} {{green|+0.01}} | * {{icon|province loyalty}} {{green|+0.01}} 领土的省份忠诚度 | ||
* {{icon|civilization}} {{green|+3%}} | * {{icon|civilization}} {{green|+3%}} 本地文明度等级 | ||
* {{icon|citizen happiness}} {{green|+6%}} | * {{icon|citizen happiness}} {{green|+6%}} 本地公民幸福度 | ||
* {{icon|citizen ratio}} {{green|+10%}} | * {{icon|citizen ratio}} {{green|+10%}} 本地公民期望比例 | ||
| '''150''' | | '''150''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造三个。 | ||
|- id = "Forum" | |- id = "Forum" | ||
| {{icon|forum|50px}} || | | {{icon|forum|50px}} || 广场 | ||
| | | | ||
* {{icon|civilization}} {{green|+3%}} | * {{icon|civilization}} {{green|+3%}} 本地文明度等级 | ||
* {{icon|food}} {{green|+2.5%}} | * {{icon|food}} {{green|+2.5%}} 本地每月食物修正 | ||
* {{icon|freeman happiness}} {{green|+6%}} | * {{icon|freeman happiness}} {{green|+6%}} 本地自由民幸福度 | ||
* {{icon|freeman ratio}} {{green|+10%}} | * {{icon|freeman ratio}} {{green|+10%}} 本地自由民期望比例 | ||
| '''150''' | | '''150''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造三个。 | ||
|- id = "Mill" | |- id = "Mill" | ||
| {{icon|mill|50px}} || | | {{icon|mill|50px}} || 磨坊 | ||
| | | | ||
* {{icon|civilization|28px}} {{green|+3%}} | * {{icon|civilization|28px}} {{green|+3%}} 本地文明度等级 | ||
* {{icon|slave output}} {{green|+6%}} | * {{icon|slave output}} {{green|+6%}} 本地奴隶产出 | ||
* {{icon|slave happiness}} {{green|+6%}} | * {{icon|slave happiness}} {{green|+6%}} 本地奴隶幸福度 | ||
* {{icon|slave ratio}} {{green|+10%}} | * {{icon|slave ratio}} {{green|+10%}} 本地奴隶期望比例 | ||
| '''150''' | | '''150''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造三个。 | ||
|- | |- | ||
|} | |} | ||
''' | '''<big>定居点限制</big>''' | ||
{| class="mildtable" | {| class="mildtable" | ||
! !! Building | ! !! Building | ||
第187行: | 第185行: | ||
! Notes | ! Notes | ||
|- id = "Barracks" | |- id = "Barracks" | ||
| {{icon|barracks|50px}} || | | {{icon|barracks|50px}} || 军营 | ||
| | | | ||
* {{icon|manpower|28px}} {{green|+20%}} | * {{icon|manpower|28px}} {{green|+20%}} 本地人力 | ||
* {{icon|civilization|28px}} {{green|+5%}} | * {{icon|civilization|28px}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|migration speed}} {{red|-25%}} | * {{icon|migration speed}} {{red|-25%}} 人口移民速度 | ||
* {{icon|freeman happiness}} {{green|+8%}} | * {{icon|freeman happiness}} {{green|+8%}} 本地自由民幸福度 | ||
* {{icon|freeman ratio}} {{green|+15%}} | * {{icon|freeman ratio}} {{green|+15%}} 本地自由民期望比例 | ||
| '''200''' | | '''200''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造一个。 | ||
|- id = "Mine" | |- id = "Mine" | ||
| {{icon|mine|50px}} || | | {{icon|mine|50px}} || 矿井 | ||
| | | | ||
* {{icon|civilization|28px}} {{green|+5%}} | * {{icon|civilization|28px}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|slaves for surplus}} {{green|-5}} | * {{icon|slaves for surplus}} {{green|-5}} 本地盈余所需奴隶 | ||
* {{icon|migration speed}} {{red|-25%}} | * {{icon|migration speed}} {{red|-25%}} 人口移民速度 | ||
| '''200''' | | '''200''' | ||
| 730 | | 730 日 | ||
| | | 每个领土只能建造一个。 | ||
|- id = "Tribal Settlement" | |- id = "Tribal Settlement" | ||
| {{icon|tribal settlement|50px}} || | | {{icon|tribal settlement|50px}} || 部落定居点 | ||
| | | | ||
* {{icon|pop cap|28px}} {{green|+10%}} | * {{icon|pop cap|28px}} {{green|+10%}} 人口容量 | ||
* {{icon|citizen ratio}} {{red|-2.5%}} | * {{icon|citizen ratio}} {{red|-2.5%}} 本地公民期望比例 | ||
* {{icon|tribesman output}} {{green|+30%}} | * {{icon|tribesman output}} {{green|+30%}} 本地部落民产出 | ||
* {{icon|tribesman happiness}} {{green|+8%}} | * {{icon|tribesman happiness}} {{green|+8%}} 本地部落民幸福度 | ||
| '''200''' | | '''200''' | ||
| 730 | | 730 日 | ||
| | | 每个领土只能建造一个。 | ||
|- id = "Slave Estate" | |- id = "Slave Estate" | ||
| {{icon|slave estate|50px}} || | | {{icon|slave estate|50px}} || 奴隶庄园 | ||
| | | | ||
* {{icon|civilization|28px}} {{green|+5%}} | * {{icon|civilization|28px}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|migration speed}} {{red|-25%}} | * {{icon|migration speed}} {{red|-25%}} 人口移民速度 | ||
* {{icon|food}} {{green|+50%}} | * {{icon|food}} {{green|+50%}} 本地每月食物修正 | ||
* {{icon|slave output}} {{green|+30%}} | * {{icon|slave output}} {{green|+30%}} 本地奴隶产出 | ||
| '''200''' | | '''200''' | ||
| 730 | | 730 日 | ||
| | | 每个领土只能建造一个。 | ||
|- id = "Farming Settlement" | |- id = "Farming Settlement" | ||
| {{icon|farming settlement|50px}} || | | {{icon|farming settlement|50px}} || 农业定居点 | ||
| | | | ||
* {{icon|civilization|28px}} {{green|+5%}} | * {{icon|civilization|28px}} {{green|+5%}} 本地文明度等级 | ||
* {{icon|slaves for surplus}} {{green|-5}} | * {{icon|slaves for surplus}} {{green|-5}} 本地盈余所需奴隶 | ||
* {{icon|migration speed}} {{red|-25%}} | * {{icon|migration speed}} {{red|-25%}} 人口移民速度 | ||
* {{icon|food}} {{green|+50%}} | * {{icon|food}} {{green|+50%}} 本地每月食物修正 | ||
| '''200''' | | '''200''' | ||
| 730 | | 730 日 | ||
| | | 每个领土只能建造一个。 | ||
|- id = "Provincial Legation" | |- id = "Provincial Legation" | ||
| {{icon|provincial legation|50px}} || Provincial Legation | | {{icon|provincial legation|50px}} || Provincial Legation | ||
| | | | ||
* {{icon|migration speed}} {{green|+75%}} | * {{icon|migration speed}} {{green|+75%}} 人口移民速度 | ||
* {{icon|assimilation}} {{green|+15%}} | * {{icon|assimilation}} {{green|+15%}} 人口同化速度 | ||
| '''200''' | | '''200''' | ||
| 180 | | 180 日 | ||
| | | 每个领土只能建造一个。 | ||
|- | |- | ||
|} | |} | ||
=== | === 建筑槽 === | ||
{{icon|building slots}} | 格美领土中可建造的建筑数量受限于该领土的{{icon|building slots}}''' 建筑槽'''数量。每座建筑占用一个槽位,包括正在建造中的建筑,在已填满所有槽位的领土上无法建造更多建筑。拥有超出允许槽位数量的建筑的领土(例如,在被掠夺期间失去人口后)将失去超出限制的建筑。 {{icon|wonder}} [[奇观]]也占用一个建筑槽位,并且至少需要一个空的建筑槽位才能开始建造。 | ||
{{icon|settlement}} 定居点通常只有'''1'''个建筑槽位(尽管定居点建筑一般比其他建筑更强大),可以通过使用 {{icon|invention}} 革新进行 {{icon|civic}}发明 {{icon|building slots}} '''乡村规划''' 改变'''global settlement building slots''' modifier 增加至最多'''2'''个(尽管每座定居建筑仍将保持其领土上限为一)。建筑槽位在定居点升级为 {{icon|city}} 城市时变得更加重要,城市可额外获得'''2'''个建筑槽位,并且每增加'''10''' {{icon|population}}人口可额外获得'''1'''个建筑槽。如果城市进一步升级为 {{icon|metropolis}} 都会,则额外建筑槽位数量增加至'''4'''个。在 {{icon|city}} 城市和 {{icon|metropolis}} 都会中的建筑槽来源于 {{icon|building slots}} '''local city building slots''' and {{icon|building slots}} '''global city building slots''' modifier,包括以下: | |||
* {{green|+1}} {{icon|capital}} 国家首都 | |||
* {{green|+1}} | * {{green|+1}} {{icon|holy site}} 圣地 | ||
* {{green|+1}} | |||
* {{green|+1}} for all {{icon|city}} cities with a {{icon|wonder}} tier 3 wonder with the [[File:Gw effect civil engineering.png|28px]] Engineering effect | * {{green|+1}} for all {{icon|city}} cities with a {{icon|wonder}} tier 3 wonder with the [[File:Gw effect civil engineering.png|28px]] Engineering effect | ||
* {{green|+2}} for all {{icon|city}} cities with a {{icon|wonder}} tier 4 wonder with the [[File:Gw effect civil engineering.png|28px]] Engineering effect | * {{green|+2}} for all {{icon|city}} cities with a {{icon|wonder}} tier 4 wonder with the [[File:Gw effect civil engineering.png|28px]] Engineering effect | ||
第259行: | 第258行: | ||
* {{green|+1}} for each {{icon|religious investment}} Make Religious Endowments religious province investment | * {{green|+1}} for each {{icon|religious investment}} Make Religious Endowments religious province investment | ||
== | == 奇观 == | ||
{{main|Great wonders}} | {{main|Great wonders}} | ||
{{icon|wonder}} '''Great wonders''' are special buildings that can be constructed in territories and give powerful bonuses to their local [[province]] or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. As the centerpiece and defining feature of the local area, each territory can normally only support one great wonder, though certain wonders that are built by event can coexist with each other in the same territory. Uniquely, wonders usually give strong nation-wide effects that grow over time as the wonder's fame and prestige increases. | {{icon|wonder}} '''Great wonders''' are special buildings that can be constructed in territories and give powerful bonuses to their local [[province]] or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. As the centerpiece and defining feature of the local area, each territory can normally only support one great wonder, though certain wonders that are built by event can coexist with each other in the same territory. Uniquely, wonders usually give strong nation-wide effects that grow over time as the wonder's fame and prestige increases. | ||
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At the start of the game, there are a number of ancient wonders scattered all over the map, from the Temple of Jupiter Optimus Maximus in Rome to the Great Pyramids of Giza and the University of Taxila. Building additional wonders requires the '''[[Heirs of Alexander]]''' DLC. | At the start of the game, there are a number of ancient wonders scattered all over the map, from the Temple of Jupiter Optimus Maximus in Rome to the Great Pyramids of Giza and the University of Taxila. Building additional wonders requires the '''[[Heirs of Alexander]]''' DLC. | ||
== | == 道路== | ||
{{SVersion|2.0}} | {{SVersion|2.0}} | ||
[[File:Roads.png|thumb|right|Roads built by a Roman army.]] | [[File:Roads.png|thumb|right|Roads built by a Roman army.]] | ||
{{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|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%}} | * {{icon|civilization}} {{green|+0.001%}} 本地文明度变化 | ||
* {{icon|conversion}} {{green|+2.5%}} | * {{icon|conversion}} {{green|+2.5%}} 人口改信速度 | ||
* {{icon|assimilation}} {{green|+2.5%}} | * {{icon|assimilation}} {{green|+2.5%}} 人口同化速度 | ||
* {{icon|promotion}} {{green|+2.5%}} Pop Promotion Speed | * {{icon|promotion}} {{green|+2.5%}} Pop Promotion Speed | ||
* {{icon|demotion}} {{green|+1%}} Pop Demotion Speed | * {{icon|demotion}} {{green|+1%}} Pop Demotion Speed | ||
* {{icon|migration attraction}} {{green|+0.05}} | * {{icon|migration attraction}} {{green|+0.05}} 移民吸引力 | ||
* {{icon|migration speed}} {{green|+0.1}} | * {{icon|migration speed}} {{green|+0.1}} 人口移民速度 | ||
* {{icon|base trade routes}} {{green|+5%}} | * {{icon|base trade routes}} {{green|+5%}} 当地基础贸易路线 Modifier | ||
There are two ways to build roads - a special, cheaper method for countries with access to {{icon|military tradition}} [[Italic traditions|Italic tradition groups]], and more generic one that is available to all countries. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated. | There are two ways to build roads - a special, cheaper method for countries with access to {{icon|military tradition}} [[Italic traditions|Italic tradition groups]], and more generic one that is available to all countries. Once a road is built, it cannot be removed or destroyed, even if the territories it connects are completely depopulated. | ||
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While{{icon|build road}} building roads, the following modifiers are applied to the army: | While{{icon|build road}} building roads, the following modifiers are applied to the army: | ||
* {{icon|morale}} {{red|−25%}} | * {{icon|morale}} {{red|−25%}} 陆军士气 | ||
* {{icon|movement speed without road}} {{red|−70%}} | * {{icon|movement speed without road}} {{red|−70%}} 陆军无道路移动 | ||
* {{icon|army maintenance}} {{red|+120%}} | * {{icon|army maintenance}} {{red|+120%}} 军团维护费 | ||
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. | 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. | ||
=== | === 军用道路 === | ||
If a country has access to {{icon|military tradition}} [[Italic traditions|Roman traditions]] (in the Italic traditions group), adopting the '''Roman Roads''' tradition will give access to the special {{icon|build road}} '''Build Military Road''' toggle, even if it does not currently meet the technology requirements for building roads normally. {{icon|build road}} Building military 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]], but must be a {{icon|legion}} legion, and that each road costs only {{icon|cost}} {{red|25}} gold per territory connection. However, note that the cost is '''not''' affected by the {{icon|road cost}} build roads cost modifier. As with normal road building, the cost is lowered to to {{icon|wealth}} {{red|10}} gold (also not affected by any modifiers) if the army has at least {{icon|engineers}} 1 engineer cohort. | If a country has access to {{icon|military tradition}} [[Italic traditions|Roman traditions]] (in the Italic traditions group), adopting the '''Roman Roads''' tradition will give access to the special {{icon|build road}} '''Build Military Road''' toggle, even if it does not currently meet the technology requirements for building roads normally. {{icon|build road}} Building military 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]], but must be a {{icon|legion}} legion, and that each road costs only {{icon|cost}} {{red|25}} gold per territory connection. However, note that the cost is '''not''' affected by the {{icon|road cost}} build roads cost modifier. As with normal road building, the cost is lowered to to {{icon|wealth}} {{red|10}} gold (also not affected by any modifiers) if the army has at least {{icon|engineers}} 1 engineer cohort. | ||
In addition, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty: | In addition, 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%}} | * {{icon|movement speed without road}} {{red|−70%}} 陆军无道路移动 | ||
== | == 要塞 == | ||
{{SVersion|2.0}} | {{SVersion|2.0}} | ||
{{see also|Siege}} | {{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 '''fort level''', where '''1''' is the minimum and 0 indicates the lack of a fort, and every {{icon|fortress}} fortress building giving '''1''' fort level. This means that settlements are typically restricted to a fort level of 1, while cities and metropolises are able to support larger forts. The higher the fort level, the harder it is for an enemy army to successfully take the fort. | {{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 '''fort level''', where '''1''' is the minimum and 0 indicates the lack of a fort, and every {{icon|fortress}} fortress building giving '''1''' fort level. This means that settlements are typically restricted to a fort level of 1, while cities and metropolises are able to support larger forts. The higher the fort level, the harder it is for an enemy army to successfully take the fort. | ||
To fully occupy a province, the attacker must besiege its {{icon|province capital}} capital and any forts in the province, after which the rest will be automatically occupied after a few | To fully occupy a province, the attacker must besiege its {{icon|province capital}} capital and any forts in the province, after which the rest will be automatically occupied after a few 日. An unprotected territory takes only 15 日 to occupy, while one with a fort will take multiple months to siege down unless the attacking army launches an {{icon|assault ability}} assault (usually taking heavy casualties). Each fort level gives {{red|-1}} to siege progress and provides the base {{icon|garrison}} '''garrison''' of '''500''' per fort level, adjusted by the '''garrison size''' modifier. A besieging army needs to have at least '''2000''' men per each fort level to begin a siege, no matter how big the garrison is. Assaulting a fort will damage the garrison, and as soon as it reaches 0, the fort will fall. When it falls (or a new fort level is built), its garrison will start replenishing at a rate of '''10%''' of the max garrison per month. | ||
In addition, forts exert a '''zone of control''' (ZoC) over adjacent territories. An army that enters a hostile zone of control will not be able to progress further, and must either proceed to the fort and besiege it or return to the territory they came from. {{flag|Barbarians}} ignore all zones of control and can move freely, but territories in the zone of control of a friendly fort will not lose {{icon|civilization}} | In addition, forts exert a '''zone of control''' (ZoC) over adjacent territories. An army that enters a hostile zone of control will not be able to progress further, and must either proceed to the fort and besiege it or return to the territory they came from. {{flag|Barbarians}} ignore all zones of control and can move freely, but territories in the zone of control of a friendly fort will not lose {{icon|civilization}} 文明度等级 if occupied. Friendly forts also negate {{icon|attrition}} attrition from deserts or winter, and will automatically occupy any enemy-controlled territories in its zone of control unless there is a hostile army there. | ||
Every {{icon|fort}} fort level costs a base of {{icon|wealth}} {{red|0.40}} gold in maintenance each month, adjusted by the {{icon|fort maintenance}} '''fort maintenance''' modifier, except for the first capital fort. | Every {{icon|fort}} fort level costs a base of {{icon|wealth}} {{red|0.40}} gold in maintenance each month, adjusted by the {{icon|fort maintenance}} '''fort maintenance''' modifier, except for the first capital fort. | ||
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Every territory in the province gets {{icon|unrest}} {{green|-0.25}} unrest for every used fort infrastructure point, which means spreading forts out over a number of territories is much more efficient at suppressing unrest than concentrating them in a single territory, even if more expensive. As maintaining forts can be costly, it is often a good idea to remove extraneous forts that no longer serve any meaningful defensive and unrest-suppressing purpose. | Every territory in the province gets {{icon|unrest}} {{green|-0.25}} unrest for every used fort infrastructure point, which means spreading forts out over a number of territories is much more efficient at suppressing unrest than concentrating them in a single territory, even if more expensive. As maintaining forts can be costly, it is often a good idea to remove extraneous forts that no longer serve any meaningful defensive and unrest-suppressing purpose. | ||
=== | === 边境要塞 === | ||
{{see also|Colonization}} | {{see also|Colonization}} | ||
A country that has adopted the {{icon|military tradition}} '''Castra''' military tradition from the [[Italic traditions|Italic tribe traditions]] tree 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: | A country that has adopted the {{icon|military tradition}} '''Castra''' military tradition from the [[Italic traditions|Italic tribe traditions]] tree 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: | ||
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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. | 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. | ||
== | == 港口 == | ||
{{SVersion|2.0}} | {{SVersion|2.0}} | ||
{{icon|port}} '''Ports''' are buildings that can be built in any {{icon|coast}} coastal territories, as well as certain inland territories on {{icon|river}} major rivers (those that begin the game with a {{icon|port}} port). They allow {{icon|ship}} ships to dock (including quickly embarking and disembarking troops), be built, repair, and supply, and are important for any nation that seeks to maintain a significant navy. The number of ports in a territory is the territory's '''port level''', which in addition to the effects from the port buildings themselves also determines what types of ships it can build and repair: the light {{icon|liburnian}} liburnians and {{icon|trireme}} triremes only require a level 1 port, the medium {{icon|tetrere}} tetreres and {{icon|hexere}} hexeres require at least level 3 ports, while the very heavy {{icon|octere}} octeres and {{icon|mega-polyreme}} mega-polyremes can only be built and repaired at ports that are at least level 5. | {{icon|port}} '''Ports''' are buildings that can be built in any {{icon|coast}} coastal territories, as well as certain inland territories on {{icon|river}} major rivers (those that begin the game with a {{icon|port}} port). They allow {{icon|ship}} ships to dock (including quickly embarking and disembarking troops), be built, repair, and supply, and are important for any nation that seeks to maintain a significant navy. The number of ports in a territory is the territory's '''port level''', which in addition to the effects from the port buildings themselves also determines what types of ships it can build and repair: the light {{icon|liburnian}} liburnians and {{icon|trireme}} triremes only require a level 1 port, the medium {{icon|tetrere}} tetreres and {{icon|hexere}} hexeres require at least level 3 ports, while the very heavy {{icon|octere}} octeres and {{icon|mega-polyreme}} mega-polyremes can only be built and repaired at ports that are at least level 5. | ||
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For each territory in a province that has at least one port, the province also gets the following modifier: | For each territory in a province that has at least one port, the province also gets the following modifier: | ||
* {{icon|migration speed}} {{green|+2.5%}} | * {{icon|migration speed}} {{green|+2.5%}} 人口移民速度 | ||
Note that neither of these effects stack if territory has more than one port. | Note that neither of these effects stack if territory has more than one port. | ||
=== Pirate havens === | === Pirate havens === | ||
Certain ports are home to {{icon|pirates}} '''pirate havens''' where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of {{icon|local tax}} {{green|+20%}} | Certain ports are home to {{icon|pirates}} '''pirate havens''' where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of {{icon|local tax}} {{green|+20%}} local tax and {{icon|pop growth}} {{green|+0.01%}} Local Population Growth to their territory they host '''pirate [[navy|fleets]]''', always composed of all light ships, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to '''plunder''' them, giving {{icon|local tax}} {{red|-25%}} local tax and {{icon|demotion}} {{green|+10%}} Demotion Speed to the plundered territories. | ||
If pirates grow to be too much of a problem, their havens can be destroyed using the {{icon|root out pirates}} '''Root Out Pirates''' army ability on any controlled territory once the anti-pirate [[laws|law]] has been passed, including those belonging to other countries that have been occupied in a {{icon|war}} war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new {{icon|pirates}} pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts. | If pirates grow to be too much of a problem, their havens can be destroyed using the {{icon|root out pirates}} '''Root Out Pirates''' army ability on any controlled territory once the anti-pirate [[laws|law]] has been passed, including those belonging to other countries that have been occupied in a {{icon|war}} war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new {{icon|pirates}} pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts. |
2024年3月23日 (六) 12:32的最新版本
领土可以花费金钱通过各种基础设施升级来提高 产出和 幸福度,以及提高其可访问性和防御性。投资基础设施可以显著提高一个国家的收入、 人力、 研究,通常情况下,人口越多的领土中效果越显著。
建筑
在领土中可以建造各种不同的建筑可以提供各种local modifiers,比如提高人口 产出和 幸福度,调整人口中各阶级的比例,推动 同化和改信,增加当地人口容量, 增加区域的要塞和 港口等。领土可建造的建筑取决于领土的级别,如 定居点、 城市、 都会,其中一些 定居点建筑会受到领土生产的贸易品的限制。
每座建筑都有相应的 建筑成本及 建筑时间,可由 gold cost 和 build time modifiers进行改变, 每个领土一次只能建造一座建筑,但可以排队建造多座建筑。建筑建造完成后,不需要支付任何维护费用。任何所拥有领土中的建筑都可以随时立即拆除,并将建筑成本的1/4金钱返回国库(受build cost modifiers的影响),无论建筑是何时建成的或由谁建造的。一些事件和任务结果可能会在领土中自动建造一座建筑。
共用
建筑 | 省份效果 | 花费 | 时间 | 注释 | |
---|---|---|---|---|---|
要塞 | 150 | 720 日 | 将领土的 堡垒等级提高 1 级。
请参阅 要塞以了解其他效果。 | ||
港口 | 150 | 180 日 | 只能建在沿海地区 或游戏开始时已经存在港口的地方。
将领土的 港口等级提高 1 级。 |
城市/都会建筑限制
定居点限制
建筑槽
格美领土中可建造的建筑数量受限于该领土的建筑槽数量。每座建筑占用一个槽位,包括正在建造中的建筑,在已填满所有槽位的领土上无法建造更多建筑。拥有超出允许槽位数量的建筑的领土(例如,在被掠夺期间失去人口后)将失去超出限制的建筑。 奇观也占用一个建筑槽位,并且至少需要一个空的建筑槽位才能开始建造。
定居点通常只有1个建筑槽位(尽管定居点建筑一般比其他建筑更强大),可以通过使用 革新进行 发明 乡村规划改变global settlement building slots modifier 增加至最多2个(尽管每座定居建筑仍将保持其领土上限为一)。建筑槽位在定居点升级为 城市时变得更加重要,城市可额外获得2个建筑槽位,并且每增加10 人口可额外获得1个建筑槽。如果城市进一步升级为 都会,则额外建筑槽位数量增加至4个。在 城市和 都会中的建筑槽来源于 local city building slots and global city building slots modifier,包括以下:
- +1 国家首都
- +1 圣地
- +1 for all cities with a tier 3 wonder with the Engineering effect
- +2 for all cities with a tier 4 wonder with the Engineering effect
- +2 for all cities with the Urban Planning Civic invention
- +1 for all cities with the Legacy of the Builders military tradition (Levantine and Arabian traditions)
- +1 for each Make Religious Endowments religious province investment
奇观
- 主条目:Great wonders
Great wonders are special buildings that can be constructed in territories and give powerful bonuses to their local province or owner. Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. As the centerpiece and defining feature of the local area, each territory can normally only support one great wonder, though certain wonders that are built by event can coexist with each other in the same territory. Uniquely, wonders usually give strong nation-wide effects that grow over time as the wonder's fame and prestige increases.
At the start of the game, there are a number of ancient wonders scattered all over the map, from the Temple of Jupiter Optimus Maximus in Rome to the Great Pyramids of Giza and the University of Taxila. Building additional wonders requires the Heirs of Alexander DLC.
道路
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% 本地文明度变化
- +2.5% 人口改信速度
- +2.5% 人口同化速度
- +2.5% Pop Promotion Speed
- +1% Pop Demotion Speed
- +0.05 移民吸引力
- +0.1 人口移民速度
- +5% 当地基础贸易路线 Modifier
There are two ways to build roads - a special, cheaper method for countries with access to Italic tradition groups, and more generic one that is available to all countries. 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)
Any type of army, even levies and mercenaries, can build roads, if they meet all of the requirements.
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 (including uninhabitable territories, though not impassable terrain). When the army arrives in that other territory, if the two 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 modifier, given only by the Civic inventions Gromatici ( -25%) and De Architectura ( -15%). If the army has at least 1 engineer cohort, the cost of building a road is instead lowered to to 10 gold (not affected by any modifiers).
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.
军用道路
If a country has access to Roman traditions (in the Italic traditions group), adopting the Roman Roads tradition will give access to the special Build Military Road toggle, even if it does not currently meet the technology requirements for building roads normally. Building military 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, but must be a legion, and that each road costs only 25 gold per territory connection. However, note that the cost is not affected by the build roads cost modifier. As with normal road building, the cost is lowered to to 10 gold (also not affected by any modifiers) if the army has at least 1 engineer cohort.
In addition, a reduced set of modifiers is applied to the road-building army, without the increased maintenance cost or morale penalty:
要塞
- 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, where 1 is the minimum and 0 indicates the lack of a fort, and every fortress building giving 1 fort level. This means that settlements are typically restricted to a fort level of 1, while cities and metropolises are able to support larger forts. The higher the fort level, the harder it is for an enemy army to successfully take the fort.
To fully occupy a province, the attacker must besiege its capital and any forts in the province, after which the rest will be automatically occupied after a few 日. An unprotected territory takes only 15 日 to occupy, while one with a fort will take multiple months to siege down unless the attacking army launches an assault (usually taking heavy casualties). Each fort level gives -1 to siege progress and provides the base garrison of 500 per fort level, adjusted by the garrison size modifier. A besieging army needs to have at least 2000 men per each fort level to begin a siege, no matter how big the garrison is. Assaulting a fort will damage the garrison, and as soon as it reaches 0, the fort will fall. When it falls (or a new fort level is built), its garrison will start replenishing at a rate of 10% of the max garrison per month.
In addition, forts exert a zone of control (ZoC) over adjacent territories. An army that enters a hostile zone of control will not be able to progress further, and must either proceed to the fort and besiege it or return to the territory they came from. 蛮族 ignore all zones of control and can move freely, but territories in the zone of control of a friendly fort will not lose 文明度等级 if occupied. Friendly forts also negate attrition from deserts or winter, and will automatically occupy any enemy-controlled territories in its zone of control unless there is a hostile army there.
Every fort level costs a base of 0.40 gold in maintenance each month, adjusted by the fort maintenance modifier, except for the first capital fort.
Every province has a certain fort infrastructure capacity value, with default capacity of 5. The first fort in a territory uses up 3 points of capacity, while subsequent fort levels only use 1, and exceeding the limit gives a +25% maintenance modifier for all forts in the province by for every point over the limit. This means, with the default limit of 5, two level 1 forts in one province would use 6 points and cost [math]\displaystyle{ 0.4*1.25 = 0.5 }[/math] each per month in maintenance ( 1 in total), while a single level 2 fort costs 0.8 gold per month to maintain. Capacity can be increased through the Fortify Province province investment, several military traditions, some inventions, and a wonder effect.
Every territory in the province gets -0.25 unrest for every used fort infrastructure point, which means spreading forts out over a number of territories is much more efficient at suppressing unrest than concentrating them in a single territory, even if more expensive. As maintaining forts can be costly, it is often a good idea to remove extraneous forts that no longer serve any meaningful defensive and unrest-suppressing purpose.
边境要塞
- 参见:Colonization
A country that has adopted the Castra military tradition from the Italic tribe traditions tree 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. (This requirement implictly means that mercenaries cannot be used)
- 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.
港口
Ports are buildings that can be built in any coastal territories, as well as certain inland territories on major rivers (those that begin the game with a port). They allow ships to dock (including quickly embarking and disembarking troops), be built, repair, and supply, and are important for any nation that seeks to maintain a significant navy. The number of ports in a territory is the territory's port level, which in addition to the effects from the port buildings themselves also determines what types of ships it can build and repair: the light liburnians and triremes only require a level 1 port, the medium tetreres and hexeres require at least level 3 ports, while the very heavy octeres and mega-polyremes can only be built and repaired at ports that are at least level 5.
In addition to effects from the building itself, every coastal territory with at least one port gets the following modifiers:
For each territory in a province that has at least one port, the province also gets the following modifier:
Note that neither of these effects stack if territory has more than one port.
Pirate havens
Certain ports are home to pirate havens where groups of pirates are based from. These pirate havens are present in certain ports at the beginning of the game, and in addition to giving an economic boost of +20% local tax and +0.01% Local Population Growth to their territory they host pirate fleets, always composed of all light ships, which can rented out as naval mercenaries at times of war. When not being hired pirate fleets will eventually grow restless and go on raids, at which point the fleet while become hostile to all other navies and travel to nearby unfortified ports to plunder them, giving -25% local tax and +10% Demotion Speed to the plundered territories.
If pirates grow to be too much of a problem, their havens can be destroyed using the Root Out Pirates army ability on any controlled territory once the anti-pirate law has been passed, including those belonging to other countries that have been occupied in a war. This will remove the modifier (including its beneficial modifiers) and destroy the associated pirate fleet, even if it is currently out on a raid. Alternatively, pirates can be actively encouraged by passing the pro-pirate law, which will create a new pirate haven in one of the country's ports to increase its prosperity and provide more available naval mercenaries at the expense of the nearby coasts.
Destroying all ports in a pirate haven will also force any local pirate/mercenary fleets to disband, though this will not remove the pirate haven itself. If the port is ever rebuilt, the pirate fleet will eventually reappear.