殖民:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.5
无编辑摘要
(同步到官方百科05:06, 23 August 2020‎ Yezhanquan)
第1行: 第1行:
{{Version|1.1}}
{{Version|1.5}}
那些不属于任何[[国家]]的[[领土]]能被 ''' 殖民'''(Colonization), i.e. incorporated into an existing state in a number of distinct and very different ways.


 从撒丁岛的内陆到日耳曼尼亚中部 爱尔兰 ,有很多未殖民的土地在政治地图上看起来是空白的。然而它们的确有人口,有自己的信仰和文化。 '''殖民''' 和 '''定居''' 是一个国家可以控制这些地块的两种办法
 从撒丁岛的内陆到日耳曼尼亚中部 爱尔兰 西部,there is a lot of land that is selectable and usually populated, yet uncolonized and seemingly empty on the political view. Currently owned territories might also be colonized if they are completely depopulated, particularly through {{icon|enslavement efficiency}} slavery during wars. These uncolonized territories might and often do, however, have pops with their own religions and cultures. ''' 殖民''' 和 ''' 定居''' 是一个国家可以控制这些地块的两种办法 ,but countries with access to the {{icon|construct border fort}} '''Construct Border Fort''' [[Army#Unit action|unit action]] can also use that to colonize territories.
 
Note that impassible terrain, including {{icon|barbarians}} barbarian strongholds, cannot ever be colonized.


== Colonization ==
== Colonization ==
An adjacent city of at least 10 pops, with a majority of your national religion and culture, can send one of these pops into an uncolonized location and this pop will claim it for their home country at the same cost as the one you pay for moving pops inside your own lands. The colonizing pop must be of your national culture and religion and cannot be a slave. This will turn the uncolonized location to a city under your control, but it will not change the culture, religion or type of any of the pre-existing pops.
A territory is '''colonized''' by moving one pop of any social class but slaves to it. This can be achieved by pressing the '''Colonize''' button in the territory view of the uncolonized territory and can be done at any time, as long as the following conditions are met for at least one owned territory:
* Is adjacent to or within 2 sea tiles of the target territory
* Has at least {{icon|population}} '''10''' pops.
* Has a dominant culture that is an {{icon|integrated}} integrated (including the primary culture)
* Has the state religion as the dominant religion
* Has at least one pop that is not a {{icon|slaves}} slave (note: this non-slave pop does not have to be an integrated culture or the state religion)
* Has not been used to colonize in the last year
Colonization also costs {{icon|wealth}} {{red|10}} gold.
 
When the "colonize" button is pressed, one non-slave pop (which may or may not be of an integrated culture or the state religion) moves to the colonized territory, and the territory is added to the colonizer's state.
 
Notably, newly colonized territories do not have any colonization cooldown and can themselves be used as a base to immediately colonize another neighbouring territory, even on the same day they were colonized. This means that, if the country has a lot of {{icon|wealth}} gold, large amounts of territories can be colonized in a single day by constantly moving enough {{icon|slaves}} slaves ) or {{icon|tribesmen}} tribesmen if the country is [[tribal]]) of an integrated culture and state religion into the newly colonized territory to bring its {{icon|population}} population up to 10 and give it a dominant integrated culture and state religion, making it immediately eligible to colonize another adjacent territory. This is possible mainly because most uncolonized provinces usually have at least one non-slave pop (usually a {{icon|tribesmen}} tribesman) which can be used to colonize. Moving all these pops, however, can be quite expensive is generally only viable for at least moderately-sized countries.


== Settling ==
== Settling ==
[[Government#Tribal|Tribal chiefdom]]s have the ability to turn all pops (up to 20) in a city into migration units, for a cost of 100 Oratory power. These Light Infantry units can settle in any uncolonized location as long as they outnumber the existing pops. When settled, they always turn into Tribesmen. Like colonization, all pre-existing pops are kept with their culture, religion, and types.
[[Government#Tribal|Migratory Tribes]] have the ability to turn all pops (min 3, max 20) in a territory with the primary culture (but not other {{icon|integrated}} integrated cultures) as dominant into migration units, for a base cost of {{icon|stability}} {{red|-8}} stability (certain laws and your level of centralization modify this number, though the {{icon|migration cost}} migration cost modifier), with each pop becoming one cohort. These {{icon|light infantry}} Light Infantry cohorts can use the {{icon|settle}} '''settle''' unit ability to settle in any owned or uncolonized territory, turning into {{icon|tribesmen}} tribesmen of the primary culture and religion. For uncolonzied territories, this can done as long as they outnumber the existing pops, no matter how close or far the territory is from the country's current territory (if it has any), and immediately grants ownership of the territory to the settling country. Like colonization, all pre-existing pops are kept with their culture, religion, and class.


Migration units do not require military access to cross borders, and enjoy reduced attrition. Settling also works with foreign land a tribe currently controls in a war.
Migration units do not require military access to cross borders, and enjoy reduced attrition. Settling also works with foreign land a tribe currently controls in a war.


== Outcome ==
== Construct Border Fort ==
After colonization your new land works somewhat like occupied land. The local [[Population#Civilization_Value|Civilization rating]] will now gravitate towards your country value, making it more suitable for your freemen and citizens, but most likely making the original population of tribesmen quite unhappy.
{{see also|Army#Unit actions}}
 
Countries with {{icon|military tradition}} [[Italic traditions]] (requiring the Italic culture group) can use the {{icon|construct border fort}} '''Construct Border Fort''' unit ability to colonize adjacent provinces once they have unlocked the ability in their tradition tree. This action can be taken by an army with a {{icon|position}} general and at least {{icon|army size}} '''5''' cohorts, and for uncolonized territories requires that the territory is adjacent to a currently owned territory and does not have neighbour any owned territories that already have a {{icon|fortress}} fortress building. Constructing the border fort costs {{icon|manpower}} {{red|3000}} manpower and will give ownership of the border territory as well as automatically constructing a {{icon|fortress}} fortress and creating a {{icon|freemen}} freeman pop of the primary culture and religion there. The army that built the fort can be used to construct new border forts as soon as it moves to a new neighbouring uncolonized territory as long as the country has enough {{icon|manpower}} manpower, though if adjacent territories want to be colonized the just-built {{icon|fortress}} fortress will need to be scrapped first.


== 参考资料 ==
== 参考资料 ==

2020年9月28日 (一) 23:18的版本

那些不属于任何国家领土能被 殖民(Colonization), i.e. incorporated into an existing state in a number of distinct and very different ways.

从撒丁岛的内陆到日耳曼尼亚中部和爱尔兰西部,there is a lot of land that is selectable and usually populated, yet uncolonized and seemingly empty on the political view. Currently owned territories might also be colonized if they are completely depopulated, particularly through Enslavement efficiency.png slavery during wars. These uncolonized territories might and often do, however, have pops with their own religions and cultures. 殖民 定居 是一个国家可以控制这些地块的两种办法,but countries with access to the Construct border fort Construct Border Fort unit action can also use that to colonize territories.

Note that impassible terrain, including Barbarian power.png barbarian strongholds, cannot ever be colonized.

Colonization

A territory is colonized by moving one pop of any social class but slaves to it. This can be achieved by pressing the Colonize button in the territory view of the uncolonized territory and can be done at any time, as long as the following conditions are met for at least one owned territory:

  • Is adjacent to or within 2 sea tiles of the target territory
  • Has at least Population.png 10 pops.
  • Has a dominant culture that is an Integrated.png integrated (including the primary culture)
  • Has the state religion as the dominant religion
  • Has at least one pop that is not a Slaves slave (note: this non-slave pop does not have to be an integrated culture or the state religion)
  • Has not been used to colonize in the last year

Colonization also costs Wealth 10 gold.

When the "colonize" button is pressed, one non-slave pop (which may or may not be of an integrated culture or the state religion) moves to the colonized territory, and the territory is added to the colonizer's state.

Notably, newly colonized territories do not have any colonization cooldown and can themselves be used as a base to immediately colonize another neighbouring territory, even on the same day they were colonized. This means that, if the country has a lot of Wealth gold, large amounts of territories can be colonized in a single day by constantly moving enough Slaves slaves ) or Tribesmen tribesmen if the country is tribal) of an integrated culture and state religion into the newly colonized territory to bring its Population.png population up to 10 and give it a dominant integrated culture and state religion, making it immediately eligible to colonize another adjacent territory. This is possible mainly because most uncolonized provinces usually have at least one non-slave pop (usually a Tribesmen tribesman) which can be used to colonize. Moving all these pops, however, can be quite expensive is generally only viable for at least moderately-sized countries.

Settling

Migratory Tribes have the ability to turn all pops (min 3, max 20) in a territory with the primary culture (but not other Integrated.png integrated cultures) as dominant into migration units, for a base cost of Stability.png -8 stability (certain laws and your level of centralization modify this number, though the Migration cost migration cost modifier), with each pop becoming one cohort. These Unit light infantry.png Light Infantry cohorts can use the Settle settle unit ability to settle in any owned or uncolonized territory, turning into Tribesmen tribesmen of the primary culture and religion. For uncolonzied territories, this can done as long as they outnumber the existing pops, no matter how close or far the territory is from the country's current territory (if it has any), and immediately grants ownership of the territory to the settling country. Like colonization, all pre-existing pops are kept with their culture, religion, and class.

Migration units do not require military access to cross borders, and enjoy reduced attrition. Settling also works with foreign land a tribe currently controls in a war.

Construct Border Fort

Countries with Military tradition.png Italic traditions (requiring the Italic culture group) can use the Construct border fort Construct Border Fort unit ability to colonize adjacent provinces once they have unlocked the ability in their tradition tree. This action can be taken by an army with a Position general and at least Land combat.png 5 cohorts, and for uncolonized territories requires that the territory is adjacent to a currently owned territory and does not have neighbour any owned territories that already have a Fortress fortress building. Constructing the border fort costs Manpower.png 3000 manpower and will give ownership of the border territory as well as automatically constructing a Fortress fortress and creating a Freemen freeman pop of the primary culture and religion there. The army that built the fort can be used to construct new border forts as soon as it moves to a new neighbouring uncolonized territory as long as the country has enough Manpower.png manpower, though if adjacent territories want to be colonized the just-built Fortress fortress will need to be scrapped first.

参考资料


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