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1.0
(同步到官方百科05:54, 4 May 2019‎ TwenkleToez)
(同步到官方百科20:05, 13 May 2019‎ SolSys)
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{{Version|1.0}}
{{Version|1.0}}


Buildings are build in cities and give a local bonus depending on the type of building. Additionally the capital starts with 1 fort by default. All kind of buildings can be torn down at any time for free leaving a spot for another type of building. A building costs 100 gold to build by default, and the cost can be influenced by various factors such as events and inventions.
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.


==Building Types== 
The capital starts with 1 fort by default. Any building, except the capital fort, can be torn down at any time for free.
{| class="mildtable"
 
==Building types== 
{| class="mildtable plainlist"
! !! Building
! Province modifiers
|-
|-
! In-game Icon !! Building !! Province modifiers
| [[File:Building commerce.png]] || Marketplace
|
* {{icon|Local tax|24px}} {{green|+5%}} Local tax
* {{icon|Commerce income|24px}} {{green|+5%}} Commerce income
* {{green|+1%}} Local civilization level
|-
|-
| [[File:Building commerce.png]] ||Marketplace ||{{green|+5%}} Local Tax, {{green|+5%}} Commerce Income, {{green|+1%}} Local Civilization Level.
| [[File:Building military.png]] || Training Camp
| {{icon|Manpower|24px}} {{green|+10%}} Local manpower
|-
|-
| [[File:Building military.png]] ||Training Camp ||{{green|+10%}} Local Manpower.
| [[File:Building fortress.png]] || Fortress
| {{green|+1}} Fort level
|-
|-
| [[File:Building fortress.png]] ||Fortress ||{{green|+1}} Fort Level.
| [[File:Building population.png]] || Granary
|-
|
| [[File:Building population.png]] ||Granary || {{green|+0.06%}} Population Growth and {{green|+2.5%}} Local Slave Happiness.
* {{icon|Local population growth |24px}} {{green|+0.06%}} Local population growth
* {{icon|happiness|24px}} {{green|+2.5%}} Local slave happiness
|}
|}


Each building type can be built multiple times, so if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
Each building type costs a {{icon|cost|24px}} {{red|100}} gold and can be built multiple times, the province modifiers are summed.


===City Building Limit===
===City building limit===
Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
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.
The capital city starts with one extra building slot that is used by the default capital fort.
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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.
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.
The ability to build roads can be unlocked in the Roman section of the Latin [[Military traditions|military tradition path]].


===Requirements===
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]].
The following conditions must be met in order to build a road :
 
* an army comprising at least 5 [[land units|cohorts]]
===Regular roads===
* 10 [[File:Military_power.png|28px|link=]]
Regular countries need a [[Technology#Civic_Advances|civic advances]] level strictly higher than 6.
 
Once this is done, all their armies satisfying these requirements can be used to build a road:
* Must have at least 10 [[land units|cohorts]]
* Must not be in combat
* Must not be moving
* Must not be exiled
* 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.
 
While the road is being built, the following modifiers are applied to the army:
*Army Movement Without Roads: {{red|-90%}}
*Army Maintenance Cost: {{red|+120%}} (for a total of 220% regular maintenance cost)
*Morale of Armies {{red|-20%}}
 
If, for any reason, the road cannot be built, the {{icon|Martial}} Military power cost will be refunded.
 
===Roman roads===
Countries with the Italic 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.
 
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:
*Army movement without roads: {{red|-90%}}


===Process===
After the player selects the build a road action in the Army menu, the selected army will build a road linking its current city location to the next adjacent city it will move into. While building the road, the army movement speed will decrease to 20% and morale will be lowered too. If a road already exists, then the [[File:Military_power.png|28px|link=]] cost is refunded.


== 参考资料 ==
== 参考资料 ==

2019年5月20日 (一) 00:33的版本


Both, buildings and populations units, are tied to cities. 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.

Building types

Building Province modifiers
Building commerce.png Marketplace
  • Tax income.png +5% Local tax
  • Commerce value.png +5% Commerce income
  • +1% Local civilization level
Building military.png Training Camp Manpower.png +10% Local manpower
Building fortress.png Fortress +1 Fort level
Building population.png Granary
  • Global population growth.png +0.06% Local population growth
  • Happiness.png +2.5% Local slave happiness

Each building type costs a Cost 100 gold and can be built multiple times, the province modifiers are summed.

City building limit

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 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.

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 countries need a civic advances level strictly higher than 6.

Once this is done, all their armies satisfying these requirements can be used to build a road:

  • Must have at least 10 cohorts
  • Must not be in combat
  • Must not be moving
  • Must not be exiled
  • 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 Martial.png 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.

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

  • Army Movement Without Roads: -90%
  • Army Maintenance Cost: +120% (for a total of 220% regular maintenance cost)
  • Morale of Armies -20%

If, for any reason, the road cannot be built, the Martial.png Military power cost will be refunded.

Roman roads

Countries with the Italic 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 of lower, at only Martial.png 10 Military power.

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

  • Army movement without roads: -90%


参考资料


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