新手指南:修订间差异

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[[File:Imperator packshot.png|link=|right|thumb|350px|英白拉多:罗马的封面]]
[[File:Imperator packshot.png|right|thumb|350px|Imperator|《 英白拉多:罗马 的封面 插图。]]
 欢迎来到《{{ruby|英白拉多:罗马|Imperator: Rome}}》,由 Paradox Development Studio 推出的最新大战略游戏。英白拉多带 你进 入亚历山大大帝死后 十年 的古地中海和南亚 中亚。 你可以 扮演地图上任何国家或部落在征服者 暴君时代 追求 帝国 荣耀。
 欢迎来到《{{ruby|英白拉多:罗马|Imperator: Rome}}》,由 Paradox Development Studio 推出的最新大战略游戏。 英白拉多 :罗马》把您 带入亚历山大大帝死后 十年的古 地中海和南亚/ 中亚。 您能 扮演地图上 任何国家或 部落 征服者 暴君 时代 建立您的 帝国 并为 荣耀 而战


  该入门 指南 是游戏教程的补充内容,并假定 熟悉 游戏 基础操作。您应该知道如何选择自己的国家,招募军队,在地图上移动军队,建立贸易路线,在一个省内修建建筑物以及其他基本操作。
  这篇 指南 将通过以下方式指导 完成 游戏


  本指南将通过以下方 引导 完成游戏:
# 为新游戏布局早期步骤
# 解释游戏屏幕顶栏各个数字的含义和关联
# 浏览排布在游戏画面顶部附近的每个主要游戏菜单,并解释您能采取的主要动作
# 描述省份和人口的互动,包括贸易
# 解释如何使用地图模 获取有关 的帝国的信息


#解释 游戏 屏幕顶部一行中各个 值的含义及用途。
就像大多数 Paradox 大战略 游戏 ,《英白拉多:罗马》有很多 ,并 且这些数字 之间 相互作用。 工具提 丰富而且能帮助您决定一个行动或清除 游戏 中可能 困惑。
#了解游戏屏幕顶部附近的各个主要游戏菜单 ,并 说明您可以采取的主要操作。
#描述省和人口 之间 相互作用 ,包括如何贸易
#解释如何使用地图的模式来获取有关帝国的信息
#展 示游戏 开局 早期步骤


  像大多数Paradox大战略游戏一样, 英白拉多:罗马 也有很多数值,并且这些数值之间存在相互作用。 丰富的工具与提示可帮助您确定行动方案/以及除游戏中可能出现的混乱。 
== 什么是“ 英白拉多:罗马 ”? ==


==什么是“英白拉多:罗马”?==
 如果您 玩过 Paradox Development Studio  游戏,那么您会 发现《 英白拉多:罗马 》的许 方面都很熟悉 。它 建立在我们“来自 我们 已经制作的很 多其他历史大战略游戏 发经验 所以 您将看到 《{{ruby| 欧陆风云|Europa Universalis}}》、《{{ruby|十字军之 |Crusader Kings}}》、《{{ruby| 维多利亚|Victoria}}》 以及 ,显然地,《{{ruby| 欧陆风云:罗马|Europa Universalis: Rome}}》 素。英白拉多可以 被认 我们第一个罗马主题游戏的续集, 但不是旧作 重制或重启。
 
 如果您 熟悉P社 游戏,那么您 在在 英白拉多:罗马 发现太 惊喜 基于 我们 从许 多其他历史 悠久的 大战略游戏 中获得 的发 经验, 因此 您将看到欧陆风云 国风云, 维多利亚 以及欧陆风云:罗马的 素。 英白拉多可以 为我们第一个罗马主题游戏的续集, 并非 重制或重启
 
如果您不熟悉我们的大战略游戏,那么欢迎来到这个历史冒险世界 。 


如果您不熟悉我们的大战略游戏,那么欢迎来到历史冒险的世界!
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 每 个人都应该玩 一下 教程, 尤其是 新手。几乎每 个动作和按钮都有一个 解释 作用 的工具提示,其中许多会解 释在 某些 起作 用的数学变量(游戏 数字效果 )。
  虽然 每个人都应该玩 游戏 教程, 但对于我们的游戏的 新手 来说这点特别重要 。几乎每个动作和按钮都有一个解释 的工具提示,其中许多会 解某些 交互中所使 用的数学 变量
 
=== 要记住的关键点 ===
这里是您在前进过程中需要记住的一些关键事项:
 
# 虽然在英白拉多中有一些人物而且他们能对您的游戏过程产生戏剧性的影响,但这并不是《十字军之王》那种以人物为中心的角色扮演体验。您的政府会改变而国王会被推翻,但您即是国家:国家的稳定才是最重要的。
# To some extent, Imperator is a classic “paint the map” game, where the goal is to build an empire as great as Rome’s or Alexander’s. There is a great deal of complexity in the game, but it is relatively easy to start a war, and army management will be one of your most common tasks.
# Keep an eye on disloyal characters (you can see them in the outliner). If many powerful characters are disloyal, they might start a civil war; losing a civil war will result in a game-over. However, characters with a low power base don’t pose much of a threat, so pay attention to those who matter. Rich and prominent characters who become disloyal may raise a personal army, so improve their loyalty with gifts or friendship, or ruin their reputation and imprison them.
# Similar to Victoria and Stellaris, your population is represented by “pops” – population units residing in a territory. Pops have a class, a culture and a religion. Each of these will affect what they produce and how content they are in your realm.
# Cultural unity is a big limiting factor in your conquests. Aggressive expansion affect pops of foreign culture; if too many pops of wrong culture groups are unhappy and their provinces become disloyal, they might start a rebellion.
# Many major actions will have alerts at the top of the screen. They will tell you if a rebellion is growing, when you can purchase a new invention or if you have an empty office. Not all alerts require immediate action.
# The macro-builder button at the top left, under your flag, is a convenient way to build many things quickly (hotkey “Z”).
# The Outliner on the right shows your armies, navies, fabricating claims and building constructions (hotkey “Tab”).
# Tribal nations play differently from republics or monarchies. Much of their military power, for example, is based on the personal retinues of clan chieftains. They often lag behind in technology, have smaller territory in general, and wars can quickly spiral out of control. Be sure you know the game before jumping into the Lusitani or Helvetii.
 
=== 为新玩家推荐的开局 ===
# {{flag|Rome}}:罗马(意大利中部)是一个 {{Rank|local power|size=28px}},有 23 块[[领土]]、399 [[人口]] 和 4 个藩属。它能很快与它的大邻居 {{flag|Etruria}}和 {{flag|Samnium}}开战——通过获得免费的宣称 游戏 开始几个月后 )。 It can quickly go to war with its large neighbors Etruria and Samnium, by getting free claims (a few months after starting the game). Uniting the peninsula before the other regional powers can make [[alliances]] there is crucial. Rome has the ability to train {{icon|heavy infantry}} Heavy Infantry in its [[capital province]] Latium, which has two territories producing {{icon|iron}} iron, thereby also receiving the "Capital Province Surplus" bonus of increased discipline for Heavy Infantry. Opting for the [[Military traditions]] Principes, March of the Eagles and Triarii (''see [[Italic traditions]]'') will further strengthen this unit type. Most of Rome’s enemies have to rely on {{icon|light infantry}} Light Infantry, a weaker unit type which receives many penalties, including -25% against Heavy Infantry.
## Note that Rome has a Republican [[government]] which restricts the actions of the ruler (Consul). Overruling the restrictions incurs Tyranny.
## Rome also starts with large parts of its capital region (Italia) not under its control.
# {{flag|Macedon}}: Macedon (northern Greece) is a strong kingdom allied with Thrace and guaranteed by Egypt and the Seleukids. It also receive massive claims on the former empire of Alexander, but pursuing them will pose a challenge, as the Antigonid kingdom of {{flag|Phrygia}} stands in your way. Greek city-states to the south will often band together to repel an invasion too, so seek out alliances and build a navy to dominate the seas.
## Macedon starts with large parts of its capital region (Macedonia) not under its control.
# {{flag|Egypt}}: Egypt is the breadbasket of the Mediterranean, with a large population and valuable trade goods. Phrygia is the only real threat, but it is surrounded by enemies. Egypt’s population does not match its ruling elite, so it will be vital to maintain stability and slowly assimilate the pops.
# {{flag|Maurya}}: Maurya (India) should be able to unify the subcontinent easily. If you want a sandbox where you can try different expansion strategies, this is a good place.
## Maurya starts with large parts of its capital region (Pracya) not under its control, but can consolidate rather easily.
# {{flag|Kush}}: Kush starts to the south of Egypt. Although it is a mere Regional Power, it has easy expansion options to its southeast and south-west. Once Kush has consolidated the territories in its capital region of Nubia held by its weak neighbours, it can then expand towards the Gulf of Aden and beyond.
 
=== 开始新游戏的第一步 ===
These are the usual things to do before unpausing:
 
# Check your diplomatic map mode (hotkey “P”). Locate your allies/subjects/overlords and any nearby lands you might have claims on (yellow diagonal lines). Check the opinion your allies/subjects/overlords have of you. Disloyal subjects and allies with low opinion will refuse to join your wars.
# Grab alliances early, to deny them to your potential enemies and to protect yourself. Sometimes, it is worth going over the relationship limit to gain a bigger advantage. However, note that if your target is allied to your ally, your ally will join your target in attacking you!
# Open Nation Overview and pick ideas that suit what you plan to do. For some countries, the bonus for matching ideas is not worth taking at the start, so don’t feel restricted by it.
##Below, you can see which of your provinces have available trade routes. Go to them and import trade goods from other countries (this will earn more money than importing from your own provinces, and allows your provinces to retain the bonus from having the trade good). Try to get surpluses in the capital province for the bonuses and import any missing strategic resources like iron or horses, so you can build Heavy Infantry and Cavalry.
# Open Government view and take a look at your nation’s ruler and their skills. If you’re not a republic and the ruler is unmarried, find a spouse to produce heirs. If you’re a monarchy, search for a spouse with higher skills, since they will be applied over yours.
## Select the ruler and see if you can grant [[holding]]s. Each city gets a holding slot and all territories get +1 slot per 10 slaves. Granting holdings will increase commerce income in that territory, and increases loyalty of the character, but also increase their power base and wealth, which can decrease loyalty over time. So, you may consider granting holdings to your ruler (at the cost of increasing their corruption). Conversely, mark the heads of great families of the state; whenever opportunities arise, try to revoke their holdings with the most pops to reduce their income and power base.
## Check your government interactions in the Government view. If Summon War Council is available, it will provide a free early claim on a neighbour. If not, you might be able to change laws to enable it, or start fabricating manually.
## Check your offices and replace any disloyal characters to increase your political influence gain. If you’re a tribe, you may want to dismiss skilled researchers (from the Technology view) and assign them to offices instead, since your research gain will be very low anyway.
# Check the condition of your provinces, especially their food, loyalty and integrity. If a province is lacking food, import food trade goods from other nations if the province has available trade routes. If loyalty is decreasing, consider increasing the happiness of the pops or assigning cohorts to the governor. If weak neighbours are holding onto territories which are part of your provinces, consider grabbing them first; this is especially crucial if they are holding onto territories in the capital region.
# Take any inventions (in the Technology view) you can afford. Starting experience, higher income, fabrication speed and omen power will be helpful.
# Choose an omen (in the Religion view). Increased morale is useful for early wars, but if many of your pops (or those in your targets) are of a wrong culture group, decreased aggressive expansion may be worth taking, as it will keep them happier.
# Check your expenses in the Economy view. If you’re not planning to go to war, lower maintenance. If you can afford to, you may increase wages to reduce your characters' monthly corruption and eventually gain more family prestige due to increased wealth.
# Check your diplomatic stance (left side of the Diplomacy view). It could either increase your income or decrease claim fabrication time.
# Appoint leaders for your armies and navies. This will increase their maximum morale and allow you to drill armies to increase experience st the cost of increased maintenance. The helmet alert at the top will cycle through units without leaders. Note that generals and admirals are rather well-paid in ''Imperator''; if you cannot afford them and do not intend to go to war, consider leaving the positions vacant.
# Check how much of the capital region your state currently controls. If the capital region is largely controlled by other states, these states should be priority targets.
# Depending on your target, consider training more troops if your income can support it.
# Start moving your troops to the borders, if you’re planning to start a war, and check whether your target has allies before declaring. Nations can get new alliances even during the war, so don’t underestimate their strength.
##For your target's allies, see if you can make them your [[subject nations]]. This will break the alliance.
 
== 关于您的帝国的重要信息 ==
Grand strategy games require you to be familiar with your current situation at a moment’s notice. Like other Paradox games, 《英白拉多:罗马》 uses the top bar to display the crucial data that will guide your most common decisions.
[[File:Top bar.png|center|1200px]]
 
=== 人口产生的点数 ===
{{Main|人口}}
It is the population which generates money, [[manpower]] and [[research points|research]], depending on their class and limited by happiness. Cities and settlements have different desired ratios for different classes, and pops will promote or demote over time to match them. You can spend money to construct [[buildings]], which will influence these ratios, speed up promotions and increase pop output.
 
==== 国库 ====
[[File:Treasury.png|36px]] Indicates the total wealth available for spending. If you hover your cursor over the number, the tooltip will show your current monthly income and how this number is calculated. Most of the time, your income will be
 
<math>\text{Monthly income} = \left( \text{Taxes}\, +\, \text{Commerce} \right)\, -\, \left( \text{Army maintenance}\, +\, \text{Navy maintenance}\, +\, \text{Fort maintenance}\, +\, \text{Wages} \right)</math>
 
Some states will receive or spend gold because of tributary or other subject relationships. From time to time you may receive extra gold from characters or events.
 
[[File:Cost.png|28px]] Gold is used to recruit military and naval units, construct cities and buildings, pay wages to characters and improve diplomatic relations. You cannot spend money you do not have, although you might go into deficit through some events. If you’re in debt, you will suffer some penalties and receive occasional events giving you gold in exchange for even more long-lasting negative effects. Unlike in EU4, you cannot declare bankruptcy.
 
==== 人力 ====
[[File:Manpower.png|36px]] Your manpower is generated by all freemen or tribesmen [[Population|pops]] who live in your realm. You will gain manpower every month until you hit your national maximum – the total number of people that can be enlisted at this time. If you hover your cursor over the number, the tooltip will show your manpower gain and how many reinforcements are being drawn from the pool.
 
Your manpower is reduced by {{red|1000}} for every new unit you recruit. As your armies suffer attrition and take casualties in battles, they will be replenished from the manpower pool.


A longer starter’s guide can be found below, so if you want a quick rundown of the game’s major systems, feel free to read that. It is not a substitute for the tutorial or the tooltips, but is a guided tour of the interface and how certain things are related.
Sometimes manpower can also be spent in events.
Certain laws will affect both the rate at which you gain manpower and your maximum manpower capacity. ([[Laws]] are covered in the Government menu.)


=== 游玩时要记住的关键点===
==== 研究 ====
当你继续游戏时,以下是一些关键的事情要记住:
Research Points are generated by citizens and are used to calculate your research efficiency. They are not displayed on the top bar, but can be found in the [[#Technology]] view.


#虽然在英白拉多:罗马中的角色可以在游戏过程中 产生 巨大的的影响,但这不是王国风云以角色为中心的角色扮演体验游戏。你们的政府或许会变革,君王将会下台,诸如此类,但你即是国家,你最重要 事务就是稳固国家。
=== 国家 产生的 点数 ===
#To some extent, Imperator is a classic “paint the map” game, where the goal is to build an empire as great as Rome’s or Alexander’s. It is relatively easy to start a war, and army management will be one of your most common tasks. There is a great deal of complexity in the game, still, but your goals are generally very simple.
#Keep an eye on disloyal characters (you can see them in the outliner). If they are not popular or prominent, you won’t have many worries unless they are commanding an army. Rich and prominent characters who become disloyal may raise a personal army, however. Manage loyalty with gifts and promotions, or you ruin their reputation or imprison them.
#Many of you will have to come to our games after the Victoria series, so you may be unfamiliar with POPs. These are population units, representing a group of residents in a province. POPs have a rank, a culture and a religion. Each of these will affect what they produce and how content they are in your realm.
#Many major actions will have notifications in the upper border of the screen. These Alerts will tell you when you can purchase a new bonus (tech, omens, traditions), when you have an empty office in government, when a military unit needs a leader and so on. Not all alerts require immediate action.
#The macro-builder button at the upper left of the screen under your portrait is a convenient way to build many things quickly. Use the TAB key on your keyboard to open the Outliner.
#Tribal nations play very differently from Republics or Monarchies. Much of their military power, for example, is based on the personal retinues of clan chieftains. They have smaller territory, in general, and wars can quickly spiral out of control. Be sure you know the game before jumping into the Lusitani or Helvetii.


=== 为新玩家推荐的位置===
==== 政治影响力 ====
为了获得最佳的游戏开局体验,建议以下起始位置:


#{{flag|Rome}} 罗马(意大利中部)从一个{{Rank|local power|size=28px}}开始 拥有23座[[ 城市]] 并居住着大约 400[[population|人口]] 。它应该快速与周围的强邻伊特鲁利亚与萨莫奈交战。 Uniting the peninsula before the other regional powers can make [[alliances]] there is crucial. Rome has the ability to train {{icon|heavy infantry}} Heavy Infantry in its [[capital province]] Latium, which has even two cities producing {{icon|iron}} iron, thereby receiving the "Capital Province surplus"-bonus of iron. Opting for the [[Military traditions]] Pricipes, March of the Eagles and Triarii (''见 [[ 意大利传统]] '') will further strengthen this unit type. Also, because the "Capital Province surplus"-bonus is stacking, 15 {{icon|slaves}} Slaves should be moved to one of the cities producing the Iron, to further buff that unit type. Most victims have to rely on {{icon|light infantry}} Light Infantry, the weakest unit type which receives the most penalties, especially −25% against Heavy Infantry!
[[File:Political influence.png|36px]] [[Political influence]] (PI) represents the state's political capital and is used to perform actions directly relating to the [[government]], such as selecting [[national ideas]] or implementing [[laws]].
#{{flag|Macedon}} Macedonia (northern Greece) is a kingdom whose expansion into the Greek city states to its south is complicated by their diplomatic relations with the one great rival to its east - the Antigonid kingdom of {{flag|Phrygia}} Phrygia. Build a navy and use skilled statecraft to maintain independence.
#{{flag|Maurya}} Maurya (India) should be able to unify the subcontinent easily. If you want a sandbox where you can try different expansion strategies, this is a good place.
#{{flag|Egypt}} Egypt (Egypt) is large and has no timber for ships. Phrygia is the only real threat, but it is surrounded by enemies. Egypt’s population does not match its ruling elite, so it will be vital to maintain stability and slowly assimilate the population.


===开始新游戏的第一步===
It is generated by the officials in the government based on their loyalty and is reduced by your ruler’s corruption and high [[#aggressive expansion]] (above 50).
If you already know the basics of the game layout, here are some basic steps you should take when you are starting a new game. Once you have chosen your nation, be sure to go through these steps before you unpause the game.


#Appoint leaders for your military units. You will see a crested helmet alert at the top of the screen. Click on this successively until every army and navy is led by a character. Choose the leader by selecting the army or navy, clicking on the marble bust by the silhouette and choose which character you want. Characters will be sorted by their military skill, the primary consideration for leading an armed force.
==== 军事经验 ====
#Take a look at your nation’s leader and likely successor. If you are a Republic or Tribe and the likely successor does not look very skilled, consider a plan to subvert their popularity by promoting other characters or smearing ill-suited leaders. If you are a Monarchy, weigh any threats that may come from pretenders. They will all be weak to start, but think about pacifying any potential danger.
#Check your diplomatic situation. Locate your allies/tributaries/overlords and any nearby lands you might have a casus belli on. Consider building another army half the size of your starting force, so you don’t exhaust your treasury but have some support.
#Go to the Religious menu and, if you can, increase your national stability (Sacrifice to the Gods) and choose an appropriate omen. If money is tight, choose an omen that will increase your taxes. If you plan on going to war immediately, choose the omen that reduces your aggressive expansion.
#Select your Capital Province and complete all trade routes that you can afford to complete. If you can, make sure your country has access to Iron (heavy infantry) and horses (cavalry).
#Go to the Technology menu and choose a couple of inventions that will help you immediately. Anything that boosts income, army morale or the duration of omens would be a good choice.
#If you are playing a military focused opening, consider where you will move your troops. Once you unpause the game, your intended target may start to form new alliances, so keep an eye on the balance of power before declaring war.
#Rome gets an early event that gives it claims on all of the Italian Peninsula, so it should not waste early Oratory power on Fabricating a Claim on a neighboring province or city. Other war focused nations might want to think about claiming a target province.


==关于你的帝国的重要信息==
[[File:Military experience.png|36px]] [[Military experience]] (ME) is a measure of the practical martial knowledge your country has accrued and is used to acquire [[military traditions]] and hire [[mercenaries]].
Grand strategy games require you to be familiar with your current situation at a moment’s notice. Like other Paradox games, Imperator; Rome uses the very top of the screen to display the crucial data that will guide your most common decisions. There are nine key numbers.
[[File:Top bar.png|link=|center|1200px]]


===人口产生的点数===
It slowly generates over time and can be increased by high experience of your armies, acquired either by drilling them or fighting in battles, and high war exhaustion. Relying on mercenaries decreases its gain.
{{Main|人口}}


It is the population which generates [[人力]], money and [[研究点|研究]]! You have to chose the social class ''each'' individual pop living in your realm belongs to, and also the ''distribution'' of pops among your [[cities]]. You then can use money to build [[建筑]] to further increase your population's output.


==== 国库====
==== 稳定度 ====
[[File:Treasury.png|link=|36px]] Indicates the total accumulated wealth available for spending. If you hover your mouse over the figure, you will see your current monthly income and how this number is calculated. Most of the time, your income will be
[[File:Stability.png|36px]] Stability indicates the internal health of your nation.


<math>\text{Monthly income} = \left( \text{Taxes}\, +\, \text{Commerce} \right)\, -\, \left( \text{Army maintenance}\, +\, \text{Navy maintenance}\, +\, \text{Fort maintenance}\, +\, \text{Wages} \right)</math>
It runs on a scale from {{red|0}} to {{green|100}} and naturally trends towards 50. Negative stability (below 50) increases unrest and decreases primary culture happiness and legitimacy in monarchies, while positive (above 50) increases population growth, commerce income, research points and legitimacy.


Some states will receive or spend gold because of tributary or other subject relationships. From time to time you may receive windfalls of gold from characters or events.
Your stability will be decreased by certain diplomatic or political actions, such as breaking a truce or changing laws. It is also spent by migratory tribes to start migrations. It can be increased over time by spending political influence on Sacrifice to the Gods in the Religion view, and tribes have a law which increases monthly stability.


[[File:Cost.png|link=|28px]] Gold is used to recruit military and naval units, which are then grouped into armies and fleets, construct buildings in your cities, reward characters or smooth diplomatic relations. You cannot spend money you do not have, though you can run a country with a negative income or a treasury deficit. So if you are in debt, you can continue for a while with some penalties - it’s not game over or anything - but you can build no new armies, fleets, or forts.
Your nation is considered "disorganized" if stability is below {{red|30}}, which will prevent you from assigning characters to offices or declaring wars.


====人力====
Try to keep your stability above 50, as prolonged instability will eventually lead to revolts and rebellions.
[[File:Manpower.png|link=|36px]] Your manpower is generated by all Freemen-type or Tribesmen-type [[人口]] who live in your realm. You will gain manpower every month until you hit your national maximum – the total number of people your nation can enlist at this time. If you hover your mouse over the figure, you will see your manpower’s rate of increase and how many reinforcements are being drawn from the pool.


Your manpower is reduced by {{red|1000}} for every new unit you recruit into your armies. As your armies suffer attrition and take casualties in battles, they will be replenished from the manpower pool.
=== 玩家行动产生的点数 ===
  
Certain laws will affect both the rate at which you gain manpower and your maximum manpower capacity. ([[法律]] are covered in the Government menu.)


From time to time, decision will pop up, these can cost manpower.
==== 侵略性扩张 ====
[[File:Aggressive expansion.png|36px]] Aggressive expansion is a numerical reflection of the threat you present to your neighbors and foreign cultures. Conquests increase aggressive expansion, making it harder to maintain good relations with nearby nations. AE is also gained by raiding ports, inspiring disloyalty and recruiting characters from other courts.


====研究====
Aggressive expansion reduces opinion of other nations, loyalty of subject states and {{icon|happiness|24px}} happiness of foreign culture pops in your territories, which limits their output and causes unrest if their happiness drops below 50%. AE over 50 will also decrease happiness of your primary culture group and reduce influence gain.
[[研究点]] are generated by Citizen-type pops. The amount is ''not'' shown in the top bar, instead you need to click on the forth coin [[#科技]].


===国家产生的点数===
AE will reduce over time, and the more you have the quicker you lose it. This rate can be increased by assigning a highly-skilled character to the relevant oratory office (Praetors in republics, Arbitrators in tribes, etc.), by using Appeasing diplomatic stance and buying certain inventions.
====力量点数====
{{Main|力量点数}}


*[[File:Military power.png|link=|28px]] Military Power – You use Military Power to adopt Military Traditions or take other military related actions throughout the game. You gain a small amount of Military Power every month, plus half the Military Skill of your ruler character.
==== 暴政度 ====
[[File:Tyranny.png|36px]] Tyranny represents the level of oppression within the country


*[[File:Civic power.png|link=|28px]] Civic Power – You use Civic Power to claim Inventions that will improve your nation as well as other civic related actions throughout the game. You gain a small amount of Civic Power every month, plus half the Civic Skill of your ruler character.
Your tyranny is normally increased by acts of brutality like assassination, executions, banishment of other characters, and brutal subjugation of conquered neighbors. In a republic, tyranny can also be increased by the ruler defying the will of the senate when taking actions.


*[[File:Oratory power.png|link=|28px]] Oratory Power – You use Oratory Power in a number of Diplomatic and Political Activities, including improving relations with your neighbors and changing laws. You use oratory power whenever you interact with another character, and is used at the province level for changing governors’ policies, promoting population units or assimilating them. You gain a small amount of Oratory Power every month, plus half the Oratory Skill of your ruler character.
High tyranny decreases happiness of pops of your own culture and loyalty of your leaders. On the plus side, a tyrannical regime will have faster pop assimilations and more productive slaves. (Despite the tooltip, tyranny doesn’t currently reduce imprisonment and execution costs)


*[[File:Religious power.png|link=|28px]] Religious Power – You use Religious Power to call upon the gods for favorable omens or raise your national stability and to convert populations units in your provinces that do not follow the state religion. You gain a small amount of Religious Power every month, plus half the Religious Skill of your ruler character..
Tyranny decreases naturally over time, faster if the ruler is popular (above 50) and has high charisma.


===玩家行 产生的点数===
== 与您的帝国互 动 ==
====稳定度====
There are eleven buttons at the top of the screen, each with a drawing of a Roman god. They open the following menus and use hotkeys from F1 to F10 and Shift+F1.
[[File:Stability.png|link=|36px]] Stability indicates the internal health of your nation and its institutions. It runs on a scale from {{red|−3}} to {{green|+3}}. Stability affects a number of important calculations for your nation and the higher it is, the better for you. Stability determines your tax income, your ruler’s legitimacy in Monarchies, a ruler’s popularity, your research points, and the loyalty of your subject states.
[[File:Top bar.png|center|1200px]]


Your stability will be decreased by certain diplomatic or political actions, such as declaring war on a neighbor without a casus belli or changing your form of government. It can be increased by spending Religious Points to sacrifice a pig on the Religion Menu. (Yes, the ancient world is a little odd.)
=== 国家概况 ===
[[File:Top bar overview.png|48px]]


Try to keep your stability in the positive numbers as often as possible. Prolonged instability will eventually break your nation if you can’t pay the bills or prop up a failing king.
第一个按钮({{Ruby|朱庇特|Jupiter}}/{{Ruby|宙斯|Zeus}})打开您的国家概况。


====侵略性扩张====
它展示了:
[[File:Aggressive expansion.png|link=|36px]] Aggressive Expansion is a numerical reflection of the threat you present to your immediate neighbors. You increase your Aggressive Expansion by conquering other peoples’ territory. The more you annex in a war, the larger your AE will be, making it harder to maintain good relations with nearby nations. You also add a little bit of Aggressive Expansion when you recruit a foreign character to take up employment and residence in your kingdom; nobody wants you harboring a pretender to the throne who might pose a threat later.
* 国家等级和国家文化
* 最大文明度等级
* 人口统计数据
* 国家修正
* 国家理念和它们匹配的奖励
* 叛乱和叛乱进度
* 省份列表


High Aggressive Expansion will reduce the {{icon|happiness|24px}} happiness of foreign culture population in your provinces, increasing their unrest. AE will reduce over time, and, the more you have the quicker the rate of reduction. The absolute rate of decay will depend on the skill of the government official responsible for this (Praetors in republics, Arbitrators in tribes, etc.) 
Hover over each element to see more information about it.


====暴政度====
The icon above each idea slot shows which type it should be to gain the matching bonus. Different government types have different sets of ideas required for the bonus. Selecting ideas costs 20 influence and they can be changed at any time for the same price.
[[File:Tyranny.png|link=|36px]] The Tyranny rating reflects the popular opinion of your government - are you seen as a benevolent force acting in the interests of the nation, or are you a capricious and arbitrary person who centres their own concerns? 


Your tyranny is normally increased by acts of brutality like assassination, executions, banishment of other characters, and brutal subjugation of conquered neighbors. In a Republic, Tyranny can also be increased by the ruler defying the will of the Senate to take actions.
==== 省份详情 ====
The main focus of the national overview menu is a sortable list of the provinces in your empire. You can sort this list based on population, trade or loyalty data. You can also change the [[Governor policy|governor’s administrative focus]] – a particular bonus that describes the job you want the governor to be doing while running a [[provinces|province]] (though governor are appointed to [[regions]]).


High Tyranny decreases the happiness of population units of your own culture, thereby increasing the chance of revolts in your cities. It also inspires disloyalty in some of your leaders. On the plus side, a tyrannical regime will have productive slaves and lower power costs for imprisoning or executing characters. Tyranny decreases naturally over time, but will decrease faster if the ruler is popular.
If you click on a province’s name, you will be immediately taken to its provincial capital and see a detailed view. The top half shows information about the whole province (which are comprised of multiple territories) and includes:
* the governor and their policy
* province loyalty
* total tax and commerce income
* trade goods
* province food
* population stats
* provincial investments


==与你的帝国互动==
Here you can change the governor, import trade goods and enact investments which provide a province-wide bonus and can be stacked.
There are eleven circles at the top of the screen, each with a divine representation of the content within. These circles open menus that will give you detailed information on your empire and allow you to take actions that will have long or short term effects on your nation. This section will deal each menu in turn and dig into the submenus and other major concepts associated with each category.
[[File:Top bar.png|link=|center|1200px]]


===国家概况===
Below is the territory view, showing:
[[File:Top bar overview.png|link=|48px]] 第一个圆圈({{Ruby|朱庇特|Jupiter}}/{{Ruby|宙斯|Zeus}})takes you to a menu that gives you a thorough rundown of your national situation. You will see a portrait of your national leader and some basic statistics about the condition of your country. Roll your mouse over the numbers for detailed information on their effects.
* dominant culture and religion of the pops living here
* resources, trade goods and food they produce
* domestic information, such as civilization, holdings, unrest and migration attraction
* pops and their happiness
* buildings
* tactical information, such as the level fort, defensiveness, supply limit and attrition


Clicking on the portrait will take you to a menu of character interactions. We will explore these in more detail later.
Clicking the Build button will open the list of [[buildings]], available in this territory. Settlements and cities have access to different buildings, and at the bottom are the buttons to upgrade or downgrade the current territory.


You can use the overview screen to choose National Ideas. You can choose up to three National Ideas. The types of ideas available to you will depend on your form of government. Military Ideas will give bonuses to your army. Civic Ideas will help in the governing of your nation. Oratory Ideas will affect the power of diplomatic or political actions. Religious Ideas focus on the spiritual and cultural health of your empire. If you match national ideas to the relevant power icon for each slot, you unlock special perks.
Clicking the View Pops button will open a detailed pop view, showing current assimilations, conversions, promotions, demotions and migrations, as well as precise happiness of pops and their culture and religion. Clicking Move Pop Here allows you to move slaves (and tribesmen if you ’re a tribe) to this territory from other territories in the province or bordering territories from other provinces. You cannot move pops in disloyal provinces.


====省份详情====
=== 政府 ===
The main focus of the national overview menu is a sortable list of the provinces in your empire. You can sort this list based on population, trade or loyalty data. You can also change the [[ 总督政策|governor’s administrative focus]] – a particular bonus that describes the job you want the governor to be doing while running a [[省份]] (though governor are appointed to [[区域]]).
[[File:Top bar government.png|48px]]


If you click on a province’s name, you will be immediately taken to that province’s location and open up its detailed panel. On this panel you can see more information about that specific province, including trade goods, governor and the governor’s policy. Under the governor you can see a list of cities displayed and their local trade good. To the right you have more specific information regarding the city, encompassing religious, cultural, economic and demographic information.
第二个按钮({{Ruby|朱诺|Juno}}/{{Ruby|赫拉|Hera}}) gives you detailed information on your '''[[government]]'''. There are three main types of governments in 《英白拉多:罗马》 and each plays differently from the other.


This is also where you can order the construction of four types of buildings. Marketplaces increase commercial income and citizen happiness. Training Camps increase manpower and Freemen happiness. Fortresses increase the fortress level of a province, forcing invading armies to lay siege to the city and limiting enemy movement. Granaries increase population growth and slave happiness. You cannot build structures in cities that have greater than 10% unrest.
On the first “Government” tab you will see the portrait of your current ruler and, depending on the government type, heirs and pretenders, party leaders and the senate or tribal chiefs.


You can also create trade routes and replace governors from this menu.
In the middle are government interactions, providing various bonuses. Some of them may be locked by specific laws which you can change on the third tab.


===政府===
Second “Offices” tab displays eight characters that are currently performing important roles in your nation. You can replace any of these advisors by clicking on the marble bust. Each advisor role is associated with a major character attribute.
[[File:Top bar government.png|link=|48px]] 第二个圆圈({{Ruby|朱诺|Juno}}/{{Ruby|赫拉|Hera}})gives you detailed information on your '''[[政府]]'''. There are three main types of governments in 英白拉多:罗马 and each plays differently from the other. All governments will give you another portrait of your current leader as well as a display of the eight characters that are currently performing important roles in your nation. You can replace any of these advisors by clicking on the marble bust. Each advisor role is associated with a major character attribute.


At the top right of the Government display, you will see a button that takes you to the Laws submenu, where you can customize eight different categories of your rule. Your options here vary depending on your government type. Check the rollover tooltips for requirements and effects of changing laws..
The third “Laws” tab allows to change laws, at the cost of stability and influence. Some laws unlock at specific levels of technology or centralization, or after finishing certain event chains. In republics the senate votes on enacting laws and their approval is indicated by a thumb in the law category. It can be clicked to see the detailed approval window.


====君主制====
==== 君主制 ====


Monarchies are the most common form of government in the eastern Mediterranean, the Middle East and India in Imperator. The Hellenistic monarchies that divided the empire of Alexander after the great conqueror’s were often riven by treachery and popular unrest, but they continued as the template for rule in the East. At the closing of the Roman Republic, Mark Antony, the governor of the Eastern provinces, modeled his putative monarchy on the semi-divine Seleucid and Ptolemaic kingdoms.
Monarchies are the most common form of government in the eastern Mediterranean, the Middle East and India in Imperator. The Hellenistic monarchies that divided the empire of Alexander after the great conqueror’s were often riven by treachery and popular unrest, but they continued as the template for rule in the East. At the closing of the Roman Republic, Mark Antony, the governor of the Eastern provinces, modeled his putative monarchy on the semi-divine Seleucid and Ptolemaic kingdoms.


The primary consideration for a monarchy will be management of the succession. There will be a primary heir, usually the eldest child of the reigning monarch, and Pretenders, who are usually other children of the reigning monarch or the heads of powerful families in the kingdom.
The primary consideration for a monarchy will be management of the succession. There will be a primary heir, usually the eldest child of the reigning monarch, and pretenders, who are usually other children of the reigning monarch or the heads of powerful families in the kingdom.


Provincial governors and other major characters will give support to one of the candidates for the throne. If a Pretender has considerable support, they may challenge the Primary Heir on the death of the monarch, leading to a Civil War. Pretenders will become more disloyal over time, and can be removed or imprisoned before they become a threat, though this will greatly increase the Tyranny of the monarchy.
Provincial governors and other major characters will give support to one of the candidates for the throne. If a pretender has considerable support, they may challenge the primary heir on the death of the monarch, leading to a civil war. Pretenders will become more disloyal over time, and can be removed or imprisoned before they become a threat, though this will greatly increase the tyranny of the monarchy.


====共和制====
==== 共和制 ====


Ancient Republics were government forms where the citizens of the nation had some say in the direction of the country. This was usually done through the election of leaders at all levels of government. This was a more democratic type of government than monarchies, but should not be confused with Athenian democracies or even modern representative democratic nations. Rome, the most famous of the ancient republics, was dominated by a few dozen families and their close allies; they used their wealth and family history to often exclude newcomers to the elite power circles unless they were individuals of incredible talent, like Cato the Elder or Gaius Marius.
Ancient republics were government forms where the citizens of the nation had some say in the direction of the country. This was usually done through the election of leaders at all levels of government. This was a more democratic type of government than monarchies, but should not be confused with Athenian democracies or even modern representative democratic nations. Rome, the most famous of the ancient republics, was dominated by a few dozen families and their close allies; they used their wealth and family history to often exclude newcomers to the elite power circles unless they were individuals of incredible talent, like Cato the Elder or Gaius Marius.


Republics in Imperator have two major characteristics that distinguish them from other governments. 
Republics in Imperator have two major characteristics that distinguish them from other governments. 


First, leaders serve a fixed term, at the end of which, an election is held. The length of the term is dependent on the specific type of Republic. The Republic government menu will show the identity of the leading candidate to succeed the current consul/suffete/archon, and mousing over this small portrait will show you the names of other possibilities. You can use this information to decide if you want to damage the popularity of an unfit but likely winning candidate.
First, leaders serve a fixed term, at the end of which, an election is held. The length of the term is dependent on the specific type of republic. The republic’s government menu will show the leading candidate to succeed the current ruler, and hovering over the sun dial icon will show the names of other candidates. You can use this information to decide if you want to smear the reputation of an unfit but popular candidate.


Second, Republics will need to contend with their Senate. Senates represent the rough prominence of five factions in your nation - civic, military, mercantile, religious, and Populist. Your national leader will belong to one of these factions, bringing bonuses or, in the case of the Populists, penalties, that will affect your nation. Populists are seen as a negative factor for a Republic since they are less invested in the traditional distribution of power.
Second, republics will need to contend with their senate. Senates represent the rough prominence of five factions in your nation - civic, military, mercantile, religious, and populist. Your ruler will belong to one of these factions, bringing bonuses or, in the case of the populists, penalties, that will affect your nation. Populists are seen as a negative factor for a republic since they are less invested in the traditional distribution of power.


A character’s membership in a faction may change depending on events throughout the game. Character abilities will be the primary determinant of their faction choice, but, for example, a suddenly rich character may slowly drift towards the Mercantile to protect their commercial interests.
A character’s membership in a faction may change depending on events throughout the game. Character abilities will be the primary determinant of their faction choice, but, for example, a suddenly rich character may slowly drift towards the mercantile faction to protect their commercial interests.


Many diplomatic decisions in a Republic will require approval by the Senate, and relative power of the factions will impact the Senate ’s overall opinion. For example, militaristic senators will smile on declarations of war, while the Mercantile faction can be expected to approve better relations with neighbors. If Senate opinion is closely divided, a leader can force through approval of a diplomatic proposal but will increase Tyranny.
Many diplomatic decisions in a republic will require approval by the senate, and relative power of the factions will impact the senate ’s overall opinion. For example, militaristic senators will smile on declarations of war, while the mercantile faction can be expected to approve better relations with neighbors. If the senate opinion is closely divided, a leader can force through approval of a diplomatic proposal but will increase tyranny.


====部落政府====
==== 部落政府 ====


Much of Europe in the classical era was still governed by tribal organization, whether in the form of loosely organized kingdoms or more traditional nomadic tribes that were common in the north. Tribal governments had to balance the interests and ambitions of the clans that made up the society. It would take a strong chief or king to centralize and “civilize” tribal institutions.
Much of Europe in the classical era was still governed by tribal organization, whether in the form of loosely organized kingdoms or more traditional nomadic tribes that were common in the north. Tribal governments had to balance the interests and ambitions of the clans that made up the society. It would take a strong chief or king to centralize and “civilize” tribal institutions.


In Imperator, the two most common tribal governments are Settled Tribes and Migratory Tribes. They can be upgraded to other forms of government if they increase their Centralization.
In Imperator, the two most common tribal governments are settled and migratory tribes. They can be upgraded to other forms of government if they increase their centralization.
 
Both tribal kingdoms and tribal chiefdoms can be seen as partly a monarchy and partly a republic. The leader will rule for life, but the successor to the king will be elected by the clans. The successor may consistently come from one clan, but popular and successful chiefs may be elected the king of the tribe once the older ruler has died. As in a republic, you will see who the successor is likely to be so you can decide whether to work against the political will of your society and resist an unfit heir.
 
Tribal clan leaders also maintain a clan retinue. This is a personal army that each clan leader is responsible for paying and reinforcing from their personal wealth. Disloyal clan leaders may choose to sit out a war or act on their own without direction from you.
 
Tribal chiefdoms can migrate their population. Any territory with at least 3 pops can pack up and move to settle in another place. To migrate, click the Migration button to the left of the flag on the territory view. The residents will be transformed into an army of light infantry without any maintenance and can be moved to any location on the map to resettle, ignoring borders of other countries. They, however, do not reinforce with manpower and losing any migratory unit will result in losing a pop.


Both Tribal Kingdoms and Tribal Chiefdoms can be seen as partly a Monarchy and partly a Republic. The leader will rule for life, but the successor to the king will be elected by the clans. The successor may consistently come from one clan, but popular and successful chiefs may be elected the king of the tribe once the older ruler has died. As in a Republic, you will have foreshadowing of who the successor is likely to be so you can decide whether to work against the political will of your society and resist an unfit heir.
When settling, all pops will be converted to tribesmen of your culture and religion, making assimilation incredibly fast. The migration mechanic allows you to:
* collect hundreds of pops from uncolonized territories
* settle on specific trade goods to gain surpluses to export
* or even use migratory units for wars


Tribal Clan leaders also maintain a Clan retinue. This is a personal army that each Clan Leader is responsible for paying and reinforcing. Disloyal Clan Leaders may choose to sit out a war or act on their own without direction from you.
=== 军事 ===
[[File:Top bar military.png|48px]]


Tribal Chiefdoms can migrate their population centers. Any city with at least 3 population figures can pack up and move to another territory to settle. To move your city, click on the Migration button to the immediate left of the National Flag on the city detail menu. The residents will be transformed into an army of mostly light infantry and can be moved to any location on the map to resettle.
军事({{Ruby|玛尔斯|Mars}}/{{Ruby|阿瑞斯|Ares}})菜单 is where you can find important information about your armies and choose military traditions.


===军事===
Each culture in Imperator has its own set of traditions. The Roman way of war was quite different from that of the Hellenistic kingdoms, for example. Once you have earned enough military experience, you can spend it on a new tradition that will improve certain aspects of your army. Starting one tradition tree doesn’t lock others, but focusing on one at a time will allow you to reach unique abilities faster.
[[File:Top bar military.png|link=|48px]] 军事({{Ruby|玛尔斯|Mars}}/{{Ruby|阿瑞斯|Ares}})菜单 is where you can find important information about your armies and choose Military Traditions. A large percentage of your time in 英白拉多:罗马 will be spent moving your armies around.


Each culture in Imperator has its own set of unique Military Traditions. The Roman way of war was quite different from that of the Hellenistic kingdoms, for example. Once you have earned enough Military Power, you can spend it on a new Military Tradition that will improve certain aspects of your army.
==== 控制陆军和海军 ====


====控制你的陆军和海军====
Your armies and navies are not accessible from this menu, but can be seen in the outliner on the right of the screen (press “Tab” if it’s closed), as well as on the map itself. To select an army, click on it on the map or on the outliner. You can also select multiple armies by box-selecting them.


Your armies and navies are not accessible from this menu, but can be seen in list form on the outliner guide on the upper right of your screen, as well as on the map itself. To select an army, click on it on the map or on the outliner. (You can press TAB to open or close the outliner).
* Tip: sometimes box-selection will select ships or armies, when you want the other type of units. To limit it, select one army or fleet first, and then Shift+box-select the rest.


Armies and navies fight more effectively when under the command of a character, whose military skill acts as a multiplier on the combat power of your fighting force. Because leadership was so important in the classical era, you will be prompted with an alert whenever you have an army or navy without a leader.
Armies and navies fight more effectively when under the command of a character, whose military skill acts as a multiplier on the combat power of your fighting force. Because leadership was so important in the classical era, you will be prompted with an alert whenever you have an army or navy without a leader.
第195行: 第261行:
You can reduce troop loyalty to their leader by rewarding them after a successful campaign. To do this, click on the portrait of the army leader and choose Reward Veterans in the interaction menu. This will detach the loyalty of some cohorts from the leader if you pay a substantial sum from your treasury.
You can reduce troop loyalty to their leader by rewarding them after a successful campaign. To do this, click on the portrait of the army leader and choose Reward Veterans in the interaction menu. This will detach the loyalty of some cohorts from the leader if you pay a substantial sum from your treasury.


A disloyal leader in charge of an army will not follow your commands, but may still act in a war on its own initiative..
A disloyal leader in charge of an army will not follow your commands, but may still act in a war on their own initiative.


You can recruit new units in three ways:
You can recruit new units in three ways:


#Choose a city and click on the Build Units button at the bottom of the display. Note that some kinds of troops require specific trade goods (Iron, Wood, Horses, Elephants, etc).
# Choose a territory and click Recruit Cohorts or Build Ships. Note that some kinds of troops require specific trade goods (Iron, Wood, Horses, Elephants, etc) in the province, while heavy ships require wood and certain military traditions.
#Use the Macrobuilder button at upper left of your screen (beneath your national flag) to choose which provinces should recruit new units.
# Use the macro-builder button at the top-left to recruit units by clicking on the map.
#Select an army and click on the Recruit To Army button to the right of the leader portrait. This will tell the game that you want specific types of units to be recruited and to then join this army.
# Select an army or fleet and click the Recruit To Army or the Build to Navy button to the right of the leader ’s portrait. This way new units will automatically travel to join this army or fleet.


Armies may be given a number of commands and battle tactics. These may be chosen any time you select an army that is not in battle. Forced march and building roads can only be chosen if the army is not moving. The effectiveness of available commands and tactics will depend on the composition of forces and military traditions will determine some options.
Armies may be given a number of commands and battle tactics. These may be chosen any time you select an army that is not in battle. Forced march and building roads can only be chosen if the army is not moving. The effectiveness of available commands and tactics will depend on the composition of forces and military traditions will determine some options.


===科技===
=== 科技 ===
{{main|科技}}
{{main|科技}}
[[File:Top bar technology.png|48px]]


[[File:Top bar technology.png|link=|48px]] 第四个主要的菜单是[[科技]]({{Ruby|[[wikipedia:Vulcan (mythology)|伏尔甘]]|Vulcan}}/{{ruby|[[wikipedia:Hephaestus|赫菲斯托斯]]|Hēphaistos}}) 。This sub-menu shows the currently total generated '''[[ 研究点]]''', the current progress of researching the respective technology level in each of the four fields (martial, civic, oratorical, and religious) and the currently appointed head researcher.
 第四个主要的菜单是[[科技]]({{Ruby|[[wikipedia:Vulcan (mythology)|伏尔甘]]|Vulcan}}/{{ruby|[[wikipedia:Hephaestus|赫菲斯托斯]]|Hēphaistos}}) 。It shows the total amount of '''[[research points]]''', the progress of researching current technology level in each of the four fields (martial, civic, oratorical, and religious) and the appointed researchers.


The speed of the progress depends on '''[[研究点]]''' generated by your citizen-type [[Population|pops]] and the relevant skill of the appointed character to lead the research. As a rule of thumb, you should choose the character with the highest [[martial skill]] to lead the military research, the one with the highest [[civic skill]] the civic research, etc. But also take into account politics, i.e. keep the various families happy and also the might of the various factions in the senate!
The speed of the progress depends on research points generated by your citizen [[Population|pops]] and the relevant skill of the researcher. As a rule of thumb, you should choose the character with the highest [[martial skill]] to lead the military research, the one with the highest [[civic skill]] the civic research, etc. But also take into account politics, i.e. keep the various families happy and the might of the various factions in the senate.


Hovering the cursor over the progress bar shows what is going to be unlocked when reaching 100%.
Hovering the cursor over the progress bar shows what is going to be unlocked when reaching 100%.


From this menu you can also buy/activate/unlock [[ 发明]] for 100 {{icon|civ}} each. Each level makes available three inventions.
From this menu you can buy [[Inventions]] for gold. The price scales with the total amount of pops, so expect them to rise after you expand. Each technology level unlocks three inventions and some countries may get unique historical inventions.
 
=== 宗教 ===
[[File:Top bar religion.png|48px]]


===宗教===
Religion was central to classical life, though not in the form we are necessarily familiar with today. 宗教菜单({{Ruby|维斯塔|Vesta}}/{{Ruby|赫斯提亚|Hestia}})outlines the religious actions you can take, as well as big picture information on your national religion.
[[File:Top bar religion.png|link=|48px]] Religion was central to classical life, though not in the form we are necessarily familiar with today. 宗教菜单({{Ruby|维斯塔|Vesta}}/{{Ruby|赫斯提亚|Hestia}})outlines the Religious actions you can take, as well as big picture information on your national religion.


Most of the menu is taken up with Omens. You may spend Religious points to invoke the support of a god to bless your nation. An omen’s cost, duration and power are affected by events and religious technology.
Most of the menu is taken up with omens. From time to time, you can invoke the support of a god to bless your nation. Omens do not have a cost, but you need to wait until you can change them. A government office, some inventions and religious unity, which is shown at the top, increase the strength of omens.


You also use the Religious menu to increase the Stability of your country. This is done by sacrificing an animal. Click on the stabbed pig button at the top left to increase your stability.
Here you can also increase the stability of your country. This is done by sacrificing an animal. Click on the stabbed pig button at the top left to increase your stability over time. It can be clicked multiple times, but the cost increases with each click for a certain amount of time.


If your war exhaustion is too high, you can choose a Devotio from the Religion menu A Devotio was a solemn oath by a Roman warrior to see a war through to its conclusion, even if that meant death. By spending 100 Military points, you can reassure the Roman people through a Devotio.
If your war exhaustion is too high, you can also Invoke Devotio, gaining tyranny.


This menu also has information on your National Unrest (how many people are upset with how the nation is being managed) and Religious Unity (the percentage of people who share in the state religion.) You may increase your Religious Unity by spending religious power to convert individual population units in your cities. In a large polyglot empire, converting your entire population could be expensive, so find other ways to keep unrest down. 
=== 经济 ===
[[File:Top bar economy.png|48px]]


===经济===
 经济({{Ruby|密涅瓦|Minerva}}/{{Ruby|雅典娜|Athena}}) 菜单 outlines your income and expenses. You can adjust the rates of taxation/tribute and how much you want to spend on the various major costs in your empire. The default rate for each is medium, though sometimes you will want to raise or lower taxes or expenses.
[[File:Top bar economy.png|link=|48px]] 经济({{Ruby|密涅瓦|Minerva}}/{{Ruby|雅典娜|Athena}}) 按钮 outlines your income and expenses. You can adjust the rates of taxation/tribute and how much you want to spend on the various major costs in your empire. The default rate for each is Medium, though sometimes you will want to raise or lower taxes or expenses.


There are significant tradeoffs for choosing an extreme on either side. Lower wages for your officials will save you money, but also reduce the loyalty of characters. Higher tributes from your subjects will damage your reputation from your tributary states.
There are significant tradeoffs for choosing an extreme on either side. Lower wages for your officials will save you money, but also reduce the loyalty of characters. Higher tributes from your subjects will damage your reputation from your tributary states.
* Tip: set army morale to max to increase morale recovery speed
This window will also show the negative penalties you receive from going into debt.
=== 外交 ===
[[File:Top bar diplomacy.png|48px]]


On this menu you can also convert National Power into gold and vice versa. The exchange rate is not equal, since Power Points are a more precious resource. Still, if you are running a heavy surplus and need just another 25 or 50 Military Points for an important new Tradition, this is a good way to avoid waiting another year.
外交({{Ruby|孔科耳狄亚|Concordia}}/{{Ruby|哈耳摩尼亚|Harmonia}})窗口 shows information about the selected country. While it’s open you can left-click other nations on the map to switch to them. This window can also be opened it by right-clicking another country on the map or by selecting a territory and clicking Open Diplomacy.


===外交===
On the left side is some information about your nation, your diplomatic stance and the list of every nation in the game with a numerical representation of their opinion of you. This rating can range from {{red|−200}} at the bottom to {{green|+200}} at the top.
[[File:Top bar diplomacy.png|link=|48px]] The highlight of 外交({{Ruby|孔科耳狄亚|Concordia}}/{{Ruby|哈耳摩尼亚|Harmonia}})菜单 is the list of every nation in the game with a numerical representation of their opinion of you. This rating can range from {{red|−200}} at the bottom to {{green|+200}} at the top.


For much of the game, foreign relations will be the focus of your attention. You need to know whether a quick war you want to start will spiral into a multiple front disaster or if you can persuade smaller nations to submit peacefully. Foreign relations will be the center of much of the game, since you first need to know who you are attacking and if anyone will help you. Likewise, if anyone will be joining forces with your enemy once war begins. 
For much of the game, foreign relations will be the focus of your attention. You need to know whether a quick war you want to start will spiral into a multiple front disaster or if you can persuade smaller nations to submit peacefully.


If you click on a nation’s name in this menu, the right side of the menu will become a detailed breakdown of that nation ’s diplomatic posture - its alliances, its enemies, its tributary relationships - and a folding menu of diplomatic actions you can take. You can also get to this menu by clicking on a foreign province and selecting Open Diplomacy at the bottom of the province detail screen.
The right side of the window shows a detailed breakdown of the selected nation:
* government type and rank
* their ruler
* traditions and ideas
* opinion
* technology levels
* heritage, loyalty and revolt progress
* major stats
* character view button
* diplomatic status: alliances, vassals, etc.


Nations are given one of five ranks depending on their size, the higher your rank, the more diplomatic options are open to you:
Nations are given one of six ranks depending on their size, the higher your rank, the more diplomatic options are open to you:
{{MultiColumn|
{{MultiColumn|
* {{Rank|Great Power|size=28px}}
* {{icon|great power}} Great Power
* {{Rank|Major Power|size=28px}}
* {{icon|major power}} Major Power
* {{Rank|Regional Power|size=28px}}
* {{icon|regional power}} Regional Power
* {{Rank|Local Power|size=28px}}
* {{icon|local power}} Local Power
* {{Rank|City State|size=28px}}
* {{icon|city state}} City State
|5}}
* {{icon|migrant horde}} Migrant Horde
|6}}
 
On the right side is also a list of available diplomatic actions, which you can expand or collapse.
In republics, you may need senate approval to take certain actions.
If you declare war on another nation without a casus belli (legal reason for the war), then your stability will go down. The easiest way to generate a casus belli is to fabricate a claim on one of the target’s provinces. This is done by selecting Covert Actions and then Fabricate Claim. Also you may use the Summon War Council button in the Government view if it is available for a free claim.
 
Some diplomatic actions cost [[File:Political influence.png|28px]] influence or [[File:Treasury.png|28px]] gold, or give you aggressive expansion.
 
==== 外交关系的类型 ====
* {{icon|alliance}} Alliance: Agreements between nations of the same power level who agree to protect each other if one comes under attack and can be called into offensive wars (though the ally may say no). Great powers cannot have alliances, but may subjugate lesser nations.
* {{icon|defensive league}} Defensive League: Special alliance of smaller nations who agree to defend each other, unless the war is between two members of the defensive league.
* {{icon|integrating}} Feudatory/Satrapy: A smaller nation pays a sum of money to its overlord and agrees to participate in all their overlord’s wars. The smaller nation may be integrated into the larger one, and has very little freedom of action in diplomacy.
* [[File:Tribute income.png|28px]] Tributary: Smaller nation regularly pays some of its income to a larger nation in exchange for the overlord’s protection. The tribute paying nation is not obligated to defend the larger.
 
=== 决议 ===
[[File:Top bar decisions.png|48px]]
 
双面神{{Ruby|雅努斯|Janus}} (没有对应的希腊神) is represented on the menu button for decisions. This small menu is where you can implement major changes to your national bonuses or change the form of government. If you hover your mouse over the selection box for the decision, you will see the requirements for implementing it. Hovering over the decision name itself will tell you its effects.


In republics, you may need [[File:Senate influence.png|link=|28px]] Senate approval to take certain actions. If you declare war on another nation without a casus belli (legal reason for the war), then your stability will go down. The easiest way to generate a casus belli is to Fabricate Claim on one of the target’s provinces. This is done by selecting Covert Actions and then Fabricate Claim.
=== 贸易 ===
[[File:Top bar trade.png|48px]] 


Some Diplomatic Actions cost [[File:Oratory power.png|link=|28px]] Oratory power.
贸易({{Ruby|墨丘利|Mercury}}/{{Ruby| 赫尔墨斯|Hermes}})is about wealth and exchange of goods. Here you can see which surplus bonuses you have, cancel trade routes, auto-accept incoming trade offers and allow to trade away your capital surplus.


====外交关系的类型====
Since food is important for population growth, it will not be traded away, even if you automate trade, unless your province has good food surplus.


*[[File:Alliance.png|link=|28px]] Alliance: Agreements between nations of the same power level who agree to protect each other if one comes under attack and can be called into offensive wars (though the ally may say no). Great powers cannot have alliances, but may subjugate lesser nations.
Each province has a limited number of trade routes along which they can import surplus goods from neighboring provinces or foreign lands. There are 34 different trade goods in the game, each of which grants a bonus to any territory where it is produced or imported to. Specific military units require certain goods for construction. A province with wood, for example, will be able to build heavier ships.
*[[File:Defensive league.png|link=|28px]] Defensive League: Special alliance of smaller nations who agree to defend each other, unless the war is between two members of the Defensive League.
*[[File:Integrate.png|link=|28px]] Feudatory/Satrapy: A smaller nation pays a sum of money to its overlord and agrees to participate in all their overlord’s wars. The smaller nation may be integrated into the larger one, and has very little freedom of action in diplomacy.
*[[File:Tribute income.png|link=|28px]] Tributary: Smaller nation regularly pays some of its income to a larger nation in exchange for the overlord’s protection. The tribute paying nation is not obligated to defend the larger.


===决议===
If a province has a surplus of a good, it will have even more bonuses. Surplus wood increases a province’s tax yield. If the capital province has a surplus of a good, there are further bonuses applied to the entire country. Province surpluses stack, while capital surpluses don’t.
[[File:Top bar decisions.png|link=|48px]] 双面神{{Ruby|雅努斯|Janus}} is represented on the menu button for Decisions. This small menu is where you can implement major changes to your national bonuses or change the form of government. If you hover your mouse over the selection box for the Decision, you will see the requirements for implementing the desired change. Hovering over the Decision name itself will tell you its effects.


===贸易===
Be mindful about where you are sending your surpluses. For example, you might not want to send your Carthaginian elephants to Rome, no matter how much money you get out of it. Supplying the barren deserts of Egypt with wood risks making them a sea power (as they were historically).
[[File:Top bar trade.png|link=|48px]] 贸易总览({{Ruby|墨丘利|Mercury}}/{{Ruby|赫尔墨斯|Hermes}}) is about wealth and exchange of goods. Each province has a limited number of trade routes along which they can import surplus goods from neighboring provinces or foreign lands.


There are 34 different trade goods in the game, each of which confers a bonus to any territory where it is found. Specific military units require certain goods for construction. A province with Wood will be able to make triremes, for example, and a province with amber will have more productive freedmen.
At the start of the game, most of your trade will be run through your capital. Provinces will gain trade routes of their own as their population grows, technology improves, through random events and if you use civic provincial investments.


If a province has a surplus of a good, it will have even more bonuses. Surplus wood increases a province’s tax yield. Surplus camels will increase a province’s supply level. If the capital province has a surplus of a good, there are further bonuses attached.
=== 人物 ===
[[File:Top bar characters.png|48px]]


You may only trade surplus goods, so, besides the obvious merit increasing your trade routes to add to your commerce income, you need to be mindful about where you are sending your surpluses. For example, you might not want to send your Carthaginian elephants to Rome, no matter how much money you get out of it. Supplying the barren deserts of Egypt with wood risks making them a sea power (as they were historically).
人物菜单({{Ruby|维纳斯|Venus}}/{{Ruby|阿佛洛狄忒|Aphrodite}}) lists every character present in your realm. To see character in other realms click the Characters button in the Diplomacy view for that country. You can sort and filter this list along a number of criteria. Click on a character portrait for further information about a character and actions you can take. You may also right-click on a character portrait to take actions.


At the start of the game, most of your trade will be run through your capital. Provinces will gain trade routes of their own as their population grows, technology improves, and through random events. 
=== 雇佣兵 ===
[[File:Top bar mercenary.png|48px]]


===人物===
  雇佣兵 菜单({{Ruby| 福尔图娜|Fortuna}}/{{Ruby| 堤喀|Tyche}} ) lists the composition, price and location of the mercenary companies on the map. For much of the classical world, mercenaries formed the elite corps of the army. Citizen armies like those of Rome or professional armies like those of Macedon were generally the exception, and most national forces would be backstopped by a freelance professional force. The armies of Carthage were primarily mercenary in nature (failure to pay them led to a huge rebellion after the First Punic War), and even great kings like Pyrrhus or Agesilaus would often behave as mercenary captains for another nation.
[[File:Top bar characters.png|link=|48px]] 人物 菜单({{Ruby| 维纳斯|Venus}}/{{Ruby| 阿佛洛狄忒|Aphrodite}} )lists every character present in your realm. Characters in other realms are not shown. You can sort and filter this list along a number of criteria. Click on a character portrait for further information about a character and actions you can take. You may also right-click on a character portrait to take actions.


===雇佣兵===
You can only recruit a mercenary if you have 10 military experience and enough money in the bank to disband them when the time comes; they will expect a “cashing out” fee in respect of their service to you. If you fall behind in your mercenary payments, they will abandon your cause, or potentially switch sides in a war.
[[File:Top bar mercenary.png|link=|48px]] 雇佣兵菜单({{Ruby|福尔图娜|Fortuna}}/{{Ruby|堤喀|Tyche}}) lists the composition, price and location of the mercenary companies on the map. For much of the classical world, 雇佣兵 formed the elite corps of the army. Citizen armies like those of Rome or professional armies like those of Macedon were generally the exception, and most national forces would be backstopped by a freelance professional force. The armies of Carthage were primarily mercenary in nature (failure to pay them led to a huge rebellion after the First Punic War), and even great kings like Pyrrhus or Agesilaus would often behave as mercenary captains for another nation.


You can only recruit a mercenary if you have enough money in the bank to disband them when the time comes; they will expect a “cashing out” fee in respect of their service to you. If you fall behind in your mercenary payments, they will abandon your cause, or potentially switch sides in a war.
You may also hire mercenaries from the map by clicking on a mercenary unit (an army with a gray number plate). If you cannot afford their costs, clicking will do nothing, but if you can afford them, you will be prompted to hire the band.


You may also hire 雇佣兵 from the map by clicking on a mercenary unit (an army with a gray number plate). If you cannot afford their costs, clicking will do nothing, but if you can afford them, you will be prompted to hire the band.
You may hire any mercenaries in the world, but they will need to march to where you are while you pay them for the privilege. So if you are playing Rome, those Indian mercenaries are probably not money well spent.


You may hire any 雇佣兵 in the world, but they will need to march to where you are while you pay them for the privilege. So if you are playing Rome, those Indian 雇佣兵 are probably not money well spent.
Hiring mercenaries in the enemy territory will exile them (indicated by the black flag) and they will not join any fights until they reach friendly territory.


==地图模式和概览==
== 地图模式和概览 ==
[[File:Minimap.png|link=|thumb|right]]
[[File:Minimap.png|thumb|right]]
In the lower right hand corner of the screen you will find a mini-map with 18 red icons above it. The minimap is used to quickly move your viewpoint from one part of the world to another. Click to a location on the minimap and your main screen will instantly move to that spot.
At the bottom right of the screen you will find a mini-map with 18 red icons above it. The minimap is used to quickly move your viewpoint from one part of the world to another. Click to a location on the minimap and your screen will instantly move there.


The red icons are Map Modes for the main screen. You will use these throughout the game to track important information that is more easily understood visually. The key map modes are the Political (each nation), Diplomatic (who your enemies are), Revolt Risk (which provinces are experiencing unrest) and Barbarian Power (which frontier provinces are likely to spawn barbarian invaders.)
The red icons are map modes for the main screen. You will use these throughout the game to track important information that is more easily understood visually. The key map modes are the Political (each nation), Diplomatic (who your enemies are), Revolt Risk (which provinces are experiencing unrest) and Barbarian Power (which frontier provinces are likely to spawn barbarian invaders.) Hover over them to learn which hotkeys to use, as it will help you access important information faster.


The upper right corner shows the game date (in years AUC - counting years from the founding of Rome - and not conventional BC/AD) and the speed toggles. To the right of the speed toggles you will find the Outliner. This information panel will show you the important information you may refer to regularly. You can find your armies, navies, disloyal characters, active diplomatic actions, siege progress and other crucial bits of knowledge in the outliner.
The upper right corner shows the game date (in years AUC - counting years from the founding of Rome - and not conventional BC/AD), the speed toggles and the button to open or close the outliner. This panel will show you the important information you may refer to regularly, like find your armies, navies, disloyal characters, active diplomatic actions, siege and construction progress.


You can configure the Outliner to show only the specific things you are interested in by clicking on the gear icon in the left hand corner of the Outliner. You can open and close the Outliner by using the TAB button.
You can configure the outliner to show only the specific things you are interested in by clicking on the gear icon in the left hand corner of the outliner. You can open and close the outliner by using the TAB button.


==参考资料==
==参考资料==

2020年9月28日 (一) 20:34的版本

《英白拉多:罗马》的封面插图。

欢迎来到《英白拉多:罗马Imperator: Rome》,由 Paradox Development Studio 推出的最新大战略游戏。《英白拉多:罗马》把您带入亚历山大大帝死后二十年的古典地中海和南亚/中亚。您能扮演地图上的任何国家或者部落,在那征服者与暴君的时代建立您的帝国并为荣耀而战。

这篇指南将通过以下方式指导您完成游戏:

  1. 为新游戏布局早期步骤
  2. 解释游戏屏幕顶栏各个数字的含义和关联
  3. 浏览排布在游戏画面顶部附近的每个主要游戏菜单,并解释您能采取的主要动作
  4. 描述省份和人口的互动,包括贸易
  5. 解释如何使用地图模式获取有关您的帝国的信息

就像大多数 Paradox 大战略游戏,《英白拉多:罗马》有很多数字,并且这些数字之间有相互作用。工具提示丰富而且能帮助您决定一个行动或清除游戏中可能的困惑。

什么是“英白拉多:罗马”?

如果您玩过 Paradox Development Studio 游戏,那么您会发现《英白拉多:罗马》的许多方面都很熟悉。它建立在我们“来自我们已经制作的很多其他历史大战略游戏”的开发经验上,所以您将看到《欧陆风云Europa Universalis》、《十字军之王Crusader Kings》、《维多利亚Victoria》以及,显然地,《欧陆风云:罗马Europa Universalis: Rome》的要素。英白拉多可以被认为是我们第一个罗马主题游戏的续集,但不是旧作重制或重启。

如果您不熟悉我们的大战略游戏,那么欢迎来到历史冒险的世界!

虽然每个人都应该玩游戏教程,但对于我们的游戏的新手来说这点特别重要。几乎每个动作和按钮都有一个解释性的工具提示,其中许多会分解某些交互中所使用的数学和变量。

要记住的关键点

这里是您在前进过程中需要记住的一些关键事项:

  1. 虽然在英白拉多中有一些人物而且他们能对您的游戏过程产生戏剧性的影响,但这并不是《十字军之王》那种以人物为中心的角色扮演体验。您的政府会改变而国王会被推翻,但您即是国家:国家的稳定才是最重要的。
  2. To some extent, Imperator is a classic “paint the map” game, where the goal is to build an empire as great as Rome’s or Alexander’s. There is a great deal of complexity in the game, but it is relatively easy to start a war, and army management will be one of your most common tasks.
  3. Keep an eye on disloyal characters (you can see them in the outliner). If many powerful characters are disloyal, they might start a civil war; losing a civil war will result in a game-over. However, characters with a low power base don’t pose much of a threat, so pay attention to those who matter. Rich and prominent characters who become disloyal may raise a personal army, so improve their loyalty with gifts or friendship, or ruin their reputation and imprison them.
  4. Similar to Victoria and Stellaris, your population is represented by “pops” – population units residing in a territory. Pops have a class, a culture and a religion. Each of these will affect what they produce and how content they are in your realm.
  5. Cultural unity is a big limiting factor in your conquests. Aggressive expansion affect pops of foreign culture; if too many pops of wrong culture groups are unhappy and their provinces become disloyal, they might start a rebellion.
  6. Many major actions will have alerts at the top of the screen. They will tell you if a rebellion is growing, when you can purchase a new invention or if you have an empty office. Not all alerts require immediate action.
  7. The macro-builder button at the top left, under your flag, is a convenient way to build many things quickly (hotkey “Z”).
  8. The Outliner on the right shows your armies, navies, fabricating claims and building constructions (hotkey “Tab”).
  9. Tribal nations play differently from republics or monarchies. Much of their military power, for example, is based on the personal retinues of clan chieftains. They often lag behind in technology, have smaller territory in general, and wars can quickly spiral out of control. Be sure you know the game before jumping into the Lusitani or Helvetii.

为新玩家推荐的开局

  1. 罗马的国旗 罗马:罗马(意大利中部)是一个 有2到24个城市 小国,有 23 块领土、399 人口 和 4 个藩属。它能很快与它的大邻居 伊特鲁里亚的国旗 伊特鲁里亚萨莫奈的国旗 萨莫奈开战——通过获得免费的宣称(在游戏开始几个月后)。 It can quickly go to war with its large neighbors Etruria and Samnium, by getting free claims (a few months after starting the game). Uniting the peninsula before the other regional powers can make alliances there is crucial. Rome has the ability to train Unit heavy infantry.png Heavy Infantry in its capital province Latium, which has two territories producing Iron iron, thereby also receiving the "Capital Province Surplus" bonus of increased discipline for Heavy Infantry. Opting for the Military traditions Principes, March of the Eagles and Triarii (see Italic traditions) will further strengthen this unit type. Most of Rome’s enemies have to rely on Unit light infantry.png Light Infantry, a weaker unit type which receives many penalties, including -25% against Heavy Infantry.
    1. Note that Rome has a Republican government which restricts the actions of the ruler (Consul). Overruling the restrictions incurs Tyranny.
    2. Rome also starts with large parts of its capital region (Italia) not under its control.
  2. 马其顿的国旗 马其顿: Macedon (northern Greece) is a strong kingdom allied with Thrace and guaranteed by Egypt and the Seleukids. It also receive massive claims on the former empire of Alexander, but pursuing them will pose a challenge, as the Antigonid kingdom of 弗里吉亚的国旗 弗里吉亚 stands in your way. Greek city-states to the south will often band together to repel an invasion too, so seek out alliances and build a navy to dominate the seas.
    1. Macedon starts with large parts of its capital region (Macedonia) not under its control.
  3. 埃及的国旗 埃及: Egypt is the breadbasket of the Mediterranean, with a large population and valuable trade goods. Phrygia is the only real threat, but it is surrounded by enemies. Egypt’s population does not match its ruling elite, so it will be vital to maintain stability and slowly assimilate the pops.
  4. 孔雀的国旗 孔雀: Maurya (India) should be able to unify the subcontinent easily. If you want a sandbox where you can try different expansion strategies, this is a good place.
    1. Maurya starts with large parts of its capital region (Pracya) not under its control, but can consolidate rather easily.
  5. 库施的国旗 库施: Kush starts to the south of Egypt. Although it is a mere Regional Power, it has easy expansion options to its southeast and south-west. Once Kush has consolidated the territories in its capital region of Nubia held by its weak neighbours, it can then expand towards the Gulf of Aden and beyond.

开始新游戏的第一步

These are the usual things to do before unpausing:

  1. Check your diplomatic map mode (hotkey “P”). Locate your allies/subjects/overlords and any nearby lands you might have claims on (yellow diagonal lines). Check the opinion your allies/subjects/overlords have of you. Disloyal subjects and allies with low opinion will refuse to join your wars.
  2. Grab alliances early, to deny them to your potential enemies and to protect yourself. Sometimes, it is worth going over the relationship limit to gain a bigger advantage. However, note that if your target is allied to your ally, your ally will join your target in attacking you!
  3. Open Nation Overview and pick ideas that suit what you plan to do. For some countries, the bonus for matching ideas is not worth taking at the start, so don’t feel restricted by it.
    1. Below, you can see which of your provinces have available trade routes. Go to them and import trade goods from other countries (this will earn more money than importing from your own provinces, and allows your provinces to retain the bonus from having the trade good). Try to get surpluses in the capital province for the bonuses and import any missing strategic resources like iron or horses, so you can build Heavy Infantry and Cavalry.
  4. Open Government view and take a look at your nation’s ruler and their skills. If you’re not a republic and the ruler is unmarried, find a spouse to produce heirs. If you’re a monarchy, search for a spouse with higher skills, since they will be applied over yours.
    1. Select the ruler and see if you can grant holdings. Each city gets a holding slot and all territories get +1 slot per 10 slaves. Granting holdings will increase commerce income in that territory, and increases loyalty of the character, but also increase their power base and wealth, which can decrease loyalty over time. So, you may consider granting holdings to your ruler (at the cost of increasing their corruption). Conversely, mark the heads of great families of the state; whenever opportunities arise, try to revoke their holdings with the most pops to reduce their income and power base.
    2. Check your government interactions in the Government view. If Summon War Council is available, it will provide a free early claim on a neighbour. If not, you might be able to change laws to enable it, or start fabricating manually.
    3. Check your offices and replace any disloyal characters to increase your political influence gain. If you’re a tribe, you may want to dismiss skilled researchers (from the Technology view) and assign them to offices instead, since your research gain will be very low anyway.
  5. Check the condition of your provinces, especially their food, loyalty and integrity. If a province is lacking food, import food trade goods from other nations if the province has available trade routes. If loyalty is decreasing, consider increasing the happiness of the pops or assigning cohorts to the governor. If weak neighbours are holding onto territories which are part of your provinces, consider grabbing them first; this is especially crucial if they are holding onto territories in the capital region.
  6. Take any inventions (in the Technology view) you can afford. Starting experience, higher income, fabrication speed and omen power will be helpful.
  7. Choose an omen (in the Religion view). Increased morale is useful for early wars, but if many of your pops (or those in your targets) are of a wrong culture group, decreased aggressive expansion may be worth taking, as it will keep them happier.
  8. Check your expenses in the Economy view. If you’re not planning to go to war, lower maintenance. If you can afford to, you may increase wages to reduce your characters' monthly corruption and eventually gain more family prestige due to increased wealth.
  9. Check your diplomatic stance (left side of the Diplomacy view). It could either increase your income or decrease claim fabrication time.
  10. Appoint leaders for your armies and navies. This will increase their maximum morale and allow you to drill armies to increase experience st the cost of increased maintenance. The helmet alert at the top will cycle through units without leaders. Note that generals and admirals are rather well-paid in Imperator; if you cannot afford them and do not intend to go to war, consider leaving the positions vacant.
  11. Check how much of the capital region your state currently controls. If the capital region is largely controlled by other states, these states should be priority targets.
  12. Depending on your target, consider training more troops if your income can support it.
  13. Start moving your troops to the borders, if you’re planning to start a war, and check whether your target has allies before declaring. Nations can get new alliances even during the war, so don’t underestimate their strength.
    1. For your target's allies, see if you can make them your subject nations. This will break the alliance.

关于您的帝国的重要信息

Grand strategy games require you to be familiar with your current situation at a moment’s notice. Like other Paradox games, 《英白拉多:罗马》 uses the top bar to display the crucial data that will guide your most common decisions.

Top bar.png

人口产生的点数

主条目:人口

It is the population which generates money, manpower and research, depending on their class and limited by happiness. Cities and settlements have different desired ratios for different classes, and pops will promote or demote over time to match them. You can spend money to construct buildings, which will influence these ratios, speed up promotions and increase pop output.

国库

Treasury.png Indicates the total wealth available for spending. If you hover your cursor over the number, the tooltip will show your current monthly income and how this number is calculated. Most of the time, your income will be

[math]\displaystyle{ \text{Monthly income} = \left( \text{Taxes}\, +\, \text{Commerce} \right)\, -\, \left( \text{Army maintenance}\, +\, \text{Navy maintenance}\, +\, \text{Fort maintenance}\, +\, \text{Wages} \right) }[/math]

Some states will receive or spend gold because of tributary or other subject relationships. From time to time you may receive extra gold from characters or events.

Cost.png Gold is used to recruit military and naval units, construct cities and buildings, pay wages to characters and improve diplomatic relations. You cannot spend money you do not have, although you might go into deficit through some events. If you’re in debt, you will suffer some penalties and receive occasional events giving you gold in exchange for even more long-lasting negative effects. Unlike in EU4, you cannot declare bankruptcy.

人力

Manpower.png Your manpower is generated by all freemen or tribesmen pops who live in your realm. You will gain manpower every month until you hit your national maximum – the total number of people that can be enlisted at this time. If you hover your cursor over the number, the tooltip will show your manpower gain and how many reinforcements are being drawn from the pool.

Your manpower is reduced by 1000 for every new unit you recruit. As your armies suffer attrition and take casualties in battles, they will be replenished from the manpower pool.

Sometimes manpower can also be spent in events.

Certain laws will affect both the rate at which you gain manpower and your maximum manpower capacity. (Laws are covered in the Government menu.)

研究

Research Points are generated by citizens and are used to calculate your research efficiency. They are not displayed on the top bar, but can be found in the #Technology view.

国家产生的点数

政治影响力

Political influence.png Political influence (PI) represents the state's political capital and is used to perform actions directly relating to the government, such as selecting national ideas or implementing laws.

It is generated by the officials in the government based on their loyalty and is reduced by your ruler’s corruption and high #aggressive expansion (above 50).

军事经验

Military experience.png Military experience (ME) is a measure of the practical martial knowledge your country has accrued and is used to acquire military traditions and hire mercenaries.

It slowly generates over time and can be increased by high experience of your armies, acquired either by drilling them or fighting in battles, and high war exhaustion. Relying on mercenaries decreases its gain.


稳定度

Stability.png Stability indicates the internal health of your nation.

It runs on a scale from 0 to 100 and naturally trends towards 50. Negative stability (below 50) increases unrest and decreases primary culture happiness and legitimacy in monarchies, while positive (above 50) increases population growth, commerce income, research points and legitimacy.

Your stability will be decreased by certain diplomatic or political actions, such as breaking a truce or changing laws. It is also spent by migratory tribes to start migrations. It can be increased over time by spending political influence on Sacrifice to the Gods in the Religion view, and tribes have a law which increases monthly stability.

Your nation is considered "disorganized" if stability is below 30, which will prevent you from assigning characters to offices or declaring wars.

Try to keep your stability above 50, as prolonged instability will eventually lead to revolts and rebellions.

玩家行动产生的点数

侵略性扩张

Aggressive expansion.png Aggressive expansion is a numerical reflection of the threat you present to your neighbors and foreign cultures. Conquests increase aggressive expansion, making it harder to maintain good relations with nearby nations. AE is also gained by raiding ports, inspiring disloyalty and recruiting characters from other courts.

Aggressive expansion reduces opinion of other nations, loyalty of subject states and Happiness.png happiness of foreign culture pops in your territories, which limits their output and causes unrest if their happiness drops below 50%. AE over 50 will also decrease happiness of your primary culture group and reduce influence gain.

AE will reduce over time, and the more you have the quicker you lose it. This rate can be increased by assigning a highly-skilled character to the relevant oratory office (Praetors in republics, Arbitrators in tribes, etc.), by using Appeasing diplomatic stance and buying certain inventions.

暴政度

Tyranny.png Tyranny represents the level of oppression within the country.

Your tyranny is normally increased by acts of brutality like assassination, executions, banishment of other characters, and brutal subjugation of conquered neighbors. In a republic, tyranny can also be increased by the ruler defying the will of the senate when taking actions.

High tyranny decreases happiness of pops of your own culture and loyalty of your leaders. On the plus side, a tyrannical regime will have faster pop assimilations and more productive slaves. (Despite the tooltip, tyranny doesn’t currently reduce imprisonment and execution costs)

Tyranny decreases naturally over time, faster if the ruler is popular (above 50) and has high charisma.

与您的帝国互动

There are eleven buttons at the top of the screen, each with a drawing of a Roman god. They open the following menus and use hotkeys from F1 to F10 and Shift+F1.

Top bar.png

国家概况

Top bar overview.png

第一个按钮(朱庇特Jupiter/宙斯Zeus)打开您的国家概况。

它展示了:

  • 国家等级和国家文化
  • 最大文明度等级
  • 人口统计数据
  • 国家修正
  • 国家理念和它们匹配的奖励
  • 叛乱和叛乱进度
  • 省份列表

Hover over each element to see more information about it.

The icon above each idea slot shows which type it should be to gain the matching bonus. Different government types have different sets of ideas required for the bonus. Selecting ideas costs 20 influence and they can be changed at any time for the same price.

省份详情

The main focus of the national overview menu is a sortable list of the provinces in your empire. You can sort this list based on population, trade or loyalty data. You can also change the governor’s administrative focus – a particular bonus that describes the job you want the governor to be doing while running a province (though governor are appointed to regions).

If you click on a province’s name, you will be immediately taken to its provincial capital and see a detailed view. The top half shows information about the whole province (which are comprised of multiple territories) and includes:

  • the governor and their policy
  • province loyalty
  • total tax and commerce income
  • trade goods
  • province food
  • population stats
  • provincial investments

Here you can change the governor, import trade goods and enact investments which provide a province-wide bonus and can be stacked.

Below is the territory view, showing:

  • dominant culture and religion of the pops living here
  • resources, trade goods and food they produce
  • domestic information, such as civilization, holdings, unrest and migration attraction
  • pops and their happiness
  • buildings
  • tactical information, such as the level fort, defensiveness, supply limit and attrition

Clicking the Build button will open the list of buildings, available in this territory. Settlements and cities have access to different buildings, and at the bottom are the buttons to upgrade or downgrade the current territory.

Clicking the View Pops button will open a detailed pop view, showing current assimilations, conversions, promotions, demotions and migrations, as well as precise happiness of pops and their culture and religion. Clicking Move Pop Here allows you to move slaves (and tribesmen if you’re a tribe) to this territory from other territories in the province or bordering territories from other provinces. You cannot move pops in disloyal provinces.

政府

Top bar government.png

第二个按钮(朱诺Juno/赫拉Hera) gives you detailed information on your government. There are three main types of governments in 《英白拉多:罗马》 and each plays differently from the other.

On the first “Government” tab you will see the portrait of your current ruler and, depending on the government type, heirs and pretenders, party leaders and the senate or tribal chiefs.

In the middle are government interactions, providing various bonuses. Some of them may be locked by specific laws which you can change on the third tab.

Second “Offices” tab displays eight characters that are currently performing important roles in your nation. You can replace any of these advisors by clicking on the marble bust. Each advisor role is associated with a major character attribute.

The third “Laws” tab allows to change laws, at the cost of stability and influence. Some laws unlock at specific levels of technology or centralization, or after finishing certain event chains. In republics the senate votes on enacting laws and their approval is indicated by a thumb in the law category. It can be clicked to see the detailed approval window.

君主制

Monarchies are the most common form of government in the eastern Mediterranean, the Middle East and India in Imperator. The Hellenistic monarchies that divided the empire of Alexander after the great conqueror’s were often riven by treachery and popular unrest, but they continued as the template for rule in the East. At the closing of the Roman Republic, Mark Antony, the governor of the Eastern provinces, modeled his putative monarchy on the semi-divine Seleucid and Ptolemaic kingdoms.

The primary consideration for a monarchy will be management of the succession. There will be a primary heir, usually the eldest child of the reigning monarch, and pretenders, who are usually other children of the reigning monarch or the heads of powerful families in the kingdom.

Provincial governors and other major characters will give support to one of the candidates for the throne. If a pretender has considerable support, they may challenge the primary heir on the death of the monarch, leading to a civil war. Pretenders will become more disloyal over time, and can be removed or imprisoned before they become a threat, though this will greatly increase the tyranny of the monarchy.

共和制

Ancient republics were government forms where the citizens of the nation had some say in the direction of the country. This was usually done through the election of leaders at all levels of government. This was a more democratic type of government than monarchies, but should not be confused with Athenian democracies or even modern representative democratic nations. Rome, the most famous of the ancient republics, was dominated by a few dozen families and their close allies; they used their wealth and family history to often exclude newcomers to the elite power circles unless they were individuals of incredible talent, like Cato the Elder or Gaius Marius.

Republics in Imperator have two major characteristics that distinguish them from other governments.

First, leaders serve a fixed term, at the end of which, an election is held. The length of the term is dependent on the specific type of republic. The republic’s government menu will show the leading candidate to succeed the current ruler, and hovering over the sun dial icon will show the names of other candidates. You can use this information to decide if you want to smear the reputation of an unfit but popular candidate.

Second, republics will need to contend with their senate. Senates represent the rough prominence of five factions in your nation - civic, military, mercantile, religious, and populist. Your ruler will belong to one of these factions, bringing bonuses or, in the case of the populists, penalties, that will affect your nation. Populists are seen as a negative factor for a republic since they are less invested in the traditional distribution of power.

A character’s membership in a faction may change depending on events throughout the game. Character abilities will be the primary determinant of their faction choice, but, for example, a suddenly rich character may slowly drift towards the mercantile faction to protect their commercial interests.

Many diplomatic decisions in a republic will require approval by the senate, and relative power of the factions will impact the senate’s overall opinion. For example, militaristic senators will smile on declarations of war, while the mercantile faction can be expected to approve better relations with neighbors. If the senate opinion is closely divided, a leader can force through approval of a diplomatic proposal but will increase tyranny.

部落政府

Much of Europe in the classical era was still governed by tribal organization, whether in the form of loosely organized kingdoms or more traditional nomadic tribes that were common in the north. Tribal governments had to balance the interests and ambitions of the clans that made up the society. It would take a strong chief or king to centralize and “civilize” tribal institutions.

In Imperator, the two most common tribal governments are settled and migratory tribes. They can be upgraded to other forms of government if they increase their centralization.

Both tribal kingdoms and tribal chiefdoms can be seen as partly a monarchy and partly a republic. The leader will rule for life, but the successor to the king will be elected by the clans. The successor may consistently come from one clan, but popular and successful chiefs may be elected the king of the tribe once the older ruler has died. As in a republic, you will see who the successor is likely to be so you can decide whether to work against the political will of your society and resist an unfit heir.

Tribal clan leaders also maintain a clan retinue. This is a personal army that each clan leader is responsible for paying and reinforcing from their personal wealth. Disloyal clan leaders may choose to sit out a war or act on their own without direction from you.

Tribal chiefdoms can migrate their population. Any territory with at least 3 pops can pack up and move to settle in another place. To migrate, click the Migration button to the left of the flag on the territory view. The residents will be transformed into an army of light infantry without any maintenance and can be moved to any location on the map to resettle, ignoring borders of other countries. They, however, do not reinforce with manpower and losing any migratory unit will result in losing a pop.

When settling, all pops will be converted to tribesmen of your culture and religion, making assimilation incredibly fast. The migration mechanic allows you to:

  • collect hundreds of pops from uncolonized territories
  • settle on specific trade goods to gain surpluses to export
  • or even use migratory units for wars

军事

Top bar military.png

军事(玛尔斯Mars/阿瑞斯Ares)菜单 is where you can find important information about your armies and choose military traditions.

Each culture in Imperator has its own set of traditions. The Roman way of war was quite different from that of the Hellenistic kingdoms, for example. Once you have earned enough military experience, you can spend it on a new tradition that will improve certain aspects of your army. Starting one tradition tree doesn’t lock others, but focusing on one at a time will allow you to reach unique abilities faster.

控制陆军和海军

Your armies and navies are not accessible from this menu, but can be seen in the outliner on the right of the screen (press “Tab” if it’s closed), as well as on the map itself. To select an army, click on it on the map or on the outliner. You can also select multiple armies by box-selecting them.

  • Tip: sometimes box-selection will select ships or armies, when you want the other type of units. To limit it, select one army or fleet first, and then Shift+box-select the rest.

Armies and navies fight more effectively when under the command of a character, whose military skill acts as a multiplier on the combat power of your fighting force. Because leadership was so important in the classical era, you will be prompted with an alert whenever you have an army or navy without a leader.

Any leader who successfully leads an army will, over time, attract the personal loyalty of some of the units under their command. If this leader provokes a civil war, these units will follow the leader in fighting against the government.

You can reduce troop loyalty to their leader by rewarding them after a successful campaign. To do this, click on the portrait of the army leader and choose Reward Veterans in the interaction menu. This will detach the loyalty of some cohorts from the leader if you pay a substantial sum from your treasury.

A disloyal leader in charge of an army will not follow your commands, but may still act in a war on their own initiative.

You can recruit new units in three ways:

  1. Choose a territory and click Recruit Cohorts or Build Ships. Note that some kinds of troops require specific trade goods (Iron, Wood, Horses, Elephants, etc) in the province, while heavy ships require wood and certain military traditions.
  2. Use the macro-builder button at the top-left to recruit units by clicking on the map.
  3. Select an army or fleet and click the Recruit To Army or the Build to Navy button to the right of the leader’s portrait. This way new units will automatically travel to join this army or fleet.

Armies may be given a number of commands and battle tactics. These may be chosen any time you select an army that is not in battle. Forced march and building roads can only be chosen if the army is not moving. The effectiveness of available commands and tactics will depend on the composition of forces and military traditions will determine some options.

科技

主条目:科技

Top bar technology.png

第四个主要的菜单是科技伏尔甘Vulcan/赫菲斯托斯Hēphaistos)。It shows the total amount of research points, the progress of researching current technology level in each of the four fields (martial, civic, oratorical, and religious) and the appointed researchers.

The speed of the progress depends on research points generated by your citizen pops and the relevant skill of the researcher. As a rule of thumb, you should choose the character with the highest martial skill to lead the military research, the one with the highest civic skill the civic research, etc. But also take into account politics, i.e. keep the various families happy and the might of the various factions in the senate.

Hovering the cursor over the progress bar shows what is going to be unlocked when reaching 100%.

From this menu you can buy Inventions for gold. The price scales with the total amount of pops, so expect them to rise after you expand. Each technology level unlocks three inventions and some countries may get unique historical inventions.

宗教

Top bar religion.png

Religion was central to classical life, though not in the form we are necessarily familiar with today. 宗教菜单(维斯塔Vesta/赫斯提亚Hestia)outlines the religious actions you can take, as well as big picture information on your national religion.

Most of the menu is taken up with omens. From time to time, you can invoke the support of a god to bless your nation. Omens do not have a cost, but you need to wait until you can change them. A government office, some inventions and religious unity, which is shown at the top, increase the strength of omens.

Here you can also increase the stability of your country. This is done by sacrificing an animal. Click on the stabbed pig button at the top left to increase your stability over time. It can be clicked multiple times, but the cost increases with each click for a certain amount of time.

If your war exhaustion is too high, you can also Invoke Devotio, gaining tyranny.

经济

Top bar economy.png

经济(密涅瓦Minerva/雅典娜Athena)菜单 outlines your income and expenses. You can adjust the rates of taxation/tribute and how much you want to spend on the various major costs in your empire. The default rate for each is medium, though sometimes you will want to raise or lower taxes or expenses.

There are significant tradeoffs for choosing an extreme on either side. Lower wages for your officials will save you money, but also reduce the loyalty of characters. Higher tributes from your subjects will damage your reputation from your tributary states.

  • Tip: set army morale to max to increase morale recovery speed

This window will also show the negative penalties you receive from going into debt.

外交

Top bar diplomacy.png

外交(孔科耳狄亚Concordia/哈耳摩尼亚Harmonia)窗口 shows information about the selected country. While it’s open you can left-click other nations on the map to switch to them. This window can also be opened it by right-clicking another country on the map or by selecting a territory and clicking Open Diplomacy.

On the left side is some information about your nation, your diplomatic stance and the list of every nation in the game with a numerical representation of their opinion of you. This rating can range from −200 at the bottom to +200 at the top.

For much of the game, foreign relations will be the focus of your attention. You need to know whether a quick war you want to start will spiral into a multiple front disaster or if you can persuade smaller nations to submit peacefully.

The right side of the window shows a detailed breakdown of the selected nation:

  • government type and rank
  • their ruler
  • traditions and ideas
  • opinion
  • technology levels
  • heritage, loyalty and revolt progress
  • major stats
  • character view button
  • diplomatic status: alliances, vassals, etc.

Nations are given one of six ranks depending on their size, the higher your rank, the more diplomatic options are open to you:

  • Country rank 6.png Great Power
  • Country rank 5.png Major Power
  • Country rank 4.png Regional Power
  • Country rank 3.png Local Power
  • Country rank 2.png City State
  • Country rank 1.png Migrant Horde

On the right side is also a list of available diplomatic actions, which you can expand or collapse. In republics, you may need senate approval to take certain actions. If you declare war on another nation without a casus belli (legal reason for the war), then your stability will go down. The easiest way to generate a casus belli is to fabricate a claim on one of the target’s provinces. This is done by selecting Covert Actions and then Fabricate Claim. Also you may use the Summon War Council button in the Government view if it is available for a free claim.

Some diplomatic actions cost Political influence.png influence or Treasury.png gold, or give you aggressive expansion.

外交关系的类型

  • Alliance.png Alliance: Agreements between nations of the same power level who agree to protect each other if one comes under attack and can be called into offensive wars (though the ally may say no). Great powers cannot have alliances, but may subjugate lesser nations.
  • Defensive league.png Defensive League: Special alliance of smaller nations who agree to defend each other, unless the war is between two members of the defensive league.
  • Integrating Feudatory/Satrapy: A smaller nation pays a sum of money to its overlord and agrees to participate in all their overlord’s wars. The smaller nation may be integrated into the larger one, and has very little freedom of action in diplomacy.
  • Tribute income.png Tributary: Smaller nation regularly pays some of its income to a larger nation in exchange for the overlord’s protection. The tribute paying nation is not obligated to defend the larger.

决议

Top bar decisions.png

双面神雅努斯Janus(没有对应的希腊神) is represented on the menu button for decisions. This small menu is where you can implement major changes to your national bonuses or change the form of government. If you hover your mouse over the selection box for the decision, you will see the requirements for implementing it. Hovering over the decision name itself will tell you its effects.

贸易

Top bar trade.png

贸易(墨丘利Mercury/赫尔墨斯Hermes)is about wealth and exchange of goods. Here you can see which surplus bonuses you have, cancel trade routes, auto-accept incoming trade offers and allow to trade away your capital surplus.

Since food is important for population growth, it will not be traded away, even if you automate trade, unless your province has good food surplus.

Each province has a limited number of trade routes along which they can import surplus goods from neighboring provinces or foreign lands. There are 34 different trade goods in the game, each of which grants a bonus to any territory where it is produced or imported to. Specific military units require certain goods for construction. A province with wood, for example, will be able to build heavier ships.

If a province has a surplus of a good, it will have even more bonuses. Surplus wood increases a province’s tax yield. If the capital province has a surplus of a good, there are further bonuses applied to the entire country. Province surpluses stack, while capital surpluses don’t.

Be mindful about where you are sending your surpluses. For example, you might not want to send your Carthaginian elephants to Rome, no matter how much money you get out of it. Supplying the barren deserts of Egypt with wood risks making them a sea power (as they were historically).

At the start of the game, most of your trade will be run through your capital. Provinces will gain trade routes of their own as their population grows, technology improves, through random events and if you use civic provincial investments.

人物

Top bar characters.png

人物菜单(维纳斯Venus/阿佛洛狄忒Aphrodite) lists every character present in your realm. To see character in other realms click the Characters button in the Diplomacy view for that country. You can sort and filter this list along a number of criteria. Click on a character portrait for further information about a character and actions you can take. You may also right-click on a character portrait to take actions.

雇佣兵

Top bar mercenary.png

雇佣兵菜单(福尔图娜Fortuna/堤喀Tyche) lists the composition, price and location of the mercenary companies on the map. For much of the classical world, mercenaries formed the elite corps of the army. Citizen armies like those of Rome or professional armies like those of Macedon were generally the exception, and most national forces would be backstopped by a freelance professional force. The armies of Carthage were primarily mercenary in nature (failure to pay them led to a huge rebellion after the First Punic War), and even great kings like Pyrrhus or Agesilaus would often behave as mercenary captains for another nation.

You can only recruit a mercenary if you have 10 military experience and enough money in the bank to disband them when the time comes; they will expect a “cashing out” fee in respect of their service to you. If you fall behind in your mercenary payments, they will abandon your cause, or potentially switch sides in a war.

You may also hire mercenaries from the map by clicking on a mercenary unit (an army with a gray number plate). If you cannot afford their costs, clicking will do nothing, but if you can afford them, you will be prompted to hire the band.

You may hire any mercenaries in the world, but they will need to march to where you are while you pay them for the privilege. So if you are playing Rome, those Indian mercenaries are probably not money well spent.

Hiring mercenaries in the enemy territory will exile them (indicated by the black flag) and they will not join any fights until they reach friendly territory.

地图模式和概览

Minimap.png

At the bottom right of the screen you will find a mini-map with 18 red icons above it. The minimap is used to quickly move your viewpoint from one part of the world to another. Click to a location on the minimap and your screen will instantly move there.

The red icons are map modes for the main screen. You will use these throughout the game to track important information that is more easily understood visually. The key map modes are the Political (each nation), Diplomatic (who your enemies are), Revolt Risk (which provinces are experiencing unrest) and Barbarian Power (which frontier provinces are likely to spawn barbarian invaders.) Hover over them to learn which hotkeys to use, as it will help you access important information faster.

The upper right corner shows the game date (in years AUC - counting years from the founding of Rome - and not conventional BC/AD), the speed toggles and the button to open or close the outliner. This panel will show you the important information you may refer to regularly, like find your armies, navies, disloyal characters, active diplomatic actions, siege and construction progress.

You can configure the outliner to show only the specific things you are interested in by clicking on the gear icon in the left hand corner of the outliner. You can open and close the outliner by using the TAB button.

参考资料