新手指南:修订间差异

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=== 为新玩家推荐的开局 ===
=== 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。在开局几个月后会通过事件赠送周围两个大邻国(伊特鲁里亚和萨莫奈)的宣称,你可以通过其快速的发动战争扩张。通过灵活的跟大国结 [[alliances]] 将对您统一半岛大有裨益。 罗马有能力建造{{icon|heavy infantry}} 重步兵 , 同时有两个生产 {{icon|iron}} 铁的领地, 而因此可以获得首都铁器盈余带来的重步兵加成.。选择 [[Military traditions]] 壮年兵和成年兵 (''见 [[Italic traditions]]'') 将会让您的重步兵更加强力。而且罗马绝大多数的敌人军事都依靠 {{icon|light infantry}} 轻步兵这种非常弱小而多惩罚的兵种(比如对重步兵战斗 -25%)作战。
# {{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。在开局几个月后会通过事件赠送周围两个大邻国(伊特鲁里亚和萨莫奈)的宣称,你可以通过其快速的发动战争扩张。通过灵活的跟大国结 [[alliances]] 将对您统一半岛大有裨益。 罗马有能力建造{{icon|heavy infantry}} 重步兵 , 同时有两个生产 {{icon|iron}} 铁的领地, 而因此可以获得首都铁器盈余带来的重步兵加成.。选择 [[Military traditions]] 壮年兵和成年兵 (''见 [[Italic traditions]]'') 将会让您的重步兵更加强力。而且罗马绝大多数的敌人军事都依靠 {{icon|light infantry}} 轻步兵这种非常弱小而多惩罚的兵种(比如对重步兵战斗 -25%)作战。
## 值得注意的是罗马是一个 [[government]] 共和制国家,它将限制统治者(执政官)的行动。否决元老院派系的请求将会招致暴政。
## 值得注意的是罗马是一个 [[government]] 共和制国家,它将限制统治者(执政官)的行动。否决元老院派系的请求将会招致暴政。
## 罗马开局的首都区域绝大多数并不在罗马控制中。
## 罗马开局的首都区域绝大多数并不在罗马控制中。

2022年5月25日 (三) 21:41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过游戏教程,特别是对于我们的游戏的新手来说这是非常重要的。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,而国家的稳定才是最重要的。
  2. 某种(各种)程度上, 英白拉多是一款填色游戏,其终极目标为建立一个像罗马帝国或者亚历山大帝国一样幅员辽阔的大帝国。游戏中有很多需要钻研的地方, 不过开战十分简单,这也使得军队管理成为了玩家的日常任务。
  3. 密切关注那些乱臣贼子 (游戏中屏幕上方会有提示)。如果你手下许多NPC都是不忠的, 他们可(bi)能(ran)会掀起内战;而内战失败意味着游戏结束。然而呢,那些没什么权力的人就算不忠也不会造成什么威胁。所以,时刻注意那些位高权重的人。国内不忠的高富帅们也会变得不忠诚并组织私兵,不过你可以用礼物或者友谊来提高他们对你的忠诚,当然,你也可以采取其他手段:败坏他们的名声甚至囚禁他们。
  4. 像《维多利亚》以及《群星》一样,您的人口由 "pops" - 这些居住于您领地上的居民来进行代表。这些人口有他们自己的阶级,文化与宗教。这些属性都会影响人口的生产以及您领地的状态。
  5. 文化统一是对你征服的一大限制因素。侵略性扩张会影响您的稳定度,进而影响人口幸福度;如果太多错误文化群体的人口不高兴并且他们的省份变得不忠诚,他们可能会开始叛乱。
  6. 许多重要的操作都会在屏幕顶部显示提示。 他们会告诉您叛乱是否正在增长,您何时可以购买新发明,或者您的政府内是否空无一人。 并非所有的提示都需要立即进行操作。
  7. 位于左上角,也就是您国旗下方第一个的快速建造按钮,是一种快速建造许多东西的便捷方式(其热键为“Z”)。
  8. 位于右侧的显示器显示您的军队、海军、制造宣称和建筑建造(其热键为“Tab”)。
  9. 部落制国家玩法和君主制或者共和制都不同,比如部落制国家的大部分军事力量是建立统治者的个人追随者上。部落制国家大多科技落后,领土狭小,战争会容易失控。所以请务必确保您已经熟悉游戏再选择部落制国家进行游玩。(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。在开局几个月后会通过事件赠送周围两个大邻国(伊特鲁里亚和萨莫奈)的宣称,你可以通过其快速的发动战争扩张。通过灵活的跟大国结成 alliances 将对您统一半岛大有裨益。 罗马有能力建造Unit heavy infantry.png 重步兵 , 同时有两个生产 Iron 铁的领地, 而因此可以获得首都铁器盈余带来的重步兵加成.。选择 Military traditions 壮年兵和成年兵 (Italic traditions) 将会让您的重步兵更加强力。而且罗马绝大多数的敌人军事都依靠 Unit light infantry.png 轻步兵这种非常弱小而多惩罚的兵种(比如对重步兵战斗 -25%)作战。
    1. 值得注意的是罗马是一个 government 共和制国家,它将限制统治者(执政官)的行动。否决元老院派系的请求将会招致暴政。
    2. 罗马开局的首都区域绝大多数并不在罗马控制中。
  2. 马其顿的国旗 马其顿: 马其顿 (北希腊) 作为一个强大的王国并与色雷斯作为盟友,同时被塞琉古和埃及保证独立.。马其顿会得到来自前亚历山大帝国的宣称,但是完成它仍然被认为是具有挑战性的, 比如 弗里吉亚的国旗 弗里吉亚 就挡在您的道路前。而南方的希腊城邦会组成同盟来应对您的侵略,因此寻求一个盟友和建造一支海军会帮助您统治这片土地。
    1. 同样,马其顿在开局时首都的大多数土地不在其控制中。
  3. 埃及的国旗 埃及: Egypt is the breadbasket of the Mediterranean, with a large population and valuable trade goods. The 弗里吉亚的国旗 弗里吉亚 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 their defence!
  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, Imperator: Rome uses the top bar to display the crucial data that will guide your most common decisions.

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 twelve buttons at the bottom 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.

国家概况

Menu 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加成
  • 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.

决议

This small submenu 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.


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

Menu 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 Imperator: Rome 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

Menu 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

Menu 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, with each field of research corresponding to one of the four character attributes. As a rule of thumb, you should choose the character with the highest Martial.png martial to lead the military research, the one with the highest Finesse.png finesse 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

File:Menu 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

Menu 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

File:Menu 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.

贸易

File:Menu 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

File:Menu character.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

File:Menu mercenary.png

雇佣兵菜单(福尔图娜Fortuna/堤喀Tyche) lists the exact composition, price and location of the mercenary companies on the map (with some errors). 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 located not in your country will exile them (indicated by the black flag) and they will not join any fights until they reach friendly territory. After hiring, mercenaries will have low morale so you will need some time to restore it to maximum.

地图模式和概览

At the bottom right of the screen you will find a mini-map with 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 turquoise buttons with white 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) and Revolt Risk (which provinces are experiencing unrest). 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