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
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Military
Building | Province modifiers | Territory | |
---|---|---|---|
Training Camp | City | ||
Fortress | City/Settlement | ||
Foundry | City |
Economic/Management
Building | Province modifiers | Territory | |
---|---|---|---|
Market | City | ||
Tax Office | City | ||
Academy | City |
Population
Building | Province modifiers | Territory | |
---|---|---|---|
Granary | City | ||
Library | City | ||
Court of Law | City | ||
Forum | City | ||
Mill | City | ||
Temple | City | ||
Theater | City | ||
Aqueduct | City |
Settlement Only
Territory building limit
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 get 1 building slot and this cannot be increased. 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 there is now 4 extra building slots instead of 2.
Roads
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 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 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 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 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 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 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 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 1 tyranny instead.