基础设施:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.4
(同步到官方百科20:05, 13 May 2019‎ SolSys)
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{{Version|1.0}}
{{Version|1.4}}
 
Both '''buildings''' and populations units are tied to [[Territories]]. [[Population|Population units]] are the basic generator of research points, commerce value points, manpower (points) and base tax points. '''Buildings''' then add modifiers to the points generated by the pops to obtain the total generated amount. The total amount of possible buildings in a city depend on the amount of pops living in it.
Both, '''buildings''' and populations units, are tied to [[cities]]. [[Population|Population units]] are the basic generator of research points, commerce value points, manpower (points) and base tax points. '''Buildings''' then add modifiers to the points generated by the pops to obtain the total generated amount. The total amount of possible buildings in a city depend on the amount of pops living in it.


The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.
The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.


==Building types== 
== Buildings ==
{| class="mildtable plainlist"
{{SVersion|1.5}}
'''Military'''
{| class="mildtable"
! !! Building
! Province modifiers
! Territory
|- id = "Training Camp"
| {{icon|training camp|50px}} || Training Camp
|
* {{icon|manpower|28px}} {{green|+10%}} Local manpower
|City
|- id = "Fortress"
| {{icon|fortress|50px}} || Fortress
|
* {{icon|fort level}} {{green|+1}} Fort level
|City/Settlement
|- id = "Foundry"
| {{icon|foundry|50px}}  || Foundry
|
* {{icon|starting experience}} {{green|+5%}} Starting experience
* {{icon|local output modifier}} {{green|+1%}} Population output
|City
|}
'''Economic/Management'''
{| class="mildtable"
! !! Building
! Province modifiers
! Territory
|- id = "Market"
| {{icon|market|50px}} || Market
|
* {{icon|base trade routes}} {{green|+2.5%}} Local base trade routes
|City
|- id = "Tax Office"
| {{icon|tax office|50px}} || Tax Office
|
* {{icon|national tax}} {{green|+10%}} Local tax
|City
|- id = "Academy"
| {{icon|academy|50px}} || Academy
|
* {{icon|research points}} {{green|+7.50%}} Local research points
* {{icon|noble ratio}} {{green|+1%}} Local noble desired ratio
|City
|}
'''Population'''
{| class="mildtable"
! !! Building
! !! Building
! Province modifiers
! Province modifiers 
! Territory
|- id = "Granary"
| {{icon|granary|50px}} || Granary
|
* {{icon|food capacity}} {{green|+200}} Provincial food capacity
|City
|- id = "Library"
| {{icon|library|50px}} || Library
|
*{{icon|noble happiness}} {{green|+4%}} Local noble happiness
*{{icon|noble ratio}} {{green|+2%}} Local noble desired ratio
|City
|- id = "Court of Law"
| {{icon|court of law|50px}} || Court of Law
|
*{{icon|citizen happiness}} {{green|+3%}} Local citizen happiness
*{{icon|citizen ratio}} {{green|+6%}} Local citizen desired ratio
|City
|- id = "Forum"
| {{icon|forum|50px}} || Forum
|
*{{icon|freeman happiness}} {{green|+3%}} Local freemen happiness
*{{icon|freeman ratio}} {{green|+6%}} Local freemen desired ratio
|City
|- id = "Mill"
| {{icon|mill|50px}} || Mill
|
*{{icon|slave output}} {{green|+3%}} Local slave output
*{{icon|slave happiness}}  {{green|+4%}} Local slave happiness
*{{icon|slave ratio}}  {{green|+6%}} Local slave desired ratio
|City
|- id = "Temple"
| {{icon|temple|50px}} || Temple
|
*{{icon|state religion happiness}} {{green|+3%}} State religion happiness
*{{icon|conversion}} {{green|+1.00}} Pop conversion speed
|City
|- id = "Theater"
| {{icon|theater|50px}} || Theater
|
*{{icon|primary culture happiness}} {{green|+3%}} Integrated culture happiness
*{{icon|assimilation}} {{green|+1.00}} Pop assimilation speed
|City
|- id = "Aqueduct"
| {{icon|aqueduct|50px}} || Aqueduct
|
*{{icon|pop cap|28px}} {{green|+4}} Population capacity
|City
|-
|-
| [[File:Building commerce.png]] || Marketplace
|}
'''Settlement Only'''
{| class="mildtable"
! !! Building
! Requirements
! Province modifiers
! Territory
|- id = "Barracks"
| {{icon|barracks|50px}}  || Barracks
| None
|
* {{icon|pop cap|28px}} {{green|+20%}} Population capacity
* {{icon|manpower|28px}} {{green|+20%}} Local manpower
* {{icon|freeman happiness}} {{green|+8%}} Local freemen happiness
* {{icon|freeman ratio}} {{green|+15%}} Local freemen desired ratio
|Settlement
|- id = "Slave Estate"
| {{icon|slave estate|50px}} || Slave Estate
| none
|
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity
*{{icon|food}} {{green|+50%}} Local monthly food modifier
*{{icon|slave output}} {{green|+30%}} Local slave output
|Settlement
|- id = "Mine"
| {{icon|mine|50px}} || Mine
| Produces {{icon|Base Metals}}, {{icon|Iron}}, {{icon|Marble}}, {{icon|Precious Metals}}, or {{icon|Stone}}
|
|
* {{icon|Local tax|24px}} {{green|+5%}} Local tax
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity
* {{icon|Commerce income|24px}} {{green|+5%}} Commerce income
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus
* {{green|+1%}} Local civilization level
|Settlement
|-
|- id = "Farming Settlement"
| [[File:Building military.png]] || Training Camp
| {{icon|farming settlement|50px}} || Farming Settlement
| {{icon|Manpower|24px}} {{green|+10%}} Local manpower
| Produces {{icon|Fish}}, {{icon|Grain}}, {{icon|Livestock}} or {{icon|Vegetables}}
|-
|
| [[File:Building fortress.png]] || Fortress
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity
| {{green|+1}} Fort level
*{{icon|slaves for surplus}} {{green|-5}} Slaves needed for local surplus
*{{icon|food}} {{green|+50%}} Local monthly food modifier
|Settlement
|- id = "Tribal Settlement"
| {{icon|tribal settlement|50px}} || Tribal Settlement
| None
|
*{{icon|pop cap|28px}} {{green|+20%}} Population capacity
*{{icon|tribesman output}} {{green|+30%}} Local tribesmen output
*{{icon|tribesman happiness}} {{green|+8%}} Local tribesmen happiness
|Settlement
|- id = "Provincial Legation"
| {{icon|provincial legation|50px}} || Provincial Legation
| None
|
*{{icon|migration speed}} {{green|+75%}} Pop migration speed
*{{icon|assimilation}} {{green|+0.20}} Pop assimilation speed
|Settlement
|-
|-
| [[File:Building population.png]] || Granary
|
* {{icon|Local population growth |24px}} {{green|+0.06%}} Local population growth
* {{icon|happiness|24px}} {{green|+2.5%}} Local slave happiness
|}
|}


Each building type costs a {{icon|cost|24px}} {{red|100}} gold and can be built multiple times, the province modifiers are summed.
== Territory building limit ==
{{icon|building slots}} The number of buildings that can be built in any particular territory is limited by that territory's number of '''building slots'''. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. Territories that have more buildings than their number of permitted slots, for instance after losing population during a sack, any buildings over the limit will be lost.


===City building limit===
{{icon|settlement}} Settlements get 1 building slot and this cannot be increased. When settlements are upgraded to {{icon|city}} cities, they get a base of 2 extra building slots and an additional 1 for every {{icon|population}} 10 pops in the city. If the city is further upgraded to a {{icon|metropolis}} metropolis there is now 4 extra building slots instead of 2.
Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
The capital city starts with one extra building slot that is used by the default capital fort.
1 additional building slot per city may be gained through the tech 18 Civic Invention 'Urban Planning'.


==Roads==
==Roads==
[[File:Roads.png|thumb|right|Roads built by a Roman army.]]
[[File:Roads.png|thumb|right|Roads built by a Roman army.]]
 
Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear. A territory where road network is built will also receive a bonus of 2.5% to conversion and assimilation speed, as well as a 0.25 bonus to migration attraction.
Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear.


There are two ways to build roads, one for countries with any [[military traditions]] other than Italic traditions. The other is for countries with the [[Italic traditions]].
There are two ways to build roads, one for countries with any [[military traditions]] other than Italic traditions. The other is for countries with the [[Italic traditions]].


===Regular roads===
===Regular roads===
Regular countries need a [[Technology#Civic_Advances|civic advances]] level strictly higher than 6.
Most countries need at least {{icon|civ}} 5 [[Technology#Civic advances|civic advances]].


Once this is done, all their armies satisfying these requirements can be used to build a road:
Building a road is a toggle button on the interface, which can be activated if the following are all true:
* Must have at least 10 [[land units|cohorts]]
* The army has at least 10 [[land units|cohorts]].
* Must not be in combat
* The army is not in combat, moving, sieging, or exiled.
* Must not be moving
* The army is in a territory that is owned and not occupied.
* Must not be exiled
* The army either has no commander, or its commander is loyal (defined as {{icon|loyalty}} 34 loyalty or higher).
* Must be next to a province held by the same country. These two provinces cannot already have a road between them.
* Must have a commander, whose loyalty is strictly higher than 33.


If these requirements are met, the army's owner can pay {{icon|Martial}} 20 Military power to start the road construction. By then moving the army to another province, and waiting for the army to arrive to that other province, the road will be built.
If these requirements are met, the army's owner can then move the army to another territory, which is either owned and not occupied, or uncolonized. When the army arrives in that other territory, if those territories don't already have a road between them, the road will be built at the cost of {{icon|treasury}} 50 gold.


While the road is being built, the following modifiers are applied to the army:
While the road is being built, the following modifiers are applied to the army:
*Army Movement Without Roads: {{red|-90%}}
*Army movement without roads: {{red| −70%}}
*Army Maintenance Cost: {{red|+120%}} (for a total of 220% regular maintenance cost)
*Army maintenance cost: {{red|+120%}} (for a total of 220% regular maintenance cost)
*Morale of Armies {{red|-20%}}
*Morale: {{red| −20%}}


If, for any reason, the road cannot be built, the {{icon|Martial}} Military power cost will be refunded.
The toggle will be turned off if the army is ineligible to build roads, if the country doesn't have enough money to build a road, or it ends up in a territory it can't build any more roads from.


===Roman roads===
===Roman roads===
Countries with the Italic traditions have to pick ''Roman Roads'' from the [[Italic traditions#Roman_path|Roman path]].
Countries with Italic military traditions have to pick ''Roman Roads'' from the [[Italic traditions#Roman path|Roman path]]. Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 [[land units|cohorts]]. All other conditions are identical.


Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 [[land units|cohorts]]. All other conditions are identical.
The mechanic for building the roads is the same, but the cost is lower, at only {{icon|cost}} 25 gold per province.
 
The mechanic for building the roads is the same, but the cost of lower, at only {{icon|Martial}} 10 Military power.


While the road is being built, the following modifiers are applied to the army:
While the road is being built, the following modifiers are applied to the army:
*Army movement without roads: {{red|-90%}}
*Army movement without roads: {{red|-70%}}


== Border forts ==
A country with the Italic military tradition “Castra” (from the Roman path) can have an army build a '''border fort'''. An army can do this if the following are all true:
*The army has a loyal commander (defined as {{icon|loyalty}} 34 loyalty or higher).
*The army is not in combat, moving, sieging, or exiled.
*The army has at least 5 cohorts, including at least one that is not loyal to anyone.
*The territory the army is in:
**Doesn't already have a fort;
**Is uncolonized or borders foreign territory;
**Has a free building slot;
**Borders an owned and unoccupied territory; and
**Is not next to any other owned territory with a fort in it.


== 参考资料 ==
When the ability is activated, the country loses {{icon|manpower}} {{red|3000}} manpower, then builds a fort in the territory. The country then gains ownership of the province if it wasn't already owned, in which case it also gains a {{icon|freemen}} Freemen pop of primary culture and religion. Finally, one random cohort becomes loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains {{icon|tyranny}} {{red|1}} tyranny instead.
<references/>


[[Category:经济]]
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[[Category:经济]]
 
[[en:Buildings]]
[[en:Buildings]]

2020年9月8日 (二) 01:33的版本

Both buildings and populations units are tied to Territories. Population units are the basic generator of research points, commerce value points, manpower (points) and base tax points. Buildings then add modifiers to the points generated by the pops to obtain the total generated amount. The total amount of possible buildings in a city depend on the amount of pops living in it.

The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.

Buildings

Military

Building Province modifiers Territory
Training Camp Training Camp
  • Manpower.png +10% Local manpower
City
Fortress Fortress
  • Fortification.png +1 Fort level
City/Settlement
Foundry Foundry
  • Starting experience +5% Starting experience
  • Local output +1% Population output
City

Economic/Management

Building Province modifiers Territory
Market Market
  • Local base trade routes.png +2.5% Local base trade routes
City
Tax Office Tax Office
  • National tax +10% Local tax
City
Academy Academy
  • Research points.png +7.50% Local research points
  • Noble ratio +1% Local noble desired ratio
City

Population

Building Province modifiers Territory
Granary Granary
  • Global food capacity.png +200 Provincial food capacity
City
Library Library
  • Noble happiness +4% Local noble happiness
  • Noble ratio +2% Local noble desired ratio
City
Court of Law Court of Law
  • Pop citizen happiness.png +3% Local citizen happiness
  • Pop citizen ratio.png +6% Local citizen desired ratio
City
Forum Forum
  • Freeman happiness +3% Local freemen happiness
  • Freeman ratio +6% Local freemen desired ratio
City
Mill Mill
  • Slave output +3% Local slave output
  • Slave happiness +4% Local slave happiness
  • Slave ratio +6% Local slave desired ratio
City
Temple Temple
  • State religion happiness +3% State religion happiness
  • Policy religious conversion.png +1.00 Pop conversion speed
City
Theater Theater
  • Integrated culture happiness +3% Integrated culture happiness
  • Pop assimilation.png +1.00 Pop assimilation speed
City
Aqueduct Aqueduct
  • Population capacity +4 Population capacity
City

Settlement Only

Building Requirements Province modifiers Territory
Barracks Barracks None
  • Population capacity +20% Population capacity
  • Manpower.png +20% Local manpower
  • Freeman happiness +8% Local freemen happiness
  • Freeman ratio +15% Local freemen desired ratio
Settlement
Slave Estate Slave Estate none
  • Population capacity +20% Population capacity
  • Monthly food.png +50% Local monthly food modifier
  • Slave output +30% Local slave output
Settlement
Mine Mine Produces Goods base metals.png, Iron, Marble, Precious metals, or Stone
  • Population capacity +20% Population capacity
  • Goods from slaves.png -5 Slaves needed for local surplus
Settlement
Farming Settlement Farming Settlement Produces Fish, Grain, Livestock or 蔬菜
  • Population capacity +20% Population capacity
  • Goods from slaves.png -5 Slaves needed for local surplus
  • Monthly food.png +50% Local monthly food modifier
Settlement
Tribal Settlement Tribal Settlement None
  • Population capacity +20% Population capacity
  • Tribesman output +30% Local tribesmen output
  • Tribesman happiness +8% Local tribesmen happiness
Settlement
Provincial Legation Provincial Legation None
  • Migration speed +75% Pop migration speed
  • Pop assimilation.png +0.20 Pop assimilation speed
Settlement

Territory building limit

Local building slot.png 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.

Territory settlement.png Settlements get 1 building slot and this cannot be increased. When settlements are upgraded to Territory city.png cities, they get a base of 2 extra building slots and an additional 1 for every Population.png 10 pops in the city. If the city is further upgraded to a Territory metropolis.png metropolis there is now 4 extra building slots instead of 2.

Roads

Roads built by a Roman army.

Roads are buildings visible on the map that increase army movement speed by 50%. If a road is built over a river, a bridge will appear. A territory where road network is built will also receive a bonus of 2.5% to conversion and assimilation speed, as well as a 0.25 bonus to migration attraction.

There are two ways to build roads, one for countries with any military traditions other than Italic traditions. The other is for countries with the Italic traditions.

Regular roads

Most countries need at least Civic power.png 5 civic advances.

Building a road is a toggle button on the interface, which can be activated if the following are all true:

  • The army has at least 10 cohorts.
  • The army is not in combat, moving, sieging, or exiled.
  • The army is in a territory that is owned and not occupied.
  • The army either has no commander, or its commander is loyal (defined as Loyalty.png 34 loyalty or higher).

If these requirements are met, the army's owner can then move the army to another territory, which is either owned and not occupied, or uncolonized. When the army arrives in that other territory, if those territories don't already have a road between them, the road will be built at the cost of Treasury.png 50 gold.

While the road is being built, the following modifiers are applied to the army:

  • Army movement without roads: −70%
  • Army maintenance cost: +120% (for a total of 220% regular maintenance cost)
  • Morale: −20%

The toggle will be turned off if the army is ineligible to build roads, if the country doesn't have enough money to build a road, or it ends up in a territory it can't build any more roads from.

Roman roads

Countries with Italic military traditions have to pick Roman Roads from the Roman path. Once this is done, the only difference with the regular roads builder is that the army can be smaller, with at least 5 cohorts. All other conditions are identical.

The mechanic for building the roads is the same, but the cost is lower, at only Cost 25 gold per province.

While the road is being built, the following modifiers are applied to the army:

  • Army movement without roads: -70%

Border forts

A country with the Italic military tradition “Castra” (from the Roman path) can have an army build a border fort. An army can do this if the following are all true:

  • The army has a loyal commander (defined as Loyalty.png 34 loyalty or higher).
  • The army is not in combat, moving, sieging, or exiled.
  • The army has at least 5 cohorts, including at least one that is not loyal to anyone.
  • The territory the army is in:
    • Doesn't already have a fort;
    • Is uncolonized or borders foreign territory;
    • Has a free building slot;
    • Borders an owned and unoccupied territory; and
    • Is not next to any other owned territory with a fort in it.

When the ability is activated, the country loses Manpower.png 3000 manpower, then builds a fort in the territory. The country then gains ownership of the province if it wasn't already owned, in which case it also gains a Freemen Freemen pop of primary culture and religion. Finally, one random cohort becomes loyal to the commander, unless the general is the ruler of a non-republic, in which case the country gains Tyranny 1 tyranny instead.

概念 建筑殖民贸易商品TaxProduction人口
国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置